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Elite Dangerous: Odyssey Update 5 | Part 2

Continued update notes to support UI improvements and VR fixes as part of Update 5.


UI
  • Outfitting - The outfitting UI now opens at the ship loadout screen.
  • Outfitting - Added a Stored Modules button in the loadout screen.
  • Outfitting - Fixed an issue whereby some stats data could be accessed before it is ready.
  • Outfitting - A warning is now displayed if a replaced module is to be sold in outfitting, if it's a Guardian module or is engineered.
  • Outfitting - The store/sell previous module toggle now defaults to "store".
  • Outfitting - Installed modules are no longer included in the outfitting inventory.
  • Outfitting - Pop-up no longer displayed when storing any existing module to your ship (Pop-up will show if warning about transferring clean modules to a ship with questionable legality)
  • Outfitting - The state of the store/sell replaced modules toggle in the outfitting UI is now stored. The value isn't saved, it just persists for the current session.
  • Outfitting - If a slot is selected for which there is only one category of shop items which are equippable, you can now skip the shop categories screen and go directly to the browser screen (e.g. core modules)
  • Outfitting - Moved store multiple button in stored modules screen to above back button.
  • Outfitting - Removed "largest module size" indicator from category buttons.
  • Outfitting - Replaced dots indicating module size in shop item with numbers.
  • Outfitting - Changed the outfitting categories screen title (in the top left) to read "Shop [group]" or "Stored [group]", as appropriate.
  • Outfitting - Fixed the retracted / deployed value text in the power consumption stats, so they appear in the appropriate place (including comparison increase/decrease), but without overlapping the labels.
  • Outfitting - When the loadout slots screen is opened after selecting a stored module, groups are disabled if there are no compatible slots.
  • Outfitting - A group is now selected based on the category from the selected item (except for Fuel Tanks which can be both core & optional)
  • Outfitting - Fixed uninitialised filters in the outfitting data store.
  • Outfitting - Added insurance cost to outfitting ship stats.
  • Outfitting - Tooltip now shrinks to fit the available space.
  • Outfitting - Hardpoint icons display (fixed, turret, gimballed) in the slot info displayed on the shop screens and transaction pop-up.
  • Outfitting - The owned item count for categories in the outfitting data store now only includes stored modules, not installed ones.
  • Outfitting - Changed the behaviour of the item stats / modification tabs in the outfitting UI, so that the state is retained once toggled. The tabs are still hidden if there are no items with modifications in the current list.
  • Outfitting - Changed the module sort options in the ship outfitting UI from a custom component to a combo box.
  • Outfitting - Fixed notification string used when outfitting module is cleaning.
  • Outfitting - Locally stored modules in the outfitting UI are now displayed with "Free transfer / stored here" and a "transfer" time of 0 minutes.
  • Outfitting - Fixed shop items not having a selection sound.
  • Maps - Surface Settlements now display the type they are in the POI list and when selected in the Planetary Map.
  • Maps - Updated mouse input in the System Map to match the Galaxy Map (click once to select the location, click again to focus the map to it).
  • Maps - When adding a bookmark, the default edit entry will contain the name of location when selected.
  • Maps - On-Foot/Odyssey missions will now display a coloured threat indicator.
  • Maps - Modified the texture and model for the MapUI Item Details, to prevent truncation for localised strings or when there is a long list of bindings.
  • Maps - The bookmarks panel in the System Map has been renamed to "Local Bookmarks".
  • Maps - When entering the Planetary Map, the Active Mission list will now only display missions located on that planet.
  • Maps - Fixed Russian localisation issue in the commodities drop down box.
  • Maps - Pressing Down input will now focus on the Exit/Back button.
  • Maps - Fixed tooltips occasionally disappearing when toggling panels on the RHS.
  • Maps - The LHS, when in Conflict Zone mode, will now always be at full opacity.
  • Maps - Fixed a bug when using the quick plot to a wing mission.
  • Maps - Community Feedback - Added a new item renderer to display if the player is wanted in the location details panel.
  • Maps - Fixed localised strings getting truncated in the Apex Shuttle Panel.
  • Maps - The Quick Action for shuttle booking now uses the focused object instead of selected object.
  • Maps - Updated some icon art.
  • Maps - Added "processing" state to the "Plot Carrier Jump" button.
  • Notifications - Updated the 'Route Cancelled' notification so it no longer shows in the cockpit after reaching a destination.
  • Cockpit - The cockpit shields now show the percentage value as a string.
  • Cockpit - Updated rank iconography for Elite 1,2,3,4 and 5 prestige ranks.
  • Cockpit - Added an icon for Odyssey Settlements in Nav Panel.
  • Cockpit - Added location type icons to location filter popup in Nav Panel.
  • Cockpit - Changed default focus of Nav Panel to first location in the list.
  • Cockpit - Comms Panel "Mini mode" now locks all tabs apart from the chat and makes sure the correct chat category is selected.
  • Cockpit - Updated default focus of Inbox and Squadron tabs in the Comms Panel so that it defaults to the first list entries where applicable.
  • Cockpit - When looking at a Horizons or Odyssey settlement in the navpanel (in both the cockpit and on foot) they should now be distinguishable by an icon and have additional information in the detail view.
  • Respawn Menu - Fixed the 10% loan repayment label and update remaining balance issues.
  • Respawn Menu - Fixed some UI issues in the Fleet Carrier Balance Transfer menu.
  • Respawn Menu - Added additional information to the rebuy screen to clarify the cause in instances where you can't afford to do so.
  • Respawn Menu - Removed the rebuy/insurance fields from the internal panel for crew members as it is not a cost for them to pay.
  • Respawn Menu - Fixed an untranslated string in the resurrection report.
  • Transaction Panel - The ship transaction panel objective folder should now correctly rescale based on the number of objectives.
  • Transaction Panel - The ship transaction panel once again shows the number of items in the category.
  • Transaction Panel - Added an option to allow the threat level indicators to be hidden for ship missions.
  • Transaction Panel - Added a threat level indicator to the mission list buttons, to display the threat for on-foot missions.
  • Transaction Panel - Updated the list divider in the cockpit to match the humanoid transaction panel. Shared missions should now correctly be listed in their category.
  • Transaction Panel - Selecting the Discard button on failed missions will no longer open a popup for confirmation.
  • Transaction Panel - The Details Panel buttons will now update after sharing a mission, preventing a bug where you could share a mission multiple times.
  • Transaction Panel - Fixes to default focus states have been added.
  • Role Panel - Updated an unlocalised string.
  • Role Panel - Fixed a scaleform error related to the loadout images.
  • Role Panel - Updated order strings in the Role Panel for better clarification.
  • Role Panel - Fixed a layout issue with loadout buttons.
  • CombatBonds - Combat bonds will now display the credits in the correct format.
