Here are the final patch notes for the Horizons and 1.5 (Ships) updates.
Remember you can get ready for the update by making sure you have downloaded the latest version of the launcher from here.
The servers are currently down and we are expecting them to be up between 4pm - 6pm GMT. However, we will keep you updated on this thread.
Added a hitcheck box to the capital ship laser turret turntable so that there is something to hit for the energy weapons. Also fixed the hitcheck so that everything is aligned to the barrels
Changed the seats in the Imperial Clipper to be the white imperial ones
Add shadow distance override for cockpits where it's been missing
Capped a few holes in the FDL hitcheck that was causing lasers and bullets to sometime go through the ship without hitting it
Added Front LandingGear Doors to the Viper so you cannot see the LandingGear appear/disappear anymore
The Eagle's rear landing gears no longer intersect with the landing pads
Fix the galaxy map search returning systems that dont end in -0 when a search ends with -0. Also when an array of results is returned, make sure that we start iterating at the first element in the array
Galaxy search - Make sure that when we are searching a region for a name match that the name matches the name of the region, otherwise it will end up looking through every star in a region without it being able to match anything
Paint job tweaks and improvements
Shipyard no longer shows 'filler text' during flicker animation on first visit
Added NPC Police paintjobs to the Anaconda ship, so that the police forces in the game now all has the same livery when they respond to situations
Added Keyboard toggle for orbit lines
Fix the cancel binding causing you being unable to select that binding again until reloading the bindings menu
Commodities market 'Demand' field can’t fit 8 or more digits fixed
Having a extremely large amount of credits causes errors when buying commodities fixed
Unable to return to the sort on categories in outfitting for modules when you have scrolled down the menu to the Back option fixed
Resolved an issue with disappearing ship icon in the Functions panel
Fixed geometry hole in the cockpit chair near the camera
Now that the Mac client has a BORDERLESS mode, accept this setting if it is found in the display config. file
Give 'out of range' message for the mining laser
Changed damage types and made sure outfitting has the correct stats too for the plasma accelerator
Vulture decal placement fixes
Updated in conjunction with dirt and tweak edits to improve panel definition and wear and tear on Fer-de-Lance
Fixed missing damage section on Anaconda
Got rid of faint white border from Alliance logo
Made more space for digits in confirmation popup when discarding cargo
Increased brightness and placement of hyperjump lens flare and removed unneeded drive bone to prevent an error
Moved shader preparation option out of the graphics quality group as it is not affected by the quality preset
Don't save if we're dead. Saving our ship in this state makes no sense and the server already knows all it needs to know from an earlier commander/death request
Fix AIs not spawning close to stations
Increased the width of the textField containing the module name to the maximum width to avoid text cutting
Added icon for new 'IllegalSalvage' mission icon
Adjusted a couple of the Anaconda loadouts to make sure all Anaconda's have turrets of some sort
Removed back button from New Commander Screen
The CQC outfitting hangar now has the name Attilius Orbital on the back wall
Fixed the 'Friends' text header disappears after opening a friend's Gamercard
Added NPC stranded behaviour - they need refueling!
