Elite Dangerous - Frontier Developments


Greetings Commanders.

The 'Industrial Sale' is now on, over in the Elite Dangerous Store.

The Industrial Sale will include a selection of Paint Jobs, Ship Kits and all Engine and Weapon Colours and runs Friday (22/07/2022) to Friday (29/07/2022).

Selected Paint Jobs, Engine and Weapon colours will be discounted by 30%

Ship Kits *excluding the new Hazard pack* will be discounted by 20% on the following ships:
  • Type-6
  • Keelback
  • Type-7
  • Type-9
  • Type-10
Introducing 'The New Hazard Pack'...

https://youtu.be/ULnxbLSMA5U
"Crank the gears of industry in the brand new Hazard ship kits, featuring functional lights!"



Available now on the Elite Dangerous Store.
We truly are really excited about these 'first of their kind' new additions and can't wait to see what you make of them!

What's Included In The Pack?
Each pack includes 3 or 4 new Hazard Ship Kit parts (number dependent on your ship of choice), as well as 6 new Paint Jobs.

Hazard Packs will be available for the following ships:
  • Cobra Mk III
  • Krait Mk II
  • Asp Explorer
  • Python
  • Anaconda
  • Type-6
  • Type-9

Fly safe, as always and see you in the black o7
Elite Dangerous - Frontier Developments
Greetings Commanders.

We’re as fresh as can be from an incredible time in attendance at the much loved and iconic event on any Commander’s calendar - Lavecon 2022.

This edition of Discovery Scanner will recap a few fond memories from our time there but first let’s delve into that little bit of what I’m still tirelessly calling, ‘Galactical Housekeeping’.

Community Goals:
Full force efforts continue with Community Goals from the last week, continuing onward.

DELIVER GUARDIAN ARTEFACTS TO THE BRIGHT SENTINEL IN HIP 22460 | 21 Hours Remaining.
Azimuth Biotech has repeated its call for Guardian artefacts to be delivered to the HIP 22460 system.

FIGHT THE THARGOIDS IN HIP 22460 | 2 Days Remaining.
As the Thargoid presence increases in the HIP 22460 system, Azimuth Biotech and the superpowers call for reinforcements.

SUPPORT FEDERAL STRIKE AGAINST CRIME SYNDICATE | 2 Days Remaining.
The Federation has offered bounties to hunt down all surviving Red Family ships in the Andowatye system.
For full details as the final hours and days tick down, head to https://www.elitedangerous.com/community/goals

To read more, head on over to the full article here.
Elite Dangerous - Frontier Developments
Greetings Commanders.


Another new week arrives in the Elite Dangerous Galaxy for us all. Here’s hoping it brings as many exciting, continued adventures for you all.
Let’s delve into a little ‘Galactical Housekeeping’, shall we?


GAME NEWS
We remain on target for this August to welcome in the release of Update 13.

I’m afraid we can’t be any more specific with you on an exact date but as soon as we have more information to share, we will let you know.
We also have no further information around Console Profile Transfers, other than what has already been announced to you but again, as soon as we have more we’ll be sharing it out.
We hear you loud and clear on the known issues front, with remaining stability issues and issues around accessing ship functions from within Stations (there are more to note, as listed in previous posts and the last Discovery Scanner rundown) being some of the major ones.
The teams remain working as hard as ever to investigate open and reported issues and as soon as we have updates on progress, we’ll be right there in the Forum to report in.

Thank you as always for your constructive feedback and reports.

To read more, read the full article over on our official news page: https://www.elitedangerous.com/news/discovery-scanner-04072022

See you in the black, Commanders o7
Elite Dangerous - Zac_Frontier
Greetings Commanders!