  • Engineer - Added a new image to display before the engineer referral is complete.
  • Engineer - Fixed engineer progress session log entries not displaying correctly.
  • MissionBoard - When opening the CG Panel, the focus will go to the first available item.
  • MissionBoard - When opening the MissionBoard or the Passenger Lounge, the focus will go to the mission category list instead of the back button.
  • MissionBoard - If a delivery/collect location is empty, it will now be hidden in the Depot panel. If a partially complete threshold is 0, it will now be hidden.
  • MissionBoard - Fixed truncation with long mission names when there is the horizons or chain icon.
  • MissionBoard - You are now able to press B to exit the drop down filter box in the mission list panel.
  • MissionBoard - Onfoot mission board should now hide the cargo capacity and jump range labels.
  • MissionBoard - Passenger missions now display the time limit
  • Mission Provider - Fixed truncation in the mission help panel.
  • HUD - Fixed a glitch that displayed a small thin line from the right hand side of the Vitals
  • Humanoid Access - Updated default focus of Inbox and Squadron tabs in the Comms Panel so that it defaults to the first list entries where applicable.
  • Humanoid Access - The drop item button can now take different strings (e.g. Data can now be shown as "Delete").
  • Humanoid Access - Fixed a UX issue when cancelling and rebooking a shuttle using the Humanoid Access.
  • Humanoid Access - When a player has outstanding invites and uses the comms panel binding the social panel will now immediately appear.
  • Loadouts - Weapon details on the edit loadout screen are now updated when the weapon equipped into a slot changes.
  • Loadouts - Loadout buttons have been redesigned to differentiate them from suit buttons and make them more consistent with the Role Panel's loadout buttons.
  • Loadouts - Focus is now restored to the weapon slot on return to the create loadout screen after selecting a weapon.
  • Loadouts - Improved size and quality of the images in the weapons/suits buttons
  • Loadouts - Fixed an issue where the thumbnail images in the loadout screen displayed incorrectly.
  • Loadouts - Fixed an issue where in thumbnails the weapons would appear low quality.
  • Loadouts - Fixed an issue with loadout previews not having the correct weapons attached to them.
  • Loadouts - Fixed an issue causing the loadout ui in the role panel to not visually update.
  • Weapon Vendor - Added a scope to the Takada rifle image to reflect how the weapon looks in the shop
  • Powerplay contact - Selecting "fast track" no longer resets the cursor to the bottom on the list.
  • Powerplay contact - Loading PP cargo (fast-tracked or not) no longer takes you out of the PP contacts screen back into the contacts menu.
  • Powerplay contact - Fixed "Back" button binding issue.
  • Docking Menu - Fixed focus issue where previous focus would be remembered from a starport to another
  • Docking Menu - Fixed "unavailable: anonymous" string showing when "Starport services" focused
  • Docking Menu - Fixed the focus jumping back to "Starport services" after having used the quick action buttons, focus now stays on the quick action button after use.
  • Livery, Vehicle Extras and Suit Extras - Added orange border to the left tabs' tooltips.
  • Livery - Fixed default focus & focus issues after applying items in the packs section.
  • Livery - Hiding the UI in the livery preview screen no longer hides the name of the equipped content.
  • Livery - Fixed an issue where the currently equipped piece of livery for carriers didn't display the correct icon.
  • Store - Added various strings for different vessel types (weapon/suit/ship) when you do not own a compatible one for an item.
  • Store - Added in a warning for trying to purchase weapon skins for a weapon you do not own.
  • Station Services - Fixed Station Contacts background icon.
  • Station Services - Updated the "Colony" station header art.
  • Station Services - Various layout fixes including resized ship schematic.
  • Station Services - Local News button now has "No Local News" state and detention facility is aligned
  • Station Services - Update to Anonymous Access, replacing Commander name with "Anonymous User" when in "anon access" and updating the "StationStatusWidget" to say "Anonymous Access" rather than "Jammer Active".
  • Station Services - Added in an icon to show available services when in anonymous access.
  • Station Services - Corner icons sizes increased and made more legible.
  • Station Services - Update made to engineers header.
  • Station Services - Made the engineer specialisation string support two lines.
  • Station Services - Fixed the engineer banner not showing correctly when the station menu was found to be an engineer.
  • Station Services - Fixed incorrect corner icons showing up.
  • Station Services - Fire icon now displayed in damaged stations.
  • Station Services - Improved legibility of the button subtitle lines.
  • Station Services - Updated the layout to make the ship services buttons fill any empty spaces for special instances, such as engineer station.
  • Station Services - Fixed the issue of holding down the arrow keys to change limpet buy / sell quantity, triggering SFX to play indefinitely.
  • Station Services - Fixed a default focusing issue in advanced maintenance.
  • Station Services - Added percentage values to the modules damage in advanced maintenance.
  • Station Services - Fixed an issue where when attempting to book a shuttle, the mission board would flash up and then push you back out of the interaction.
  • Station Services - Immediately following booking a shuttle the UI no longer defaults to cancel, to prevent accidentally undoing actions.
  • Station Services - Added icons for every starport service status (and descriptions), so that when content isn't available it is clearer why.
  • Station Services - Fixed some contacts displaying the incorrect icon.
  • Codex - Fixed focus issue in stats.
  • Bartender - Updated the layout when selling items so the assets, goods and data are separated with their corresponding titles.
  • Bartender - There's now a button for adding all data to the selling list.
  • Bartender - Added an icon for "illegal" items when selling.
  • Bartender - Updated wording in the bartender vendor UI.
  • Bartender - Fixed an issue causing the same resource to display multiple times in the bartender UI, rather than stacking.
  • Vista Genomics - Made the default focus swap to the first item when selling bio vouchers.
  • Shipyard - For all ships: Added a module breakdown showing module type, grade & class and whether the module is engineered or not. Available when "more stats" is toggled by player, and sticks on screen while browsing.
  • Shipyard - Converted the 'Your Fleet' list into a list of buttons, which now quickly takes you to the corresponding Ship details
  • Shipyard - Re-factored 'shipyard denied option' reasons to take a new object instead of a string. This adds additional info sub-labels when your ship has cargo on-board and cannot be stored.
  • Shipyard - Fixed an issue where toggling headlook in a shipyard while docked caused the UI to move.
  • Main Menu - Arx notifications will now be invisible until they are actually shown. This will prevent the black box from appearing on the screen in the top right corner.
  • Fleet Carriers - When booking a carrier to another system the button has been visually updated to confirm the request has been made.
  • Terminals - Fixed unknown buildings appearing on terminals when multiple gameplay buildings are connected.


