Official Elite Dangerous Thread

Thinking of now buying the Adder instead of the Hauler and using that to then move down to Valda, and use it to move cargo and exploring. Sure it could have a better jump range than the Hauler?

Once my game finishes updating, I'll let you know, but if I remember correctly the Hauler has a bigger jump range, however for short distance trading the Adder would be better because it has more cargo space.
 
Something else that worries me, is that I have never been able to send text messages within game to people. I can see Blazzok online but cannot connect to user when trying to msg him.
 
Something else that worries me, is that I have never been able to send text messages within game to people. I can see Blazzok online but cannot connect to user when trying to msg him.

That's a bug that's been in the game for months. They supposedly fixed it in 1.1.03, so what you are seeing atm is the "fixed" chat :D
 
My game is updating so slowly :(
Downloading at about 40 KB/s, so this will take forever
This is my biggest issue with ED at the moment too. I have so little time to play generally, and have such a slow, unstable internet connection that I land up staring at the upgrade bar for 30 mins, before giving up and going to watch random stuff on the box. Only to return an hour later and find a "connection lost, upgrade failed" message on my screen. Much frustration.
 
Is there a way to upgrade without going through the launcher? Or to even run the game without going through the launcher and not upgrading at all?
As far as I know someone here has bypassed the updater, by I don't think you can bypass it to launch.
 
Elite: Dangerous 1.2 preview: flying together with Wings

With community goals, Elite: Dangerous's first post-launch update let the community collaborate in an abstract, large-scale sense. For the upcoming patch 1.2, co-operation will more intimate and immediate. It's called the 'Wings' update, and it will let up to four players group together to patrol the galaxies as a single unit.
"Players will be able to share lots of feedback across the wing—who is targeting who, hull and shield statuses, etc.—and more easily follow each other in and out of Super Cruise," says Sandro Sammarco, Elite: Dangerous lead designer. The status of your wingmen will be displayed on your ship UI, and wing members will be colour-coded on the scanner and comms window, making it easy to keep track of your squadron.
"Players will start to see larger, more dangerous signal sources."
More than just knowing where your friends are, players in a wing will be able to share the bounty on any ship that they bring down together. To counteract this increase in firepower, the game will respond with tougher challenges. "In 1.2, players will start to see larger, more dangerous signal sources, where single ships would be at serious risk," Sammarco says. "Those signal sources will be perfect battlegrounds for coordinated squadrons, and they’ll find the rewards—in terms of bounties and cargo—will be suitably elevated in line with the challenge."
While the coordinated firepower of a wing will be much increased, the four-pilot limit has been designed to prevent a squadron from owning a system. "It allows multiple wings to be present at any given location and it prevents a single wing from being able to completely dominate through sheer numbers," says Sammarco of the pilot cap. "There’s always room in any star system for more players than any single wing can accommodate, but at the same time, a wing of four still represents a significant increase of capability over a lone vessel provided players cooperate effectively."
Wings
Rather than elect a wing leader, each player will act as an autonomous individual within the group. "Everyone in a wing has equal status and makes their own decisions," says Sammarco. "The wing is meant to be flexible and adaptable, always."
That extends to Super Cruise. When jumping, pilots can choose to lock-on to any member of their wing, and so automatically follow them in and out of Super Cruise. In addition, the rules around manually entering and exiting a jump are slightly relaxed for wing members—allowing them to more easily arrive in the same corner of space.
Importantly, wing members aren't forced to stay together. “Wingmen don’t need to be in the same star system all the time, " says Sammarco. "This really enhances the leverage that you can get by working together, by distributing your efforts through the galaxy. If one of you gets into trouble you can immediately call the others for help from far away.
“You can leave and join a wing at any time. Any member of a wing can invite others, and as people leave the wing others can join. Theoretically a wing could end up with a totally different set of members than it started with and persist over a long time.”
Wings AnacondaPython1
As for future support, Sammarco says that wings are now an integral part of development. "I can’t go into details on all our plans, of course, but Wings will open a number of doors for us. For instance, we could create even more dangerous encounters, both in normal space and in Super Cruise.
"We could add things like cargo depots which allow multiple wingmen to load and deliver cargo for the same mission, and offer new ways for ships in a wing to interact with one another, like having limpets to transfer fuel between the wing or allowing players to take formation around stellar bodies and perform advanced linked scans."
Sammarco assures that solo players aren't being cut out of the game's development plans. "Lone wolves will have to be able take on those dangerous encounters at great risk, and deliver those massive amounts of cargo using multiple trips. Elite: Dangerous is playable alone, and we always have those lone players in mind when designing new features."
Elite: Dangerous's 1.2 update will enter beta in the first week of March.
 
