The beta for Commanders 2.3 should be going live at approximately 4PM GMT (28/02) See the changelog below, and refer to the other stickied posts in this forum for where to leave your feedback.
PLEASE KEEP IN MIND THE MULTI-CREW FEATURES WILL BE ARRIVING IN A FUTURE SEPARATE UPDATE TO THE BETA
Commander Creator
Commander creator UI added
Player avatars used in ship cockpits
Commander creator exists within the player's cockpit
Added holographic effect for commander avatars (when they are not physically present)
Hooked up the player avatar display to the comms panel and the commander history, so now chat messages will have a picture of the senders avatar next to them
We don't have a default avatar use one of the presets randomly instead
Added Holo-Me option to cockpit Status Panel
Added Holo-Me shortcut to Startport Services screen, as well as including player’s current commander profile image.
Added 50 male and female preset commanders
Added feature presets for Eyes, Nose, Mouth, Ears, Jawline and Neck
Added zoom in with altered FOV for close ups in commander creator when playing without VR
Added custom mode for commander creator close ups in VR
Added randomise options to most feature categories in Commander Creator
Added Undo/Redo to Commander Creator
Group flight suits into collections to avoid top level list getting huge
Updated cockpit chairs to allow for more elbow movement
Fix avatar specular baking behaviour (it wasn't saving the output so it would simply replace its contents)
Added beards!
Added 14 new hairstyles
Expanded number of skin tones to 8 for each head type
Added “rough” female base head type
Refreshed all hair assets to get them ready for commander creator
Additional avatar morph options for nose bridge, profile, tip and tip angle
Added avatar morph options for eye angle, width and upper eye fold
Added morph option for upper lip profile
Added jaw angle and depth options
Added chin width and prominence options
Hair shader improvements
Avatar eyes now use correct environment map
Fixed some incorrect skinning on the female pilot suit
Added chin cleft options
Added transparent and opaque versions of the helmet
Added rank shoulder patches, unlocked with rank
Added faction and pirate shoulder patches
Added freckles, moles and pock marks to skin details
Added Milky eye type
Added fresnel shader to helmet glass to give the transparent version more definition
Added a selection of eyeliner, blusher and lipstick options.
Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live
Fix crash in the inertial camera simulation when in CQC
Fix an error that can happen in outfitting if you replace the power distributor too fast
Fix occasional directional lights assert when loading the system map
Fix an error if a POIPlaceholder gains authority before going live after the original authority created the POI.
Fix crash when entering CQC caused by the system map trying create the system map object store which doesn't work in CQC
Prevent crash while trying to generate ambient heat on ships inside stations
Avoid crash in physics if data for a wheel is not valid
Don't parse an empty string within the Commander Interaction History as it causes the JSON parser to assert
Fix deadlock if the galaxy map is repeatedly opened and closed
Fix to clean up partly-initialised modules if the parent object(ship) is destroyed before they have received their first network replication
Prevent ships spawning inside each other on interdiction drop out
The cursor was offset n some Front-end UI's circumstances when using 'In-Game Panel Based Cursor' mouse mode
Fix cases of relaunching game after killing the SRV and appearing in orbit
If we get a rank progress update that doesn't contain a value for combat rank, let's assume that that means that our combat rank hasn't changed and not that we're now harmless
Fixed trespass zone radar elements being visible in the debug/classified camera modes
Change order of string to Lat then long to revert the order of the latitude and longitude readout on the hud to be the same as pre 2.2
Torval Powerplay Decal changes to Patreus Powerplay Decal
String ID appears on info panel as the jump destination fixed
Possible fix for multiple unwanted audio events triggering in Friends and Groups screen
Updated some of the broken wireframe codes from the Unknown Artefact
Improved performance of the 'triangle image load' animation (used on the mission board). Also added support for scaling the size of the effect
Fix for Docking Computer crashing into back of station when approaching from rear
Fix for Docking Computer crashing into Qwent Research tower when coming in to land
When starting the game, don't bother waiting for PlanetarySurfaceGeneration to be complete before starting up, if docked at a space station. This is an optimisation to save a few seconds off the spinning sidewinder screen during startup
In the cockpit friends list, show the distance to each friend (if they're in the same mode as you), and sort friends by the closest first
Info in status panel now only shows scrollbar when focused
Xbox One: File loading optimisations
Modified the „modules/trade/list“ so that it filters modules where possible that are only related to the players current ship
Various mission template fixes
When a bounty voucher or combat bond is awarded, all players in a wing who would previously have gotten a share will now get a copy of the full value
Fixed missing info text for data link scanner
Fixed some shadowing artefacts in the terrain rendering
Fixed station interior changing when the station in under influence of a UA
Fixed crash when looking at left-hand panel while in a fighter
Make sure kill chances spawn on CollectPalin Mission template
Improvements to planet shadows: Added new crossfade distance settings to allow a longer transition from shadows to patch lighting on higher quality presets. Rebalanced depth biases and enabled texel stability settings.
