Mar 15, 2022
Elite Dangerous - Bruce Garrido
Greetings Commanders,

Update 11 has arrived! Since Elite Dangerous’ inception, Commanders yearned to stand and walk on planets throughout the Milky Way which Odyssey has delivered. Now it’s time to sit down once again, put those feet up, and enjoy one of the most glorious views in the game from the inside: a Fleet Carrier jump.

This release also brings a range of fixes and features including the brand new Protect mission type. If you’re up for the challenge, these missions will demand more of Commanders than previous types. Read all about them and everything else in Update 11 below:

Fleet Carriers

Interiors have been added to Fleet Carriers to enjoy on-foot. These include:

Main Areas

  • A main concourse and hangar lobby.
  • A Command Deck with an additional area for the owner and their Wing.
  • A seating area for safe Fleet Carrier jumps.

Optional Areas & Services

  • Bar
  • Vista Genomics service desk
  • Pioneer Supplies store
  • Shipyard access point (included with the Shipyard service)

Other Fleet Carrier Changes

  • On-foot access to the shipyard is now available (added automatically if the Shipyard service is enabled).
  • Service tariffs can now be set individually, allowing control of each service’s costs (Universal Cartographics and Vista Genomics do not use the tariff system).
  • The Fleet Carrier Livery has been moved into the same environment as Outfitting.
  • The Fleet Carrier Livery now includes a number of concourse themes.
  • A small amount of random delay was added for landing pads retracting during jump prep for aesthetics.
  • The Fleet Carrier section of the Pilot's Handbook now describes new features and how to use the new bartender functionality.
  • A lack of notifications for Fleet Carrier jumps until 10 seconds beforehand was fixed.

Sitting

It is now possible to sit in all chairs and barstools found on all concourses (albeit one at a time).

Missions

  • New “Protect” missions ask Commanders to defend against criminals attacking delivery routes. These missions pose a new challenge in both combat difficulty (teammates recommended) and time-response required. To account for these, factions will offer higher sums than usual.
  • Fixed an issue where missions could be repeatedly abandoned to produce a strong negative influence on the faction offering.
  • Fixed an issue with shared missions not displaying correctly when in a failed state.
  • Changed the settlement mission givers’ compass icon to match the concourse mission giver icon to distinguish between new missions givers and existing mission targets.
  • Fixed a legal Collection mission asking you to collect an illicit item. Naughty.
  • Fixed some incorrect text in a Sabotage mission.

Settlements

  • Added the new cargo loader used in the new Protect missions to various settlements.
  • Fixed a control point being inaccessible at a specific settlement type during Conflict Zones.
  • Fixed corpses clipping through the floor.
  • Added and adjusted ammo crate positions to improve distribution.
  • Floating consumable boxes were brought back down to Earth (or relevant body).

AI

  • The on-foot friendly-fire system has been extended to include turrets, skimmers, and ships.
  • Attacking an enemy dropship can no longer cause a friendly settlement to become hostile.

Combat

  • Fixed an issue in multiplayer whereby throwing a grenade consumed multiple grenades (that didn’t seem fair).
  • Slightly reduced how much power the Scorpion’s Surge Repeated consumes allowing for longer runs of sustained fire at full accuracy.

Codex: Pilot’s Handbook

  • The Fleet Carrier guide was updated to include the new concourse services and functions.
  • Missing images when accessing some articles via the Insight Hub were replaced.

Codex: Knowledge Base

The following articles have been added:
  • Aegis
  • The Consortium
  • Generation Ships
  • Pilots' Federation
  • Several entries under “Corporations”
  • Ishmael Palin’s entry was updated.
  • The Guardians section saw a terminology correction.

Audio

  • Fixed some broken UI sounds in outfitting weapon and suit cosmetics.
  • Fixed broken main menu button sounds under Controls and Extras.
  • Fixed broken UI sounds in the player character creation screen.
  • Fixed mix issues on the Scorpion SRV deploy and stow sounds.
  • Fixed various Fleet Carrier management screen audibility and mix issues.
  • Fixed an issue where the Apex radio comms voice, heard when taxi drivers request landing clearance, gets stuck.
  • Fixed the fridge sounds behind the bar areas sometimes being loud.
  • Fixed mix issues on the turbo lifts in social spaces.
  • Fixed inaudible UI sounds in the on-foot Shipyard menus
  • Fixed the continuous tinkling Supercruise flyby sound when on another player's ship.
  • Fixed a transition on the Galaxy Map music.
  • Fixed issues when disembarking on foot from either SRV type.
  • Fixed the sound of flying through the rings in the ship tutorial.
  • Fixed the rotating loading screen animation on some menus being silent.
  • Fixed the cinematic when purchasing a Fleet Carrier being silent.
  • Fixed the “back” action in Carrier Livery to no longer be silent.

