Halp Halp! It's Happening! Beta 2.2 Inbound

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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Roger Wilco Jr » Fri Oct 07, 2016 8:07 pm

TorTorden wrote:Sry to hear, but honestly I couldn't fathom how so many thought Logitech buying the Saitek brand was somehow going to make things better.

That's because you had a bad experience with at least one Logitech device. I've had Logitech keyboards, mice, game pads, and old cheap speakers, and I've never had a problem with any of them. So I can see why some thought Logitech could improve things, but not instantly, that's for sure. It will take redesign, if they have any interest in that. Or maybe they were only interested in getting rid of some of the competition.
It's time to give this another go.

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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Cmdr Kharma » Fri Oct 07, 2016 10:37 pm

Well that's what all you cheap bastards get for not buying a Warthog.........

:D
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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Loriath » Sat Oct 08, 2016 11:41 am

Cmdr Kharma wrote:Well that's what all you cheap bastards get for not buying a Warthog.........

:D


I hear ya. I have already decided that when (not if) the X52 Pro dies, its gonna be the new T.16000 FCS. No way i can justify a Warthog, I can barely justify a beer on the weekends. I would rather save the money since I know that a 1060 or 970 on sale would be a much better spend of my cash.
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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Cmdr Kharma » Sat Oct 08, 2016 11:43 am

Wuss.....

:lol:
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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Loriath » Tue Oct 11, 2016 4:20 pm

Beta 2.2 Update 6 inbound....

Default Beta 2.2 - Update 6
Hey guys,

Great news! There is another 2.2 beta update coming in this morning.

The Beta servers will be going down in a few minutes at 10:00 BST and we will expect them to be back up within a couple of hours.

Here's a nice juicy change log while you wait.

Change log

Stability Fixes

- Allow the "visited stars" map filter to apply to route-plotting
- Fixed crash when starting the game with an HMD for some monitor/resolution combinations
- Fix a low level vertex locking crash
- Fix a crash when self-destructing the SRV
- Fixed JSON error in ship delivery
- If we lose connection with server immediately after connection, before mtu discovery is complete, don't crash, reset mtu discovery for another go around
- Server time synchronisation can soft-lock the game fixed
- Ensure that system map materials get destroyed on shutdown
- Fix crash swapping modules in outfitting
- No longer assert when trying to add an item which is supposed to be empty
- Fix for buyback and stored items being deleted in one array but not another
- Don't crash id planet materials are not sensible

General Fixes & Tweaks

- Neutron & White dwarf schematics fixed
- Fixed star-class info not appearing for some systems when initiating jump
- Fixed supercruise motion indicators not being displayed
- Fixed incorrect integrity value for size 1 class 2 refinery
- Prevent duplicate ships being generated on authority transfer
- Docking computer staying 1km above planetary outpost fixed
- Latest translations added
- Various text fixes
- Award combat rank progression when destroying NPCs from no particular faction

Fighters

- Added in Gimballed versions of the Fighter Weapons so that the lasers don't look so wrong
- Following NPC crew oddities (When NPC crew is flying a player's ship) fixed:
- If MC turrets are fitted and set to Target Only, the combat AI cannot fire them
- Can only use one missile launcher, even if two are fitted
- Missiles are fired at long range and are wasted
- AI doesn't use boost to chase and kill targets, instead lets them get away
- When out of ammo, AI ship should drop back into formation
- Player ships with just missiles won't fight
- After requesting docking, all other order hotkeys are ignored
- AI crew in mothership will not attack targets if they have non combat modules deployed before switching to fighter fixed
- Added clearer message to indicate that the players fighter will be destroyed when they FSD away
- Moved empire fighters hit spheres for the weapons even further forward to help in hitting them
- Use numbers rather than bars for displaying fighter stats
- Wanted NPC has clean fighter fixed
- Fixed bounty credit notification not appearing or being awarded in a fighter when destroying a target with a non-local bounty
- Added loading animation to screen for switching between fighters and main ship
- Fixed missing font glyphs on Role panel when running in Russian
- Fixed commander name having the "Crew" tag on the death screen when killed by a player in a fighter
- Can use hotkeys to send invalid NPC commands to unmanned mothership fixed
- Audio: target destroyed lines of NPC crews and ship voice do not conflict anymore
- Audio: reduced probability of "no more targts" npc crew message down to 40%
- Audio: Fix for Crew member saying wrong line when asked to attack target
- Fix not being able to deploy an SRV or Fighter after resurrecting
- Fix NPC Crew not increasing their total kill count when assisting with destroying NPC and Player ships too low level to award combat rank progression


Weapons

- We think heat attacks have been reduced a little too far, and need a very conservative buff:
- Diminishing returns for heat now limit at 100% (up from 95% in previous beta)
- Damage penalty for Thermal shock reduced to 20% (from 25%)
- ECM needs some slight tweaks:
- ECM will now fire when hardpoints are not deployed
- ECM charge time increased to 3 seconds (currently 2 in beta, 4 in live)
- Hatch Breaker limpets are also having heir acceleration multiplier turned up significantly. For comparison firing at a target 1km away and with both ships matching speed the travel time has gone from roughly 10 seconds down to 5.5
- Improved flight speed and hacking time of all hatch breaker limpets
- Removed strange hatch malfunction behaviour where you could cancel it by toggling power. Hatch breaker limpets and general 'your hatch got damaged' hatch malfunctions can no longer be cancelled
- Slight reduction to the effectiveness of Incendiary rounds for Multicannons:
- Remove the hidden 20% kinetic damage that was left over
- Reduce the fire rate penalty from -10% to -5%
- Net effect is that the DPS has gone down by 4% vs shields and 15% vs hull (if unmodified), leaving the weapon strong but a slightly clearer tradeoff.