[MENTION=13506]Reavs[/MENTION]
Only elitists use Github bro, are you one of the sheep?
/baaaa
lol j/k bud :p



[MENTION=6280]Blazzok[/MENTION]
I know you mentioned last night that you came across one other commander in your time playing. You also mentioned that you had to scan them to determine that it was a CMDR, was this just a standard sensor scan (ie. point at them and let the systems do the work), or did you have to kill warrant scan them?
 
[MENTION=13506]Reavs[/MENTION]
Only elitists use Github bro, are you one of the sheep?
/baaaa
lol j/k bud :p

Of course i'm elite and dangerous. No but more seriously, thats not my script. I dont even have a github acc. I personally use assembla.
 
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[MENTION=13506]Reavs[/MENTION]
Only elitists use Github bro, are you one of the sheep?
/baaaa
lol j/k bud :p



[MENTION=6280]Blazzok[/MENTION]
I know you mentioned last night that you came across one other commander in your time playing. You also mentioned that you had to scan them to determine that it was a CMDR, was this just a standard sensor scan (ie. point at them and let the systems do the work), or did you have to kill warrant scan them?

Yeah it was a standard sensor scan. Still, I definitely saw more CMDR's pre patch 1.1.
 
So I've just read this, and I haven't ever noticed this before, "Scanner - NPC's are shown as solid markers, while players are shown with a hollow marker"

I have to say, that makes a bit more sense as I have noticed a hollow marker on my scanner just never knew what it was at the time. And as Blazzok said, he agrees there used to be CMDR tags for everyone, now it seems you have to scan them first.
 
Dev Update - 19.02.2015


This week’s dev update sees a new minor release with update 1.1.05 including various fixes and tweaks as part of our ongoing support for the game.

Last week’s newsletter included a statement about support and improving our response. This is important to us not just from a customer support perspective but also from the dev team’s point of view. As well as hiring more staff we’ve also been reviewing procedures so there will be some changes coming in how bugs are reported and tracked. There’ll be more information on this once everything is in place, we anticipate this being within the next couple of weeks.

Update 1.2 is one of the major focuses for the team with the headline Wings feature. PC Gamer interviewed Sandy this week and you can read it on their website:

http://www.pcgamer.com/elite-dangero...er-with-wings/

There’s already been a fair amount of discussion on what was revealed in the article. One aspect was the why we selected four pilots as being the wing size. When it came to deciding on a maximum wing size, we decided that four was, in this particular case, the magic number. In addition to the obvious benefits of getting multiple wings into a single session and ensuring that a single wing can always be outnumbered, there was the less sexy, but equally real issue of making sure the feedback for wings integrated well with the HUD.

Interface is always important and with Elite: Dangerous, we’ve ensured the ship’s HUD is kept “in-world”. This improves the player experience, but it also makes it much more challenging to update. With wings, we’ve kept to the tenet of a “clear combat view”, updating the Comms and Info panels to allow us to bring in wing elements without compromising canopy visibility.

One of the new additions with Wings is the ability to lock-on to your wing mates. The lock-on is a new feature specifically for wings. It lets you lock the details of a wingman’s ship into your nav-computer and “soft-slave” your frame shift drive to theirs. Even though we’ve relaxed the limits for using wakes of wingmen (you can be travelling faster and farther away and still drop in/out of super cruise), a wing lock-on automates FSD use – all you need to do is fly close enough. You still need to make sure you’re eligible to make the jump, but it should dramatically help in time critical situations, such as when your wingman is being interdicted.

The lock-on will also hopefully generate some interesting choices, as each member of the wing can only lock-on to a single target. So you might, as a wing, favour a “closed loop” array, where each wingman locks on to a different member, ensuring that eventually all of the wing will be able to use the automatic soft-slave effect, or you might decide to “protect the weak”, where all members lock-on to the same wingman, potentially speeding up process: if the target drops from super cruise, all lock-on member will be able to drop out at the same time, rather than follow each other in sequence.

As well as the multiplayer centric Wings there will be additions that apply to everyone whether you play in multiplayer or in solo. Changes to USSs are being made so you can scan them in advance to gain an impression of the scale of the signal – beware the larger scale USSs as they might be too dangerous, especially if you’re alone!

The Wings update doesn’t just aid players – NPCs get the ability to fly in groups of their own, so while flying in supercruise you can encounter flights of authority ships, pirates or a trader groups.

Elsewhere on the team work continues apace on the Mac version. This week’s focus has been on the rendering side, especially for different types of graphics cards and we’re still on track for the planned beta at the end of March.

Thanks!
 
This script creates a shortcut on your desktop to bypass the launcher.

I've attached an updated version of the download script.
Nice, thank you muchly Dangerous Elitist :)
I shall try it out tomorrow on this latest patch and will hopefully be able to get some playtime in over the weekend. I miss my Cobra!
 
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