Art

  • The Cargo Loader and cargo canisters were added for Protect missions.
  • Small settlement landing pads schematics were enlarged to aid navigation and landing.
  • LOD issues on various doors and screens were fixed.
  • The offset Livery camera for the Python was fixed.
  • Non-tinted colours of beverage materials were fixed.
  • A hitcheck issue on the Krait Mk II Raider ship kit, preventing some weapons from firing was fixed.
  • Hitcheck issues on the Fer-de-Lance underside were fixed.
  • A missing hitcheck on the underside of the dome seen in Agricultural settlements was added.
  • Multiple hitcheck issues on legacy planet settlement objects were fixed.
  • Ship landing gear was adjusted to render more pleasingly.
  • The door glass shader in Agricultural settlements was adjusted to tint glass correctly.
  • Electricae scatter assets now have been subtly colour-adjusted, using LUT data from the planet surface to recolour them.
  • The warning light in the Beluga cockpit now emits from an apparent source.
  • A material issue on a laboratory workbench was fixed.
  • Z-lighting on decals at a Thargoid Imprint was fixed.
  • Adjusted high tech doors to slide open without intersecting.
  • Fixed floating rocks at a Thargoid ship crash site.
  • Improved the alignment of thrusters on the nose of the Cobra Mk IV
  • Fixed the glow on collectables at Guardian sites when approached in an SRV.
  • Fixed an occlusion issue seen from the hangar lobby of some Industrial stations.
  • The glow of activated Guardian pylons was made more visible.
  • Fixed the incorrect appearance of some AI feet and torsos.

Rendering

  • Fixed suits and visors rendering in-front of particle VFX.
  • Fixed misaligned text on Fleet Carrier nameplates and decals.
  • Fixed scatter rock appearing black on planet surfaces from a distance.
  • Fixed the cockpit view rendering over the Galaxy Map.
  • Checkerboard rendering is now automatically applied to low, medium, and high quality graphics settings. This option will reduce the cost of the planet terrain shader when in close proximity to a landable planet.

UI

  • Truncation issues on the Ship panel of the right-hand internal panel were fixed.
  • Text colouring on the ship boarding panel was fixed.
  • The layout of the search results in the Galaxy Map when missions exist in bookmarked systems was fixed.
  • Text resizing to the item/emote wheel so letter wrap correctly was added.
  • Focusing behaviour for the staff list on terminals was fixed.
  • Filters at the Pioneer Supplies vendor when buying/selling a weapon on suit were fixed, preventing new items which don’t match the filters being shown.
  • An issue on the multicrew report popup that would cause multiple crew members to be selected at once was fixed.
  • Rank animations were adjusted to display the correct ranks.
  • An icon was added to the radar to display powered-down recharge stations.

Performance and Optimisation

  • Unnecessary operations were reduced in the humanoid HUD markers system.
  • Fixed cases of shadows flickering from directional lights.
  • All visual effects at settlements will now adjust to graphics settings.
  • Selecting graphic pre-sets now correctly applies super resolution values with FSR.
  • Other rendering optimisations:
  • Reduced the workload for maintaining avatars while they are not visible.
  • Ensured planet-related systems do not perform unnecessary work when in space.
  • Miscellaneous optimisations to lighting and colour grading.
  • Fixed some incorrect text in a Theft mission.
  • Fixed an issue where a faction would sometimes target themselves for a Hacking mission.
  • Fixed an issue where some missions expire but not correctly fail.
  • Fixed Salvage missions failing to have the relevant item for the mission.
  • Fixed the spawning of mission givers for the hand-in of missions taken from a settlement.

Server & Stability

  • Fixed Stygian paint jobs appearing as the wrong colour on the Cobra Mk IV.
  • Fixed a Black Adder server error when deploying a second fighter from the ship.
  • Fixed some black markets not being activated during Civil Unrest.
  • Fixed a crash while embarking/disembarking at settlements.
  • Fixed a crash when dying during the tutorial.
  • Fixed a crash that could occur while jumping to hyperspace/Supercruise while trespassing.

Issue Tracker Fixes

  • Fixed issues with ships not inheriting the spin of stations when undocking with Flight Assist off and Auto-Launch on, resulting in rapid spinning and collisions.
  • Fixed issues with not being able to collect resources from Crystalline Structures.
  • The brightness and flickering when mining icy asteroids was reduced.

Horizons

  • Fleet Carrier tariffs (as described in the Odyssey Fleet Carrier section) were made backwards compatible.
  • Some stability fixes were added.
  • An incorrect string when selecting the Multi-Limpet Controller in Outfitting was fixed.
  • Hairstyles displaying incorrectly in Holo-Me were fixed.
  • Crew voices changing upon re-launch of the game or switching modes was fixed.
  • Fleet Carrier nameplates and decals appearing off-centre was fixed.
  • A lack of notifications for Fleet Carrier jumps until 10 seconds beforehand was fixed.

