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 Au fil...du vide.

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AuteurMessage
Le Poulpe
Le "Patron". Barre-bar...
Le Poulpe


Masculin Nombre de messages : 2585
Age : 63
Localisation : Toujours là où bat le coeur des hommes...
Date d'inscription : 12/12/2006

Au fil...du vide. - Page 18 Empty
MessageSujet: Re: Au fil...du vide.   Au fil...du vide. - Page 18 Icon_minitimeVen 17 Fév - 18:16

Petite ballade avec l'Anaconda version "explo", à une partie des ruines de la civilisation disparue (?) des "guardians".

Ce 1er lieu découvert est maintenant connu je sais, mais pour un passionné d'archéologie comme moi, c'était quand même une découverte que de les avoir vu par moi-même. Au fil...du vide. - Page 18 580963



Au fil...du vide. - Page 18 Ruines10


Au fil...du vide. - Page 18 Ruines16


Au fil...du vide. - Page 18 Ruines12


Au fil...du vide. - Page 18 Ruines11


Au fil...du vide. - Page 18 Ruines15


Au fil...du vide. - Page 18 Ruines13


Au fil...du vide. - Page 18 Ruines14


Au fil...du vide. - Page 18 Ruines17



Et au retour, l'Anaconda a reçu une nouvelle livrée pour sa version "explo".
Un peu plus sombre, pour passer inaperçu s'il croise un jour des E.T, pas "disparus" ceux là...Au fil...du vide. - Page 18 Mrgreen


Au fil...du vide. - Page 18 Anac_l10


Quelques news, mais j'écrirai tout ça plus tard....Comme d'hab'. ( Ah la flemme, quelle poisse...car je suis trop busy....Voilà, c'est bien ça : Busy"......hum...) Au fil...du vide. - Page 18 Ange31
Santé !
Au fil...du vide. - Page 18 Rhumglac
Revenir en haut Aller en bas
Le Poulpe
Le "Patron". Barre-bar...
Le Poulpe


Masculin Nombre de messages : 2585
Age : 63
Localisation : Toujours là où bat le coeur des hommes...
Date d'inscription : 12/12/2006

Au fil...du vide. - Page 18 Empty
MessageSujet: Re: Au fil...du vide.   Au fil...du vide. - Page 18 Icon_minitimeMar 28 Fév - 2:51

Hum...J'accumule le retard...
Pourtant j'ai du screen, des trucs à narrer, une V 2.3 qui s'annonce etc...mais je passe trop de temps sur Elite où je continue à faire mille et un trucs. Au fil...du vide. - Page 18 Bave

Bon, en attendant de présenter tout ce fatras en retard, j'aimerais bien ça :  Au fil...du vide. - Page 18 Ange31





Santé !
Au fil...du vide. - Page 18 Rhumglac
Revenir en haut Aller en bas
Le Poulpe
Le "Patron". Barre-bar...
Le Poulpe


Masculin Nombre de messages : 2585
Age : 63
Localisation : Toujours là où bat le coeur des hommes...
Date d'inscription : 12/12/2006

Au fil...du vide. - Page 18 Empty
MessageSujet: Re: Au fil...du vide.   Au fil...du vide. - Page 18 Icon_minitimeMar 28 Fév - 18:49


Patch note de la V2.3....

Impressionnant ! Au fil...du vide. - Page 18 Copie_de



New Content & Features (Horizons)

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.


Multicrew - ARRIVING IN A SEPARATE BETA UPDATE DATE TBC

Roles
Gunner role added
External turret control view added
Firegroup control added
Quick fire slots added
Scanner control added
Updated UI for role
Allow scanner view
Allow schematic view
Weapon mount highlights added
Limpet control added
Turreted weapons can be controlled
Missiles can be fired

Fighter Con role added
Helm can kick other players from ship
Allow an NPC fighter if another player is in a fighter (only for ships that can support 2 fighters)