VR
  • Fixed an issue where respawning in a Conflict Zone in VR could cause a black screen for the player.
  • Fixed the "maintain horizon" option for SRVs not working in VR.



As always, thank you so, so much for your continued feedback, support and commitment in helping us improve further on your Elite Dangerous experience.

See you in the black, Commanders o7

Elite Dangerous: Odyssey Update 5 | Part 1

Greetings Commanders!

At approximately 07:00 UTC / 08:00 BST today, we deployed 'Update 5' to address a number of issues and implement some quality of life improvements to Elite Dangerous: Odyssey.

Patch notes reflecting such can be found down below for you.
These are split into two, individual posts for a more convenient break down.


Updates Of Note
  • Shared Missions added.
  • Outfitting UI flow updates.
  • All ship cockpit lighting updated.
  • Neutron star brightness rebalanced.
  • Softened AI crime scanning behaviour to be more lenient.
  • Increased the chance of finding rare materials at fumaroles.
  • Improved terrain fidelity on legacy settlements and planet ports.


Shared Missions
  • All of the missions added in Odyssey can now be shared with your teammates.
  • Players who are in a team will now see a 'share' button on any Odyssey mission transaction panel entry.
  • Clicking the 'share' button will share that mission with all current teammates.
  • Teammates have the option to accept or decline this invitation.
  • Once a shared mission is accepted, that player will see the mission's contents in their transaction panel and continue to get updates as the mission progresses.
  • Teammates who are part of the shared mission through to completion will be eligible for a similar selection of rewards as the player who picked up the mission.
  • Shared mission rewards are picked up from the mission board at the port the mission was originally obtained from.
  • Reward options for teammates the mission was shared with are restricted to credit, reputation, or item-focused reward options.
  • Influence-focused reward options are not available to non-mission-owning players (this means that the successful completion of one mission will result in the same impact on influence as before this update).
  • Items extracted by teammates on the shared mission will automatically be moved to the mission owner's inventory upon embarking into a ship or otherwise departing the area.
  • Teammates participating on a shared mission who suffer from a critical injury (where they would normally lose their backpack contents) will not cause the mission to fail. If this player was holding an item important to a shared mission, it will now be dropped onto the floor and can be recovered by another player.
  • Players who are active on the shared mission will also see mission critical objects highlighted on settlement terminals, and will be able to mark these for their teammates.


AI
  • Fixed an issue where AI could become stuck if they are unable to navigate to one another for conversations.
  • Fixed the helmet state being set incorrectly on AI that were spawned by a different client (Some AI were basically seen without helmets when they should have had them).
  • Scan position and warning status resets once the scan animation starts, to prevent issues seen with AI escalating before finishing the intended scan behaviour.
  • Fixed an exploit where players could jet pack away from scans without repercussions.
  • Fixed an issue that could cause AI to not spawn at higher difficulty levels.
  • Smoothed AI pathing as they navigate around between areas of interest (AI will walk around more naturally in their set directions).
  • Fixed an issue with mutliple AI picking the same patrol routes.
  • Updated handling of AI patrol routes to be more robust when players join instances at different times.
  • Fixed an issue where multiple AI could assign bounties to a player for the same instance of trespassing.
  • Improved the AI investigation behaviour when a suspicious target is in an unreachable position.
  • Fixed an issue preventing settlement hostility from being transferred to other players vessels when boarding a teammate's ship.


Audio
  • Fixed some audio issues with the grenade timer and pin pull. They should get obstructed correctly now too.
  • Fix for the FSD jump sound on NPC and other people’s ships not always being audible at certain distances. This was often silent when dismissing your own ship.
  • Additional fix to the cargo bay ambiences being audible in the cockpit of some ships in certain conditions, or even outside the ship. This often occurred in the sidewinder, and was made more obvious due to the close proximity of cockpit to cargo bay. The offending sound should now remain nicely audible when being deployed as an SRV or conflict zone combatant, but not other situations.
  • Fix the sound for conflict zone battle stats UI screen pop up sounding too much like a grunt!
  • Mix improvements on the conflict zone UI sounds.
  • Fix for metal surface footsteps coming through the rear channels when in surround sound. Should be consistent now.
  • Reduced volume of a very loud industrial tank ambient spot sound, that exists on the exterior of some buildings sometimes.
  • Fix for station menu ambiences going silent, if you exit a menu screen and then go back to the same one very quickly before the first one has faded out.
  • Various fixes to grenade bounces. Mix improvements, should be more consistently audible now. Fixed the concrete grenade bounce that sounded odd. Fixed the thump which was sometimes quiet. Improved the obstruction on the bounces.
  • Fixed a few of the system map ambiences (from each planet type) that were a bit harsh sounding.
  • Fix for the plasma flyby sounds sometimes getting stuck on.
  • Fixed one of the planetary ambiences that wasn’t looping correctly.
  • Fix for the first shot of a burst of automatic weapon fire sounding too prominent at certain distances.
  • Removed a couple of apex vendor voice lines which were a little misleading, for example saying the shuttle is ready to depart even though it isn’t.
  • Fix for passenger cabin allocation UI sound becoming higher pitched and inaudible after it’s been used a few times.
  • Various mix improvements on combat. Including:
  • Fix for hit notification blips sometimes losing their attack/bite and therefore getting lost in the mix.
  • Bullet whizbys (great word, right?), impacts on self and hit notification blips, should all sit in the mix more comfortably.
  • Improvements to the way weapons that are firing at the player get volume and priority boosts.
  • Improvements to the way the weapons mix at various distances.
  • Improved the way the sounds for the energy link tool and the recharge port interact with each other.
  • We should now get some suit recharge audio, when recharging from your ship's boarding circle.
  • Mix tweaks to other people’s footsteps. Shouldn’t get quite as loud in some situations.
  • Fix for the sound of the lights inside hangars powering up, not being audible from all perspectives.
  • Improvements to the way the audio for menu boot up idents is managed (station menus, and settlement consoles).
  • Fix for some Conflict Zone UI sounds being audible even if you are not actually involved in the conflict.
  • Fix for a couple of the station services UI background ambiences not playing.
  • Fix for objects sometimes having incorrect audio obstruction values when they first spawn in.
  • Improvements to the audibility of other people’s sampling tools.
  • Fix for the audio perspective being broken during the conflict zone respawn external views.