Improvements to NPC traders
Those spawned near stations (who will normally dock with that station) now pick their starting cargo from that station's imported goods, rather than a random station's exported goods
If spawning docked they pick from that station's exports to take away with them. When buying cargo after docking they also use the station's exports
Added 'terrorist' NPC archetype
Fixes some hitcheck which was letting ships clip through heatsink rings on the front of the O'Neill station
Added oculus reset to F12 to controller configs where they were missing
CQC: Scorecard - Added an extra column for 'Game Mode'- specific scores
Fixed hitcheck so you can hit targeted weapons on the Fer-de-Lance
Re-Exported Eagle to fix broken hardpoints. Also fixed wrong material applied to hardpoint doors
Increased text size of 'viewing' text on CQC death screen
When Attempting to Change Loadout on Death in CQC an Option Was already selected fixed
Stop spurious button audio in powerplay UI
Powerplay rating tab: highlight the current rating you are in white on the right hand list of ratings
Shortened the text field in wing panel slightly to prevent cutting off of wing locations
Art fix for Eagle LOD issues
Extended text field so that ship's stats description fits in German
Hitcheck tweaks to the Anaconda, Federation Gunship, Type 7 and Type 9 to make sure a small railgun can fire from every hardpoint
Swapped hit layouts around for Cobra's small hardpoints
Moved the Small hard point from the underside to the side, so the hardpoints can fire without shooting into them on the Federal Assault Ship
Fixed landing gear clipping on Type 9
Tweaks to Hangar cameras, decals and baked greebels on Anaconda
New chatter tables added for new scenarios
Search and rescue NPCs added
Landing gear no longer disappears before landing gear doors close on Vulture
Cash reward for routing a capital ship is now 150000 instead of 50000 to bring it in line with other increases in combat bonds
„Unable to complete Transaction“ screen stuck on Commodities market fixed
Fix for Top/Boost speed in the Shipyard being higher than expected
Reversed text on baked texture on Fed Gunship fixed
Decals made to be more intergrated with the hull to follow contours on Federal Dropship
'Back' button in Galactic Powers menu functions as 'Exit' when clicked with the mouse fixed
The powerplay
GUI will sometimes load up another power when clicking back instead of exiting galactic power standing screen fixed
Added „back“ buttons to the news and standings pages of the powerplay menus
Galaxy map view is not centred when opening the map the first time fixed
'Surge detected' text transposing onto canisters
'None' Filter for Economy in Show by colour in the galaxy map does not work fixed
Added a minimum number of visible stars to galaxy map for edge case where none are displayed
Player does not see own name in Squad list when the Squad Leader is selecting a game fixed
Adjusted animation on large gimbal so it doesn't rotate as far to avoid the large cannon clipping through the floor
Toggling between Economical and Fastest Route on Galaxy Map doesnt change the plotted route fixed
Added in loadouts for the Bounty Hunter Viper MkIV and added in a crime scanner to one of the standard Viper loadouts
Added in loadouts for military Viper MkIV's and Asp Scout's, also fixed missing Class 5-E drive text
Updated the Alliance Viper military loadout to have mediums on it's mediums
Added NPC loadouts for Miner Asp Scouts and Keelback
Stop dancing stars near stars with the lensing effect
Add dynamic overrides for menu group
GUI labels. When in supercruise, the
GUI now says „Disable supercruise“ rather than „Enable…“.
Added NPC loadouts for Smuggler Asp Scouts and Keelbacks
Fix for the CQC stats screen showing 0% progress once the player's hit Elite, should show 100% for a warm sense of completeness
Rename duplicate authored system Khan to prevent conflict with generated system of the same name
Removed translated ship names that shouldn't be translated
Xbox One: Selecting current location on Galaxy Map isn't saved upon closing map fixed
HIP and HD numbers in Galaxy map should not have commas in them
Inconsistent Galaxy Map search method in Powerplay fixed
Xbox One: Opening galaxy/system map with radial menu causes target panel to open when map is closed fixed
Xbox One: Closing the system map with the B button brings up the galaxy map or vice-versa fixed
Make sure that not having a microphone doesn't stop you using voice comms completely (i.e. listening)
Add some significant events from recent history to various system descriptions in the galaxy map
Superpower reputation progress bars added (plus minor redesign to improve layout)
The icon for pledging to a power is still visible on the Power Standing screen after leaving the power fixed
Fixed physics issue on the Viper
Fix wing beacons disappearing after after 150s. Also fix wing beacons not appearing on the radar
Fix for being allowed to attack ships that have bounty before scanning them enough to see it
Updated damage decals for ships
If the player gets into a conflict zone where the factions aren't hostile to each other, don't allow the player to join a faction and show „ceasefire“ where we would show „choose faction“
Fixed a problem in old planets that makes the normal map to be misaligned for one frame
If two NPCs in an interdiction finish with one of the objects not live, don't try to make an FSD wake since we can't cache that ship
