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Planetary Tech with Dr Kay Ross: Recap

Greetings Commanders!



Last week, we were joined on stream by the fantastic Dr Kay Ross to answer some of your questions regarding planetary tech and the changes coming in Elite Dangerous: Odyssey! If you missed it, you can watch the entire stream on YouTube - but we're also going to give you a refined recap of the answers given by Dr Kay right here! As Arthur mentioned last week, we were unable to answer every question, so we've sprinkled in a few extra answers in this post.

For those who might be unfamiliar with Dr Kay Ross, she's a Lead Render Programmer here at Frontier, and is one of the brilliant minds behind the Stellar Forge, the tool used to create the Elite Dangerous galaxy.

Without further ado, the questions and answers:


Q: What is the Stellar Forge?
The Stellar Forge is the framework in which we input data and get out the space stuff that we want! We build this framework with what raw data we have on our Milky Way to hand to feed it, and knowing what we need out of it in the end - it then procedurally and deterministically offers a physically plausible series of star systems which represent our Milky Way! Examples of the Milky Way data included are: layout, mass distribution, age regions and lots more!

Q: Can you describe something funny that's happened with the Stellar Forge?
For sure! We've had to deal with something called the 'Hairy ball theorem' - if you have a sphere (or an object) and it's got hair pointing out all around it - you can't. There's going to be a seam somewhere, that's mathematically the case in an object like that. However, in generating the surfaces of the planets through Horizons, Beyond and Odyssey, things can be sensitive when inputting data! If something gets inputted wrong, what we have ended up with is essentially a very hairy planet to show the very frustrating Hairy ball theorem! There are tiny spikes everywhere and it looks really fuzzy - it's a very expensive way of rendering fur and we don't recommend it!

Q: So you've built the galaxy, how do you go about the finer details?
So, the last time we did a talk on this, I went into how planets start not as spheres but as cubes, with square patches that make up the cubes. Everything then becomes a sphere and an offset is generated to represent terrain. For Horizons, that terrain is generated entirely mathematically. There was a lot of effort put into representing the kind of shapes a hill or canyon makes, just using maths.

For Odyssey, there's an entirely different approach for making these offsets. It takes the view of starting big and refining small. A planet has all sorts of Stellar Forge data associated with it. Things like the gravitational stress its crust goes under, the proportion of its depth which is crust or magma or core, the stresses its under, how cratered it would be, if it's tidally locked, and more. From those, and the general knowledge of what the planet is made up of, we decide its top layer information. That is describing general shapes and regions of interest across the entire surface and the general types of formations which will be there. Things might make the terrain more chaotic, make more flat plains or basins and things like that. From stochastically sampling that information, the next layer of information goes down - we're talking up 100km worth of terrain for example, which are now generated offline into terrain shapes that we know are formed.

We have resources that represent the shapes and the types of features that we'd want to generate in the first place. Then we've got some stochastic sampling and blending to put those together, not only in the right places across a planet, but now also rotated correctly so they flow into each other in the right direction - which makes quite a difference in the visual quality of a vista.

Q: Would you say your approach for Odyssey is more accurate?
Yes, we've got the layers going from the top level down. We're trying to get the detail in all the way in, and represent it from a distance, so you can see the detail from further out which makes a lot of difference. The system we made for Horizons was good for Horizons, I'm very proud of what the team did and the results you can get from it. I still from this day enjoy looking at screenshots on Twitter and lurking in streams! But to look forward to whatever comes next for Odyssey, I wanted a system that was robust enough to handle things without having to do another remake of any of the tech, that's why it's changed and we have all that detail.

Q: What type of planet is this new tech going to be applied to?
Every planet you could land on before, and the new ones opening up, will be using this approach. The old surfaces can't be represented in this new approach and you're going to get a larger variety using this new tech.

Q: Are non-landable planets seeing changes too?
No, the planetary tech is focused on the planets you can land on to see the detail up close.

Q: Will console users see the changes at the same time as PC users?
No, console players who purchase the expansion will experience the planetary tech changes upon the release of Odyssey on their platform.

