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Elite: Dangerous |OT| Every Man's Sky

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Burny

Member
It's hard to keep in perspective how enormous some of these geological features are.

It's of course inherently harder on planets without vegetation and atmosphere, but it's also made harder to judge distances by the lack of detail of the molten ice cream mountain top/valleys/ridges currently Horizon currently has.

Without recognizable finer details that we can interpret as "bigger/smaller/same size as...", it's really hard to judge how large and how far away something is. And especially the mountain/rocky parts in Horizons are not up to the standard of something like Outerra.

I love their updated planetary generation. :)

I don't have the credits, took from another forum but... wow!

TZm9fj9.png

...But It's unfortunately on the ground level, where the terrain generation falls short.

My settings for the screenshot are "high" preset. How far are these mountains/hills behind the one with the SRV away? They could be just around the corner, right?
screenshot_00171exc9.jpg


Outerra: Even disregarding the haze, which tells us that something is in the distance, the fact that the distant peaks/ridges in the center have fine details casting shadows, which we can assume are rather large rock formations, tells us that they must be quiet far away.
screen_1449354688kzk4l.jpg
 
Burny... my dude... let it gooooo

Has anyone found a landable planet that is exactly 1G? Curious how ships would fly and SRVs drive on Earth.
Remines, second planet at the main star. Driving on it feels pretty natural. I'm down there at Nye Settlement. That's right. BILL BILL BILL BILL BILL BILL
 
He's right, it needs work. Extending the higher detail LOD textures is likely very performance intensive and they are working on optimizing performance right now. I have hope that they will be able to at least add additional presets to increase the fidelity of distance terrain but I do expect it to be costly regardless.
 

Burny

Member
Outerra is just one planet... And not really a game isn't it?

Outerra is an engine for planet rendering. The same thing is now done by Elite, but they generate their planet data themselves rather than using a predefined data set. They are comparable - or not unless Elite actually starts to beef up the techniques they use so their planet surfaces look like actual planet surfaces close up. ;)

As for not being a game - Outerra has no game logic, that is correct. If I were to be a bit evil, inaccurate and troll-y, I could claim Elite doesn't have either. ;)

Outerra (or Anteworld?) does actually have a bit of a flight/driving sim included. Lots of flying. Lots of driving. Which makes it even more obvious where the planets in Elite are sub-par, because the target set by Outerra as well as actual photos we have from planet surfaces in our solar system shows that Elite's planet simply don't look remotely realistic up close.


I don't hate Elite (@DrBo :p), I'm just disappointed that what they're doing with Horizons even when the initial release is so focused on the planets and little else, falls so short of what I would personally consider even just a good representation of planet surfaces on a ground level. But I also think they're not quiet done with it, yet. And I think they aren't quit targetting the photo realistic look, but even for a more stylized one, Horizons planets don't look particularily convincing on the surface.
 
I'm just disappointed that what they're doing with Horizons even when the initial release is so focused on the planets and little else, yet falls so short of what I would personally consider even just a good representation of planet surfaces on a ground level.

How do you know? Were you there?

/s sorry, getting drunk on my layover
 

Hylian7

Member
Burny... my dude... let it gooooo


Remines, second planet at the main star. Driving on it feels pretty natural. I'm down there at Nye Settlement. That's right. BILL BILL BILL BILL BILL BILL

That's awesome. I'll probably be taking my Anaconda or FDL over there, depending on how far away that is from me. Thanks!
 

JambiBum

Member
I did see a post from FDev that the next patch for the beta is going to fix the whole not seeing POIs from your ship thing that bothers people. A lot of people were having issues where they would land in one and when they got into their srv to make it spawn their ship would be in the middle of it since they couldn't see it before they landed. Now as long as the POI is large enough to be seen from your ship above ground level you'll be able to see it just fine.
 

Wreav

Banned
I did see a post from FDev that the next patch for the beta is going to fix the whole not seeing POIs from your ship thing that bothers people. A lot of people were having issues where they would land in one and when they got into their srv to make it spawn their ship would be in the middle of it since they couldn't see it before they landed. Now as long as the POI is large enough to be seen from your ship above ground level you'll be able to see it just fine.

I wonder if not seeing it from above was just a bug, because if not, that's a pretty major rework of how that mechanic works.
 

Hylian7

Member
I did see a post from FDev that the next patch for the beta is going to fix the whole not seeing POIs from your ship thing that bothers people. A lot of people were having issues where they would land in one and when they got into their srv to make it spawn their ship would be in the middle of it since they couldn't see it before they landed. Now as long as the POI is large enough to be seen from your ship above ground level you'll be able to see it just fine.

Yeah, I was wondering why I couldn't ever see what was there before I was just like "Okay well just land in the blue zone and maybe something will be there" and there was. Usually I saw something with Skimmers guarding it.
 

Burny

Member
How do you know? Were you there?