Xbox One: If QoS times out after joining a friend's game (which shouldn't normally happen), neaten up the error message flow
Two Zero-length vector fixes for velocity during interdiction - could have been causing odd directions
Assigned a proper shipyard hologram for the Imperial Eagle
Xbox One: Fix a matchmaking issue where players that had previously failed QoS with one game may be kicked out of another game they later joined successfully
Fixed some issues with localised number formatting
When the game is paused and we take a high-res screenshot, don't unpause it again afterwards
Xbox One: Disable Friends menu options when we have no network, because the FriendsManagementScreen will just kick us out anyway
Fix an issue with entering the reference frame of a space station while on the surface of Lave 2 by shrinking the station's reference frame size
Wing beacons are now visible whenever the caster is in the same system and you can't see their ship
Removed gamepad references from control schemes so that they'll show up when a gamepad isn't plugged in
Fix the required SKU for the Cobra GamesCom paint job
Stop AI ships blowing themselves up due to overheating when firing weapons
Galaxy Map Info panel is consistently blank, regardless of selection fixed
Xbox One: If you pause the game while on Outfitting screen and Open Help → controller focus remains on Outfitting under the help UI
CQC - Text Chat - Squad chat is labeled as Wing chat in team matches fixed
Make empire/federation faction skill have a minimum of 0.01 and a maximum of 0.2 (if there is any) so that faction ranking is slightly easier
Modified the way that containment radius is calculated so that for small moons close to their parent they don't end up with a containment radius intersecting their parents surface
Fix incorrect game miode being shown in comms panel
NPC's constantly flying into asteroids in resource extraction sites improvements
If a squad invite for CQC gets declined the person who invited them is not informed fixed
Add some additional checks to ensure that permits are loaded in correctly
Stagger the creation of ring cells within a ring, to avoid creating many cells in the same frame
Reduce memory overhead from cached asteroid physics
When choosing targets for AI hyperspacing, check that targets aren't blocked by a body
Cockpit was being attached slightly out of place causing the exterior cockpit chair to be in view from normal player camera in the Vulture
Pioneer rank decal is listed as Starblazer fixed
Ensure that the AI ambient spawner always generates enough NPC archetypes to satisfy the ideal number
Moved chat box to the bottom right corner to not obscure main menu descriptions
Fix for billboard asteroids not converging on the Oculus Rift and having different orientations in any 3D mode when stereo rendering is not enabled from the start of the game session
Render the bottom of the planet rings for bodies in system map - you can move to see this side with HMDS
If we are overriding the cargo of a ship, change the allocations of illegal/legal/stolen so that all cargo allocation is either legal or stolen
Stop NPC ships from using paint jobs from wrong ship types
„Target acquired“ message stays when attempting to scoop new cargo fixed
Miner NPCs spawn with a random mix of minerals from the asteroid field they're in; if they're not in an asteroid field, pick minerals from the station lists, rather than just random commodities as before
Added more chatter lines for ambushed pilots to stop repetition
Robigo system listed as „Terraforming“, but it's actually Extraction fixed
Reduce the shadow depth bias settings for Medium/Ultra inside the cockpit to fix the gaps showing at the cockpit glass struts
Check we have an available pad before trying to spawn capital ship fighters
Make sure massacre mission branches have reasonable timeouts
Add training video section to front end
System map should show distance from entry point for planets (similar to starports)
Classified Camera Toggle control input remains after selecting the „Empty“ controls scheme fixed
Mass Lock cockpit indicator not turned off on entering new system fixed
OSX: Fix for mouse click detection and cursor positioning issue when using Retina resolutions
Fix NPC pirate wings not accepting dropped cargo to stop their attack
Missions now check in advance that the player's ship is eligible to dock at all stations/outposts required for multi-stage missions
Wrong Economy information for Devakak system fixed
Fix an issue where dark side lighting on planets wasn't working in supercruise
Player cannot pay fine when Black Market is accessed fixed
Added a small amount of weapon drain to the plasma repeater to stop people leaving it on 0 pips for extended periods of time
Disable local chat in CQC. Also show a more specific error message when blocking a direct message to a followee
Corrected animation error on viper underside hard point doors
Stop NPCs from trying to flee as a result of scanning when they are on the shared docking path
Fixed a pop between the deploy and stow also fixed the intersection between the medium Pulselaserburst Turret and the ship
Mirrored the location of the tiny hardpoints on the Hauler so that they're the right way around
If we don't have mic focus (because the party app does), then show all channels as muted
Raised Top Hardpoint bone to prevent the gun shooting through the hull on the Imperial Eagle