First of all, it's good to speak to you! Apologies for the lack of Discovery Scanner last week, we were incredibly busy. But that was last week, and now we're back! So without further ado, here's everything you need to be aware of in the world of Elite Dangerous:

FLEET CARRIER UPKEEP FIX

As you may have known, there has recently been an issue where Carrier upkeep was failing to be deducted under the planned cadence, causing it to stack up and show inflated totals in Carrier management. The dev team have put in a fix for this, but here are some things worth knowing about the fix, as shared by Sally last week:

  • This fix will not take effect until the next maintenance tick, which will take place at normal time this week.
  • At which point all of the accrued upkeep costs that you see up until that point, as a result of this issue, will be deducted from your balance.
  • From then on (post maintenance tick), Carrier upkeep costs will be accumulated and deducted as you were used to, as normal. There have been no changes to the way upkeep costs will be displayed or managed for you moving forward, the way the upkeep system has been behaving was the result of an unfortunate issue in occurrence.
  • The fix will also be present for Horizons players as well as Odyssey.

KNOWN ISSUES

Here's an up-to-date list of the bigger known issues we're looking into:

  • Continuing to investigate remaining stability issues/CTDs. The crash report submissions continue to be useful and the team are aware.
  • Unable to access ship functions from within a station
  • As per the report, Commanders have experienced being unable to access any of the ship functions (nav, comm, etc) when at the station services screen. Once again, as per the report, Commanders are required to leave Station Services to access ship functions and then go back again.
  • As another has noted, Commanders are unable to 'check their existing missions or inventory, or even consult the System and Galaxy maps without exiting completely from the station UI.'
  • It's been reported that ship launched fighters are failing still to attack Thargoids when giving orders to their pilot NPCs.
  • There's currently an issue whereby opening the System or Galaxy Map incorrectly issues a 'fade-to-black' transition.
  • Scatter rocks will appear 'flat black' on terrain after using full screen UI.

READ THE FULL DISCOVERY SCANNER HERE


- Zac
Elite Dangerous - Zac_Frontier
Greetings Commanders!

After a busy week, it's good to be able to reflect on the update and what's the come this week! Let's get started with today's Discovery Scanner.

UPDATE 12

Our latest Odyssey update, Update 12, rolled out last week! If you missed the patch notes, you can read them here. If you want the short summary, along with a bunch of optimisation tweaks and general fixes, Update 12 saw the addition of a new mission type, interacting whilst sat down (finally!), and the ability to use your tablet from the 'Captain Chair' of your Fleet Carrier, so you can truly 'engage' from the comfort of your own seat.

If you experienced any issues following Update 12, they may have been addressed by the following hotfix, which you can check the notes for here. This included the return of eyebrows amongst other facial features, and some FPS issues. If you're still experiencing an issue since the launch of Update 12, please make sure to add it to our Issue Tracker.

Elite Dangerous - Zac_Frontier
Greetings Commanders,

We have just deployed a fix to address the following issue that was introduced with hotfix 12.01 earlier today:

  • Typing within the comms menu, as well as typing within the Galaxy map and other areas of text entry within game, currently fails to override Commander keybinds.
  • If you were typing messages/chatting to fellow Commanders or searching for locations in game and had actions bound to specific keys you were using to type with, the bindings associated with those keys would still inflict the actions associated with them.

Downtime for this should be a minimum.

o7
Elite Dangerous - Zac_Frontier
Greetings Commanders.

Elite Dangerous Odyssey will today receive a small Hotfix to deploy, in order to address a number of outstanding issues.

Elite Dangerous: Odyssey servers will not require extended server downtime but will be offline momentarily from 16:45 BST. The hotfix will be available imminently thereafter.

Updates:

  • A fix has been implemented to address landing issues for Anaconda Pilots.
  • This was a nasty one whereby Commanders would be unable to land on planet surfaces. You can now touch down as intended.
  • A fix has been implemented to address frequent stuttering encountered during gameplay, often seen when descending towards a planet surface.
  • A fix has been implemented to address missing facial hair on Commander portraits.
  • This fix to facial hair also includes fixes for other Commander customisation elements not displaying correctly, such as tattoos and more (Issue tracker reference ticket: https://issues.frontierstore.net/issue-detail/50359)
  • A fix has been implemented to address the Shipyard UI softlocking if "Disable GUI Effects" was set to On.
  • This fix benefits both regular and VR Commanders.
  • Commanders are now correctly able use X/Square input when using a controller when navigating on foot.
  • This issue was caused by multiple inputs being allocated to the same control scheme, which would then incorrectly mask one another.
  • General crash and stability fixes have been implemented.