/s sorry, getting drunk on my layover

He, that's the exact same counter argument I got in the FDev forums (and it's a tad bit too defensive). ^^

Why should we have to have been there though, in order to judge that something in Elite's planet surface modeling is not as good as it could be? NASA & Co. is doing the work for us after all. ;-)

Here are a couple of photos from Mars and the Moon that a bit of googling will get us (nobody's using 56k anymore, right?):


Compare that to Horizons.

Currently, there are about two different texture types for the Horizons planets (rocky and sandy) and all elevations are modeled using some form of heightmap, which only generates vertical displacement and rounded edges. This may be representative of some of the Moon's hills and mountains. Even on the moon however, there are large boulders and pebbles on the ground in places. And I'm not talking about the strangely placed small boulders in Horizons which are all 5-15 meters apart, lying on the dusty and otherwise smooth ground. :p The planet generation as it is now does also not represent mountains that are formed by tectonic plates piling up well - which according to Frontier is the basis of some of the generated mountains ("tectonic activity"). At least not from the way such mountains look on Earth. Rock piling up kilometers high, cracking and breaking might not look all that different on other planets, even when they don't have an atmosphere. The Mars images show all kinds of surfaces and features. Some will undoubtedly be caused by the fact that Mars has an atmosphere, but other patterns won't be that unimaginable on planets without atmosphere either. And here all kinds of sandy, pebbly, rocky, cracked etc. surfaces are visible. (The dune-like features could probably not be encountered on planets without atmosphere, as they should require wind to form.)

Edit: Not to mention that an Atmosphere-less planet might possibly once have had an atmosphere, which played a part in creating the planet's features, but desintegrated over billions of years.
 

Hylian7

Member
Those pictures really aren't far off from some stuff I have seen in Horizons thus far.

Regarding Horizons in general, I'm impressed with it so far. There was that large snafu at launch, but that's another rant for another day. Planets have been cool, driving the SRV is awesome. I have spent an INSANE amount of time driving around planets and collecting materials. Driving up on abandoned cargo, or mining machines guarded by Skimmers is always cool. I do wish there would actually be cases where the Skimmers are considered "wanted", and it's not always a crime to shoot them. The terrain I have found on some planets has been INSANE. I'll never forget last week when I was on a planet that was mostly red, but had multiple kilometer deep canyons of ice and I ended up tumbling down into one and was stuck for an hour. I finally managed to get my ship to land down in the canyon (the other previous attempts to recall it put it above the canyon where I couldn't get).

It's still in beta, but shows a ton of promise already, and honestly a lot of the issues I have could be fixed by tweaking numbers, and probably will. One such example is that base raiding missions don't pay near enough to make veteran players actually want to take them on. At the same time, they throw veteran PvP players a bone with the Synthesis system, allowing us to manufacture ammo for weapons. In addition, the FSD injection can be really useful for explorers and traders.

I really like the gravity being different on planets, making them all feel fairly different. Having tried a planet with less than 0.15G and Achenar 3 (6.73G), there is a HUGE difference between those two planets. On Achenar 3 I could barely land my Anaconda without taking out my shields (with 4 pips to Systems) and taking 23% hull damage. Driving the SRV was so difficult simply because it felt nowhere near as floaty as it did on low G planets, the vertical thrusters barely did anything with 4 pips to Engines.

If the last year of Elite was any indication, I expect a ton of stuff to get added to Horizons over the next year for free, and hell maybe even longer than that. Just to put it in perspective, we got all of these things over the last year in Elite: Dangerous:

- Community Goals
- Wings
- Fer-De-Lance
- Vulture
- Significant buffs to bounty hunting (remember when the big ships would be usually less than 100k for a Deadly? Yeah...)
- Multiple types of Unidentified Signal Sources
- Powerplay, and everything that came with that, plus the changes to it over time.
- Changes to missions to make them better, especially smuggling missions
- Imperial Courier
- Diamondback Explorer
- Diamondback Scout
- Collection, prospector, and fuel transfer drones
- CQC
- Imperial Eagle
- Federal Gunship
- Federal Assault Ship
- Hazardous RES
- Compromised Nav Beacons
- Legal Salvage
- Keelback
- Viper MK IV
- Asp Scout
- Federal Corvette
- Imperial Cutter
- Cobra MK IV

They have added a pretty good amount of free stuff, and while you might argue that some of it you will never see (you won't buy all the ships for instance), it's still kept myself, and a lot of us playing over the last year. I'm optimistic about Horizons, barring any more server snafus.
 

JambiBum

Member
I watched videos of the corvette and cutter last night to see if I actually want one and man is the inside of the cutter pretty. I like the corvette more overall (and I have pretty high fed rank right now) but the look of the cutter almost makes me want to grind for empire rank.
 

Hylian7

Member
I watched videos of the corvette and cutter last night to see if I actually want one and man is the inside of the cutter pretty. I like the corvette more overall (and I have pretty high fed rank right now) but the look of the cutter almost makes me want to grind for empire rank.
I tried both in 1.5 beta. They are fun as hell to fly, and dual huge PA on the Corvette is really satisfying.
 

Pomerlaw

Member
@Burny

Mars is a really bad example, because it has an atmosphere. So you can't actually compare that to what they have right now in Horizons. And that Moon shot would look pretty "smooth" and barren if not for that big boulder...