Helm role added
Ships
Added multicrew cameras to supported ships
Upgraded cockpits for multicrew
Adder (upgraded second chair for multicrew)
Anaconda (upgraded second and third chair for multicrew)
Asp (added second chair for multicrew)
Asp Scout (added second chair for multicrew)
Beluga (upgraded second and third chair for multicrew)
Cobra MkIII (upgraded second chair for multicrew)
Cobra MkIV (upgraded second chair for multicrew)
Empire Trader (upgraded second chair for multicrew)
Corvette (upgraded second and third chair for multicrew)
Fed Dropship (upgraded second chair for multicrew)
Fed Assault (upgraded second chair for multicrew)
Fed Gunship (upgraded second chair for multicrew)
Fer de Lance (upgraded second chair for multicrew)
Orca (upgraded second chair for multicrew)
Cutter (upgraded second and third chair for multicrew)
Type 9 (upgraded second and third chair for multicrew)
Python (upgraded second chair for multicrew)
Vulture (upgraded second chair for multicrew)


Chat interface updated
Matchmaking for different session types added
Bounty Hunting
Mentor
Piracy
Mining
Exploration
Smuggling
Session summary screens added
Allow friends invitations to multicrew

Power Distributor
Non helm MultiCrew players now provide an additional single power distribution pip
Players can distribute their pip where they want, as long as there is space for it
FireCon defaults to weapons, FighterCon defaults to systems

Added idle animations for other commanders in cockpit
Multicrew usage is based on the number of physical seats on your ship
Crimes system updated to support multicrew
Multicrew related stats added


General

New mysterious things added
New organics added to surfaces
Dolphin playable ship added
Dolphin NPC ships added


New Content & Features (Non-Horizons)

Ship Naming

Added ship name plates to ships
Added ID plates to ships
Ships can be named from within station services
Added ship names to various cockpit UI
Added hangar cameras for ship name slots
Request ship name when in the start new commander flow
Name and ID plates can be added via Outfitting
Ship names are server moderated if deemed inappropriate then will be masked off to other players
If it's not our ship and they have no name plates, then we don't know the ship's name
If you report a player in-game, we'll now fill in their ship name and ship ID for you


Camera Suite

Added vanity cameras to the ships
Added free camera to ships
Added Zoom and rotations controls for internal vanity cameras
Added f-stop and focus Distance to vanity and free camera
Enabled vanity and free camera to work in vr
Updated ship cockpit interiors to account for new viewing angles


General

Added asteroid base type station (including air traffic controllers)
Added 32 asteroid bases in various deep space locations
Added some new challenge scenarios
4 new Incursion scenarios
Speed docking
Driver challenge
Ship launched fighter challenge

Added custom engine trails support
Added Megaships
Tanker
Cargo
Asteroid Miner
Flight Operations
Prison Ship
Science Vessel
Passenger
???
???

Added 100 new tourist beacons
Added Bucky Ball Beer Mats rare good


Stability Fixes

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


General Fixes & Tweaks

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


Passengers

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


Missions

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


NPCs

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


Stations/Ports

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


Station Services

Increase maximum stored ship limit to 35 to accommodate that we now have more than 30 kinds of ship
Small tweaks for repairing ship paintwork and integrity when they're only very slightly damaged. Don't display 100% when it is actually slightly damaged and repairable. This makes the UI clearer and avoids some odd behaviour
Check if a refinery has unprocessed materials in it, and display a warning if it does before storing the module, as these will be lost during the storage process
Fixed module transfer timer wrapping around when the arrival time is in the past
Don't show the Livery button if outfitting isn't available at that location
Fix fuel level cap when exchanging modules
Refuel and repair SRVs and Fighters when restocking
Remove clip size modifiers on shield cell banks


Engineers

New blueprints added
Manifest/Killwarrant/Wake scanner:
Long Range
Wide Angle
Fast Scan

Ship primary sensor:
Light weight
Long Range
Wide angle

Detailed Surface scanner (affects how fast you can basic/detailed scan planets):
Long Range
Wide Angle
Fast Scan