Restructured front end training menus
Fixed Custom Decals not showing on LODs on Python
Fix some framerate sensitivity issues that caused partial frames of weapon recharge between shots to be ignored, resulting in lower than intended fire rates at low frame rates
Give auto-bounties to powerplay pirates, the same as normal pirates
Capped holes between Exterior hull and cockpit on Vulture
The galaxy map, system map and powerplay screens are now closed when the player receives damage or hostiles appear
Fix „repair paintwork“ not working
Make target time and target time range contract elements stop you from accepting a mission if the time range is going to be over within 10 minutes
Massacre missions cannot be given by system owners now
Hide Refinery tab if the refinery doesn't exist
Changed message given to players trying to fit a shield generator that can't support the hull mass of the ship
Chaff and Heatsinks will no longer be launched when deploying hardpoints by pressing one of the fire buttons if they are assigned to one of the active fire groups
Don't snow nav/proximity warnings when your landing gear is down - you're probably trying to „hit“ something intentionally
Elite/Founder missions are now only available at the Founders World
System Map: Removed long description line from system UI data
Xbox One: Kick user out of voice comms (with dialog prompt) when entering CQC
There was an area below the galaxy map popup where rolling over a star/planet wasn't possible. This is now fixed
Positioning of star map popup is smarter and more flexible. Popup will stay contained to the screen bounds
Xbox One: Change message to not use (possibly truncated) name when we can't find a chat target
Made the system map rollover more forgiving - smaller objects no longer require precision mouse movements to see the popup
In mining, player unable to eject minerals from the refinery hopper fixed
Fixed missing doors on Federal Dropship
Added tabs to system map - System, Info, Points of Interest
Fixed tiny hardpoint placement and tweaked hitcheck on Federal Assault Ship
Turning off 'Show star names' in galaxy map doesn't clear existing labels fixed
System map popup positioning tweaked - now avoids overlapping other bodies in the same row
Option added to disable head look focus mode on Comms and Info panels
Adjusting position of Skirmish tutorial to bring it out of the planets pull
SMAA workaround while core issue is investigated
Moved tiny hardpoint bones so that the assets don't clip through the hull
Made the matchmaking lobby check to make sure the server is updating it correctly and disconnect if it is not
Set the hit sphere to the correct cargo hatch under the anaconda
Don't let players choose a decline button on a mission branch if the message is no longer relevant
Added a vent button to the refinery hopper
If we accept a CQC invite while loading into CQC, don't return to the main menu
Cockpit shadow fix for the Federal Gunship
Rebalance of shield cell heat gain
The heatsink projectile now simulates physics properly, and is susceptible to collisions and gravity
Hull reinforcement health increased
Modules now have boot up times
OSX: Added support for up to 8 mouse buttons
Server optimisation for StellarForge lookups - reduces system lookup times when hyperspacing
Stop shadow casting spotlights from remaining after the owning activity has been destroyed
Do allow remaining hopper items to be moved to bins after we've filled a canister. This fixes a bug where remaining items would get stuck in the hopper even though there's an empty bin available
Significant improvements to blocked-shot testing for turrets, mostly aimed at settlements but will help elsewhere
Small chance of spawning rescuer AI when player runs out of fuel in supercruise if in sufficiently populated system, not an anarchy, if player is ffriendly with controlling faction. Spawned AI acts like a hunter passive, so it will approach the player and then drop out, waiting for the player to follow
Render the radar in world space as FOR shifts now are frequent avoiding relative positioning issues
Fixed some ASP dirtmap issues
Fixed a geometry issue on the Anaconda
Changed the position of camera decal 1 & 3 on the Diamondback
Fixed Sidewinder landing gear collision issue
New shadow profile to improve the quality of shadows in asteroid field locations, the main difference being a reduced amount of adaptability to prevent excessive shadow blurring when distant asteroids are in view.
Fixed repetitive audio glitch after CQC Team Deathmatch
Closed hole in mesh for the Federal Assault Ship
If a button is currently using a default binding then show that in the binding’s option screen rather than just appearing blank.
Added a new size 1 slot to the Sidewinder and Eagle and edited the horizons load out for the sidewinder so that it has two cargo in that slot
The cockpit canopy can now be repaired by the AFM
Fixed Russian Stats page texts shows as missing characters throughout
Fix offset mouse pointer on Station menu, shipyard and insurance screen
Imperial cutters Mouse Widget is inclined towards one corner fixed
If a head tracking library fails to load, even though we have a path to it, then make sure it goes into the error state rather than attempting to load the dll every frame
Fix for distant asteroid billboards partially showing through the asteroid models
Orca's bobblehead placement adjustments (wobbly bobbles).