That’s a wrap for Update 11! We hope you enjoy all of the above and get to experience a Fleet Carrier jump from your owner’s chair or the viewing deck in the near future.

O7























Elite Dangerous - Zac_Frontier
Greetings Commanders!

It feels like it's been a while since I wrote one of these weekly updates for you, and it's good to be back. We've got multiple things for you to look forward to this week. You may also see that we're trying out a new name for these posts, as they've evolved to be more than just a schedule post.

So without further ado, let's dive in.

Odyssey Update 11

After we detected some issues in the final round of checks, we moved Update 11 into this week. We're currently on schedule to roll out the update early this week as we're just undertaking those final, final, checks again!

Living under a space rock and not sure what Update 11 brings? The major attraction is definitely the Fleet Carrier Interiors. The dev team have pulled out all the stops with these beautiful interiors for your very own megaships. I'm as excited as you are to take a seat, relax, and enjoy that Frame Shift jump. Talking about sitting... don't own a fleet carrier? No problem! The galaxy is full of chairs ready for you to...err... sit down on.

Apart from Fleet Carrier interiors, you'll also be getting a new mission type, alongside another wave of fixes - so make sure to jump into game this week and try it out!


- Zac
Elite Dangerous - Zac_Frontier
Greetings Commanders,

Today at 15:30 UTC, we'll be releasing a small hotfix to Elite Dangerous: Odyssey in order to address some stability issues within the game.

There's no expected downtime associated with the hotfix.

o7
Elite Dangerous - Bruce Garrido
Update 10 Patch Notes

Greetings Commanders,

Post-Odyssey updates have reached double digits! In this round, we see a series of optimisation improvements and a large batch of fixes. At the time of this post (10:00 BST/UTC), servers will go offline for approximately two hours while the update deploys.

Changes will come to both Odyssey and Horizons each listed in their own sections below. These will see some overlap in cases where certain changes are happening in both versions.

Odyssey

Optimisation

The following features have received optimisation improvements:

  • Looking at/through glass
  • Cockpit glass
  • Galaxy and System Map functionality
  • Avatar decals
  • Forward lit VFX
  • Planet fine textures
  • Shadows
  • Emissive rescaling

Rendering
  • An issue causing artifacting on the local view in the System Map was fixed

Stability
  • An instancing crash was fixed.
  • A crashing when entering Supercruise following a low wake was fixed
  • A crash caused by jumping to the permit-locked HIP 54530 system was fixed

Server
  • On-foot actions will now update the Codex as expected
  • On-foot ranks will now display their animation within inbox messages
  • Rank animations will no longer display as a tier lower than intended

From the Issue Tracker
  • Stars will no longer flash brightly in VR
  • The Asterope system will resume featuring signal sources
  • Polyporous growths on brain trees can be splattered once again
  • An issue with teammate Navlock was fixed
  • Deposit fragments will no longer get stuck inside asteroids
  • Damage values on the thermal conduit have been corrected to scale with ship heat between 90-150%, capped at 160%

AI
  • AI will spawn at POIs in multicrew as expected
  • Omnipol corruption was addressed: their mission-givers will no longer assign illegal missions
  • Deceased NPCs can be scanned once again at offline settlements
  • Hostile ships will once again appear as such on the radar

Settlements
  • Terminals are no longer obstructed in Shinrarta Dezhra
  • Planetary port landing pads have an added force field effect
  • Mining extractors no longer display flashing black squares
  • NPC crew members will now retaliate when in the Defend state
  • Deceased NPCs will no longer cover the reactor console, preventing interaction

Character Animation
  • An issue when running with the cutting tools was fixed. Although, our mothers still advise against it

Ships & SRVs
  • SRV helm audio will no longer be replicated across crew members
  • Deployed vessels will retain their ship owner ID as intended
  • Camera angles for the livery screen on the Scorpion SRV were adjusted
  • A detailing issues on the Azure paint job on the Asp Explorer’s was fixed
  • Gold and black paint job colours were adjusted
  • Ember paint jobs were adjusted
  • Midnight Black paint jobs were adjusted

Interactions
  • Gravity will be re-enabled at Guardian Sites so that caskets no longer float
  • A quantum-physics issue allowing multiple players collecting the same item was fixed

Factions

The Pirate Attack faction state will now:
  • No longer trigger when only criminal factions are present in a starsystem
  • Temporarily make weapon commodities legal in most jurisdictions
  • Cause factions to lose influence to criminal factions present in that starsystem