Some surfaces look better than others. Some have more details, like this one :

nr5UVuf.jpg


It's still WIP, and probably will be 2 years from now. ;)

Frontier already know their surfaces are a bit too smooth and lack detail. They will use vertical displacement later on, but in a game context they have to think about performance.

I'm more upset about the lack of "life" the game has than graphics. I can't wait to see real NPCs and life in stations...
 

TheTrain

Member
In the next build they will enable SubSurface Scattering for the Ice Planets, it's clear that not all the surface are ready yet
 

Jedi2016

Member
Question for those with the beta:

Do ship shields protect against ground collisions the way they do against space-bound collisions like stations and asteroids? I know they don't help the SRV, but do they help your ship?

I'm not worried about landing so much as doing some zippy nap-of-the-earth flying in canyons and the like, and I'd like to be able to survive if I slip up and scrape off a rock or something. Not full head-on collisions, just scrapes.
 
Question for those with the beta:

Do ship shields protect against ground collisions the way they do against space-bound collisions like stations and asteroids? I know they don't help the SRV, but do they help your ship?

I'm not worried about landing so much as doing some zippy nap-of-the-earth flying in canyons and the like, and I'd like to be able to survive if I slip up and scrape off a rock or something. Not full head-on collisions, just scrapes.

Yes, they do protect against impacts like any impact with a station, asteroid or ship. I hit the ground hard yesterday, full taking down my shields and leaving me with 50% hull.
 

JambiBum

Member
Welp. Just had my first real this is bullshit moment in elite after hundreds of hours.

Was making a Robigo mission run worth like 20 mill when I got interdicted by a player for the first time during a run. Noticed he was in a wing as well but I wasn't really that worried. I submitted so that I could jump away faster. Drive was about halfway charged when the first guy finally took my shields down. His wingman wasn't with us yet so I imagine he was having problems finding the wake to drop into. My drive is almost charged when he finally drops in, only to drop right in front of me leaving me with no time to react. I crash into him with no shields and instantly take my hull down to 1%. Couple of seconds later and I'm dead.

I wouldn't have cared so much if they killed me just by shooting me, but having the other player spawn directly in front of me like that made me pretty angry. I lost a decent chunk of change through the insurance and having to rebuy all of the cargo I lost that I got for the missions, but I'll easily make up for that just by turning in one mission so that isn't really a problem. I realize that I could avoid situations like that if I played in solo or whatever, but I like playing in open because of the occassional interactions with other players.
 
Welp. Just had my first real this is bullshit moment in elite after hundreds of hours.

Was making a Robigo mission run worth like 20 mill when I got interdicted by a player for the first time during a run. Noticed he was in a wing as well but I wasn't really that worried. I submitted so that I could jump away faster. Drive was about halfway charged when the first guy finally took my shields down. His wingman wasn't with us yet so I imagine he was having problems finding the wake to drop into. My drive is almost charged when he finally drops in, only to drop right in front of me leaving me with no time to react. I crash into him with no shields and instantly take my hull down to 1%. Couple of seconds later and I'm dead.

I wouldn't have cared so much if they killed me just by shooting me, but having the other player spawn directly in front of me like that made me pretty angry. I lost a decent chunk of change through the insurance and having to rebuy all of the cargo I lost that I got for the missions, but I'll easily make up for that just by turning in one mission so that isn't really a problem. I realize that I could avoid situations like that if I played in solo or whatever, but I like playing in open because of the occassional interactions with other players.
I had that happen while I was undermining a couple of weeks ago. Interdict the lead ship in a wing of 3, boost after him and his wing spawns right in front of me, causing me to ram into them and die.

That was 2-3 hours worth of undermining merits lost and one of the lamest moments I've ever had in E:D.
 

JambiBum

Member
I had that happen while I was undermining a couple of weeks ago. Interdict the lead ship in a wing of 3, boost after him and his wing spawns right in front of me, causing me to ram into them and die.

That was 2-3 hours worth of undermining merits lost and one of the lamest moments I've ever had in E:D.

I don't really know of a way they can fix it either. Maybe make it so that ships can't spawn within so many units of another ship or something but considering the way ships move and everything that might be difficult for them to do. Plus it's not like it happens that often. Just frustrating when you're carrying a bunch of cargo that you didn't pay for.
 

Jedi2016

Member
Not a bad run. Just got back from exploring, turned in at Lave, 14M credits, top 5% at the CG, and at least another 10M once the CG is over. And I didn't think that was a very long exploration run.. pretty much out to the outer rim and back. Not 100% sure how many systems I got, several hundred at least.

Now I might actually be able to get some Fallout in before Horizons launches.. lol.
 

RedSwirl

Junior Member
I just completed my first exploration "trip" to cash in and got around 140k. That's with just the basic discovery scanner and no surface scanner. Does scanning objects directly (aside from the initial discovery scan) still net more money even if you don't have a surface scanner yet? If so, I only figured that out while exploring the last few systems.