Displaying station name rather than the schematics name in the target details panel (external panel) fixed
Remove the missions market ignore case for Jaques station
Various optimisations for Galaxy map
fixed: Can't exit side panel with B Button after using fighter
Fixed refinery tab still being selected on the right hand panel after removing the refinery module from a vessel
Fixed Intermittent drop in frame rate in Challenge Scenario
Fixed low-resolution cockpit on loading into CQC matches
Various text fixes
Various localisation fixes
Passenger's demanded cargo has been updated in passenger mission wrinkles it is now related to the passenger type
Added prisoner cells as alternatives to passenger cabins
Custom passenger text on cargo display does not match Passenger Type in Customise Passengers
Ensure that NPC cruise ships have passengers when scanned
Updated passenger bulk, VIP and VIPConflict, as well as delivery and variant mission templates. The New Destination is now a choice on these mission templates
Also updated Bulk to show the correct rewards on the inbox message when you get the wrinkle, and transaction panels during wrinklesNew destination and dont die
Balanced numbers for explorers disgruntledness in the LDE template to be the same as on other templates
Updated the demanded cargo reward amounts on the passenger missions to make them more worth wile
Reduced exploration rank boost from passengers as it was way too high
Occupied passenger cabin modules can no longer be stored using the store multiple menu
Fixed NPC passengers not showing up properly after a manifest scan
Fixed UI inconsistency, where the 'Pick Cabin' button was located differently to 'Accept Mission' even though both these UI essentially share the exact same user flow
Make sure that the mission filter doesn't show illegal salvage when set to legal
Updated the gating on missions. Now you should no longer see the planetary sign on the mission board for missions that don't take you to a planetary station as the main destination. If you don't have horizons, you should be getting gated at the new destination wrinkle if it is to a planetary stationpreventing you from accepting the new destination
Multi-stage mission support added (different to wrinkles)
Highlight a mission that is a direct consequence of completing a previous mission
Fixed mission messages being duplicated during transitions
Make supply to demand overrides take max distance into account (Stops Colonia making missions which intend to only go 500ly into missions to pop back to the bubble with a ~24 time limit)
Add support for equipment requirements for missions
Delivery, Collect, Passenger Bulk, Piracy, Rescue, Salvage and Smuggle mission change destination wrinkles are now optional
Smuggle missions maximum range has been reduced to 100ly away
Smuggle long minimum range has been increased to 100 ly away
Fixed issue with showing credit rewards when there are no other rewards
Updated the influence/reputation shown on the mission board for missions so that it matches the amount it actually changes on completion
Added contract elements on all transaction panels to display the mission giver
Added factions involved in the mission on inspace missions inbox messages so that you know who you are working for, and who you are working against
Added missing text for assassination Inspace Scanthe first 2 inbox messages are missing
Mission specific cargo can no longer be sold on the commodity market, although can still be sold as stolen items through the black market
When missions which require you to pick up cargo exist, they should be able to say Collect Cargo instead of Claim Reward
Welcome missions should not contribute towards influence or ranks
Prevent exploit where selling cargo from abandonment didn't create a downward rep spiral
Massacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensate
Improve the chance of rank up and engineer missions being available
Planetary scan missions now limited to 3 per player at a time. Rewards increased slightly to compensate
The ancient codex now resets approximately 30 seconds after being scanned
Decouple normal missions and passenger missions selection, so a full allocation is available to each type
Added a check for illegal goods to system search to stop returning a system that doesn't contain the markets needed
Prevent delivery scoop missions from appearing in systems without a landable planet