New blueprints added to:
Bill Turner:
DSS to grade 1, and sensor/scanner to grade 5

Juri Ishmaak:
Sensor/scanner to grade 4, and DSS to grade 2

Lei Chung:
Sensor/scanner to grade 2, and DSS to grade 2

Lori Jameson:
Sensor/scanner to grade 5, and DSS to grade 5

Tiana Fortune:
DSS to grade 5, and sensor/scanner – 5


Added extra gun turrets to various engineer bases
Fixed floating rock at Elvira Martuuk's base
Added new longer range missile defences to various engineer bases
Mic Turner Base had a population of 0, so added bakeout data for system "California Sector BA-A E6" so that it will pick up the correct details from server
Add Engineer & Outfitting module groups for Life Support and Sensors so they don't all appear in the 'Other' category in the Engineer Workshop
Remove button missing under Adjust Experimental effect screen fixed


Fighters/Crew

Crew rank does not update on the contacts or ship GUI after ranking up fixed
Optimisations for load times on fighters and SRVs
Perform extra crew resync after crew lounge role reassignment
Fighters no longer 'red out'
Crew being set to 'flying fighter' when switching into the fighter
Prevent transaction error when entering supercruise while a fighter is docking
Make fighter orders control group not conflict with non-ship (egSRV driving) controls
Fix for crew cut of commodity trades being calculated on the client incorrectly


Weapons

Strengthening drone vfx as they were very difficult to see at long range
Updated laser impact effects so that they are compatible with weapon colouring
Limpets will show up in the restock menu while the players has them in the ships cargo allowing them to be sold even when the player has no limpet controller installed
Seeker Missile target hologram fixed
Added two turreted mining lasers
Regeneration sequence healing will now be affected by the targets thermal resist resistance will block healing as well (note that negative resistances will not increase healing)
Fix for Shield Cell bank displaying incorrect ammo amounts


Controls

Make sure a sensible default control scheme is selected if we are unable to load the users preferred control scheme instead of just selecting the first in the alphabetical list
Fix a bunch of the default control schemes that have had gamepad bindings added to them. This was causing them to not load if you did not have a gamepad connected to the PC
Removed gamepad bindings from all schemes that don't rely on a gamepad. This will stop you requiring a gamepad to be plugged in to see the schemes for joysticks or keyboard controls
Allowed the alternate control bindings to have inverted axis


POIs/USSs

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


Ships

Fix collision warnings on ship authority dummy objects hitting terrain wen landed
Prevent repeated malfunctions when they shouldn't occur
Added a new Data Link scanner for ships
Changed Vulture's planetary approach suite size to 1 as intended
Some optimisations for large multi-ship scenes
Prevent Eagle utility modules being swappable, because there is only one utility module slot and they're already in it.
Lowered Orca weight to increase jump range and effectiveness
Ship balance tweaks as described here by Sandro Sammarco


Ship Art

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


SRV

Adjust the sorting of signals being sent to the sinewave scanner GUI/audiorather than tracking a fairly unreliable subset of available signals, they should both now deal with as many as they can manage (8 and 32) ranked in order of signal strength. Fixes known cases where nearby objects can be omitted from the scanner (some entirely, some would be audio-only). Also includes some minor optimisation to the system as a whole
Deploy option is available for SRV while still on the pad at engineer stations in a large ship fixed
If ship gets stuck in "ship approaching" when recalled on extreme uneven ground, it can now be dismissed.
Improved headlights on SRV for higher quality levels
Fix issue where srv could still be driven even though it was
Fix issue where the buggy was taking forever to cool down after taking heat damage
Fixed SRV shield generator and sine wave scanner not remembering if they are disabled or not
Optimisations to buggy headlight lens flares


CQC

Rebalanced capacitor and charge rates to be the same across the different ships
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 an error when accepting an invite from someone who has already joined a game
Fix an issue with the CQC default player starting params getting modified
Fixing flipped hit bubbles for CQC Empire Fighter hardpoints and adjusting other hit volumes to allow them to be triggered a bit easier