Q: Does it make you sad that players might not see the perfect alignments of planets and stars before moving on, missing out on some stunning views?
There's a range of feeling regarding that! There's the "can we test every single possible combination in the galaxy?", "what does the lighting here look like in 2 years time?" - we don't get to see that, but we do get to see your screenshots on Reddit, Twitter etc. I do spend a lot of time lurking, not to stroke one's ego but to see the joy of players when discovering sights in the galaxy.

Q: How comparable are the changes you are making to Odyssey to those you made for Horizons?
It's the same but different, we've talked a lot about the planets, but the second half of what my team does is the lighting, which is another thing that's changed a lot for Odyssey. Horizons was a fantastic and heavy undertaking to introduce full scale planets, which people don't tend to do because planets are hard! When it comes to Odyssey, we've got a framework there of how to make a planet and surface, but the process in which the shape of the surface is decided, how the resources are streamed in and out, and combined, that's also a large undertaking! It hasn't just been a weekend or two's work!

Q: Were you excited by the challenge?
We felt it was a great opportunity to make those changes I was thinking of before, to make this expandable to more and more afterwards. I was excited to see what could happen with the code and art side working together to create these assets which are blended for planets.

Q: What can players look forward to in regards to lighting in Odyssey?
I want to give good credit to the render people that I've worked with over the years to provide the visuals going forward. Not only that, but provide a consistency in how lighting behaviour works. We've made quite a few changes on the rendering side, to list a few examples: We now have some per-pixel lit particles, we have more shadowed spotlights working together, and we also finally have physically based materials that have information about how rough they are and how they should respond to light. If we then feed in these realistic lighting values that we have now, things work right, together, and consistently. That's part of the reason why the new planets are looking very nice now, it's a combination of lighting from the atmosphere, the star, and any lights around your body.

The lighting on a world with an atmosphere is different to that of a world without. You don't have the atmospheric contribution as much, it's a slightly starker look - and I love that we're able to see that now in our engine. Not only are we generating the Milky Way as accurately as we can, we're also getting the looks down.

Q: Are some of the planet types getting some more love?
The planet classes are the things you see in the galaxy and system map, how it categorises them. There are somewhat arbitrary dividers between what fits into each 'box'. In Horizons, the landable classifications were rocky, metal-rich, high-metal content, rocky-ice, and icy. However, there were two main noise graphs (collection of nodes that we put together using that old maths to generate the shape of the terrain) used and rocky-ice ended up using the icy graph. Due to that, the rocky-ice worlds were somewhat not distinct from icy worlds, however in this new system where we are deciding which resources for generating terrain go to which planets depending on their parameters, the rocky-ice worlds are going to have a much more distinct look. They'll have specific terrains and materials on them, they'll be firmly represented, which warms my heart a little!

Q: Will large worlds feature tall mountains or geological features?
This is an interesting question! There is a reason why the features are shallower on larger planets. With the increased gravitational strains you can't maintain as tall a natural feature with the strength the material is made out of. so you'll end up with shallower features. I'm afraid it's just how the maths drops out for those, there's a good range of planets but the tiny ones tend to be able to support the more extreme terrain because the large things aren't being destroyed by the gravity pulling it down.

Q: Does the planetary tech upgrade allow for new land features such as caves in the future?
Caves aren't currently part of the plan for Odyssey, the focus instead is on planet-wide improvement.

Q: How may rock scatter be different in Odyssey and how is it determined?
Scatter has changed quite a bit! With Horizons and Beyond, small rocks are placed around the player as they go along - there's not too much logic driving it, it was a CPU based placement. For Odyssey, we have what we call the 'scatter system'. This is sending data through another noise graph, and we have essentially different collections of things that are expected on different areas of different types of planets - so you get a wider range of things being put down in different patterns and densities, depending on what should be there. This is going to make the surface more visually interesting to drive and walk around!

Q: Will atmospheric worlds feature weather effects such as wind and dust?
Yes, there'll be some effects visible on the surface.