  • Criminal factions will no longer experience active security states and their Security Points will lock at 0
  • Odyssey settlements controlled by criminal factions will now prefer to export commodities (at the usual favourable pricing) that are illegal in other jurisdictions. Their exports will return to normal if control changes to other faction types
  • Odyssey settlements that were incorrectly exporting Meta Alloys will no longer do so
  • Incorrectly negative faction consequences when selling salvaged commodities for a relatively low value were fixed
  • The Black Market station service will now activate when the controlling faction has an active Civil Unrest state
  • Faction consequences from selling commodities are now based on satisfying available demand at the Commodity Market
  • You can now support a faction by buying commodities from it, based upon satisfying available supply at its Commodity Market
  • When buying and selling, it's generally more positive to a faction to satisfy a higher supply and demand (green 3-bar icon) than a lower (red 1-bar icon), and it's generally more positive to trade more expensive commodities than cheaper ones

Horizons

  • A crash when selecting the engineering panel from a ship was fixed
  • A crash caused by entering the permit locked-HIP 54530 system was fixed
  • Deposit fragments will no longer get stuck inside asteroids
  • VFX for projectiles from the Remote Flak Launcher will no longer be too bright
  • A crash during the tutorial was fixed
  • Damage values thermal conduits have been corrected to scale with ship heat between 90-150%, capping at 160%
  • An issue causing the session log to be inaccessible was fixed

We hope you enjoy all of the fixes and improvements listed above. As always, please let us know if any of the issues persist and report any new ones on our Issue Tracker. Fly Dangerous and we’ll see you for Update 11!

O7



Elite Dangerous - Frontier Developments
Greetings Commanders.

Elite Dangerous Horizons Commanders will today recieve a small Hotfix to deploy, in order to address a number of outstanding issues.

Elite Dangerous: Horizons servers will NOT require extended server downtime, just a simple relog of the client to apply the hotfix.

The hotfix will be available at approximately 11:00 UTC

----

Updates of note:

Unable to edit fire groups.
If your ship had modules that fell under the Utility category, you were unable to set your fire groups because navigation within the fire groups tab did not work.

Multi-Limpet Controller Module Mass is too high.
Following reports from Commanders, it was agreed that the mass of the multi-limpet controller module needed to be addressed and dropped quite significantly. This was fixed for Odyssey, however the fix remained outstanding for Horizons only players. This is now addressed across the board.

Clearer indication via UI when reward modules will/will not allow experimental effects.
It will now be clearer for Commanders to identify whether their newly acquired CG Reward Modules can be further modified, via the modifications UI panel.

The Class C Operations Multi Limpet Controller was incorrectly showing as Class F.
This has now been addressed for Horizons Commanders.

Known Issues:
Credit Balance Not Updating On Ship System Panel When Performing Any Balance-Changing Action (Buying/Selling Commodities, Missions etc.) Until After Relog.
  • Checked internally for both Commodity Market changes and rewards from missions. Credit balances update only with a relog.
  • It was also mentioned to me that "Fines are also not appearing until you do a relog to main menu. You can be wanted, have outstanding fines but when you go to the administrators office to pay them it says you have no fines. Issue only rectifies when you log out of the game and log back in."
  • I've passed the above, additional information along which will help further (potentially! I'll take it!) with the issue.

The common heavy hitters/some fallout from Update 9 which are always worthy of noting are listed but not limited to the below:
  • [Bumped] Issues with the XG9 Lance (targetting and ammo).
  • [Bumped] Tracking down further clarity on issues continuing to be reported around Thermal Conduit.
  • [Bumped] Tracking down further clarity on Anti-Aliasing issue progress.
  • [New] Thargoids fail to use any special attacks in Horizons after the second heart is destroyed (if you'd like to contribute further, it all helps: https://issues.frontierstore.net/issue-detail/46871)
  • Investigations on reports of performance issues continue.
  • Starting Frameshift makes the game freeze/lock.
  • Unable to access Session Logs.
  • Disconnect/suspended in Supercruise.
  • Empty Faclities lists for Stations in the system map.
  • Inconsistency with Codex entries.
  • Commanders are unable to use the Profile Analyser to clone the profile of NPC corpses.
  • Hostile ships appear incorrectly (as non-hostile) on the radar.
  • “Floating” Guardian Materials at Guardian Sites were sighted and logged.
  • [Noted] 10 mins prior to Fleet Carrier jump, the dialogue "Jump is Complete" plays.

Thanks for your continued feedback. See you in the black o7
Elite Dangerous - Bruce Garrido
Greetings Commanders,

In case you missed it, Update 9 contained one of our most exciting releases yet: the Scorpion SRV!

This twin-seat mutlicrew capable combat vehicle packs both a Surge Repeater and Aculeus launcher stocked with both tracking and dumb-fire missiles!



Available now from your local Starport!

O7
Elite Dangerous - Frontier Developments
Greetings Commanders,

Thank you for all your feedback and reports following the latest update. We've been carefully reviewing all the details you've shared with us and our developers have been hard at work working on resolving the critical issues raised. Please find below the breakdown of fixes deployed in today’s updates for Odyssey and Horizons (All platforms).

