Here are the patch notes for the 1.5 „Ships“ beta build. Remember to give it a really good test and leave your feedback here and your bugs here.
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