Render

Fix for hard edge on pfx smoke texture loop textures
Fixed temporal reprojection not taking a correct average of the 3x3 pixel neighbourhood
Added descriptions to various graphics setting options
HBAO no longer writes in the AO when the data stored in the anisotropic channel is in fact a tangent
Improved PFX lodding
Optimize cost of spawning new lens flares (and thus, also improve the cost of spawning lights)
Fixed the lens flare's having a 1 pixel line down the right hand side
Fixed black line at the centre of insanely high res screenshots
Fix the "Off" shadow preset being incorrectly flagged as "High" internally by default. This caused shadows to not update correctly when switching between Off and High settings


Galaxy Map

System map initialisation optimisations
Galaxy map memory and performance optimisations
Disable HBAO when using the galaxy map as it is not used
Fix System Map not updating when scanning planets while open
Fix a small bug where for single-jump plotting modes (synthesis or neutron-boosted jumps), there could be a discrepancy between which systems have the "plot route" button enabled, and which systems can actually be plotted to in one jump. The discrepancy happened because the calculation for the maximum plotting distance (which is usually 1000LY but for single-jump modes is based on the ship's actual jump distance) didn't take into account the cargo mass slider that's used by the route plotter
Small route plotter optimisation: don't replot the route when toggling a map filter which has all systems enabled
Systems that don't have meta-data now display as having pristine reserves in the system map


Powerplay

Change powerplay pirates and security ships to only interdict if they will then go on to attack after scanning. This means PowersPirates check the player is pledged to the controlling power and either carrying any powerplay cargo or holding any powerplay vouchers. For PowersSecurity they check the player is pledged to an opposing (different superpower) power, and either carrying powerplay cargo of the controlling power or holding powerplay vouchers of the controlling power
Previously ships could legally attack each other if the attacker shared the same superpower as the power of the current system, and the target was pledged to a power of a different superpower. First, we restrict this so that the attacker has to be the same power as the system. Second, we add an alternative to being different superpowersif the attacker is the same power as the system, and the target is of a different power from the attacker (but potentially now of the same superpower), is carrying powerplay cargo for the system's power, and the attacker has cargo scanned the target and knows this, then the attack is legal
Set powerplay help scrollbar to external, to prevent text from truncating


Controls

Can no longer use mouse 2 as back in station services menu fixed
When comparing bindings for conflicts, first sort the array of bindings in a chord, this fixes an issue where you could bind the same button combo to multiple controls by changing the order you pressed the buttons
Xbox One: Expose the yaw/pitch/roll bindings so they can be bound to an axis or a button


Commander Stats

Fix number of fines increasing whenever a mission has failed without a fine being levied
Fix "Highest single reward" from assassination missions not displaying correct information


Community Goals

Fix inconsistent rewards being advertised when contributing to Community Goals that are in the process of ending


Factions

Fix a rare opportunity for a conflict to start immediately after ending early
Fixed faction influence change from smuggling weapons
Faction influence change reduced from murder, interdiction and assault crimes
Faction influence change increased from redeeming bounty vouchers
Balanced faction effects from selling commodities with a zero purchase price
Removed faction reputation gains from smuggling cargo at a black market
Improved local news articles when faction conflicts end


Exploration

Rebalance the amount of exploration career rank awarded when completing Passenger missions
Stop awarding First Discovery bonuses of zero credits
Fix transaction server error when purchasing exploration data for certain systems
Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.