Horizons
  • Multi-Limpet Controllers have had their mass values significantly reduced
  • Fixed Class C Operations Multi Limpet Controller showing as Class F
  • Fixed firegroup panel navigation issue preventing players from editing their firegroups
  • Fixed firegroup column not disappearing when empty
Odyssey
  • Multi-Limpet Controllers have had their mass values significantly reduced
  • Fixed Class C Operations Multi Limpet Controller showing as Class F
  • Fixed issue with certain Organics where genetic sampling was not working
  • Fixed firegroup panel navigation issue preventing players from editing their firegroups
  • Fixed firegroup column not disappearing when empty

Known Issues:
  • Hostile ships can appear incorrectly (as non hostile) on the radar
  • Firegroups not matching what is being outputted by the ship
We are actively investigating these known issues and will update you when we have news. As always please continue to share your feedback and report any issues you encounter via our Issue Tracker for us to review.
Elite Dangerous - Frontier Developments
Greetings Commanders.

Let’s get ready to usher in Update 9 for Elite Dangerous: Odyssey.

  • Elite Dangerous: Odyssey servers will be offline from approximately 09:00 UCT
  • Servers are expected to come back online, with the update available at around 12:00 UTC

Updates of Note:

Introducing…The Scorpion.
The Scorpion, a new SRV designed specifically for supporting infantry on ground-based combat has rolled into action.
  • The Scorpion is fitted with 2 seats for a driver and a gunner, allowing two Commanders to operate as a team in this formidable fighting machine.
  • All Scorpions come fitted with two weapons:
  • Surge Repeater - A rapid-fire weapon that increases its fire rate and accuracy the longer it's fired for.
  • Aculeus Launcher (I’m not saying that on stream) - A combination dumbfire and lock-on missile launcher.
  • The Scorpion is only stocked at military economies.

Multi Limpet Controller Modules
Multi-Limpet Controllers are now available from Outfitting.
Multi-Limpet Controllers can program a limpet to perform one of a given set of tasks and will be available in multiple types which will dictate what functions it is able to program.
  • Mining Multi Limpet Controller module (Available in Size 3)
  • Operations Multi Limpet Controller module (Available in Size 3)
  • Rescue Multi Limpet Controller module (Available in Size 3)
  • Xeno Multi Limpet Controller module (Available in Size 3)
  • Universal Multi Limpet Controller module (Available in Size 7)

Mission Providers at Settlements.
Some NPCs at settlements might now occasionally have missions they can offer to passing Commanders!
  • If these mission providers become critically injured while a mission is active and the mission owning Commander is present at the location where the mission was provided, the mission will be considered failed.
  • Mission providers will fight back if provoked.
  • Mission providers will reappear at the settlement once the mission is marked as complete.

Planets.
Major improvements have been made to light tinting from atmospheres.

Module Management.
A fix has been implemented for pre-engineered modules from community goals not being marked informatively, as such.
  • Pre-engineered module rewards will now have their description display the fact that they are pre-engineered, as well as have it display in the outfitting screen.
  • Also trying to apply modifications to pre-engineered modules which specifically cannot be modified further (very niche circumstances) will now be disallowed with a message stating why.

Optimisation.
"Update 9 will see us go further, with optimisation already well underway for motion graph animation, mid-far distance planet rendering, lighting, scatter rocks, object physics, AI and character models – all of these, and many more, contributing to a better Odyssey experience for our players."
  • Optimisations to textmesh system
  • Optimisations to tubelights
  • Optimisations to scatter rocks and scatter rock physics
  • Minor optimisation to vehicle debris rendering
  • Optimisations to the UI rendering
  • Depth prepass optimisations have been implemented
  • Optimisations to Environment Map rendering
  • Optimisations to the avatar rendering system
  • Optimisation to planets, particularly at mid-distance view
  • Optimisations to energy management
  • Optimisations to humanoid interactions
  • Optimisations to compass and sensor data aggregation
  • Performance improvements for NavMesh tile building

Stability
We’re actively continuing to help with tracking down as many continuing stability issues as possible, with your continued support in providing logs and reports where possible.
  • A crash to desktop has been prevented which would occur when viewing a mission invitation inbox message, such as those offered by Professor Palin, that was generated on a different version of Elite Dangerous (For example if it was generated in Horizons then you’d get the crash in Odyssey and vice versa).
  • A crash that could occur if a bit of dialogue is queued (in order to not play over another line) and then cancelled before it had a chance to play. (eg. in a conflict zone, the coordinator might be talking, so a suit voice gets queued, and then the player is killed before it plays.) has been addressed.
  • A fix has been implemented for a crash that could occur when talking with a mission giving NPC again after completing a mission for them.
  • Improvements made to the general stability of the tutorial scenario.

General Improvements and Fixes:

AI
  • AI in dropships will take explosive damage if the dropship is destroyed before deployment.
  • The player that destroyed the ship will be given credit for the damage caused to the AI.
  • A fix has been implemented for Supercruise assist not disengaging correctly when approaching stations inside ring systems.
  • AI will no longer become suspicious of you if you run out of suit energy near them.

