Official Elite Dangerous Thread

Stumbled across this and thought to share:

Hi guys!

I've been working on AI docking/launching/DC and here's what I'm hoping to get into version 1.2 (I say hoping 'cos it needs a lot of testing!) :

1) Added a brand new docking obstacle avoidance system to stop AI ships from crashing into each other or players.
2) Increased docking/launch speeds.
3) DC puts full pips to SYS.
4) Descending to pad is now much, much gentler. (hopefully no more hull damage)
5) Launch from pad is now smoother.
6) AI ships will dock/launch on the side of the slot marked by the green light (as much as they can; type-9 is a wide ship!).
7) AI ships shouldn't get stuck in the cage covering the entrance slot when docking.
8) AI ships like the Anaconda will no longer scrape their top while docking.
9) When docking, AI ship wait to orientate themselves fully before approaching the entrance slot.

There's probably more, but I can't think of it right now.

Sarah.

https://forums.frontier.co.uk/showthread.php?t=28452&p=1813274&viewfull=1#post1813274




Vulture Cockpit revealed, coming in 1.2!

vulture_cockpit.jpg
 
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Ok, so I know you guys don't really play any more, but has anyone by any chance noticed that there is no more Top 5 Bounty Board for their respective regions?
 
Ok, so I know you guys don't really play any more, but has anyone by any chance noticed that there is no more Top 5 Bounty Board for their respective regions?

There was a Top 5 Bounty Board? O.o
Obviously I am of no help here because I didn't know they existed :/
 
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Dev Update - 26.02.2015

The beta release for update 1.2 is rapidly approaching and I have some more details to share in this week’s update.

First let’s look at some more details on the Wings functionality – Wing Beacons. Player wings exist to enable cooperative game play. One of the neat features wings use to support this notion is the wing beacon. This nifty little device allows you to send a signal from normal space into the system’s super cruise environment.
Your wing will be able to see the signal - regardless of distance - as long as they are in super cruise in the system; they can use it just like a wake and drop down to your location.

The wing beacon also leaves the door open for future updates to trigger game events from it, such as distress calls to nearby Commanders and AI ships for example. But right now it makes all the difference when you drop into your wing’s system; with a simple flick of a switch, your team members will be able to instantly lead you to their position.

Wings also brings an overhaul for comms. The most obvious change is the ability to transmit open broadcasts. Such text messages will now be received by all ships nearby. Of course, you can toggle your ship’s ability to receive such broadcasts at will.

We’ve also popped in some text line syntax, allowing you to /T talk directly to the ship you’ve targeted, /R respond to the ship that last talked directly to you, as a well as /W talk to your wing. When you join a wing, you will by default send communications to them, but you can quickly toggle this option when you type your message.

Another change related to comms is that commanders docked in starports will now remain on your contact list so you can chat with them while docked.

Another aspect we’ve looked into is the operating costs on ships, so in 1.2 we’ve performed a balance pass on repair costs. This change should really help Commanders make profit from combat roles: as long as they don’t die, their repair costs should not eat away all of the profit they might be making from bounties and the like.

Balancing the various economies and risks in the game is an ongoing affair, so this probably won’t be the last change we make, but we believe lowering repair costs is on the safer side, so it’s a good candidate to test out and bed in first.

We’ve also added a cool new feature for people with damaged modules. We’re activating diagnostics repair-reboot functionality on all ships. Whilst still not a match for an automatic field-maintenance module, this function allows a ship to reboot and jury-rig completely broken modules, getting them back up and running at a couple of percent health. Of course, there’s a cost: for every percent of health repaired, another, healthier module will be stripped of double this amount as components are cannibalised.

For people wanting to take screenshots or look at their own ships we’re also unlocking a debug camera. This allows you take limited control of the camera outside of your ship. This isn’t a gameplay camera and is purely a debug function to allow players to see their ship.

Looking beyond the 1.2 release we have the Mac beta, still scheduled for the end of March. Beyond that we have the 1.3 update and we’ll share more information on that update ‘soon’.

Thanks

Michael
 
Nice, will probably start playing it again once that is.

Heaven knows how they can release an MMO without basic features like these
We’ve also popped in some text line syntax, allowing you to /T talk directly to the ship you’ve targeted, /R respond to the ship that last talked directly to you, as a well as /W talk to your wing. When you join a wing, you will by default send communications to them, but you can quickly toggle this option when you type your message.
 
My only concern with this game is it seems to be heavily leveraged for exploring and combat, but not a whole lot else. Event though this game has been released it just seems to need a whole lot more, or is that just me?
 
My only concern with this game is it seems to be heavily leveraged for exploring and combat, but not a whole lot else. Event though this game has been released it just seems to need a whole lot more, or is that just me?

Yep, the game should really be in early access if you think about how many features are "still to come"
 
Last few nights I been trying my hand at Pirating... first of all it takes a while to actually find someone worth pirating from, then what you get you go and sell, don't seem to get a whole lot actually. It's a tough time building creds as a pirate. Think i'll stick with Bounty Hunting and the odd rare goods hauling.


Edit: Also just came across this:
Community Goals allow the community to work together on an ongoing project within a system. Players can participate by traveling to a system where a goal is available and joining via the Bulletin Board. After joining the player can view goal objectives, participation and completion via the "Transactions" tab of the ship's left side panel.
 
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Quite an interesting little read on the dev updates.

Hi everyone,

We’ve also added a cool new feature for people with damaged modules. We’re activating diagnostics repair-reboot functionality on all ships. Whilst still not a match for an automatic field-maintenance module, this function allows a ship to reboot and jury-rig completely broken modules, getting them back up and running at a couple of percent health. Of course, there’s a cost: for every percent of health repaired, another, healthier module will be stripped of double this amount as components are cannibalised.

Thanks

Michael


Question regarding this as well as the eventual SAR service later on....

Does this mean that Power Plants and FSD subsystems will be altered to only be disabled rather than actually destroying ships? I'm under the assumption it is that way now because there's no method to recover from either. With this in place, it changes that dynamic and I'm curious if that will be reflected in these changes?


More or less, the only module that's Critical (will make your ship go boom) will be the power plant - which is usually pretty tough. Loss of the FSD, thrusters or sensors, which would previously either have been immediately fatal or just leave you stranded are all now recoverable. Assuming you have enough healthy modules to cannibalise of course! (or a field repair module).
 
So playing Homeworld remaster really got me interested in the idea of Elite again. Is it currently worth getting into or should I wait until the next major update? Also is a flight stick pretty much a requirement?
 
So playing Homeworld remaster really got me interested in the idea of Elite again. Is it currently worth getting into or should I wait until the next major update? Also is a flight stick pretty much a requirement?

It's still very barebones, as you can see above they are still changing core concepts and adding core concepts to the game. So see if you can get it on a special - although it's only sold on their website, so they have a monopoly over pricing.
 
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