StellarForge

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


Celestial

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


Hyperspace/Supercruise

Physics optimisations for supercruise
Ensure that the destination star billboard is displayed in the hyperspace sequence if lens flare is disabled


Network

Experimental IPV6 support added
Network options and information page added to the options menu
If you're already in a voice chat session with another player (eg if in a wing) and you block them, mute any further audio received from them during that talksession.
Make sure that a player is removed from a wing if they delete their save game
Added an option on Network Settings dialog to allow the port number used on IPv6 to be
Streamline session join protocol (may fix cases of extended supercruise or jump transition times)

When the game first connects to a server, if the game has a dual-stack connection, test the MTU over both IPv6 and IPv4


VR

Made the schematics render in stereo
Added dithering support to tackle banding in VR
Fixes to some of the cockpit VR cameras
Fix some incorrect scale assumptions when fitting the left eye image to the monitor window. The view should feel a little less stretched. In addition there will be a significant memory saving moving from 2160x1200 to 1280x768
Added Python ship kit VR hangar cameras


Player Journal

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


Audio Change Log

Audio Additions
Added audio for the FSD supercharge including voice alerts
Added ambient audio details to the starport inner-dock variants
3 New flight controllers – Empire, Anarchy, Independent
Many audio optimisations and mix improvements
Additional Wavescanner sounds
Secret stuff. Shhh.



Technical Audio Changes
New Audio Emitter system! Imaginatively named “emitter2”, a major re-work of a critical audio system. This change is essential to support new listener/camera positions, and graceful switching of cameras and vehicles in Multicrew and Vanity Cam. Now also supports audio-lods, leading to improved efficiency and sonic detail when needed.
Refactored Pooled audio object system. It's more than twice as fast now!
Enabled audio Obstruction/Occlusion in main game. Previously it was only enabled in Arena.
Improvements to the way soundbanks are loaded. Should help with fragmentation and memory issues.
New “Vessel-Voice” system, to replace our beloved old “Ship-Voice” system. Now much more robust and maintainable. This drives the computer voice lines.
Audio code optimisations. Audio work is better encapsulated into a single phase which improves the game's overall frame rate.



Audio Bug Fixes
Fixed broken sounds in galaxy and system maps
Fixed NPC voice volume slider not working
Fixed issues with tourist beacon ambiences
Fixed tutorial voice text getting truncated
Fixed various flight controller issues


Outfitting



- Fix fuel level cap when exchanging modules

- Refuel and repair SRVs and Fighters when restocking

- Remove clip size modifiers on shield cell banks



Commander Stats

- Fix number of fines increasing whenever a mission has failed without a fine being levied

- Fix "Highest single reward" from assassination missions not displaying correct information



Community Goals

- Fix inconsistent rewards being advertised when contributing to Community Goals that are in the process of ending



Factions



- Fix a rare opportunity for a conflict to start immediately after ending early

- Fixed faction influence change from smuggling weapons

- Faction influence change reduced from murder, interdiction and assault crimes

- Faction influence change increased from redeeming bounty vouchers

- Balanced faction effects from selling commodities with a zero purchase price

- Removed faction reputation gains from smuggling cargo at a black market (NF)



Exploration



- Rebalance the amount of exploration career rank awarded when completing Passenger missions

- Stop awarding First Discovery bonuses of zero credits

- Fix transaction server error when purchasing exploration data for certain systems

- Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.


Misc

All players on 2.3 Beta 1 have a minimum starting balance on their existing Commander of 1,000,000 credits.




Enjoy !
Santé !
Au fil...du vide. - Page 18 Rhumglac
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Le Poulpe
Le "Patron". Barre-bar...
Le Poulpe


Masculin Nombre de messages : 2585
Age : 63
Localisation : Toujours là où bat le coeur des hommes...
Date d'inscription : 12/12/2006

Au fil...du vide. - Page 18 Empty
MessageSujet: Re: Au fil...du vide.   Au fil...du vide. - Page 18 Icon_minitimeJeu 2 Mar - 3:54

Sacrée Carter va !
La voila donc élite maintenant.

Au fil...du vide. - Page 18 Carter10

Par contre son café est toujours aussi craspec...Au fil...du vide. - Page 18 Bave
Pas grave, j'l'aime bien quand même, la môme Carter.




Une cht'ite vidéo façon pub, avec la nouvelle caméra de la V2.3 réalisée par un homme de goût, puisqu'on y parle du "cutter impérial". Au fil...du vide. - Page 18 Mrgreen




Elle va occasionner bien des screens et vidéos, cette nouvelle cam' ! Au fil...du vide. - Page 18 580963
D'ailleurs, le nombre de vidéos sur la V2.3 depuis seulement deux jours est déjà impressionnante.