Audio
SRV related improvements
  • Improved responsiveness and mix of the Scarab tire surface noises, including skids.
  • Improved the Scarab mix at different distances and perspectives.
  • Scarab will now sound clearer further out, for example.
  • Fixed the odd echo quality on Scarab sounds at distance.
  • Improvements made to audio Level of Definition optimisations on the Scarab that were incorrectly set up.
  • Fixed annoying high pitched tone in the SRV tire on rock sounds.
  • Fix implemented for audio not being affected sufficiently when obstructed by objects.
  • Fix for SRV turret movement sounds not always being audible.
  • Rebalanced the Scarab Wavescanner sounds.
  • Some were quite loud (eg. the crystal one). They should be more consistent compared to each other now.

Rebalanced SRV audio perspectives:
  • SRV Cockpit should have less sharp “crunch” of the surface/tires compared to before (as you are in a canopy).
  • Turret/Gunner should have clearer surface crunch and less bassy engines.
  • Camera Suite, when activated, will have less fizzy surface noise come through at distance compared to before, but more surface detail does come in if you get the camera close to the wheels.
  • Optimisations to the Scarab wheel audio emitters have been made.

  • Reduced volume of overloud planetary exploration music.
  • Fixes for Emote body movement sounds sometimes being silent have been made.
  • Fix added for settlement terminal boot-up-ident sounds being too loud.
  • Fixed the firegroup toggle sound sometimes being silent if you rapidly change it.
  • Fix implemented for TK Aphelion gunshots dropping out when manually triggering individual shots rapidly.
  • Fix implemented for missing Engineer voice lines in the non-English languages when discussing the quiet footsteps modification.
  • Added small delay to various Engineer voice lines to stop missing words happening at the start of a phrase, when transitioning between menus.
  • Fix implemented for drive assist off and on COVAS lines occurring on disembarking and boarding your SRV when drive assist is on.
  • A 30 second cooldown has been added to the drive assist on and off COVAS lines to reduce the “spammy quality” for players who switch drive assist on and off frequently.

Camera Suite
  • An issue has been fixed whereby certain parts of the ship UI became visible when using the Camera Suite, particularly in the Type 10.
  • You were able to see the comms panel, team status and info panel, for example.
  • Custom ship paintjobs were not showing up in the 3rd person camera when in virtual multicrew. This has now been resolved.

Conflict Zones
  • A fix has been implemented for the Commander’s current reputation with a faction being highlighted in a Combat Zone showing red, despite being friendly or neutral.
  • An update has been made to Combat Zone control points to allow them to be visible in Ships and SRVs.
  • Improved player messaging has been implemented for when you can't recall your ship from an SRV due to being in a Conflict Zone.
  • An issue has been resolved whereby the Combat Zone objectives UI persisted on the SRV info panel following the end of a CZ.
  • A fix has been implemented for a Combat Zone sometimes no longer progressing if a Ship Launched Fighter is killed.

Commodity Trading
Black markets now offer the full market value for Illegal goods

Characters
Fix implemented for broken lip sync on Dylan, at the end of the tutorial.

Fleet Carriers
When accessing information about a Fleet Carrier via the system map, certain vital information was missing - e.g: Access Type and Owner. This has now been addressed.

Interactions
  • Fix implemented for destroyed limpets not having collision.
  • Fix implemented for missing turret schematics.
  • Fixed implemented for the Thargoid shutdown field not affecting ships.
  • Thargoid Interceptors EMP blast did not disable Commander ships in Combat/AX Zones.
  • Fixed an issue which prevented the galaxy map button on the Vista Genomics vendor from functioning.

Lighting & VFX
  • VFX for the engineered Multicannon weapon have been re-balanced.
  • VFX for the seeker missiles have been rebalanced.
  • Fix implemented for water geyser VFX being visible through rock.
  • Fix implemented for missing ripple effect on shields.

Megaships
Megaship Cargo and Escape Pod canisters would often become stuck inside Megaships, rendering them irretrievable.

Mining
An issue has been fixed whereby raw materials and even some refinable fragments became “stuck” inside the mineable rock instead of being released, even though they show up in contacts they cannot be collected.

Missions
  • Fix implemented for some Delivery Missions failing to progress upon interacting with the mission contact.
  • Fix implemented for Recovery and Scavenge Missions sometimes being unable to fail if the mission is abandoned or the mission owning commander is critically injured.
  • Fix implemented for Combat Aftermath USS:
    When Commanders are given the option of taking the "Scan" objective, they could scan the onboard data link before accepting the objective which would cause the USS to break and would prevent progression. This has now been fixed.
  • Fix implemented for unlocalised objective text in Delivery and Collect Missions.
  • Fix implemented for unlocalised "Talk" prompt attached to mission contacts.
  • Added additional mission rationales to Smuggling missions.