Anyway, towards the end of my journey I finally ran into my first planet that wasn't a dead rock. As I said earlier I'd been sticking to F, G, and K-class stars -- main sequence types like our sun. What's interesting (and kind of frustrating) about the basic discovery scanner is its range roughly equates to 1AU (roughly the distance between Earth and the sun if you don't know), so any good planets I'd find would be either just within that range or just outside it. After a while I started just flying around systems to see if I could ping anything else with the scanner. Eventually I learned I should do that with the star facing my back so I come up on a planet's day side -- from their night side planets tend to be almost invisible upon approach.

In one system while doing this I noticed what I thought was just a couple of stars in the background. I had to triple check before I noticed them moving relative to me ever so slightly. As I got close enough for a scan it turned out to be a water world and a single moon just over 1AU from the star -- very Earth-like relatively speaking.

Overall this was a lot slower than just killing pirates at the nav beacon but in my opinion a lot less repetitive (maybe because I did the pirate grinding in the starter system where the space station was 200 AU away from the star and the nav beacon).
 
Welp. Just had my first real this is bullshit moment in elite after hundreds of hours.

Was making a Robigo mission run worth like 20 mill when I got interdicted by a player for the first time during a run. Noticed he was in a wing as well but I wasn't really that worried. I submitted so that I could jump away faster. Drive was about halfway charged when the first guy finally took my shields down. His wingman wasn't with us yet so I imagine he was having problems finding the wake to drop into. My drive is almost charged when he finally drops in, only to drop right in front of me leaving me with no time to react. I crash into him with no shields and instantly take my hull down to 1%. Couple of seconds later and I'm dead.

I wouldn't have cared so much if they killed me just by shooting me, but having the other player spawn directly in front of me like that made me pretty angry. I lost a decent chunk of change through the insurance and having to rebuy all of the cargo I lost that I got for the missions, but I'll easily make up for that just by turning in one mission so that isn't really a problem. I realize that I could avoid situations like that if I played in solo or whatever, but I like playing in open because of the occassional interactions with other players.

20 mill for a smuggling run? Hell I'm over here barely scratching 6mil in creds from sniping high level bounties in HiRES in Solo mode for the last few days (roughly averaging 1 mil an hour). I need to read up on faster ways to make credits!

Mostly because although I love to troll wanted NPCs and I've even gotten so good as to stack up about 2 million in bounties in an hour before I run out of multicannon ammo and then die (from getting cocky)... I've probably lost 4 mil in bounties this week alone from getting cocky. I've been able to avoid accidentally shooting the Feds but ive been pushing it by baiting high level wanted ships after K-warrant scanning them, and not scurrying over to the Fed fast enough for them to swoop in and distract. lol
 

Burny

Member
@Burny

Mars is a really bad example, because it has an atmosphere. So you can't actually compare that to what they have right now in Horizons. And that Moon shot would look pretty "smooth" and barren if not for that big boulder...

Some surfaces look better than others. Some have more details, like this one :

nr5UVuf.jpg


It's still WIP, and probably will be 2 years from now. ;)

Frontier already know their surfaces are a bit too smooth and lack detail. They will use vertical displacement later on, but in a game context they have to think about performance.

I'm more upset about the lack of "life" the game has than graphics. I can't wait to see real NPCs and life in stations...

As I said: some of the planets in Horizons might have had an atmosphere when they were formed, just like Mars is suspected to have had more of an atmosphere as well as liquid water. But even then, the moon has no mountains (that I'm aware of), which were formed by tectonic plates moving into each other, which would logically correspond more to the dramatic shapes we're seeing on Earth's mountains, as well as some of those on Mars maybe. Instead, we get the molten ice cream mountain on every single Horizons planet. When the surface is flat and there are only smooth hills, Horizons does a decent job, although then the texture variety is still poor. THe variation in the boulders is as well. I've linked the image of boulders on the moon and already those two images show patterns that we don't get in Horizons.

I'm aware that it's wip and if you ask me, blatantly so. You also mean horizontal displacement, because all the detail is currently generated by vertical displacement (heightmaps or something similar), which is why I'm complaining in the first place. ;)

Also, that bolded part could use a quote. We do know that they don't consider the rendering complete, but I haven't heard them mentioning horizontal displacement for mountains, the fact that they're using only about two kinds of textures or that the SRVs leave no tracks on apparently dusty ground. So we don't know what they're actually targeting.

Which, especially considering that they are concentrating on the planets now, is a pity. It can't be changed when it's not ready now, but I'd really like to know what they consider "good enough", because they're imo pretty far from it for everything that is not a smooth landscape with moon-like soft hills and craters.

A93CA663CB0B694EE3267CA4FCFFE9923F455D49


Yeah I took some shots from this planet because the surface detail from a distance stood out to me.

Those two screenshot above look okay-ish, but they're taken under the most flattering lightning conditions or from far away. The low angle of the light in the first one hides that - despite large parts in that screenshot being rocky (one of the two texture kinds they'r using >.<) it still all consists of flowing surfaces, which is silly with that kind of texture. The detail is suggested by the texture's normal mapping, due to the light's low angle. The second one shows a bit how seemlessly rocky and dusty surfaces flow into each other, which is also a bit strange - you normally can distinguish where rock and dust is, but in Horizons it's all one flowing texture mass, because rock doesn't actually correspond to anything that would be a rocky geometry.