Known Issues:

The current high priority known issues are listed below but as usual, please remember that these are not the only outstanding issues sitting team side that mean a lot to us.

These are strictly reports which are causing some significant mischief at present still, which we'd just like to offer formal reassurance on as being noted. Thanks so much, as always, for your patience.

  • Unable to access ship functions from within a station (Issue tracker reference ticket https://issues.frontierstore.net/issue-detail/50353)
  • As per the report, Commanders have experienced being unable to access any of the ship functions when at the station services screen. Once again, as per the report, Commanders are required to leave Station Services to access ship functions and then go back again.
  • As another has noted, Commanders are unable to 'check their existing missions or inventory, or even consult the System and Galaxy maps without exiting completely from the station UI.'
  • It's been reported that ship launched fighters are failing still to attack Thargoids when giving orders to their pilot NPCs.
  • There's currently an issue whereby opening the System or Galaxy Map incorrectly issues a 'fade-to-black' transition.


As usual, thank you so much for your continued patience and support as we make further progress and improvements within the Galaxy. The teams value your constructive feedback and ever present passion for Elite Dangerous.


See you in the black, Commanders o7
Elite Dangerous - Frontier Developments
Greetings Commanders,

A new update will be available from 8th June 2022 for Elite Dangerous, which will include a number of fixes and improvements. Downtime will begin at 9AM BST and is expected to last approximately 4 hours. Please find the full update notes below:

Features of Note
  • Added an illegal variant of the Settlement Defence mission to provide support to criminal factions being raided by Omnipol.
    • The "Pre-Engineered" Frame Shift Drives obtained through recent in-game events can now have experimental effects applied.
    • This change also includes descriptions, tooltips, and fixes to various UI flows for many other pre-engineered modules allowing Commanders to better identify which modules are pre-engineered and if they will accept any further modification.
    • The development and customer support teams would like to thank everyone who waited patiently for this fix.
  • A shipyard terminal has been added to the on-foot areas within detention centres allowing Commanders to recall their active ship rather than being forced to take a shuttle.
  • When a player's bounty is claimed whilst they're on foot, their active ship will be impounded at the detention centre they're sent to.
  • Updates to dynamic black markets and commodity market.
  • Added the ability to access a number of UI elements whilst seated, such as the comms panel.
  • You can now interact with the Bartender whilst sitting at the bar (within range).
  • The screen attached to the Owner's Chair on the Fleet Carrier is now interactable (whilst seated) and will take the owner to the Carrier Management UI.
AI
  • Non-combative humanoid AI are now more effective at removing themselves from combat during raid missions.
  • Following the conclusion of a raid, resident humanoid AI are less likely to become hostile with any player who aided them, unless they are provoked.
  • Fixed duplication of engineers who spawn inside ship hangars caused by the player repeatedly requesting and cancelling docking.
  • Prevented hostility between friendly ships when in the presence of a significant common enemy.
  • Fixed bug that would sometimes cause ship-launched fighters to be assigned two AI pilots.
  • Fixed a clothing arrangement that was causing clipping on certain NPCs in space stations.
  • NPCs in Fleet Carriers will no longer have conversations as if they were in starports.
Audio
  • Fixed missing UI sound when selling stock in the Fleet Carrier Management screen.
  • Fixed missing elements of the SRV turret's Audio when firing
  • Fixed the SRV's turret gun shots sounding muffled when ammo count was below 270.
  • Fixed Capital Ship and SRV Turret Weapon Fire audio playing on the wrong Audio Emitter Position
  • Fixed all ship weapon hardpoints sounding muffled when in normal space.
  • Fixed various instances of missing audio for damaged stations (fires, explosions and alarms).
  • Fixed missing fire and alarm sounds when logging in to a ship docked at a damaged station.
  • Fixed damaged station fire sounds turning on and off quickly and harshly
  • Fixed Cuttable panels sound rapidly retriggering when it hits the ground
  • Rebalanced NPC conversation frequency in concourses.
  • Fixed various issues with music when transitioning between Ship/SRV/On-foot.
  • Fixed missing attack swing sounds when performing melee hits with tools.
  • Improved audio behaviour of deploy and stow sounds for the Fleet Carrier Captains tablet.
  • Fixed the Fleet Carrier purchase movie's volume not following the game's volume sliders.
  • Fixed some abrupt audio transitions on fumaroles and geysers.
  • Rebalanced the audio mix for Skimmers whilst on foot and in SRV
  • Fixed ambiences being too loud when logging in to a ship docked at an engineer base.
  • Fixed missing In space Dogfight Combat music
  • Fixed Stopped various UI sounds which would continue looping after exiting the screen that triggered them.
Character
  • Fixed player torsos sometimes disappearing when looking down on uneven surfaces.
  • Hand motions of the ship's pilot should correctly match flight maneuvers when observed via multicrew following a hyperspace jump.
  • Fixed several clipping issues on the Vintage outfits.
  • Fixed hair appearing alongside hats on the Frontline Solutions vendors.
  • Fixed torso clipping with the camera when using an extremely high FOV and sitting on the bar stool.