Outfitting
Ship/SRV/Fighter Outfitting
  • Updates made to the visual effect of the Thermal Conduit experimental effect.
    The colour will now reflect how much of an impact on the module's damage the ship's heat level is applying.
    Damage will also be correct.

Commander Outfitting
Fix implemented for an issue experienced with backpack capacity miscalculations, for suits fitted with the Extra Backpack Space modification.

Rendering
  • A fix has been implemented to ensure the correct directional shadow profile is selected for interior environments.
  • The shadow will be cast accurate to the light source.
  • Fix implemented for in-game ship HUD occasionally appearing on player avatar beards.
  • Fix implemented for vehicle debris culling when still in view.
  • Fix implemented for artefacts that could appear on vehicle schematics.
  • Fix implemented for shield VFX rendering when there is no shield active.
  • Rebalance made to the "Bloom" setting on low and medium graphics settings.
  • Fix implemented for avatar skin not utilizing ambient occlusion correctly.
    “In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting”
  • Fix implemented for incorrect proportion of dark nebulae rendering in the galaxy.
  • Fix implemented for cracked glass effects and condensation effects not displaying on the Python.
  • City lights effects on non-landable planets have been re-balanced – they’re visible again now!
  • Fix implemented for some weapon scopes not displaying paintjob textures correctly.
  • Improvements and fixes have been made to impact decals (again, any kind of visual effect on a surface that’s caused by impact, like from a weapon).
  • Fix implemented for ship schematic displaying in the FSS Scanner view.
  • Fix implemented for planetary rings not displaying as exoected in the FSS Scanner view.
  • Fix implemented for the exclusion zone of White Dwarfs not being drawn.

Server
  • A server error has been fixed which players were experiencing when editing a bookmark of a Fleet Carrier that has since been decommissioned.
  • Selling cargo will no longer result in a Yellow Adder server error.

Settlements (Odyssey)
  • Fix implemented for Restricted Area inconsistencies.
Commanders were experiencing the following kind of situation:
“Warned for trespassing when on the 1st floor but only when walking over the power room below.”
“The power building has a level 2 security access but does not warn you for trespassing unless you enter the power room that has a level 3 restricted security access or go upstairs and walk over the power room.”
  • Fix implemented for floating objects found in a variety of settlement types.
  • Fix implemented to an offset hitcheck on a particular radar dish.
  • Fix implemented to a gap in the roof of an Agricultural building.
  • Fix implemented for z-fighting/mad flickering of wall or floor textures seen in some station social spaces
  • Around 150 fixes and improvements have been made to the look and feel of props and buildings at settlement locations.

Settlements (Horizons)
Fix implemented to hologram that would display incorrectly in ship HUD for some planet ports when targeted.

Ships/SRV
  • Cockpit dirt & scratches have been re-balanced to look more in line with real aesthetic.
  • Fix implemented for emissive scaling on Crypsis paintjobs - these should match Horizons versions of this paint type more closely now.
  • Fix implemented for missing hitcheck on the Corvette landing gear.
  • Improvements made to the hitchek of the Beluga Liner and Orca to prevent players from being able to get stuck when underneath them.
  • Fix implemented for the Krait MKII having misaligned canopy ice effects.
  • Fix implemented for the Type 10, which could hover above the ground until the SRV was deployed.
  • Fixed ships jerking to the side when released from the pad while undocking with flight assist off in a rotating station:
    As Commanders would potentially undock from one of the large spinning stations in FA off, the station would shift away from underneath them causing quite the disturbance and occasionally resulting in them crashing into things.
  • Malfunctioning cargo hatches no longer prevent hyperspace jumps.
    Issue of this type included:
    “Can’t use FSD after deploying SLF and enemy hatch breaking your cargo hatch”.
  • Ship engine smoke trails no longer appear ahead of the ship after exiting Supercruise.
  • Condensation and ice effects have been fixed to be more accurate.

Tutorial
Ship-focused tutorials no longer allow on-foot actions such as disembarking.

UI
  • Conflict Zone capture point icons are now be visible when in SRVs and Ships.
  • SRV Radar signatures will now no longer float in the air when at, for example, Barnacle Site.
  • An icon has been added to the Conflict Zone browser to show if players are wanted in the target system.
  • An issue has been fixed whereby the transfer popup would softlock/freeze up in some kind of way when attempting to make an item transfer from storage to backpack whilst in Ship.
  • Fix implemented for orbit lines being visible during loadout management UI when in Supercruise.
  • Several issues have been fixed with scrolling of comms panel social tab.
    Notably, this one used to happen:
    “On the Social tab of the on foot Comms Panel, the page does not scroll down accordingly when the arrow/WASD keys or mouse scroll wheel are used to select UI elements on the page - you can select and move down the menu via these keys just fine, but upon reaching the displayed bottom of the page the UI selection will then continue off-screen as the page does not automatically scroll down to keep these elements in view. As such, the only way to currently scroll down the page is to manually drag the scroll bar on the right which will then keep selected UI elements in view.”
  • Fixes have been made to incorrect text being shown in vehicle rolepanel displays.
  • Bookmarks can now be successfully made via the system map.