Q: Will the changes include a multi-source lighting system to reflect the presence of multiple stars in systems that have them?
As we're aiming for similar specs to base game for Odyssey, we won't be including a multi-source lighting system, for performance and art reasons.

Q: How will the new planetary tech affect volcanism and the integration of volcanic features into the terrain?
We will be using the scatter system to ensure that the volcanic regions are placed in the correct areas of volcanic worlds.

Q: How does the Stellar Forge place planetary bases and installations?
There are various ways that we place settlements on planet surfaces. The outposts and the ports use a simple radial flattening of an area where we know a port or outpost is going to be - or a little bit of a deviation if they're a crater port. For things like the Guardian sites, we use 'stamps'. We have an authored resource of what the terrain should look like underneath this point, and we can tailor what goes where and decide how it blends in. With Odyssey, we've expanded this a little bit, so that across a 'stamp' there can be variations of the height it's calibrated to, which leads to more interesting levels.

Q: Will atmospheric planets have visible poles with different biomes?
After internal debate, we've ended up using the term 'geomes'! There are geomes across the planet, there are polar caps where there should be, plains, mountain forming regions, and all of the nice stuff!

Q: Will aurora be visible on some atmospheric planets?
Whilst planets with atmosphere will look different, there are no plans for visible aurora at the moment.

Q: More of a personal question, do you feel more fear about space the more you learn about it?
What I've found at university, is that things start becoming larger and larger, and you start using scales which don't make sense to humans anymore, in particle physics for example. One can start dissociating the universe in your mind in these models, and it's somehow so far removed from ourselves and our tactile interactions with it. It's less scary, and more 'indescribable'.


Those are all the answers from the amazing Dr Kay Ross! Once again, we'd like to thank her for her time, and imparting some incredible behind the scenes knowledge of how the Elite Dangerous galaxy is made. We'll be back with more information soon, so stay tuned Commanders.


o7

Frontier's Stance on Bots and Cheating

Greetings Commanders,

Some of you have expressed concerns over suspicions of bot usage in Elite Dangerous. Frontier is committed to offering the best gaming experience to all of our players and we actively monitor and act on any developments that might unbalance the Elite Dangerous Universe, or offer any unfair advantage to some players.

We take any form of cheating or hacking in Elite Dangerous seriously. This includes the use of bots and third party software, which directly infringe on our Terms of Use that every player agrees to before accessing the game.

Our investigation teams constantly monitor and will ban any players found to be cheating in game - the use of bots is no exception. We take care to ensure that the tools and methods used to detect the use of bots remain discrete in order to prevent malicious users finding ways to avoid them.

We are extremely grateful to players who have voiced their concerns over the use of bots in game, and encourage them to keep reporting any and all infractions they are aware of to our Customer Service team. Frontier wants to reassure everyone that we are committed to addressing these types of issue now and in the future.

If you believe you have encountered a player using bot or cheating software please reach out to our Support Team who will take the information and investigate. As always, please avoid attempting to name and shame any suspects on the forum as this can hinder the investigation process and lead to innocent players being harassed.


o7

Elite Dangerous: Odyssey Q&A- First Footfall

Greetings Commanders!



We’re back this week to answer more of your burning questions on Elite Dangerous: Odyssey! This week we’re focusing on the brand new ‘First footfall’ system.


Q: Will I be able to disembark on every planet I can land on?
Odyssey will allow players for the first time to disembark their ships and SRVs and explore the galaxy on foot. The ability to disembark however is subject to the survivability of the environment, with temperature and gravity both playing a part in the length of time you can survive. In extreme conditions the ability to disembark will be blocked completely.

Q: Is First Footfall available to be claimed for every planet?
The galaxy of Elite Dangerous isn’t new, the year is 3307 and humans have been exploring space for more than 1,300 years. Planets and moons in human occupied systems, along with particular bodies of historical significance will have First Footfall already claimed.

Q: How does Odyssey affect the number of landable planets in game?
The number of planets that will be landable for the first time in Odyssey will be in the billions but to give you a more tangible reference point, based on regions we’ve tested so far Odyssey will have around 20% more landable planets than the base game.

