Beta 4 for Horizons is incoming at 4pm GMT.
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