Codex
Fix implemented for the "distance travelled on foot" stat sometimes recording twice the actual distance travelled.

Controls
Key binds preset will no longer reset when you open Horizons after Odyssey.

VR:
Fixed Holo-Me character disappearing in VR when in close-up views

Weapons:
Fix implemented for railguns not firing in slots on the Beluga, Type 9, Krait, Type 10 & Fer De Lance.

Stations:
Fix implemented for Stations (and Fleet Carriers in several instances) not spawning immediately when dropping out of Supercruise manually.

----------------------

As always, Commanders, we appreciate you and your incredible passion for the game and improvements toward its development further.

Really hope Update 9 brings some fun and excitement ahead of the Holidays.

o7
Elite Dangerous - Frontier Developments
Greetings Commanders.

Today’s update for Elite Dangerous Horizons only.

Elite Dangerous: Horizons servers for both PC and Console Commanders will be offline from approximately 09:00 UCT
Servers are expected to come back online, with the update available at around 12:00 UTC.​

Updates of Note

Multi Limpet Controller Modules.
Multi-Limpet Controllers are now available from Outfitting.
Multi-Limpet Controllers can program a limpet to perform one of a given set of tasks and will be available in multiple types which will dictate what functions it is able to program.
  • Mining Multi Limpet Controller module (Available in Size 3)
  • Operations Multi Limpet Controller module (Available in Size 3)
  • Rescue Multi Limpet Controller module (Available in Size 3)
  • Xeno Multi Limpet Controller module (Available in Size 3)
  • Universal Multi Limpet Controller module (Available in Size 7)

Module Management.
A fix has been implemented for pre-engineered modules from community goals not being marked informatively, as such.
  • Pre-engineered module rewards will now have their description display the fact that they are pre-engineered, as well as have it display in the outfitting screen.
  • Also trying to apply modifications to pre-engineered modules which specifically cannot be modified further (very niche circumstances) will now be disallowed with a message stating why.

Stability.
We’re actively continuing to help with tracking down as many continuing stability issues as possible, with your continued support in providing logs and reports where possible.
  • A crash could occur when selecting telepresence crew member fighters to deploy. This has now been addressed.
    Player example:
  • “Once you have joined a ship via Telepresence, attempting to select an onboard fighter from the bottom screen will cause the game to immediately crash. This will only crash the second player (passenger) as they attempt to board fighter. Helm player one is unaffected at time of crash.”

General Fixes.
  • Fix implemented whereby Megaship Cargo and Escape Pod canisters could become stuck inside the ships.
  • Handing in multiple bounty vouchers at a terminal in quick succession could cause the text string containing the credit number to cascade to the next bounty voucher on the list, prefixing the text that indicates how much that bounty voucher is worth. This issue has now been fixed.
  • Core mining fragments should no longer become trapped inside asteroids.
    The team have been heavily investigating and attempting to reproduce cases of this happening and will keep the checks in mind as we're aware this issue has quite the tendency to bounce back.
  • Handing in multiple bounty vouchers at a terminal in quick succession could cause the text string containing the credit number to cascade to the next bounty voucher on the list, prefixing the text that indicates how much that bounty voucher is worth. This issue has now been fixed.
  • Fix implemented for being unable to switch tabs on comms panel when looking with headlook.
  • Various missing translations have been added.

---------------

o7
Elite Dangerous - Frontier Developments
Greetings Commanders o7

Elite Dangerous: Odyssey servers will be offline from approximately 11:00 BST (10:00 UCT) today to accomodate the deployment of update 8.01, to address a number of known issues.

Servers are expected to come back online, with the update available at around 11:15 BST (10:15 UTC).

8.01 Update Notes:

  • A fix has been implemented to address some severe camera shake persisting after a Thargoid Interceptor has scanned you.
  • A fix has been implemented to address camera shake persisting after players are shot multiple times in combat/in close proximity of heavy gunfire.
  • A fix has been implemented to address a decal crash that could occur during a Thargoid encounter.
  • A fix has been implemented to address Russian characters appearing corrupted in multiple locations, including:
    Typing into the Galaxy Map Search Bar.
    Galnet Local News Articles.
    Typing into the on-foot comms panel.
  • Larceny Missions will now grant rewards correctly.
  • Takedown Missions will now once again grant goods, assets and data as mission rewards instead of ship engineering materials.
  • Improvements made to invite tracking for on foot engineer Eleanor Bresa, when disembarking at settlements in Colonia system.

Have a wonderful weekend ahead.
See you in the black o7
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