System Map VR: - Added the concept of a Base Scale that scales all
GUI, planet miniatures and dolly ranges to make everything pleasantly bigger and further away (as we deal with locked FOVs in VR opposed to orthographic)
System Map: Add a different global scale to the label manager for VR to make the text larger
Ensures that the player's pilot gender is represented correctly in the cockpit
Made the schematics bigger for the construction phases of the Occellus Stations
Fixed NPCs not becoming Wanted (if appropriate) or turning red when attacking player in a large ship
Wakes created by ships that the local player knows the names of now display the name of that ship. This should help the mission NPCs that ask you to follow their wake
Fixed the animation issue with the doors of the vulture
Fix for 10cr repair bug
Shields regenerate at a much faster rate while docked
Fixed Cutter's decal cameras
Ship dashboard
GUI still present when viewing Bobbleheads in Outfitting
Track CQC gametype when entering matchmaking to prevent entering lobbys of another gametype
Fixed clipping bobbleheads in the Eagle
Nav markers now have an 'obscured' visual state when the location is behind a planet/star
Add a Terrain Material Quality setting to the graphics options menu
Fixed animation clipping on the nacelle hard point doors
Fixed sometimes incorrectly showing the generic „failed to join“ message rather than the „session is full“ message when trying to join a full CQC game
Made it so that the cockpit module isn't visible in the module panel while playing CQC
Added specialized VR mesh for the outfitting screen
Make player ship invulnerable when player's in a buggy (Temporary for Beta 1)
Missiles are now more effective against shields
Updated translations
Fed fighter drive lighting fixed
Added three stage slider background to FSD boost slider in the galaxy map
Make sure that heat sinks are affected by gravity when launched
Increased the hopper ammo amount for the fragmentation cannons from 30 to 90
Prevent excessive spamming of telemetry from edServer to webServer after a player has followed a jump wake
Starter package Sidewinders (and bought) now come with low powered gimballed pulse lasers
Add missing mission assassin chatter
Imperial Cutter's Mouse Widget is inclined towards one corner
Resized the Standard bullet impact FX game wide to fix the standard bullet impact from being too large when hitting shields
You can raise your landing gear while landed via the function panel fixed
Turn off proximity warnings in super cruise, they feel odd near planets, and aren't that helpful anyway
Refuel all vehicles in the target ship's launch bay when docking at a market
For the Beta 2 public test, Beagle 2 Landing in Asellus Primus star system also has all modules and ships available in stock
Fix occasional transaction server errors for users with very large numbers of friends
Slightly retuned background sim to give greater daily influence changes for a given amount of player activity
Various sever performance and reliability improvements
Add missing hitmen types
Try to improve the feedback for contact mission types
Decrease mission respawn time and number of missions at boards
Increase timed assassination targets spawn rate
Generally fix target spawning errors
Added new mission icons
Add fines to early abandonment where applicable
Some reputation/influence/state value fixes
Fix crashes in power distributor
Fixed server crash with island clean up
Fix crash in station menu if a cockpit isn't present
Kinematic input crash fix
When the connection to the webserver is broken, prevent the game from softlocking at the end of a CQC match
Speculative fix for some data points not being active at the right time
Make sure that surface installation damage is fully network replicated
Fix for only some data points actually giving a reward for completion
Make some points of interest illegal, allowing you to attack and trespass for no permanent penalty
Fix for some Commanders not being able to die or clear their save
Enable a free ship option on SRV death; generalise resurrection options some more in preparation for respawning to orbit
Fix rescuing Commanders stuck on planets without access to Horizons
The „rejoin ship“ option on the insurance screen now only returns to your last port if you deployed the SRV from a settlement; if you deployed straight from a landed ship, your ship respawns in orbit around the planet you were on
Send through the market id of settlements so galaxy map can show them
Close the cargo transfer panel when you can no longer switch back to the ship
Allow more texture streaming memory
Make sure time (and legal status) properties are replicated across the network
Don't fix ship when dismissed and recalled
Logging out while landed or hovering near a settlement or port should not longer potentially respawn you under the floor
Making sure the SRV specific „surface map“ button doesn't appear in the ship cockpit when going back to the ship