Character
  • Fixed an issue where some models on suits didn't render in the vanity camera.


Codex
  • The Pilot's Handbook Maps guide has been updated to support the recent map interface changes.
  • Renamed 'Settlements Visited' to 'Settlements Docked At'.
  • Added number of planets set foot on.
  • Added number of suits & weapons owned.
  • Fixed up the labels and units of credits spent on / number of premium items bought.



Conflict Zones
  • Fixed control point colours appearing inconsistently in multiplayer.
  • Fixed an issue where shooting allies in ship vs ship conflict zones didn't cause them to elicit a "friendly fire" response.
  • Fixed "combat bond awarded" notification appearing in situations where no bond has actually been awarded (e.g. killing an ally in a conflict zone).
  • When a side of an on foot conflict zone goes below 750 points, new players should not be able to join the instance, this now has the exception of wing members of players already in the instance.
  • Fixed an issue where when in a wing, members of the enemy team didn't always appear red and allied team members didn't always appear green.


Crashes/Stability
  • Fixed a softlock during multicrew hyperspace transitions.
  • Fixed a crash caused by being in the turbolift and opening the main menu.
  • Fixed an issue where the thumbnail manager occasionally caused a crash.
  • Fixed a crash seen when navigating between carrier packs in the livery.
  • Fixed a crash caused by trying to sort items for sale.
  • Fixed a crash which occurred when there was no mission data when opening a mission related item.
  • Fixed an occasional crash when leaving an area.


Crime
  • When reloading into a settlement the player will start with weapons holstered to prevent issues of reckless endangerment.
  • When travelling in another player's ship or a shuttle, the fines and bounties displayed on the transaction panel, the internal panel and the system map now refer to those of the Commander you are playing, not the ship's owner.


Engineers
  • Updated Hero Ferrari's referral task text with the correct quantity.
  • The referral resource is now hidden if the player hasn't selected the 'refer me to another engineer' conversation option yet.


Factions
  • Updated all starsystems' information towards the end of each day's faction simulation "tick", instead of notifying each starsystem in turn as it's processed.
  • Rebalanced faction consequences for all on foot and in space player activities.


Fleet Carriers
  • Fixed a star with a really small radius, which was causing problems for fleet carriers in the system.


Interactions
  • Fixed the energy link from firing early if the fire button is double clicked in a small time window.
  • Updated the animation and audio for the sampling tool.
  • Fixed an issue where the energy link tool incorrectly charged while in siphon mode.
  • Fixed an issue where a player would be marked as trespassing even though a trespass zone was disabled.


Lighting & VFX
  • In addition to improvements to all materials, lighting of all Ship & Fighter cockpits have been improved.
  • In addition to improvements to all materials, lighting of the SRV interior has been improved.
  • Lighting has been improved for Thargoid Ships.
  • Cockpit damage effects have been re-balanced.
  • Improvements to the scaling and lighting on Fleet Carriers.
  • Weapon thumbnails have improved framing.
  • Weapons in the Outfitting view have improved framing.
  • Logo spotlights are now brighter.
  • Improvements to the scaling and lighting on Installations.
  • Tourist Habitat Doors will now longer be emissive when the Settlement is offline.
  • Frontline Solutions screens will now be less emissive.
  • Removal of redundant light from Inter Astra advert.
  • Improvements and fixes to Ship Shields.
  • Fix for a stray lensflare that could appear in the inner dock of an under repair station.
  • Neutron star brightness rebalanced.


Livery
  • Fixed an issue where some flight suits didn't appear as options within livery such as Vibrant or Pioneer or LaveCon.


Missions
  • General improvements to mission stability.
  • All Odyssey missions have received an update to their HUD objective text to display the mission type that they are undertaking, as well as displaying whether the active mission is shared or not.
  • Improved accuracy of mission critical objects being highlighted on settlement terminals.
  • Fixed Raid missions not giving mission rewards after hand in.
  • Fixed players being granted mission items and data after negotiation despite not accepting the mission.
  • Fixed non-violent Sabotage missions not spawning on mission boards.
  • Fixed Shutdown missions targeting settlements owned by the mission providing faction.
  • Fixed Reactivation, Restore and Recovery missions targeting settlements owned by factions that are not the mission provider.
  • Added a scavenger warning in the Mission Help UI to inform players that they might encounter threats at offline settlements.
  • Improved mission flow for Digital Espionage missions that target offline settlements.
  • Fixed an issue that prevented the mission board immediately updating the credits balance.
  • Fixed an issue where missions could all point to the same destinations. Now mission boards will have a maximum of one mission of each type going to any single settlement.
  • Fixed being unable to upload data in some covert infiltration missions.
  • Fixed the shuttle sometime not showing up at the end of the tutorial .
  • Enemy mission target ships will no longer jump out when lower on hull to prevent them exploiting regaining health.


