Patch note 1.6 et 2.1 sur le forum Elite : Dangerous - 27-05-2016 11:42:54 (2024)

Controls:

- Removed gamepad controls from keyboard and mouse scheme
- Removed some telemetry that is sent when every someone changes a control binding
- Axis bindings were being implicitly cast to button bindings fixed
- Turned off Yaw into Roll by default on controller schemes
- Mouse cursor visible when using HOTAS
- Don't force rotation correction on when we land on the planet surface - it only makes sense in a space station
- Fix being unable to use control keys to look at the co*ckpit panels whilst launching from dock
- Fixed throttle setting itself to zero when exiting from hyperspace or super cruise while the game doesn't have focus
- Add info message on cargo scoop retraction
- Fix an issue where is you have multiple Xbox controllers, only one of the controllers will work
- Fixed several issues with how the SRV was handling mouse input
- Added controller preset for Thrustmaster HOTAS 4

Galactic Simulation:

- Fix an issue when you had exactly -35 rep, it couldn't work out your relationship
- Added investment faction state
- Rebalance how player actions and missions count towards the star system's influence caps for the day
- Rebalance how player actions and missions contribute towards faction state and influence buckets
- Additional factors now contribute towards outbreak and famine's buckets
- Added a new "Retreat" state for factions with low influence levels not in their home system
- Significantly changed the "Expanded" state. The Faction's search for another system is now triggered at the end of the expansion's active phase. If the surrounding systems are full, then an expansion might trigger an invasion war if an appropriate defender can be found.
- Added new "Investment" state for factions that have failed to expand, which significantly increases development level for a short time and lets the Faction search a bit further away when they next expand
- The "Lockdown" state now locks down many station services for affected Factions, allowing Commanders to concentrate on helping those Factions' crime control efforts
- Conflicts should now be easier to win, with rebalanced effects of combat actions during conflicts.
- War now only needs a 5% influence difference to win. Civil War and Elections remain at 3%
- When assigning the spoils of war, Ports & Stations that ships can dock at, are now considered more valuable than Planetary Settlements
- Send out Inbox messages when Commander reputation changes past each threshold
- Superpower reputation now affects the rate of change of affiliated Faction reputation
- Fix background sim consequences for crimes other than piracy or murder and to consider both the victim faction and the faction that controls the jurisdiction of any crime
- Local news articles have been improved for many states, including which system a Faction has just expanded into!
- Fixed localisation for Commodity and Ship descriptions in local news reports

Markets

- Rebalanced smuggling illegal commodities
- Each star system's current security levels now significantly affects buy & sell prices for legal and illegal commodities
- Significantly increased the effects of faction state on commodity markets availability and prices

Powerplay

- Fixed not being able to defect away from dead powers
- Removed warning about assassins and power change cool down when defecting away from a dead power - there's no penalty to defection here
- Fix Powerplay preparation costs varying during a cycle when Starsystem population varies
- Fix when choosing actions to oppose a Power. Independent powers should now always use the hostile variants against each other in all circ*mstances.
- Reactivate Powerplay actions in starsystems that have population but no planets

Network/Server:

- Add system X, Y, Z co-ordinates to network log
- Performance & reliability improvements for exploration

SRV:

- Added suspension travel prediction to SRV physics
- After any outfitting web request, update the module boost states from the ship state that the server returns
- Fix for incorrect SRV shadows
- SRV fuel bars do not update in your role panel fixed
- Disabling plot route / select buttons in galaxy map when player is in a SRV
- SRVs can no longer be deployed when their respective Vehicle Bays are disabled
- The select highest threat hotkey can now lock onto turrets and skimmers
- Fixed the cargo scoop hotkey not working in an SRV when close to the ship
- The SRV can no longer be deployed when the ship is in the middle of launching from a port
- The SRV is now refuelled when it docks at a port
- Fix for data link scanner not scanning when the option 'Firing deploys hardpoints' is disabled
- Prevent turret mode being accessible via roles panel when under the ship (or otherwise blocked)
- With drive assist on, moving off forwards at slow speed has long reaction time
- Fix for vehicle turret camera clipping when at max pitch angle
- Drive assist doesn't engage gear to react to throttle if buggy is slowly sliding fixed
- Fix for the buggy rolling when it shouldn't, automatic handbrake only disengages when a drive/reverse input is received
- Ship oxygen supply no longer depletes while the player is out of the ship (i.e. in a buggy)
- Fix detection of high-speed collisions when two buggies collide
- Fixed wheel motion blur rendering
- Fixed Forward Only throttle issues with dead zones on the buggy
- Fix incorrect physics collisions with wheels
- When broadcasting text chat to /local, send to all ships/vehicles in the current session, regardless of range, visibility, etc (SRVs were not previously receiving chat from ships)
- Tri-mesh vs. wheel stability improvements, wheels won't clip through walls anymore, rolling looks better
- Now if your ship makes contact with your buggy while landing, it'll fly away. If you drive under the feet of someone elses landing ship, it'll crush you
- Added tyre tracks
- Fixed SRV turret mouse pitch axis being inverted by default
- Allow transfer of stolen cargo from buggy to ship
- Incorrect distance shown from targeted location after deploying SRV fixed
- Fixed buggy wheel thrusters not animating while in the photo camera
- The Turret mode does not scan targets. Meaning you have no information of health or shields - fixed
- Added support for dirtying the buggy wheels according to the planet's dust colour
- Fixed the buggy trying to run away while the game is paused or doesn't have focus
- Fixed SRVs getting stuck in the cargo bay when deploying from the perspective of other clients
- Role panel shows 0 buggys available when you restock SRV via the restock screen fixed
- Fixed the buggy going rogue while the photo camera is active during buggy deployment
- Fixed the throttle showing negative zero while stationary and improved buggy behaviour while the photo camera is active
- Fixed dumping cargo near a settlement in a buggy not giving the player a fine
- Fixed escape menu moving during the vehicle boarding animation
- Fixed Radar contacts being visible in the SRV while in turret mode
- Raise up the buggy's garage start position by a couple of metres, to stop it getting embedded in the floor in some garages
- Tweak vehicle cargo hatch behaviour to enable "Cargo Acquired" message in the SRV
- Buggy Turret UI is inconsistent when targeting things fixed
- Small modification to the SRV headlights so that they don’t bleach out the ground so much on some planets
- Add door change messages to the SRV to match what the ship has. Especially useful when opening/closing the cargo scoop while in turret mode
- Let player park buggy in any garage, not just the one for the ship's landing pad. Use compass to lead them to the nearest one
- Fix unsold exploration data and vouchers not always being removed when dying in an SRV and the parent ship has been destroyed
- Prevent repeating handbrake line when stationary
- Fixed very loud Wavescanner inactive weapons sound when close
- Improved board ship icon sound, also mute sound when leaving ship
- SRV lights are not silent when switch-spammed fixed
- Fixed some issues with the turret HUD
- Fixed surface noise volume issues in SRV turret cam mode
- Player can see through their ship while headlooking up during SRV deployment fixed
- Fix for the strange looking muzzle flash on SRV turret
- Make sure that SRV stats update before they are picked
- Stop ship rising to 1km when activating DC over a landing pad
- Make sure we update our heat prop from the SRV as well as the ship, so we don't get repeating heat warnings if we deploy our SRV whilst the ship's temperature is above 100%

Synthesis

- Remove the "No Effect", "Superseded" and "Boost Active" synthesis states, so a synthesis is always available as long as you have the materials for it and you are in the appropriate vessel
- When scanning a micro resource outcrop, up the maximum amount of different types the scan message can display from 4 to 6
- Fix large calibre munitions synthesis not being applicable to cannons
- When applying synthesis boost to the buggy's armour, decrease the damage multiplier rather than increasing it

Supercruise:

- Smooth some issues with supercruise transition
- Made the drop out into glide mode smoother, so there is no teleport backwards
- Speed/distance restrictions for dropping from supercruise now scale with how strong the local gravity influence is - the further from bodies the easier it is to drop out. Statios and most scenarios won't be majorly affected, but things like USSes that appear in deep space, and some Nav beacons are much easier to drop at
- Fixed the safe for drop message not appearing when entering supercrusie in a safe to drop state

Wings:

- Prevent dropping at wing beacons inside asteroids
- Feedback is now given to the player if they send a wing invite to a player already in a wing
- Always show wing commander names above their ships, regardless of them being targeted or not
- Fix when issuing trade dividend vouchers to wing members
- Fix for for a wing member showing as destroyed briefly when they transition to/from supercruise

Drones/Limpets:

- Prospector limpet drone replacement order gets stuck fixed
- Fixed refinery bin list jumping up and down when collecting fragments that are automatically removed from the hopper
- Stop jumping when non-auth drones receive a position update via the network
- Non targeted collection drones should try to return to their ship and find another target
- Drone controller modules are no longer visible on the HUD arcs unless assigned to an active firegroup
- Limpets can now deliver cargo to a hatch which is trying to be any of the 4 open states, rather than having to wait on the door to cycle back to the open scooping state
- Fixed bug where roaming collector drones would re-build after authority transfer as single target drones
- Don't allow further drone launches while another drone controller on the same ship is busy launching a drone
- Prospectors now display asteroid material content as high, medium or low

Stations:

- Shooting a station module will now result in the station registering the hit and becoming hostile
- Improved LODs on the holo adverts outside of stations
- Fix LOD pop on station storage pods caused by greebles being used for large areas of geometry
- Fix LOD pop on station fusion reactor caused by greebles being used for large areas of geometry
- Fixed and smoothed landing pad animations
- Improved textures in hanger to receive lighting correctly
- Fix station name in chat panel
- Fix for matchmaking when starting docked at a surface settlement: players were always starting in a 'fresh' island
- Improved the issue of the station inner dock popping into view
- Add fog to station interior
- Fix the occasional loading into the wrong docking bay
- Added a check if the ship is clear of any landing bays, before classing the ship as "left the station"
- Stations will no longer let you dock if the controlling faction dislikes you

Patch note 1.6 et 2.1 sur le forum Elite : Dangerous - 27-05-2016 11:42:54 (2024)
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