Stop player getting spammed with an inbox message from in space planetary hitmen missions
Changed the tags used for a system used in the text so that it now correctly displays the correct system for the destination. It used to only display the mission giver system (it is rare that it is not taking place in the mission giver system)
Added a variable generator to find a faction and station in the same system as a given station
Fixed superpower filtering in faction station generators
Fix NPCs not having the long FSD cooldown after interdictions
Added the Independent Fighter to alliance and independent faction navies
Improve piracy behaviour and associated chatter to indicater the threat and a time limit for compliance
NPC docking improvements
Added in the Vulture & Python to the police archetype, these ships should now respond to crime and have the correct skins
Make sure that we have the correct faction before using the automatic loadout for NPC archetypes
Don't report that the player is clean when being scanned when they are not
Balance pass for AI interdiction ability, to make it slightly easier
Auto-loadout system will now automatically add required passenger cabins based on the custom passenger type
Allowed auto-adding of cargo racks to consider slots which don't accept shield modules but do accept cargo racks
Fixed a bug in adding passengers to cabins where Passenger Entries were being added to cabins with the number of passengers set to 0
Removed VIP flag from CustomisePassengers. Custom Passengers being added to Imperial cabins will automatically be made VIP
Changes to extend AI terrain avoidance on higher gravity worlds
Authority ships now prioritise the closest ship to them when determining what to scan, ie either the Mothership or Fighters
Fix Pirate Hunter Hostile behaviour so that they attack after interdicting
In auto-loadout system, tweak chances of high-end weapons to make them slightly more unlikely for both military and all other archetypes
For AI ships using the auto-loadout system, vary the amount of ammo that utility modules have based on rank. For police/military, override and have 100% ammo, unless in a conflict zone when the standard rules apply
Get AI pirates to start attacking if the target moves more than 1km or starts charging FSD while the threatening process is ongoing
Change pirates that interdict the player to always scan (rather than sometimes attacking without scanning), and to dismiss the player and fly off if the player doesn't have any/enough cargo
Threaten time changed to 15s (from 18s) now that it's displayed in chatter
Added jump after all ships scanned, which we didn't used to need for these pirates as they always attacked
Ignore drones and powerplay cargo when deciding whether to send a generic cargo chaser after the player
Pirates should now make it clear what cargo can be dropped to apease them
Stop NPCs in ships that can't jump (like fighters) from trying to do so
When a pirate has threatened you and started to attack, reiterate the conditions for the attack to stop occasionally, updated based on the amount of cargo already dropped
Fix for pirate hunter hostiles not always being wanted
Increased the combat bonds and bounty multiplier for the „big 3“ (Anaconda, Corvette & Cutter), upping their values by ~10%
Make sure that NPCs properly evaluate cargo worth to prevent some odd cases
Fixed an issue in the AI defence code which stopped heat-sinks/Chaff/ECM from working
When targeting a station's location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation. Note that this does not take into account the stations gentle axis-rotation, but will at the very least tell you where the entrance of an orbis/coriolis/etc will be when you drop out
Stations can now be disabled, which will turn off thier response to crimes and will disable AI spawning
Stations can now be placed within rings
Stations can now be placed within asteroid clusters
Fix for inner docks not using their own module list and instead always the default modules
Fixed the attach to bone offset incorrectly assuming the rotation it receives in in degrees instead of radians
Adjusted several garages in this location as planet terrain was poking through the floors
Fixed ugly circle caused by fog being incorrectly clipped in stations
Decreased the lens flare scale on the landing pad floor spots so that they don't obscure the
GUI panels and generally look more sensible
Remove self destruct option from the right panel when we're docked (we can't self destruct here anyway so the button just doesn't do anything)