Organics
  • Increased the chance of finding rare materials at fumaroles.


Optimisation
  • Various audio optimisations.
  • Adjustments to scaleform texture updates to fix GPU stalls.
  • Fixes to the stability of the occlusion culling system.
  • Inner dock geometry and landing pads now have occlusion meshes.


Planets
  • Improved terrain fidelity on legacy settlements and planet ports.
  • Fixed the asteroids in a ring not moving correctly if you are in a ring stations rotation.
  • Fixed banding effect seen in planet colouration.
  • All Settlements now have additional terrain undulation and detail around them.
  • Fixed seams that could appear in planet textures.
  • Fixed some repeated patternation that could display in the planet fine textures.
  • Visual improvements to the fine textures on planet surfaces, as well as how they are blended have been made.
  • Alignment of planet normals have been made more consistent with terrain.


POIs
  • Added POI locations to the HUD compass.
  • Added the threat level to the missions POI name.


Rendering
  • AMD FidelityFX CAS has now been integrated, and can be adjusted on a slider in the quality settings menu.
  • An upscaling option that allows the Player to switch between FidelityFX and Normal has been added into settings.
  • Fix added for the ground occasionally appearing black inside buildings.
  • Fix added for incorrect asset culling in hangar lobbies.
  • Fix added for scatter rocks sometimes appearing in POI assets or buildings.
  • Fix added for some scatter rocks appearing to be invisible.
  • Improved gamma correction on in-world UI textures - panels and terminal screens shouldn't be able to get as dark as before.
  • Improvements and re-balance of the Neutron Star lensflare.
  • Shadow Quality has been split into two separate settings: Directional Shadow Quality and Spot Shadow Quality.
  • Fixes applied to the light scaling logic of spotlights.
  • Asteroid Station Bases have been fully updated to PBR, with the addition of improvements to textures.
  • DSS scan effects balanced to brighten visibility of hotspots.


Server
  • Fix added for space conflict zones and fleet carriers occasionally being placed in the wrong frame of reference, when there's not enough room between a stellar body and its closest child.
  • Various fixes applied for teams & multicrew when helm or members disconnect.
  • Fixed an issue with Thargoids not progressing correctly at 100% in starsystems with recent fleet carrier movements.
  • Improved mission server matchmaking.
  • Fixed some combat bond vouchers not being awarded correctly when more than 4 Commanders were credited with it.
  • Fixed a rare issue with Commanders flying in a private group not always being directed to the best available server during hyperspace jump.
  • Fixed remaining issues with updating the right hand cockpit UI when ranking up to rank 10 in all careers.
  • Fix the rank up inbox messages to only include the message about harmless insurance discount on the very first career rank up.
  • Added some missing settlement sizes and difficulties for some Horizons & Odyssey settlements for Odyssey players.
  • Fix added for being unable to edit bookmarks once the capacity limit has been exceeded.
  • Various performance & reliability improvements.


Settlements (new for Odyssey)
  • Fixed floating AI at certain animation points within Large Agricultural Building and Medium Command Building.
  • Fixed AI intersecting containers when scanning them.
  • Moved wall mounted energy cell dispenser so it doesn't obscure screen.
  • Increased Authority of some AI that were unable to pass through doors along their patrol routes.
  • Fix added for AI to walk up main path of buggy pad at a small tourism settlement.
  • Improved positions of consoles and dataports within a small reactor building.
  • Fixed position of exploding barrel in a small storage building.
  • Fixed potential situation where all exterior guards could be Authorisation 0 at a small research settlement.
  • Adjusted Authorisation for exterior corpses at a Small Agricultural Settlement.
  • Fixed floating corpses at a Medium Agricultural Settlement.
  • Fix added for small untextured poly that could appear behind explosive canisters.
  • Screen textures and lighting now align for billboard adverts.
  • Fix added to correct some z-fighting on a modular habitat wall piece.
  • Fix added for misaligned windows and additional visual improvements on a Command/Power building.
  • Fixed missing hitcheck on section of the exterior archways.
  • Improvements to box/crate LODs.
  • Fixed LOD transition on a storage prop.
  • LOD fixes for FUI screens at Engineer Bases.
  • Visual improvements to some metallic materials.
  • Advert screens will no longer display when present at an offline settlement.
  • Removal of some floating lights found at specific settlement.
  • Improvement to settlement duckboard hitchecks.
  • Box moved from a specific Settlement location to prevent players from being able to get stuck behind it.
  • Fixed a bug causing the Goliaths to spawn at a settlement that had been brought back online.
  • Fixed turrets firing upon their own faction for trespassing.
  • Corrected alignment of some stairwell geometry to fix incorrect culling when stood at certain angles.


Settlements (legacy)
  • Guardian Site Terminal hitcheck improved.
  • Fix applied for offset pipes at some Legacy bases.
  • Fix applied for stretched texture around large landing pads on radial ports.
  • Fix applied for slight alignment issues with hangars.
  • Improvements to faction logos have been made.
  • Fixed LOD transition on a ceiling piece.
  • Improvements to materials in the inner dock, and on landing pads have been made.
  • Landing pad number holograms are now slightly brighter.
  • Improvements to materials on the Ancient Skimmers and Crystals have been made.
  • Fix added for silos intersecting with an interior wall.
  • Improvements to the large planet port landing pad hitcheck have been made.
  • Adjustments and improvements to metallic materials in hangars have been made.