Q: If I join after launch will I still be able to experience First Footfall?
Elite Dangerous is a huge and expansive galaxy containing more than 400 billion star systems. To date our players have traversed just 201 million of these systems which equates to around 0.05%. In the same way that new Commanders continue to join the world of Elite and make their own, personal discoveries, we have no doubt that commanders will have the opportunity to make their own discoveries for many years to come.

Q: How quickly will First Footfall accolades be claimed?
Your achievement will be displayed alongside the names of those who first discovered and landed on the planet, which you can find in the system map.

Q: Is there a limit to the number of places I can get feet first on in a set amount of time?
We won’t be imposing any limits here but it will be naturally limited by the speed at which you can travel between planets.

Q: Can First Footfall achievements be disputed?
In the same way we monitor ‘firsts’ in the live game today our anti-cheat team will be monitoring the system and will not hesitate to revoke First Footfall if obtained by illegitimate means.

Q: Are there new discoveries (Wrecks etc.) that I can get the First Footfall for?
First Footfall is recognised and recorded at a planetary level and not for individual points of interest.

Q: If I change my name will the First Footfall change with it?
Similarly to records of other achievements First Footfall is treated as a historical record and will be recorded with the Commander’s name at the time of exploration – this will not change with any name changes.

Q: What happens if two people land first at the same time?
In the same way that Buzz Aldrin made way for Neil Armstrong to be the first man on the moon, the control to disembark is for an individual commander and there will always be someone first down the ladder, this accolade will not be shared between commanders.


Keep an eye out on here and our social channels for more exciting news and updates on Elite Dangerous: Odyssey!



o7

Elite Dangerous: Odyssey Q&A- Ships and Vehicles

Greetings Commanders!



We have a fresh selection of answers to your Elite Dangerous: Odyssey questions! This week Gareth Hughes has graciously shared the answers you gave us on Ships and Vehicles!


Q: Can a ship and SRV damage a player if I run over them?
Absolutely! An SRV can damage or kill a player if they are not fast enough to get out of the way. This goes the same for AI, though they will do their best to evade you if they see you coming!



Q: Will there be updates to ship and SRV combat, as well as ground combat?
Ship combat and SRV combat is in a healthy place right now, our focus is on ground combat for Odyssey, and ensuring that it is balanced well against vehicles. We will be looking closely at balancing in the upcoming Alpha.



Q: Do player shields affect ships like other ships do?
Players will not be able to ‘ram’ a ship whilst on foot no, though it would be fun to watch someone try.



Q: How will you balance night vision on ships with on foot players?
Night vision will work as it does currently; providing ship Commanders improved vision in low light environments. It is worth noting that ‘on foot’ players will be very small targets for Commanders in ships, and too small for ship weapons to lock on to. However, Commanders in ships will be very big targets for players on foot, with some handheld weapons being able to lock on to them.



Q: Will the ship launched fighter be used in ground combat?
Yes, all deployable vehicles can be used. A player can choose to deploy in a fighter if they want, with all the benefits and drawbacks that will provide.



Q. Will we be getting an addition to the ship HUD? As seen in the gameplay reveal, we will have a compass. Surely to make things easier to communicate between players on foot and in ship/SRV a North directional indicator should appear on your radar when in orbit around a planet, or in atmosphere.
The current HUD for ships in Elite Dangerous provides all the relevant information that Commanders will need in Odyssey.



Q. Will spaceships be able to deploy anti-personnel/vehicle bombs/missiles?
We have no plans to add specific anti-personnel ship weapons. We’ve put a huge amount of work into ensuring the combat triangle remains balanced and fair. Ships will however have creative opportunities to use their existing arsenal…



Q: Will we be able to drop in from our ships or do we have to leave and exit the ship like normal during combat situations?
In order to deploy from your ship Commanders will need to land first.



Q. Can we engineer our SRVs?
There will be extensive engineering options for suits and weapons in Odyssey, however there are no plans to engineer SRVs.