Outfitting/Shipyard

- Process transaction cost correctly when fetching or selling a remote module
- UI was being unlocked before hardpoint animation was complete. This should now be fixed
- Module distance incorrectly show when transferring a module fixed
- Adjusted the balance areas of the popups to have an auto width, to account for large balances
- Added module class rating, added warning texts to sell and transfer module popups, gave the clock icon an orange tint
- Made class icon visible, resized the location icon to its, added space between icons and text, tinted transit text to red
- Fixed keeping hold of buyback items once we've bought them back
- Icons resized and centred, added missing class and rating, resized warning icon and added spacing between it and text
- Prevented focus from being lost when pressing Right on the read more section of the module transfer
- The Store [X/X] button is selectable when all 30 slots are full but no modules in the tree are selected
- Ship loadout doesn't update after multiple swaps fixed
- Updated icon positioning and colouring in the Inventory Browser Screen
- Added functionality to the 'Store Multiple Popup', to support pressing 'UI BACK'
- Starport UI: fixed quick action button icons disappearing when coming back from outfitting
- Store multiple modules lists incorrect number when unticking categories fixed
- Damage type tagged as 'labelfield' overlapping fixed
- Adjusted colour of "in transit" text, when focused on
- Made the "Stored Ship" tab, glow white when a ship completes its transfer
- Increased Module Storage size to 60
- Tune credits costs of Ship and Module transfer

Engineers

- Make sure we always get the right string key for existing modification name
- Added ellipses functionality to blueprint text strings. If they are greater than 25 characters an ellipses will be added
- Fixed layout problems in engineers workshop that would cause a scrollbar to appear and have unintended effects
- Fixed bug where engineer special effect animation would always overlay the description of the successful special effect, before the animation had completed

Passengers

- Passenger missions not displaying or paying out rewards on hand in fixed
- Updated the transaction tab for passenger sightseeing conflict, and for passenger vip conflict. They now include the system address for the conflict zone
- Remove commodities bought for passengers when completing a mission
- More balance tweaks for reputation, influence and state effects
- Player has been scanned - When scanned just once, the inbox message will pop up several times until the passenger is disgruntled fixed
- Stop passenger cabins containing passengers from being swappable
- Generic passenger generation now fits cabins with Tourists instead of Generics
- Fixed errors in passenger cabin classes and types
- Fix for passengers hiding when the ship is dismissed (from a planetary landing via SRV) and comes back...
- When you abandon a mission and the passengers eject themselves, the message you receive does not actually appear in your inbox fixed
- Fix Passenger mission problems when swapping occupied cabins between module slots

Missions

- Make sure players in SLFs can get credit for kills in assassination and massacre missions
- Added missing strings for illegal delivery missions

Ships

- Fixed incorrect landing volume for Type 7
- Cannot see Tail Shipkits on Vulture in Outfitting due to camera angle in VR fixed
- Fixed some mapping issues on the Cutter
- Audio: Ship drives silent when respawing over planet surface having died in SRV fixed

Stations/Ports

- Fix for faction lighting being applied to the new station inner docks instead of their own lighting
- Audio: Fixed number station audio events not synced due to time step miscalculation
- Audio: The new flight controllers are too quiet fixed

SRV

- Stop data points showing up on a fighter HUD after been scanned in the SRV S
- Stop fighter mothership pointer appearing in an SRV after the player has been in a fighter

Installations/POIs/USSs

- Fixed some misaligned tunnels on civilian installation
- Make sure that persistent POIs cannot spawn within their minimum separation of each other
- Audio: Fix for silent ambience on a secret thing
- Audio: Fix for number station ambience being audible at infinite distance
- Added new mission tipoff locations to settlements

Celestial

- Audio: Fix for Materials sound wrong on planet surfaces

Galaxy Map

- Reduced loading time for galaxy map
- Fixed some stalls loading the system map
- Bookmarks all disappeared and can no longer create them fixed

Player Journal

- When importing stars from a file into the VisitedStarsCache, interpret any line containing just digits as a starsystem address in decimal rather than a name
- Fixed journal entry for "ScientificResearch"

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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby JohnLuke » Tue Oct 11, 2016 10:33 pm

Great update, thanks Loriath!
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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Loriath » Wed Oct 12, 2016 5:58 am

If anyone in beta and plays in a wing can test something. If you are in a wing and enter a High or Haz Res, are you getting bounties shared? We are trying to determine if there is a bug or if it was server issues.
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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby uvelius » Wed Oct 12, 2016 7:22 am

I heard rumors that instancing issues would be on their way to be fixed. How is it especially when one wings up with another CMDR before coming to the same system, with the inviting Commander in normal space, and dropping on the inviting Commander's beacon then?