Ships
  • Visual improvements and UV fixes for materials in all Ship cockpits have been made.
  • Improvements to Camera Suite angles for Cobra MKIV, Viper MKIV have been made.
  • Improvements to Adder hangar camera positioning have been made.
  • Fix added for some unusual aliasing on the main panel of Lakon ships.
  • RCore branding has been removed from the Empire Eagle and has been replaced with Gutamaya branding.
  • Improvements to the materials of capital ships have been made.
  • Improvements to the textures and visuals of the modular fighter bay have been made.
  • Improvements to the materials on the Keelback drive units have been made.
  • Fixes to the UVs on some of the Corvette shipkit parts have been made.
  • Improvements to the ship auto launch to help prevent impact/damage when leaving a planetary port have been made.
  • Fixed unmanned motherships moving forwards when fighters are trying to dock.
  • Fixed the throttle being stuck for 5 seconds after a hyperspace jump when using Hyperspace Dethrottle.
  • Fixed Farragut-Class Battlecruisers being given incorrect names.
  • Continued fixes to ship paintjob colouration and appearance:
  • Vulture Metal Camo

Fix for the mixed up colour values on the Red & White Fleet Carrier paintjob
  • Crossfire (Metal Camo)
  • Galvanised
  • Chrome
  • Golden
  • Azure
  • Osiris
  • Festive
  • Icarus
  • Mechanist
  • Military
  • Slipstream
  • Turbulence
  • Vibrant
  • Imperial Cutter default
  • Apollo Green



Social Spaces
  • Improvements have been made to the positioning of crates in the Vista Genomics area.
  • Fix added to prevent players getting stuck between sloping windows and tables in the habitat bar.
  • LOD fix added for the Inter Astra holoscreens.
  • Corrected some misaligned geometry in the bar area of social spaces that caused issues with culling.


Continued in Elite Dangerous: Odyssey Update 5 | Part 2...

Update 4 Orange Sidewinder Workaround and Investigation

Greetings Commanders.

Thanks for your patience and diligence in helping us narrow down a cause for the ongoing 'Orange Sidewinder' issues being faced today, when attempting to play Elite Dangerous Odyssey following the deployment of Update 4 (primarily affecting Steam users).

We're not out of the woods with it just yet, but thanks to your help we have confirmed along with many Commanders active in discussions, that the following workaround holds a good chance of getting you back in game.

We are naturally continuing to look into a full solution in the meantime.


Workaround (thank you again o7):
  • Open the Elite Dangerous Steam launcher.
  • Select Options > Validate Game Files.
  • You should now be able to play.


We currently believe that the reason why loading screen timeouts and 'Orange Sidewinders' are occurring, is because some of the resource files for Odyssey appear to have initially deployed to Steam incorrectly, during the update process.

Please do let us know if this does not work for you and we will reach out for some extra info, to try and narrow down on the issue further.

Thank you so much for your support.

o7

Elite Dangerous: Odyssey Update 4

Greetings Commanders!

Today at approximately 07:00 UTC / 08:00 BST we, we deployed 'Update 4' to address a number of issues and implement some quality tweaks and improvements to Elite Dangerous: Odyssey.
Patch notes reflecting such can be found down below for you.

As always - A huge 'thank you' for your continued support and feedback, as we continue working hard to improve the Elite Dangerous player experience.


AI
  • Warning behaviors have been adapted for when the player is out of sight, to prevent AI escalating while the player is out of view.
  • Added a short grace period between AI warnings to prevent AI escalating to combat too quickly, if multiple warnings trigger at the same time.
  • Suppressed various "heard a noise" voice lines when the AI can see the cause.
  • Adapted the way some trespassing voice lines work to make them trigger more reliably.
  • AI that are criminals in the local system will now always be assigned to the 'Pirate' faction, to stop criminal factions being adversely affected within the BGS.
  • Fixed Hyperspace break not working for Supercruise Assist Module.



Audio
  • A fix for the Guardian knowledge base articles using TTS rather than the correct voice actor has been implemented.
  • Improved responsiveness of audio obstruction behaviors.
  • Small mix improvements have been made on some social space music details.
  • The classical music in Social Spaces now has a more consistent volume, so shouldn’t have a tendency to go very quiet as much.
  • Streaming mode music cues now have a more consistent volume.
  • A fix for foley sounds continuously playing throughout certain humanoid animations has been implemented.
  • More optimisations have been made to weapon sounds.
  • Hopeful fix for spamming heatsink sound when a pulse laser or medium multicannon is cooling down.



Controls
  • A fix for clipping issues at Ram Tah's base has been implemented.
  • Kit Fowler's invitation requirement has been reduced from 40 Opinion Polls sold at bartenders to 20.



Cosmetics
  • Fixed an issue where changing suit cosmetics or holo-me would not cause the loadout thumbnails to update.
  • The Bandages on the 'Raider Suit' liveries no longer appear to be glossy.



Crashes/Stability
  • Fix for a crash that triggered when jumping into a Lagrange Cloud.
  • Fixed a crash occasionally encountered on the main menu.
  • Fixed a crash which occurred when trying to view pinned engineer recipes.



Engineers
  • Fix for clipping issues at RamTah's base.



Interactions
  • An issue has been fixed whereby powered down doors and airlocks, when overloaded, would open for the primary player but remain closed for other players in the instance.
  • Implemented the ability to sell stored modules on rebuy.
  • Added icons and information about engineered modules to the module rebuy and stored modules screen.
  • An issue has been fixed whereby deselecting a module on the module rebuy screen would have no effect.
  • Limited "distance travelled on foot" statistic to horizontal motion.
  • All Ship Launched Fighter commands have been corrected and should work properly now.
  • Fixed Super Power promotions not always being reported in the UI at the same time as the inbox message arrived.



Lighting & VFX
  • Lighting improvements have been made to the Megaship fighter launchbay.
  • A fix has been implemented to correct artifacts that could appear in bright explosions.
  • A fix has been implemented to correct artifacts that could appear in bright VFX within Thargoid Scenarios.
  • Explosions have been scaled down over distance to prevent some appearing to be over-sized.
  • A fix has been implemented for Steam sometimes appearing excessively at the main menu.
  • Thargoid Fog has been fixed/improved.
  • Visual improvements have been made to the Dropboxes.
  • Visual improvements have been made to emissive textures on installations.
  • A fix has been implemented to correct reflections sometimes flickering within a Settlement Room.



Missions
  • Fixed Larceny missions not being completable in systems without a criminal faction.
  • Fixed Ram Tah's Guardian missions displaying the transaction panel information incorrectly.
  • Secondary players will now be able to open completed missions directly from a terminal, instead of having to enter the mission board first.
  • The delivery mission flow has been updated to automatically transition to the depot on acceptance.
  • The delivery mission flow has been updated to automatically transition to reward selection on completion.
  • An issue has been fixed whereby on occassion, mission loot was being overwritten by a second joining client.