Adjusted the heat ring texture to get back some of the glow which had been lost
Fixed LODs on the „Rich“ road sections
CPU optimisations around stations and capital ships
Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become
Added additional installation scenarios
Medical installation added
Added Space Bar installation
Added Space Farm installation
Added Government installation
Added new Security Station installation
Colour variations for installations added
Enable replication of scannable space wreckage so that they are visible to all players
Changes to stop Unknown Probes jumping about and rolling up hill on planets:
The slow spinning animation did not work at all with things on the floor, it's been removed
Align to planet and align to system no longer apply when the object they're aligning is near a planet
Skimmers currently don't report hostiles to their owning settlement fixed
Allow planet surface landed ships to take-off and attack if there's a near-by faction hostile
Fumarole disappears in multiplayer situation when a collectable is collected while another client is logged out fixed
Added new Passenger USS scenarios
Fixed a bug with setting the health prop of a Destructible Mining Component to 1 causing it to have 0 health
Fixed hitcheck on fumarole collectibles
Improved loading of POIs
Proximity effects support added
Added more wreckage types
Space scenarios can now have localised fog
Fixed objects in a settlement drifting from their correct position if the player is far enough from the planets surface
All ship explosive effects improved
Attached decals to heat vents and moved the geometry up a bit to mitigate z fighting on the Imperial Cutter
Beluga Liner now has similar strength headlights to the Anaconda
Orca tactical paintjobs fixed
Left Decals on the F63 Condor fixed
Fixed Bobblehead cams and orientations on the Fer-de-Lance
Fixed smoothing groups and some decal positions on the Imperial Cutter
Updated Asp cockpit geometry to allow for the new camera views
Anaconda death explosion sorting fixed. Timings are nicer too
Disable
GUI lights if the player is dying
Tweaks to the Sidewinder's exterior hull
Art fixes/improvements for the Cobra cockpits
Fix misaligned lights on the Diamondback
Fixed ship kit tail cameras for the Eagle and Fer-de-Lance
Imperial Cutter hologram clipping when launching from docked is now
Fix wear and tear on Python ship kit
Added spotlights to the Beluga's tiny hardpoints to highlight them more in outfitting
Added missing spoiler camera to the Viper
Removed blinking light from Cutter cockpit
Fixed bobblehead positioning in the Vulture
Fixed Anaconda bobblehead camera 10
Adjusted decal front outfitting camera for the Imperial Eagle
Re-aligned the the F63 cockpit so thrusters align correctly
Added tail kit hanger camera to the Asp
Fixed blue emissive 'Lakon Systems' panel in T6 cockpit
Fixed missing textures on Type 7 utility slots
Fixed LOD popping with lime green gradient predator paintjob on cobra mk4
Fixed fighter bay hitcheck on Federation_Dropship
Fixed Z fighting issue on Federation_Corvette hardpoints
Smoothed LOD transitions on Eagle
Fixed clipping issues when deploying SRV from Viper
Fix for Federal Dropship paintjobs covering the vehicle bay
Fix for stretched textures on Viper MkIII ship kit
UV fixes for Federal Fighter's drive
Fixed wonky utility mounts on the Imperial Cutter
Patched a small hole in the Corvette
Fix a decal camera on the Vulture
Fix a missing texture on the Corvette's nose
Fixed bobblehead cameras in the Diamondback XL
Fixed landing gear volumes and hitcheck on the Sidewinder
Moved the Asp's front decal so as not to interfere with the ship kit
Imperial Clipper now has an icon on the livery page of outfitting
Starports can now be injected via server updates
Fix drop out distances for certain star types
Added thread safety to the StellarforgePostGeneration as it is used by the stellarforge job system on worker threads
Renamed a duplicate BD+56 521 system to 'Between'
Renamed duplicate Kamba system to Mbooni
Iorant JN-S c17-0 renamed to VonRictofen's Rescue
Iorant PD-K d8-4 renamed to Macedonica's Leap
Cuffey Plant in Acihaut renamed to Habermann Sanctuary
System COL 359 SECTOR NN-S D4-16 renamed to Joseph’s Lighthouse
Exoplanet in 61 Virginis renamed to 'Rubin's Discovery'
Added a dockable megaship called 'Fisher's Rest' to the Aldebaran system
Col 285 Sector Ke-V B17-1 renamed to Oliver and Ben's Beacon
