Please find the patch notes for the third Horizons beta build. I'm sure you'll agree there is an incredible amount of changes and fixes. :)
We are expecting this to go live at 3pm and we're expecting the usual 30 minutes of beta server downtime.
Audio Mix - Improvements to non-self SRVs, and non-self SRV surface dust
Audio Mix - Improvements on non-self ship launch-land sequence
Audio Mix - Improvements to Turret HUD
Audio Mix - Improvements to Material collection
Audio Mix - Improvements to skimmers
Audio Mix - Improvements to external sounds heard from SRV landing pad garages
Audio Mix - External sounds no longer audible in planetary outfitting bays
Audio Mix - Improvements to planet structures
Audio Mix - Boosted Orbital HUD warning blips
Audio Mix - Improvements to Buggy Shield
Audio Bug - Fixed messy sounding Anaconda, Adder, Eagle, Imperial Eagle, Federal Assault SHip, Vulture, Cutter, Clipper, CobraMKIV on exiting from Glide
Audio Bug - Fixed planetary launch “clunk” happening too late
Audio Bug - Fix for hard music cut on leaving system map
Audio Bug - Fixed hard-panned
GUI sound in system map
Audio Bug - Fix for buggy shield sounds being audible from huge distance
Audio Bug - Fixed silent metal rich planet ambience
Audio Bug - Ship engines now go silent when freefalling with FA off
Audio Bug - Fixed silent canopy grit/scratch, when driving through dust kick-up
Audio Bug - Ship voice no longer says „Landing Gear Deployed“ when deploying buggy
Audio Bug - Arrival from supercruise music delayed until a glide is complete near planets
Audio Bug - Skimmer hatches now sound different depending on their size
Audio Optimisation - Optimisations to skimmers
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