Adding localisation key for system map „locale“ panel („settlements“ category becomes „Ports“ )
Removing old icon system from system map station and surface settlements
Stop all hostile ships in conflict zones targeting the player and friendly ships do not assist
Trespass zones around settlements now fire a fine and then a bounty
DataPoint rewards now select their payee from star polity. Federation, Alliance or Empire are acceptable factions
Fix potential bad transform for far dust effects
Added 50% more fuel for the SRV
Fix for hologram advert activities blocking objects from activating (e.g. some port segments in a loading screen)
When docked or landed altitude should now read 0
Altitude in SRV should now read 0 when SRV is on the floor
Altitude fixed for ships, incorrect parameter was being used for offsetting landing gear against ship location
Fix remote client buggies spawning in the wrong place and doing a weird flip under their parent ship
Fix FOR (Frame of Reference) error causing ships spawning in the right place and then flying to weird locations during ship recall
Added disabled „Ship Departing“ button to the role panel when the ship is departing
UI support for updating the 'SC' panel to show distance and speed to orbital cruise
Make sure we cant fire the turret if we are in any other state but active
The canopy no longer repairs its self when leaving and re-entering the ship
Split out the SRV roll into a new binding, this new binding can be bound to the same as the steering axis to get the same functionality as we have now
Pushed Python drive hit spheres back so it can intersect with the hitcheck - so drives are not invulnerable
Turrets remain in contacts at 1% health after they die fixed
When applying a module perk, check that the new perk can be applied before deactivating the current one
Restock panel no longer allow you to confirm a transaction with zero things selected
Improved feedback when attempting to confirm a transaction you cannot afford (flashy red cost) on restock panel
You should not be able to target modules on an SRV
Orbital HUD now stops rendering when canopy is breached
Enable the collision callback whether we are the authority or not, so collisions on the capsule of the SRV are registered (fixes some issues with SRV not taking damage)
Goliath Skimmer vehicle missiles aren't affected by the weapons range value fixed
Make skimmers a bit more mobile with shooting and moving
Missile skimmers don't respond quick enough to players driving at them
Setting skimmer missiles to have a range of up to 800m, instead of a couple of kilometers
Adjusted the basic skimmer weapon attack and down time
Skimmers do not have an image on the contact panel fixed
Ramming into skimmers with your ship doesn't give the player a penalty fixed
Able to partly hide behind settlement structures enough to obscure skimmer LoS making it super easy to kill them fixed
You shouldn't be able to friend yourself while in the SRV
Fix bug in vehicle where its trying to find some valid geometry below the SRV to ensure we'll spawn above the floor
Fix for turrets/skimmers becoming hostile to the player without the player being hostile in return
AI NPCs having issues docking at a station and a planetary port fixed
Settlement/Planetary ports locations in the navigation panel are shuffling constantly fixed
The choose module popup now continuously updates
Look up the player's ship if they are in a buggy and we want to know if they can dock at an outpost
LOD fixes for some buildings
Collision mesh fixes for various buildings
Fixed LODs for the hardpoint bunkers used for Outpost Planet Ports
Fixed a number of UV and LOD issues on port road sections
Fixed some floating POIs
Improved VR camera positions in SRV
Fix bullets not reliably appearing for their first frame. Looks significantly better in the SRV, especially at low framerates. will also improve feel of other projectile weapons (CQC cannons a notable case)
Fixed the Keelback's name in local traffic reports
Bobblehead
GUI image disappears fixed
Bobblehead slots 8 and 9 are not automatically re-selected after you place a bobblehead in it fixed
Added new signal source for mining extractors
Unbound system and galaxy map bindings from classic context scheme and resolved some other weird issues present in the file too
Updated terrain GPU work option description to make it clearer what this option does
Fix for star trails flickering off every time an envmap capture is taken
Subtle tinting for surface materials that were coming through too flat / neutral grey
Upgraded detail rocks AO and improved the textures on the metal rocks
Adjust surface material blending values
Fix Io type worlds not reporting their atmospheres
Postpone planet rendering while in loading screens
Display modules in the choose module popup as disabled if we can't apply a perk to them
Fixed error that was preventing Ship Graveyard from spawning
Fixed laser gate visibility issue (it wasn't turning off)