Optimisation
  • Occlusion culling performance optimisations have been made.
  • Optimisations to the scatter system have been made.
  • Optimisations to terrain rendering have been made.
  • Reduced occasional frame spikes caused by AI.
  • Fixed culling of ships between room geometry islands.



Planets
  • A fix has been implemented for fine textures sometimes not loading on planet surfaces.



Rendering
  • A fix to the FSS Scanner has been implemented - this includes improvement to both lighting and any missing render elements on stars and atmospheres.
  • A fix has been implemented for the mouse cursor bounds when in cinema HMD mode.
  • Skybox and Galaxy Background has been updated to be more vibrant, and to closer match Horizons.
  • Texture and Visual Improvements to the Guardian Beacon have been made.



Server
  • Fixed some bookmarks not always being tagged as favourite.
  • Fixed some superpower bounties not always increasing correctly.
  • Fixed some Galnet audio files not being available.
  • Balanced more faction simulation consequences to have less extreme effects on faction Economy & Security and the overall rate of change for a star system.
  • Fixed a transaction server error that occurred when disembarking wearing a customised flight suit.



Settlements (new for Odyssey)
  • A fix has been implemented to bring a slightly floating terminal in an Outpost Concourse back down to its rightful position at ground level.
  • A fix has been implemented for a LOD on a sloped wall piece.
  • FUI screens added to Settlement lobby.
  • A fix has been implemented to bring a floating turret gun down to ground level.
  • A fix has been implemented for terrain clipping through the back of a room in an industrial settlement.
  • A fix has been implemented for terrain clipping through the the corner of a room in an Agricultural Settlement.
  • A fix has been implemented for a panel that displayed upside down.
  • A fix has been implemented for z-fighting that could be seen on a Chemical prop.
  • A fix has been implemented for atmospheric control panels disappearing when approached in an Industrial Building.
  • A fix has been implemented for production units sometimes not appearing in an Agricultural building.
  • Fixed misaligned windows in a couple of buildings.
  • Corrected windows being used in place of walls in an Extraction Building.



Settlements (legacy)
  • A fix has been implemented to return a floating crate to the ground on a small landing pad surround - materials also improved.
  • Improvements have been made for emissive materials on lampposts.
  • A fix has been implemented to ground some floating gas tanks at various locations.
  • Further fixes to some floating props at Legacy base locations have been implemented.
  • Multiple fixes to the planet port city dome have been implemented, including some to materials and decals.
  • A fix has been implemented for incorrectly sized stripes on a small modular hangar.
  • A fix has been implemented to ground unintentionally floating structures at various legacy settlements.



Social Spaces
  • Damaged and Under Repair Stations will contain concourses with opaque shutters, as they are not accessible under these conditions.
  • Fixed placement of various NPCs in the starport concourse.
  • Made players invulnerable in non-combat environments (ie: hangars and social spaces).



System Map
  • A fix has been implemented for an artefact that appeared on the Apex radar UI screen.
  • The stored hyperspace route is now cleared when switching between ships at the Shipyard or Inter Astra Vendor.
  • Fixed the next destination on the plotted hyperspace route not being auto-targeted when entering supercruise.



Thargoid
  • A fix has been implemented for an issue that prevented players accessing the Thargoid imprint on foot.



Deep breath...