Ships/SRV
  • Ship kits should now correctly block the vanity camera.
  • Fixed a Scarlet Krait error when destroying your own ship from a fighter.
  • Fixed a rare Scarlet Krait error when deploying an SRV.
  • The ambient temperature of the ship's location is now taken into consideration when a ship is running cold enough to have previously built up ice on the canopy.

Graphics
  • Fixed an issue where setting ambient occlusion to "low" would cause artefacts
  • Fixed an issue where volumetric effects such as fog could have silhouette artefacts depending on quality or resolution scales
  • Fixed an issue where Trespass zones appeared very dark/black on the radar
  • Fixed an issue where flickering of invalid pixel values occasionally being generated in ring fog
  • Fixed an issue where a triangular pattern would be present in planet normals on certain GPUs
  • Fixed an issue where night vision would be applied to thumbnail generation
  • Fixed an issue where a black box could appear on the main menu in certain scenarios when either in or switching to VR
  • Fixed an issue where the introduction during the on-foot tutorial would not be correctly displayed when in VR

Interactions
  • Fixed an issue to ensure the organics heatmap properly initialises to the selected filter when the scan completes instead of defaulting to all
  • Fixed incorrect genus names for brain tree organics displaying when selling data
  • Guardian site pylons will now emerge when approached on foot and the charging timers are visible while on foot.
  • Thargoid surface sites will now open automatically for exits, entry still requires an SRV carrying the correct cargo.

Factions
  • Anarchy factions now offer full market value for stolen commodities.
  • Performance & Optimisation
  • Reduced the amount of work required by avatars that are not visible.
  • Shadowed lights will now render more efficiently.
  • Miscellaneous optimisations to the rendering of all light types.
  • Rebalance the use of cached particle lighting, reducing the performance impact of particle-heavy scenes.
  • Optimised player proximity checks for terminals in settlements.
  • Optimisations to on foot animation blending.
  • Improvements to the occlusion system.

Missions
  • Fixed some NPCs getting stuck when dropping in during a Defence Mission.
  • Fixed a broken inbox message sent during megaship missions.

Fleet Carriers
  • Fixed server errors when using Fleet Carrier services that have individual tariffs set.
  • Fix a Yellow Adder error when confirming the transfer of items to or from a Fleet Carrier.
  • Fixed Fleet Carrier jumps being possible to schedule during cooldown.

Stability
  • Fix for anti-xeno conflict zone progression sometimes getting stuck due to authority transfers.
  • Fix for issues connecting to telepresence multicrew sessions when near certain planets.
  • Fixed an "Unable to load commander data" login error for players with an excessively large bounty.
  • Fix a bug preventing players from joining some newly created private groups.