Right now (2.1), Ratting has become something like a dice-rolling game concerning instancing. Even our normal tricks to solve it do not work as well as before. So I would greatly appreciate some feedback on this.

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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Loriath » Wed Oct 12, 2016 7:26 am

uvelius wrote:I heard rumors that instancing issues would be on their way to be fixed. How is it especially when one wings up with another CMDR before coming to the same system, with the inviting Commander in normal space, and dropping on the inviting Commander's beacon then?



Wings is working really well. We can drop in on beacons, navlock jumps, everything is working REAL well.
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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Cometborne » Thu Oct 13, 2016 2:39 pm

Loriath wrote:If anyone in beta and plays in a wing can test something. If you are in a wing and enter a High or Haz Res, are you getting bounties shared? We are trying to determine if there is a bug or if it was server issues.


That was a bug, fixed in beta 7:

"- Bounty vouchers once again split between all wing members"

Full release notes:
Hey everyone,

Sorry for the delay in getting this up.

Some of you may have noticed that the Beta server has been down for a short while. This is to bring you the 7th Beta update!

Check out the change log below. The servers will be going up shortly.

Enjoy!

2.2 Beta 7 Change Log

Stability Fixes

- Fixed error loading civilian installation
- Fixed a memory leak with the terrain compute shaders
- Updating the contents of module storage in UI was causing the UI to unlock earlier than intended fixed
- Fixed crash in outfitting where players were able to try to access data before it was ready
- Fixed an issue with a highly eccentric planet orbiting a single star and intersecting it
- Fixed an assert in CQC when damaged by an explosion from a destructible
- Module Transfer Crash - Trying to fit a module into a slot that it won't fit into fixed
- Fixed a crash when killing a faction ship
- Fix a server disconnection when boarding an SRV at a planet station after the ship has been destroyed

General Fixes/Tweaks

- Added MassLocks to Cap Ship Docks
- Fixed missing parts of starports
- Many starsystems were controlled by planet settlements. These have all been upgraded to dockable bases
- Bounty vouchers once again split between all wing members
- Allow bounties to be claimed from SRVs again
- Changed cargo scanner text to Manifest Scanner
- Added powerplay overhead cost in various places
- Fixed incorrect Imperial Cutter schematic
- Fixed some jet cone flickering
- CQC: When server logs out, make sure we clean up any pending lobbies
- NPC shouldn't advance their firegroups manager - this might explain some cases in game where NPC ships are not firing all their weapons
- Xbox One: Speculative fix for Xbox player not being restored to the island after resuming from store

Fighters

- Fighter ramming not counting as illegal fixed
- Fixed the incorrect paintjobs used for red and blue in CQC
- Make sure active crew are displayed correctly
- Added an inbox notification when NPC Crew rank up
- Fixed NPC Crew profit share not increasing when ranking up

Passengers

- Updated the tips referenced for political prisoner. They now display the criminal trait
- Fix error when previously occupied passenger cabins are not rebought from the resurrect screen
- Fixed passenger crime scans. Add string for passenger wanted crime

Missions

- Fix missing contract elements for delivery missions triggered by scooping an item
- Prevent disconnection when retrieving data from the previous system and we've already jumped
- Changed the panel to point to the correct text for massacre illegal and massacre skimmer mission templates - The Don't Die wrinkle now shows the correct text on the panel

Galaxy/System Map

- Fix planet scan logic to ensure that planet terrain is only visible if the planet has had a basic scan performed on it
- Fix rendering when there are only Horizons planets in a system

Outfitting/Shipyard

- Added ship summary back to ship details panels for local and remote stored ships
- Don't allow sold modules to have transfer options
- Display a 0% transfer levy when transferring a free item
- Distance Levy [Undefined] Displayed when transferring modules to your current station fixed
- Only display locally stored modules when transferring a module from storage to a pre-selected ship slot
- Fix server error after transferring cargo to a newly purchased ship
- Silent Audio on module store multiple scroll fixed

Station Services

- Fix quick restock button (was showing a full bar when empty), also remove vehicles from the calculation if not vehicle bay is present on the ship
- Adjusted the faction name label within the News Panel. It will now resize and add an ellipses when required
- Fix the contact panel avatar loading (triangles animation)

Weapons

- Hatch breakers can now be blown up by point defence

Player Journal

- Fixed the 'abandon' flag in player journal for cargo ejected from SRV
- Fixed typo in player journal for ModuleRetrieve which was causing broken json
- Fixed missing 'Module' tag in JetConeDamage playerjournal entry
- Some non-settlements were being reported via the "ApproachSettlement" journal entry - was potentially revealing secrets
- Fixed "TransferCost" key in "FetchRemoteModule" journal entry
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