UI
  • Livery UI - New Packs category added which is created whenever the store data has packs available.
  • Livery UI - The Packs category is now the only place we display packs as "packs" i.e. something you select to open up and browse inside.
  • Livery UI - In the Packs category you can equip multiple owned items without having to select a specific slot (it finds the first compatible & available one).
  • Livery UI - In the Packs category we have the concept of "sticky" previews allowing you to maintain a preview, even after moving focus and multiple of these can be set at once, if they affect different slots e.g. sticky previewing a full suit or ship kit set.
  • Livery UI - Slots still exist for livery (apart from weapons) and this flow is largely the same except that items inside the slots are extracted out of their packs and displayed at the top level, avoiding the players having to get in or out of packs to see compatible items.
  • Livery UI - The slots item browser no longer exits automatically after equipping an item.
  • Livery UI - Added player notifications for 'livery equip' and remove transactions.
  • Livery UI - Refreshing the commander loadout data resets the thumbnail data to ensure accuracy of representation.
  • Livery UI - When customising a weapon, the player will go straight to the paintjob browser without having to select a (unique) paintjob slot.
  • MapUI - If a bookmarked object is selected, then the "Add to Bookmarks" button will now turn into a "Remove Bookmark" button.
  • MapUI - When renaming a bookmark in Bookmark Management, the edit field now contains the name of the bookmark.
  • MapUI - Bookmark Notifications will now show a bookmark-specific icon, and includes the name of the bookmark.
  • MapUI - Fixed an issue in the Bookmark Management popup that would allow the camera to be moved while the popup was on.
  • MapUI - Fixed an issue that would cause the Bookmark Management popup to close almost immediately after it was opened.
  • MapUI - Added a new "Favourites" tab in the bookmarks.
  • MapUI - The "Hold to Plot Route" tooltip for bookmarks/missions/ships will now appear when the button is focused, instead of when being selected.
  • MapUI - POI buttons in the system map now have the "Hold to plot route" mechanic.
  • MapUI - When using 'QuickRoute' to a location in the system you are currently in, it will now target that location.
  • MapUI - Added a notification for when a plot is routed and when a plot is cancelled.
  • MapUI - POIs are now sorted alphabetically.
  • MapUI - Odyssey POI buttons are now HUD-Blue.
  • MapUI - "Set Destination" has been renamed to "Plot Route". The Plot Route button is now gold.
  • MapUI - The System Information panel will now be opened by default when opening the system map.
  • MapUI - If there is only one result found in the search bar, pressing select will then take you straight to the location, closing the search bar.
  • MapUI - Pressing the "Next" button in the galaxy search bar will now hide the item list. An issue here has been fixed involving returning from the System Map and using the search bar.
  • MapUI - Fixed the "Next" button (search bar) remaining unselectable even when the player would select an item from earlier on in the list. Focus issues have also been fixed here for when focusing the search bar with controller input.
  • MapUI - When closing the market information panel on the right hand side panel (or switching to a different panel), the map view filter will revert to the previously chosen filter, instead of remaining on the commodity filter.
  • MapUI - Fixed scrollbar interactions in the Market panels, the checkbox filter panels and the Options panel.
  • MapUI - The Powerplay Info Panel in the Galaxy Map will now show a string displaying the current powerplay state (exploited, controlled, contested, etc).
  • MapUI - Fixed an issue where clicking underneath a panel would not deselect/select an object in some cases.
  • MapUI - Holding a directional input will no longer stop at the separators on the left and right hand sides.
  • MapUI - When in the system map using the mouse, you no longer need to click off the UI to unfocus it - you can now hover/select objects immediately.
  • MapUI - Added a "Trade Data" section for Market objects in the right hand side Features panel.
  • MapUI - Fixed a general localisation issue.
  • MapUI - Updated the Planet Details icon in the Planetary Map UI
  • MapUI - Added a new button to the filter panels to toggle all of the items, apart from the "Apply Filter to Route" toggle.
  • MapUI - Improved the visibility of the focused star labels in the Galaxy Map.
  • MapUI - Improved mouse focus input in the Galaxy Map.
  • MapUI - Fixed Astronomical Information from popping when selecting a new system.
  • MapUI - Updated labels for the titles when viewing squadron bookmarks.
  • MapUI - Added a notification for when the Trending Trade Data is acquired.
  • MapUI - When opening the planetary map, the planet info panel (on the left hand side) now opens by default.
  • MapUI - The galaxy map services filters now correctly listens to the hide server configuration flag.
  • MapUI - Missions that do not have a specified location in the system map will no longer focus the system's star / an invisible object.
  • MapUI - Improvements to the stability of the System Map have been made.
  • MapUI - Fixed an issue whereby planetary information buttons appeared disabled/greyed out.
  • MapUI - Fixed Nebulas not appearing in search results.
  • MapUI - Selecting a nebula in the galaxy map search results will now move the camera to the location, without trying to display it's details as a star system.
  • MissionUI - Updated Community-Goal related icons to use a higher fidelity icon.
  • Adjusted location and size of discard/abandon iconography in transactions entries, both for the on-foot transactions panel as well as cockpit transaction panel.
  • On-Foot Engineer UI - Upgraded Mod images are now tinted yellow instead of green.
  • Added credits balance to on-foot engineer mod browser screen and fixed an issue where the credits balance wouldn't update.
  • Implemented minor layout changes in on-foot engineer UI.
  • Removed weapon DPS from on-foot engineer UI, which is no longer used and was disrupting the mod info layout.
  • Fixed "mod applied" box not being displayed after installing a mod in on-foot engineer UI.
  • Fixed mod slot status not being set in the weapon menu item renderer in on-foot engineer UI.
  • Updated item button state in the livery to be gold when equipped. Also added the preview mode icon to the item renderers.
  • Added a new 'buy pack' button when browsing a pack in livery/cosmetic store.

    Added the following to Livery:
  • A new category enum for packs
  • Ability for gameplay to grey out categories.
  • Updated previewing icons for items and universal icon for owned ships/suits/weapons.
  • Added sticky preview and focus preview icons to Livery.

    Continued:
  • Fixed an issue with an area of the Livery interface that was causing an assert.
  • Fixed date label in TradeCargoMenu.
  • Fixed spacing in Crew Lounge so crew are not cut off at the bottom anymore.
  • Fixed "CQC Matchmaking" entry being brighter than other entries in Comms panel.
  • Set default focus to "starport services" on docking menu.
  • Fixed flow for searching CQC matches through on-foot comms panel side popup.
  • Updated on-foot comms panel to improve the categories list and chat notification, in order to have it work closer to that of the cockpit comms panel and avoid receiving messages from blocked players.
  • Added icon to the vitals in the "human" HUD to indicate when the player is taking cold/heat damage (unlike the HUD temperature warnings, which are based on the external temperature, this is based on the human temperature, as this determines if damage is being taken).
  • The galaxy map button and help button on the depot screen have been hidden, as they are not required here.
  • The "Drive Assist" toggle in the SRV right hand panel will now be correctly greyed out if the drive assist input is set to hold instead of toggle, matching the behaviour of Flight Assist for ships.
  • Fixed legality icons for multicrew matchmaking in on foot and cockpit comms UI.
  • Implemented a back button on the commander screen.
  • Added player notifications for livery equip and remove transactions.
  • Localised 'battery at 20%' notification.
  • Component icons have now been matched in the inventory to those in the bartender UI.
  • Control prompts now display the most appropriate bound input only, rather than all possible inputs.


Known Issues
  • Bookmarking settlements (odyssey or legacy) seem to not be working as intended anymore - bookmarked settlements appearing under systems.
  • Wanted status isn't displayed anymore in system map.



See you in the black, Commanders o7

Elite Dangerous: Odyssey Update 3.01 | Horizons Update

Greetings Commanders.

At approximately 9:45 UTC/ 10:45 BST we deployed updates for both Elite Dangerous: Odyssey and Elite Dangerous: Horizons, to address a number of priority issues.

Information on both updates can be found below.


Elite Dangerous: Horizons


  • General fixes to improve stability of the game have been implemented.
  • A moon has been reinstated in the Sharur system, which disappeared in Update 2 and caused issues for players trying to log into game whilst present in Sharur.


Elite Dangerous: Odyssey
  • General fixes to improve stability of the game have been implemented.
  • A fix has been implemented so that the scope of the manticore oppressor is no longer obscured.
  • A fix for a softlock when entering the CMDR panel via the access UI (due to the player being unable to back out) has been implemented.
  • A fix for the shuttle becoming stuck in a loop of docking requests when trying to land at a hostile settlement has been implemented.


Thank you all and have a great Friday.

See you in the black, Commanders o7