Santé !
Au fil...du vide. - Page 18 Rhumglac
Revenir en haut Aller en bas
Le Poulpe
Le "Patron". Barre-bar...
Le Poulpe


Masculin Nombre de messages : 2585
Age : 63
Localisation : Toujours là où bat le coeur des hommes...
Date d'inscription : 12/12/2006

Au fil...du vide. - Page 18 Empty
MessageSujet: Re: Au fil...du vide.   Au fil...du vide. - Page 18 Icon_minitimeJeu 2 Mar - 13:52

A ce sujet, mon cutter est -enfin (!)- fitté comme je le désire. (ingénieurs)

Ça m'a pris du temps, surtout au niveau de l'armement que je désirais polyvalent.
Je rappelle que le cutter de Cherad' n'est pas un vaisseau de combat, mais qu'il doit pouvoir se sortir de toute situation. (Enfin...Les situations connues actuellement...^^)

J'ai du essayer pas mal de possibilités (armes et types de défense passive) avant d'arrêter mon choix, que j'espère définitif !  Cool  



Chaque arme a reçu un "effet supplémentaire" via les ingés, et après de nombreux tests, surtout en zone de conflit, l'ensemble me parait satisfaisant.
Certes, la corvette de la Fédération est un meilleur vaisseau de combat, mais bon....L'est moins belle à mes yeux épicétou !

Ce cutter embarque tout ce qu'il faut pour faire de lui un camping-car spatial agréable et fonctionnel avec une portée de saut correcte, même si pas transcendante par rapport à mon Anaconda d'explo.
2 baies de chasseurs, 2 vsr, un récupérateur et une bonne réserve de carburant, des scans complets, un bon système de réparation etc...
Tous les modules ont été revus par les ingénieurs qui les ont améliorés au minimum niv 4 et le plus souvent niv 5.

Ici, un ingé bien luné, qui sur de l'arme laser, m'a sorti un ensemble correct niv 5 du 1er coup ! (assez rare pour mériter un screen^^)

Au fil...du vide. - Page 18 Laser_10





Un bon bouclier ( Au fil...du vide. - Page 18 Sifflote ) qui va malheureusement se voir diminuer avec le petit debuf de la V2.3 à venir  (debuf des survolteurs de boucliers)
Et toujours ce fameux générateur surpuissant après passage chez ingé.
(Me fait penser qu'un joueur a même diffusé une vidéo pour montrer le même générateur amélioré par un ingé qui lui a donné 50.16 MW. Il a nommé sa vidéo "anti-matter power générator", si mes souvenirs sont bons. Alors le mien avec ses 50.59 MW, je fais quoi ? Une vidéo que j’appellerai "Générateur sa mère anti-matière la race de sa grand -mère "?  Au fil...du vide. - Page 18 Mrgreen  )

Au fil...du vide. - Page 18 Cutter10




J'ai testé ce cutter principalement en zone de conflit, car c'est à mes yeux le meilleur moyen de voir s'il peut résister dans le temps.
J'ai pu ainsi shooter 2 corvettes (pas de screen...oublié) et même hier soir 2 cutters, dont les rangs des pilotes n'étaient par contre guère élevés.
Quant aux autres vaisseaux, à condition d'éviter d'en avoir une multitude en même temps sur le dos, ils ne font pas long feu.

Un cutter pnj expert
Au fil...du vide. - Page 18 Cutter11

Un maître
Au fil...du vide. - Page 18 Cutter12


Ce cutter en zone d'extraction dangereuse est même devenu légèrement ennuyeux en combat, ne serait-ce que par le fait qu'il n'y risque désormais quasiment plus rien.
M'enfin, ce n'est pas là sa vocation de toute façon, même si ces endroits furent bien utiles pour tester l'armement et la résistance du vaisseau.