In short, they look decent. But that's because they hide more or less, that those rocks up close and under brighter lightning, will look like this:

An indistinguishable dusty-rocky texture mass, flowing over smooth shapes, when I would expect them to look a lot more like this:


...where the rocky parts have sharp vertices and edges at angles that aren't smooth and it's immediately visible what constitutes dust and what is supposed to be rock. This doesn't look like sombody painted a rock texture on a smooth surface and called it a day. There is even - *gasp* - the occasional larger pebbly recognizable in the dust. Also: sharp ridges on mountains. Every Horizons planet looks currently like the moon in varying colors and with sometimes so high yet smooth mountains/deep rifts, that the flowing surfaces appear ridiculous.
 
Started playing recently. This game is opaque as balls. When I got a hull breach on my window or something there was seemingly nothing I could do. Can't frameshift. Restoring shields doesn't seal the breach. A year to nearest station at sublight. Bleh.


Just upgraded some parts, buying weapons and equipment is confusing as balls. I had to look up shit online to make heads or tails of the class vs rank stuff. I'm still not convinced my railgun+double beam laser is gonna work out any better than my hopeless gimballed autocannon+double pulsed laser (starting weapons).

My Asp isn't really that threatening to enemies.
 

Hylian7

Member
Started playing recently. This game is opaque as balls. When I got a hull breach on my window or something there was seemingly nothing I could do. Can't frameshift. Restoring shields doesn't seal the breach. A year to nearest station at sublight. Bleh.


Just upgraded some parts, buying weapons and equipment is confusing as balls. I had to look up shit online to make heads or tails of the class vs rank stuff. I'm still not convinced my railgun+double beam laser is gonna work out any better than my hopeless gimballed autocannon+double pulsed laser (starting weapons).

My Asp isn't really that threatening to enemies.

First of all, regarding the cockpit canopy thing. If your canopy breaks, the only way to repair it in the field is with an Auto-Field Repair Module. Other than that, you are now down to your emergency oxygen in your pilot suit. The default one is 5 minutes, but there are upgrades for that that last longer. What probably kept you from frameshifting was you still had your hardpoints deployed or something. You cannot charge your FSD when the hardpoints, landing gear, or cargo scoop are out. You also can't if you are mass locked, which is also possibly what happened to you. If something big is near you, then it's mass will prevent you from jumping, so you need to get away from it. The bigger ships in the game can mass lock a lot of the ships in the game, which makes them useful in a PvP environment.

Rule of thumb: If you get into a bind, retract hard points, cargo scoop, etc, 4 pips to engines with 2 to shields, and boost away until you can frameshift.

About the classes and ratings:

Class refers to the size of the module, so if I'm in outfitting and see this:

w8DV7ud.png


If you look at the lighter number on the low part of each hardpoint, that tells you what class the hardpoint is. You see the terms "Huge", "Large", "Medium", and "Small" in reference to hardpoints, but those are just another way of saying the classes. Generally a higher class of a module will be more effective, however it willl also likely consume more power, and put out more heat.

So on the Class 4 hardpoint, you can put any weapon on it that's Class 4 or lower. The same logic applies to all the other slots on the ship.

So the ratings are exactly what they sound like: different versions of modules that are of the same class. So an B Cannon will do more damage than an E Cannon, however the E cannon might consume less power, or not weigh as much. There are also some special cases of things available only at certain ratings.

For instance, in the new upcoming patch, a C rating Shield Generator will be a Bi-Weave Shield Generator, meaning that it doesn't have as much strength, but it regenerates much faster than normal shields.

As for managing your build, there's a few things you have to take into consideration:

Is the combination you want going to overheat your ship constantly? Will it use too much power?

If you were to load yourself up with nothing but Plasma Accelerators, you would fry instantly and take heat damage. Thermic weapons tend to put off more heat, while most Kinetic weapons barely put off any. In addition, you can also have a staggered firing strategy. On my current loadout for my Fer-De-Lance in the main game, I have a Huge Plasma Accelerator and four Pulse Lasers. If I were to hold the trigger to fire the Pulse Lasers and kept mashing my PA button, I would keep overheating continuously. I generally have to fire a PA round, wait, adjust position for a good shot, watch heat gauge, and fire again. If your build can't be effective without doing this, then you need to try a different build.

As for your specific builds, you might be able to make that build work, however if you're just NPC farming, you might want to swap the railguns out for something else since their ammo is so limited. Beam Lasers are particularly good at taking out shields, while Pulse Lasers are good at both hulls and shields, but not a master of either. Kinetic weapons such as multicannons are great at taking out hulls. Railguns all around pack a huge punch to both shields and hull, however the ammo is very limited, and they put out a good amount of heat. I haven't flown an Asp myself, but I think you might want to try 2 medium railguns, 2 pulse lasers, and 2 beam lasers. Replace the railguns with cannons, or something big like that. You need to set up your fire groups. Generally you will have two fire buttons, and if you look on the right panel and go to Fire Groups, you change which fire buttons do what. You can make additional fire groups, and you should have a button set up to change fire groups. I recommend having your rail guns on their own fire group, and your beam and pulse lasers on the other fire group.