Art
  • Fixed several settlement clipping issues.
  • The cargo loader found at settlements now has a schematic.
  • Added Exobiology ship decals.
  • Added some optimisations for holoscreen materials.
  • Fixed a number of occlusion issues on doorframes.
  • Corrected the model used for a basic door frame.
  • Fixed a decal which was incorrectly mirrored.
  • Fixed the Fleet Carrier Command Tower's hitcheck to remedy some issues with the vanity camera.
  • Fixed an issue in the Pioneer Supplies Fleet Carrier store where the player could become snagged.
  • Various geometry and texture issues resolved in hangars.
  • Added some missing decals to the L1 Lod of the Asp Scout.
  • Adjusted the nameplate on the Diamondback Scout slightly so it is not partially obscured
  • Fixed an area in the Fleet Carrier bar where it was possible to get the vanity camera out of bounds.
  • Fixed some z-fighting on the Fleet Carrier's shutter doors.
  • Fixed the shield being slightly offset on the Guardian Fighters.
  • Adjusted the fade range of some Thargoid decals used in settlements to improve visuals.
  • Fixed some z-fighting on the floor of a depot building.
  • Fixed a number of floating decals on a legacy building.
  • Remodelled the steps at the side of the Owner's chair on the Fleet Carrier.
  • Various fixes to the Viper MKIV.
  • Fixed some edge clipping seen at barnacle sites.
  • Fixed a barnacle spike which was pushed underground
  • Hitcheck fixes for the Gateway tower arch seen at some Horizons settlements.
  • Fixed vanity camera sometimes being able to pass through the window on planet port concourses.
  • Fixed a railing model which had an offset LOD.
  • Fixed a glass material used on a prop in the habitat building.
  • Fixed a problem where the player could become stuck in the Fleet Carrier corridor leading to the bar.
  • Fixed a number of floating items appearing at Guardian sites.
  • Improved the arm for the Fleet Carrier Owner's chair screen.
  • Fixed an issue with the Python cockpit and some external geometry which was clipping through to the interior.
  • Fixed some z-fighting on the main console seen on the Fleet Carrier bridge.
  • Centred some UI locators in the Type9 cockpit which were offset slightly.
  • Adjusted the hitcheck for the Python to fix an issue with the vanity camera being able to see inside of the hull in places.
  • Fixed the hitcheck material for the Electricae organics so that the player ship cannot clip though.
  • Re-made the ambient occlusion maps for the Type-9 to remove some baked-in shadows that should not have been there.
  • Fixed a number of UV mapping issues on the Anaconda.
  • Adjusted and re-organised the materials used for Thargoid damage decals to optimise and improve quality slightly.
  • Fixed the Scorpion SRV vanity cameras being inverted for the rear seat.
  • Added a layer of hitcheck to the social area lifts to prevent the vanity camera from entering and getting out of bounds.
  • Adjusted bar stools so that NPCs and players are now more centred when seated.
  • Minor change to Stygian paint jobs to reduce the texture compression artefacts when using a torchlight under the ship.
  • Added hitcheck to the Anaconda upper hardpoint doors, fighter bays doors, and the heat vent doors.
  • Fixed hitcheck on Anaconda which was causing an issue with the vanity camera.
  • Fixed an offset detail dome model used on Fleet Carrier externals.
  • Fixed error in the ambient occlusion map for a ship kit piece on the Python.
  • Re-exported a number of wallset pieces to fix and improve occlusion culling in Odyssey settlements.
  • Fixed the Fleet Carriers seen under construction having a hole where the concourse would normally be.
  • Fixed an issue on the upper hard point doors on the Python.
  • Fixed an obscure piece of geometry which was clipping through part of the hangar lobby in some "large" hangars.
  • Adjusted the Exploration decals to be more metallic and more closely match their appearance in Horizons.
  • Fixed a number of mapping issues on an Anaconda Raider ship kit piece.
  • Added new occlusion geometry around all stations (Coriolis, Orbis, Ocellus and Asteroid).
  • Adjusted internal occlusion geometry for a number of internal station components.
  • Fixed seating locators for NPCs/Players on chairs and sofas for better alignment.
  • Fixed the offset default VR camera for the Scorpion when in the livery hangar.
  • Fixed damage decals appearing in unexpected locations on cargo loaders.
  • Fixed head orientation in backwards walking animations to stop a head glitch when 3rd person characters stop running.