Du coup, pour continuer à m'amuser dans les dites zones, j'ai racheté un ch'ti vaisseau de combat...  Au fil...du vide. - Page 18 Ange31


A suivre.

Santé !
Au fil...du vide. - Page 18 Rhumglac
Revenir en haut Aller en bas
Le Poulpe
Le "Patron". Barre-bar...
Le Poulpe


Masculin Nombre de messages : 2585
Age : 63
Localisation : Toujours là où bat le coeur des hommes...
Date d'inscription : 12/12/2006

Au fil...du vide. - Page 18 Empty
MessageSujet: Re: Au fil...du vide.   Au fil...du vide. - Page 18 Icon_minitimeDim 5 Mar - 3:28

Rang "elite" en...commerce !  Au fil...du vide. - Page 18 Mrgreen

Au fil...du vide. - Page 18 Elite_10


Moi qui n'ai que très peu fait de commerce, cette distinction me fait bien autant d'effet qu'une cautère sur une jambe de bois. Sleep
Alors comment ai-je pu avoir ce rang sans faire de vrai commerce***, me demanderez-vous à juste titre ?

***Le "vrai commerce", c'est l'occupation hyper-motivante-de-l'ennui-qui-te-tue-à-petit-feu, d'acheter, de transporter et de revendre.
Ex : J'achète 500 tonnes de carottes à la station "Le bon laboureur" pour les revendre à la station "Jeannot lapin". Youpi !!!

albino

Au fil...du vide. - Page 18 31448011


En fait, ce sont les missions commerciales qui octroient des points de rang en plus des sous, simplement.
J'ai mis un certain temps avant de m'en rendre compte. Vous dire si ça m'intéressait^^





Par contre, "elite" en combat...Ah ça, j'aime mieux.
Et là, faut juste shooter du pâ bô.
Beaucoup certes.
Mais quand on aime, on ne compte pas... Au fil...du vide. - Page 18 Demoncoo

Au fil...du vide. - Page 18 Elite_11





Voilà, ne me manque que l'ultime rang d'explo.
Il me faudra passer celui de navigateur puis de pionnier avant que d'être "elite".
J'ai des envies d'exploration, des endroits que j'aimerais voir, ressentir.
Mais bon, ça viendra....ça viendra... Wink

Au fil...du vide. - Page 18 Etat_010




L'explo, j'ai un peu commencé avec mon nana conda, mais je manque de temps pour le moment...

Au fil...du vide. - Page 18 Anac_n15


Au fil...du vide. - Page 18 Anac_n11


Cela étant, le vrai plaisir n'est pas dans le fait d'être "elite-machin-truc".
Il est ailleurs...





Le vaste monde : un grain de poussière dans l'espace
Toute la science des hommes : des mots
Les peuples, les bêtes et les fleurs des sept climats : des ombres
Le résultat de ta méditation : rien

Si je pouvais être le maître, comme Dieu,
Je saurais démonter le ciel au beau milieu.
Et je ferais alors, au milieu des étoiles,
Un autre ciel, où l'homme atteindrait tous ses voeux.

C'est à cause du Ciel que mon coeur est farouche.
C'est Lui qui déchirera mon bonheur en lambeaux.
L'air qu'il souffle sur moi m'est le feu d'un flambeau
Et l'eau a pris un goût de terre dans ma bouche.

Nous sommes des jouets entre les mains du Ciel
Qui nous déplace comme Il veut : c'est notre maître.
Au jeu d'échec, nous sommes des pions éternels
Qui tombent un à un tout au fond du non-être.

Cette céleste Roue à nos yeux suspendue
Est lanterne magique étonnant notre vue.
Du milieu, le soleil éclair la lanterne,
Et nous tournons autour, images éperdues.

De la ronde éternelle, arrivée et départ,
Le début et la fin échappent au regard.
D'où venons-nous, où allons-nous? Jamais personne
N'a dit la vérité là-dessus nulle part. 



Omar Khayyâm
Les chants d'Omar Khayyâm




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Au fil...du vide. - Page 18 Rhumglac
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