Anyway, glad to see you join us. If you have any more questions we are happy to help.
 
Sorry, I said asp but it was actually an adder. Much more affordable. 1 medium, 2 small hardpoints.

I upgraded shield generator (class and grade), power plant, and weapons. I made sure I was under all budgets. The shield gen was like 60k credits tho, oof. It's hard to tell what's gonna be good though, really.

I'm playing solo mode, I've got little interest in participating in the open world tbh. Might do a game with friends one day.
 

Burny

Member
Sorry, I said asp but it was actually an adder. Much more affordable. 1 medium, 2 small hardpoints.

I upgraded shield generator (class and grade), power plant, and weapons. I made sure I was under all budgets. The shield gen was like 60k credits tho, oof. It's hard to tell what's gonna be good though, really.

The ASP is a 5 Mio. credits ship (without outfitting) and at least halfway decent at combat. ^^ The Adder is more of a starter transporter and you don't want to do much combat in it. ;)

A combat starter would be the Eagle (very fragile though and useless for trading). An all around combat upgrade would be the Viper.

If you're looking into trading/smuggling/exploring, the Adder is a good start. In order to optimize for trading, smaller and lighter shield generators are desirable, because you'll want the jump range and avoid combat anyway. For journeys with more than one or two long jumps, you will also want to get a fuel scoop.
 
Huge patch notes:

https://forums.frontier.co.uk/showthread.php?t=208873&p=3215665#post3215665

Hi everyone,

Beta 4 for Horizons is incoming at 4pm GMT. Here is the change log for this build:

- Crash fix for rare case when checking data point rewards
- Fix crash on remote clients when spawning a skimmer from a level skimmer spawner
- In the rare case we don't have an authority machine, avoid the crash caused when checking whether to wait for an object
- Prevent potential crash when quitting the game on the same frame as a recalled ship appears
- Fix softlock when entering the CQC menu
- Ensure that NPC pilots are created correctly and don't block loading
- If the user overwrites GraphicsConfiguration.xml with a copy from an older version of the game, provide default quality settings for planet surface materials instead of crashing
- Fix crash in cockpit UI if disconnected from server
- Fix crash in bobblehead component when exiting orbital cruise
- Don't crash if a POI cannot be placed on a suitable body
- Fix a crash when targeting a wake (or otherwise managing to have an approach type without valid target destination)
- Fix crash when scooping mining and material fragments
- Landfall planets will be displayed in "locale" panel only if they've been discovered
- Planet surface map displays starting system map when selected fixed
- Fix for the Wing UI saying "destroyed" when the wing member deploys their SRV
- Escape pod does not show up in schematic view when targeted
- Navigation panel filter resets after action, such as leaving a station fixed
- Too close dropping out box stuck over the top of HUD fixed
- Planetary map displays player position even with an altitude = 0.f meters (SRV / docked or landed ship)
- Skimmers do not have an image on the contact panel fixed
- Added a list of stored ships for stations and surface settlements (displayed in the left hand panel, below faction info)
- Prevent materials and synthesis tabs overlapping
- Active Cargo Filters now all fit on screen
- Modules are showing bonuses incorrectly when synthesizing fixed
- Synthesis - Back button loses synthesis focus fixed
- Cargo Filters - Back button doesn't set the filter button active fixed
- Adjusted the alpha of the background panels while pop-ups are different sizes to make it more readable
- Added disabled or inapplicable state to the module select buttons
- Heading indicator now use the planet up rather than world space up for its 0 degree direction
- Made the Occupied Escape Pod refer to the correct schematic and resized the schematic to be about the same size as a cargo canister
- Reset focus in external panel when hiding surface map button
- Fix for the cruise drop-out UI being confused if targeting a landable planet and a low wake at the same time
- Bobblehead slots 8 and 9 are not automatically re-selected after you place a bobblehead in it fixed
- Fixed back button in surface map. Also small cosmetic change to system map camera : no more lerping when accessing the surface map of a planet from the cockpit
- Resized Type 9 and Sidewinder target schematics a bit
- Hide role panel UI from season 1 players
- Fixed focus issue when displaying an inbox message and switching to another panel
- system map : changed "ships" to "stored ships" in middle panel
- SRV Scarab sub module lost when moving Planetary vehicle hanger to different internal slot fixed
- Keep the camera in the cockpit position for interior Outfitting view in VR
- Fix label flickering in Galaxy Map
- Nav marker disappears when targeting away from it fixed
- Move CQC stats lower in the Commander Stats page
- Fix for mining objects not replicating their dead state
- Skimmer lasers now only have a 50m (visual) range. This will hopefully make it less likely that their scanning lasers will poke through geometry and in to hangars
- Network the hostile override list, meaning that skimmers and turrets in a settlement will shoot you even if you're not the authority of the settlement
- Cargo Canisters no longer spawn half stuck in geometry in dump POIs
- Turrets now become invisible to sensors when you destroy them. They will also return to the sensor contacts when they are healed
- Reduced the amount of force applied to debris when it's shot
- Increased the probability of lawless POIs spawning
- Increased rewards from cargo canisters at wrecks
- Fix for skimmers not providing bounty vouchers when killed
- Make sure hostility lists are transferred when switching from SRV to ship
- Changing the shipwrecks to have more cargo/rewards and skimmers to fight
- Reward pass for 'hard' unflattened shipwrecks
- Fix for not triggering the "blocking landing pad" crime
- Speculative fix for some missiles failing to die at the end of their life
- Make fuel materials a bit more common
- When setting off a trespass bounty, Sentry skimmers didn't respond fixed
- Make ship detectable POIs visible from the ship if the ship is near enough
- Added fuel efficiency benefit to synthesis
- Fixed landing gear getting stuck after deploying a SRV while docked
- Added exploration progression for discovering and collecting materials
- Added consequences for the minor faction that controls the market where settlement vouchers are redeemed
- When setting off a trespass bounty, Sentry skimmers didn't respond fixed
- Hostile skimmers at POIs don't aggro unless shot fixed
- Fixed completion components for large settlements
- Remove erroneous missions from bulletin board
- Fixes for missing mission text
- Fix for some missions ending early
- Add influence to some missions
- Make some interface targets more obvious
- Remove erroneous time left contract elements
- Fix rescue missions
- Make planetary missions available in space
- Remove rank requirements from some missions
- Added mouse controls to the buggies steering, rolling and pitching. These are overridden by the turret mouse controls when in the turret
- Added an option for throttle increments when in drive assist, this will increase/decrease the throttle by fixed amounts each time the accelerate/decelerate buttons are pressed
- If a toggle button(like headlook) is using the default bindings, then disable the toggle mode button as it is always the same as the default binding. If it is then bound to something else and not the default any long, then toggle mode button will become available again
- The data link scanner on the SRV now defaults to fire group 2
- Ship states 1 SRV available when it has been destroyed on role panel fixed
- Fixed SRV panel not showing quantity
- Correct the info displayerd about Planetary Vehicle Hangars in outfitting. It should not show Health or Integrity, but it should show power draw and it's number of available vehicle slots
- Solved missing header for role panel when in the ship and looking at the SRV loadout
- Ensure correct SRV info string is being used
- Fixed problem of 'Selecting to "Reload All" from starport services does not re-buy a broken SRV back but still takes credits
- Added text warnings for low SRV fuel and health
- Deploy the turret in code only when we have driven away from the ship, stow it when we get near the ship
- Change damage calculations for the wheel so that it uses the speed of the first wheel that we find that has impacted but the up of the SRV instead of the speed of the SRV and the up of the car
- Help text for 'Steering left button' and 'Steering right button' both read 'Button for steering left in SRV'
- Stop SRV debris falling through ground
- Fixed disappearing speed gauge on SRV
- Fixed mismatched weapon status for turret gun
- Added new feedback messages when one tries to thrust, use the turret or change to turret mode when the turret is stowed
- SRV handbrake indicator doesn't refresh in turret mode fixed
- SRV turret power distribution 'pips' aren't synced with the SRV in cockpit view
- Health bar appears under planet target schematic after using turret mode fixed
- Fixed GUI constantly alternating between Activate Turret and Leave settlement when driving the SRV
- Improve accuracy with SRV turret
- Open galaxy map button and system map in SRV does not work fixed
- Added facility to load cargo onto ship without docking
- Added exploration progression for SRV driving (scaled by distance from SOL)
- Increased default oxygen remaining for new vehicles to 4 minutes
- In VR remove inertial camera simulation entirely
- Present an option in AppConfig to disable rendering to the monitor window in Steam VR
- Added LODs for the Planetary Bases road sections *
- Draw call optimisations for road sections on planetary bases
- Further LOD optimisations for buildings *
- Removed debug settlements from 49 Arietis
- Texture optimisations to aid streaming *
- Capped the undersides of the buttresses on the edges of the radial ports
- Fixed floating structures at Bryant Prospect
- Fixed floating structures in large extraction settlements
- Fixed collision mesh issue with the energy gates
- Add another LOD level to the planetary port *
- Updated textures for buildings *
- Enable icy planet sub surface scatter */B]
- Fixes for incorrect particle shadows/lighting and potentially other numerous subtle render bugs *
- Fix for immediate compute d3d hazard warnings (one cause for broken terrain with some AMD cards)
- Changes to surface rock slope placement to reduce likelihood of floating rocks
- Overhaul of surface materials to add more detail and improved colours ****
- Prevent tiny planets from having a combination of basins, large scale deformation, europa linae, rifts and craters which add up to a depth greater than the radius of the planet itself
- Changed the bindings of the X52 pro to deal with the issue of not being able to scan. Hard points now deploy by default when a trigger is used and other controls are put in line with the normal x52
- Ensure that a pilot is present in a ship and SRV in all instances
- Reduced the intensity of the texture and related lights of projectors in the Corvette cockpit to stop them interfering with the compass
- Raised the floor of the low poly Sidewinder cockpit in the external ship to avoid clipping with cargo bay/SUV hold. Blacked out section of diffuse under the chair to aid the change
- Corrected Diamondback landing gear volumes
- Added correct shadows for Federal Assault Ship and Federal Gunship
- Drive Spool up time starts at 1.0 in open play in a surface landed ship fixed
- Fixed collision on the Type 9 and adjusted landing height to make disembarking easier
- Tweaked external pilot chair positions in Clipper
- Added white chairs to low poly cockpit in Clipper
- Fixed hitcheck issue with Sidewinder convex hull being backwards
- Stop ship landing gear collision being in the wrong place for the first few frames
- Extra capping on landing pad bases
- Fixed offset one of the garages not allowing SRV access
- Increased detail of collision mesh around the approach aprons for the the large and medium landing pads, so if the player manages to drive the SRV up there it will react to the geometry better
- Adjusted landing volumes for Vulture
- Adjusted landing volumes for the Federal Gunship
- Updated the Imperial Fighter's default colour scheme
- Fixed broken UVs on Viper MkIV's utility hardpoints
- Changes to smooth out jerky camera motion from the inertial simulation during supercruise transitions - Primarily aimed at Orbital Cruise to Glide transition
- When dropping to Glide make sure the Normal-space Ship is told about its above-normal starting velocity to prevent glide being interpreted as a huge instantaneous acceleration
- Slight change to the speed curve in Orbital Cruise so that the players ship will naturally tend towards 2.5k/s a little more strongly in the last second, so we get a much smaller speed discontinuity
- The temporary placeholder ship used during the transition now inherits velocity correctly, removing speed/FOV discontinuity at both ends
- Changes to Cockpit Orbital Hud so that when players try to steer back towards the planet they understand what is going on:
- When below the drop out height but leaving the planet, mark the whole bottom half of the pitch gauge red
- Fix the altimeter so it displays usefully at these altitudes
- Improved loading to reduce stalls during ident movie
- Updated translations added
- Various text fixes