UI
  • Fixed weapons being ordered incorrectly at Pioneer Supplies.
  • Fixed a server error appearing when selling some modified suits.
  • Weapon reload speed is now correctly reported as a multiplier, not seconds (e.g. 1x vs 1.25x) as reload speed mods were incorrectly implying they increased reload time.
  • We no longer show settlement info when disembarking at places that are not owned or controlled by a faction.
  • Adjusted the right-hand panel of the options menu to allow for scrolling, so cut-off descriptions can be viewed in their entirety.
  • Improved readability of text on the Carrier Management dashboard's banner.
  • Made sure HUD rings weapon overheats always reset to the correct text colour.
  • Updated squadrons applicant list, the button will remain enabled even with no applicants, with a message displaying 'no applicants' to prevent the UI from getting into a weird state.
  • Multiple icon changes in the various mission panels so that the correct icon size variants are used, preventing them from looking blurry or low-resolution.
  • Fixed the boarding panel/express lift UI displaying placeholder information briefly when opened.
  • The right-hand cockpit panel will now be correctly focused when opening the transfer UI.
  • Made sure all station contact menus are closed properly when necessary, prevents an issue where they would still be visible when closing the game.
  • Remove the quick-plot route delay on carriers, it should now plot correctly on the first time.
  • We now show all galaxy map search results rather than filtering out duplicates, this prevents edge cases where some results could have the same name and we'd erroneously hide one.
  • Mission help popups now correctly listen to the 'back' keybinding.
  • Fixed an issue where text formatting tags would sometimes be displayed in the info panel.
  • Added voice/wing icons to the on-foot HUD in the bottom left, and also made them visible in social spaces.
  • Separation of overdraw bar in outfitting for retracted and deployed into their own bars.
  • Fixed a variety of truncation issues in multiple UIs.
  • Fixed errant multicrew/team markers showing up while not in multicrew turret view.
  • Fixed various issues with the private group menu including an issue which may have caused your own private group to show as not created if you are a member of many groups.
  • Fixed role switch panel improperly updating AI rank when taking over from a multicrew pilot.
  • Frontline enlistment system map mode now shows player criminality status on conflict zones.
  • Fixed an issue to hide rotation button prompts in carrier interior livery screen as these bindings cannot be used.
  • Fixed an issue to ensure the vessel pane of the internal panel updates properly between ship, SRV, and fighter when transitioning between vessels.
  • Players in training simulations will now appear as such in friends lists.
  • Fix promotion inbox animations for Elite I-V displaying as one rank lower.
  • Fix some crime stats not always updating.
  • Telepresence guests will no longer send or receive chat messages based on their physical location.

VFX
  • Fix for, and rebalance of previously missing Capital Ship heat relay particle effects.
  • Rebalanced plasma accelerator to more closely match Horizons.
  • Fix for over-bright lightning in stellar phenomenon that could cause visual artefacts on some GPUs.
  • Reduced the proximity of camera shake in the Fleet Carrier elevator, as occasionally players could experience the VFX and audio just by being very close to an elevator.
  • Fix for reactor lighting casting bright spotlights across the room.
  • Rebalanced the tendril effect on the Guardian Fighter.