Col 285 Sector MZ-U b17-6 renamed to Sulis
Fix orbit and type of Scheau Phoea WL-D d12-1 A 1
Renamed a planet in 74 Aquarii to Ethan Raza Khan
Hyades Sector Zu-Y D117 renamed to Fullerene C60
Added starport „Rebuy Prospect“ to Fullerene C60
Added starport 'McArthur's Reach' to LHS 5287
Added starport 'Bob Paffett' to Runo
Added starport 'Jaitinder Singh' to Namba
Added starport 'Mike Tapa Astronautics Ltd' to Sigma Hydri
Added starport 'Contestabile' to Baltah'Sine
Eol Prou IW-W e1-2400 renamed to Meretrida
Eol Prou YI-W b17-19 renamed to Kopernik
Eol Prou PX-T d3-347 renamed to Pergamon
Eol Prou IW-W e1-3246 renamed to Magellan
Eol Prou NH-K c9-40 renamed to Pyrrha
Eol Prou LW-L c8-227 renamed to Signalis
Eol Prou KW-L c8-164 renamed to Garuda
Eol Prou IW-W e1-3167 renamed to Canonnia
Eol Prou PX-T d3-336 renamed to Union
Eol Prou IW-W e1-1601 renamed to Phoenix
Eol Prou LW-L C8-10 renamed to Dubbuennel
Eol Prou LW-L C8-6 renamed to Kioti 368
Eol Prou LW-L C8-54 renamed to Mobia
Eol Prou IW-W E1-3231 renamed to Edge Fraternity Landing
Eol Prou SS-T D3-241 renamed to Tas
Added a dockable megaship called 'The Harmony' to Yum Kamcabi system
Fix texture distortion in ultra due to morphing not scaling correctly
Improved quad efficiency for distant horizon planets
Ice terrain surface improvements
Reduce dark patches occurring when regenerating shadows
Don't allow ships to fly backwards in a ring orbiting a black hole to sneak through the exclusion zone
Surface rock system optimisations
Make star lens flares check the actual depth instead of comparing against a constant value
Red Spider Nebula is now red
Split up terrain noise generation into chunks to avoid using too much memory at once
Fix some nebula not appearing in the sky dome generation
Fix a stellar jet render artefact on AMD cards
Fix background brightness popping in multistar systems
Performance improvements for terrain on 4/500 series nVidia cards
Updated schematics for white dwarfs and neutron stars
Distant asteroid billboards shading incorrectly when passing in front of their planet fixed
Remove the planet material texture lod drop on consoles
Added journal events for multicrew
Replace the docking journal entry when switching back to a mother ship after a fighter or buggy has exploded, with VehicleSwitch
Change several gameplay modules to use new 'Composite' Journal logging, for more consistent journal entries
When a ship/slf takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilot
Added a journal entry when gaining Federation or Empire rank
Added „Target“ property in player journal when recording a kill
Fix for getting the correct faction when docking at a station (to write into the journal)
Include surface location (latitude/longitude) in the player Journal's „Location“ event, if starting game in SRV
Add a „StartJump“ PlayerJournal event, at the start of the jump Countdown
Basic Planetary Scan (ie without Detailed Surface Scanner) now write some limited info in the journal
At the start of a jump, include the target star's spectral type in the journal
When accepting a new mission, include some info in the Player Journal entry about the effect on Influence and Reputation
Include Faction info in RedeemVoucher event in Player Journal
When DSS-scanning a ringed planet, the journal entry now includes the 'ReserveLevel'
Record journal entry when in SRV and the pilot's ship takes off or lands
Added journal entry for setting a ship name
Fixed a case where the amount scooped may be reported incorrectly (even -ve), if you start a hyperspace jump while you're still scooping
Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere
Include target faction and count in Player Journal when accepting a mission
Added info in player journal at startup with Cargo, Materials, Passengers, Loadout
Add a player journal event when scanned (on scan complete)
Change the code for writing the 'Bounty' event into the player journal, so it gets written for every player in the wing that was involved in the fight
Include the name of the destination starsystem in the „StartJump“ player journal
When buying or swapping ships in the Shipyard, write the ship's loadout to the player journal (similar to on startup)
When writing a ship loadout into the playr journal, include the ship type, name, id etc; also include non-editable modulesin particular the cargo hatch, so we get the power priority
The „Loadout“ data now includes health and value for each module