Audio Changes


New Audio - Shield break and reform sounds added to SRV
New Audio - Added unique sounds in outfitting bay, when purchasing scarab, Vehicle bay and planet approach suite
Audio Optimisation - Optimisations to planetary physics sounds
Audio Optimisation - Optimised launch land sounds
Audio Mix &#8211; Added small echo effect on distant FSD jumps and explosions when on planet surface
Audio Mix &#8211; Mix improvements to System map
Audio Mix &#8211; Set up dynamic mixing on Wavescanner and the way it interacts with planetary ambiences, music and SRVs
Audio Mix &#8211; Improvements to planet dust
Audio Mix &#8211; Boosted combat music slightly
Audio Mix &#8211; Many improvements to the way non-player SRVs sound
Audio Bug &#8211; Fixed crash on CQC chaff launcher variant
Audio Bug - Fix for abrupt stopping and starting of close dust sounds when under a ship
Audio Bug - Fixed broken dynamic ranges on explosions
Audio Bug - Reduced the sense of repetition on SRV boost sounds, when spamming it
Audio Bug - Fixed silent large landing areas
Audio Bug - Fixed orbital cruise sound getting stuck on if your SRV is destroyed and you respawn into an orbiting ship and then enter supercruise
Audio Bug - Fixed a bunch of GUI sounds being muted in the outfitting bay
Audio Bug - Set &#8220;orbital flight engaged&#8221; voice line to only occur when entering orbital cruise during approach to planet, not when leaving planet
Audio Bug - Fixed hard cut in ship stress noises when FSD starts counting down
Audio Bug - Fix for ship stress sounds being silent on keelback
Audio Bug - Fixes for various issues with the launch/land sounds

Michael


I tried to highlight the planet rendering points that I noticed.

This one is my favorite:

- Prevent tiny planets from having a combination of basins, large scale deformation, europa linae, rifts and craters which add up to a depth greater than the radius of the planet itself

I wish I would have seen that.
 

Mengy

wishes it were bannable to say mean things about Marvel
I wonder how close Horizons is to release after this patch? It doesn't seem like there are too many show stopping bugs in it right now, just a bunch of minor ones. I'm jonesing to land on some planets!
 
The ASP is a 5 Mio. credits ship (without outfitting) and at least halfway decent at combat. ^^ The Adder is more of a starter transporter and you don't want to do much combat in it. ;)

It's amazing how fun the Asp is for combat. Not ideal in any sense of the word, but she can totally not be shit if you get around how to power slide her correctly and use FA off.

I actually fought off a wing of two players in a Vulture and a Courier, killed the latter and wounded the former, making it bug out. (They scanned me with a Warrant Scanner and discovered some undermining bounties when I was in another system.) Some people underestimate the hell out of it. With two beams and four multicannons it can shred the shit out of anything it's size class and the lateral thrust isn't awful.
 
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