General Fixes
  • Some modified guardian weapons were applying synthesised ammo damage bonuses improperly. Synthesised ammo will now apply a damage bonus as expected
  • Passenger missions offered at outposts now set their expectations of passenger capacity based on ships that could have landed on medium pads.
  • Secondary objective ships in space Conflict Zones now count towards massacre missions
  • Fixed some massacre missions not registering valid targets correctly at mission locations
  • NPC pilots visual variety has been fixed
  • System maps for systems you are not in will now have distances reported correctly from the primary star
  • Guardian fighters will now correctly rearm on docking
  • On-foot commander panel should now display notoriety correctly
  • Fixed an issue where some suit decals would not be visible when viewed in the vanity camera
  • SRV Tutorial ability to break tutorial flow fixed
  • Further increased the scale of the small landing pad schematic used at Odyssey settlements
  • On foot conflict zone enlistment (Frontline dropships) is now properly wiped when returning to a station
  • Fix for Fleet Carrier weekly upkeep message not displaying
  • Fixed players sometimes receive system chat messages after they have left the system
  • Fix for glasses only appearing at close distances
  • Shadows would appear to detach from light sources when looking around in VR
  • Fix a Black Adder error on the first hyperspace jump after travelling onboard a fleet carrier
  • Fix for game stuttering when flying away from settlements
  • Ship kits will no longer block weapon fire
  • Fixed a gridding artefact on some surfaces near planetary settlements on certain GPUs
Horizons Update
  • Fixed facilities not showing up in system map for stations
  • Fixed Capital Ship Weapon Fire audio playing on the wrong Audio Emitter Position
  • Anarchy factions now offer full market value for stolen commodities
  • Fix a bug preventing players from joining newly created private groups
  • Allow pre-engineered modules to have granular modification restrictions applied (e.g. allowing certain CG modules to have experimentals applied)
  • Fix server errors when using fleet carrier services that have individual tariffs set
  • Fixed a disconnect that could occur while deploying a ship launched fighter
  • Fixed a decal which was incorrectly mirrored
  • Re-made the ambient occlusion maps for the Type9 to removed some baked in shadows that should not have been there
  • Fixed SRV bay contents not showing correctly in advanced SRV trainign scenario, blocking progression
Known Issues
  • Cannot use Tap X/Square (XB/PS) input on controller when onfoot. You will need to rebind. This will be addressed in a future update.

Thank you for your continued support and reports for Elite Dangerous: Odyssey. If you encounter any issues following the update please be sure to report them on our Issue Tracker as soon as possible.
Elite Dangerous - Zac_Frontier
Greetings Commanders!

Welcome to this week's Discovery Scanner!

Update 12

Last week's Frameshift Live revealed some of the first information on the upcoming Update 12, as well as an in-depth interview with Senior Designer Tom Kewell, who discussed all things missions in Odyssey. If you can't watch the episode, however, here's a quick summary of the things we revealed for Update 12 so far:

  • Performance and optimisation improvements
  • Access to the menu wheel while sat down
  • Ability to speak to the bartender while sat down
  • Ability to use the screen while in the Fleet Carrier owner's seat
  • Black Markets will now offer more for stolen goods
  • A huge number of bugfixes across both Odyssey and Horizons
  • An illegal variant of the Raid mission type.
  • Addition of shipyard terminal to detention centre so that players can recall their ship

This is merely scratching the surface when it comes to the amount of work put in to Update 12, so stay tuned in the coming weeks for more information, as well as the full patch notes on release day, which is currently aiming for the end of May.

READ THE FULL DISCOVERY SCANNER HERE
Elite Dangerous - Zac_Frontier
Greetings Commanders!

Apologies that this Discovery Scanner is coming a little later than usual, it's been a busy one but now it's time to round out the day with some Elite Dangerous talk as we approach the one-year anniversary of Odyssey!


Update 12 & Frameshift Live

We're back with a new episode of Frameshift Live this Thursday, and as Update 12 is due later this month, we're going to be having a sneak preview at some of the changes the team have been working on since the last update. Alongside that, we'll have our usual community highlights as well as most-likely chaotic gameplay and Twitch Drops! Make sure to join us on Twitch at 4PM BST on Thursday 19th May for Frameshift Live #8!

READ THE FULL DISCOVERY SCANNER HERE


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Zac
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