Remove an extra copy of the firegroup in the data link scanners module data in the SRV starter loadout
Tweak to the SRV muzzle flash to make it more visible when shooting close range
Fix logic components and inactive turrets in one of the military settlements
Player debris should now fall under gravity when the payer dies on a planet
Don't kick out dust when ship is docked
Initialise openvr tracking space to seated - will prevent compositor bounds being permanently shown
Compute shader performance tweak
Prevent targeting SRV with ship
Buying or swapping a ship in the ship yard causes the camera to float around the station
Fix for the radar occasionally displaying in the wrong location above the player after the buggy redocks with the ship
Removed decals to stop them floating on destroyed geometry
Cockpit no longer marked as „inactive“ once repaired
Art pass on deco files for the Radial ports
Various minor text fixes
Xbox One: Fix an error seen when temporarily breaking the network connection during CQC matchmaking
Xbox One: Wing members are not informed that another wing member is no longer part of the chat when they've accepted a new voice comms request
Xbox One: If the UI is waiting for us to update our friends list but we're not updating (have done so too recently) then re-push the current friends list to the UI to remove the „Server Response“ loading screen
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
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
Fix a crash caused by a POI activating during a transition
Fixed multi-threading crash in physics
Fixed crash in mission manager
Fixed crash in terrain patch generation
Fix for missing texture errors in schematics
Fix missing component error if a player goes offline
OSX crash fix for activity incorrectly trying to load incorrect resources
Fix for starting with the keyboard and mouse control preset causing your throttle controls to go weird
Prevent server error if player tries to buy something they cannot afford
Fix a confirmed cause of players loading into the game up to a kilometer up or down from where they saved
Fix for turrets at illegal PoIs not being legal targets
Turn on main engines by defaultso that dying while landed doesn't respawn you with a disabled ship
Networked the direction of the buggy turret
Add anti ship weapons to match anti buggy weapons in certain POI scenes and appropriate trespass zones
Improved surface details by adding more bump from the normals close up and reducing tiling at distance due to the alpha not being faded out at the same time as the normal
Fixed deep space POIs spawning incorrect POIs
Improve flattening on some deep space POIs
Fix disappearing blue circle for POIs
Fixed skimmers at illegal POIs not having bounties
Attacking settlement generators now counts as Assault, and triggers settlement aggro
Scanning private data links now counts as Major Trespass (up from minor, so now a bounty instead of a fine), and triggers settlement aggro
Updated additional POIs to be visible from the ship and adjusting their radar radius size
Made some of the smaller POIs only visible in the buggy
Don’t render no fly zones on the scanner if you’re in the SRV
When evaluating the terrain for flatness when spawning POIs handle the case when one of the ray casts hits an edge of a triangle and goes through the mesh without hitting it
Adjusted the radar circle offset so that POIs are less likely to be spawned towards the centre
Fixed bounties claimed stat incrementing twice as often as it should be
Fixed redeeming all vouchers for a faction instead of just combat bonds
Fixed some Commodity names in the market trend local news articles
Fixed longitude and latitude using the wrong time to establish location
Rebalance LOD stream priorities to help with some streaming issues
Add support for vacant ship death, and for parking a buggy without a parent ship. Landed ship is now killable except during the vehicle swap process, when it can be damaged but not killed
Fade POIs from the radar down based on altitude so that they're at full opacity at 2.25km altitude and transparent at 2.00km
Fixed issue with launching audio
Reduce the scale size to trigger the cockpit/vehicle Role popup to reduce the frequency of unintentionally opening it
Fixed Refinery Panel to show correct strings at the correct time
Updated SRV cargo panels dividers to be more consistent
Fixed focus issue when going to external / internal / role panel while an inbox message is opened
Brought back the cross hair for scooping
Check to see if we have disconnected from edserver before checking to see if we have permission to be close to a planet
Surface material fix for patchiness
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
Building LOD fixes
Building collision fixes
Fixed hitman chatter table
Fixed cargo items in the cargo merge panel not using loc strings
Mission text fixes
Updated tutorial video names and descriptions
Prevent the attempted parsing of $; on data links when scanned info is empty string