Q. When doing a multiple vehicle assault, is it possible for player crew members to drive SRVs from the ship, they are not owning? Similar way to launching a SLV is now?
Absolutely! For instance, there would be nothing to stop a Commander in an Alliance Crusader have their 2 multi-crew teammates deploying in a Ship Launched Fighter, before landing, deploying an SRV and heading in on foot themselves.

We are very excited to see how Commanders team up to complete missions in Odyssey!



That's it for this week. Keep an eye out for more Elite Dangerous: Odyssey news in future!

o7

Edit: To clarify - in order to deploy the SRV the ship will need to be landed. Sorry for any confusion this caused.

Elite Dangerous: Odyssey Q&A - Interface and NPCs

Greetings Commanders!



We’re back with a brand new selection of answers from developer Gareth Hughes to your Elite Dangerous: Odyssey questions.

This week we’ll be covering the topics of Interface changes and NPCs.



Interface


Q: Will night vision, or a light be available on the HUD?
You will be able to upgrade suits in many ways, night vision and lights are just two of the upgrades available. More on this in the future. All suits have a torch by default though so you’ll always have some way to see.



Q: Does the player’s radar show players and NPCs before combat? If so, do they change to indicate relationship?
Yes, much like in space the RADAR displays information regarding players around them and their current state.



Q: Can we officially call the 2nd icon in on the display "Tigger mode"?
Yes! *Bounces away*



Q: Will the HUD be customisable? (I.e. different colours for the visually impaired)
The interface won’t be customisable for Elite Dangerous: Odyssey though we will of course be taking feedback on board regarding accessibility.



Q: Can players turn parts, or all of their HUD off?
No, the HUD whilst on foot, will be as essential to getting around as it is in space.



Q: Can we hide from other players' radars?
We are still in the process of reviewing how PVP and the HUD will work so we can’t confirm an answer on that just yet.



Odyssey NPCs


Q: Will we be able to use NPCs as a team in Combat? Or just other players?
Combat zones will be a mix of both computer AI characters and players on both sides.



Q. Do on foot NPCs spawn per instance or is there some sort of permanence, if so is it timed like space POIs or permanent?
Settlement AI is spawned based on the settlement theme and state. Star system factors will also affect the AI difficulty, so the BGS can also have an effect.



Q. Does oxygen level impact combat ability and does this apply to NPCs as well?
If your suit loses power, its life support will shut down causing the suits emergency air supply to be used. If the emergency air is fully depleted then you will start to asphyxiate, making aiming and locomotion more difficult. Loss of suit power will also stop you from using your assisted jump and your audio will change, lowering awareness of what is happening around you.
This does not affect AI as they will use consumable batteries to recharge their suit when required.



Q. How does energy level impact combat ability, is it just about your shield generator and do NPCs have the same energy constraint too?
Energy levels are critical to combat as this powers your shields. This supply is not infinite so know when and where to activate your shields will be key.



Q. Can NPCs get into NPC vehicles or ships for combat or are those treated separately?
On-foot NPCs do not get into vehicles. They can deploy from dropships.



Q. Do on foot NPCs chase you?
Yes, if given reason NPCs will pursue you!



Q. Is combat AI scripted for the new settlements or is the AI clever enough to adapt itself to open terrain or other obstacles?
AI will actively investigate areas, report findings, use cover and communicate to call reinforcements.



Q. Any information on the scope of line of sight for the AI?
AI line of sight will be governed the same way the player's is.



Q: Will NPC's engage in combat without player input?
If you are wanted – NPCs may engage you without provocation.



Q: Will Oxygen levels affect NPCs?
AI will not be affected by Oxygen levels the same way a player is.



Q: Will NPCs have different states depending on the time of combat (i.e. Will they be asleep if a player attacks at night)?
NPCs won’t have time of day states, so they’ll be ready to fight back no matter what time of day.



Q. Will we see ground combat between NPC factions like we do in Conflict Zones?
Yes, conflict zones will be a mix of AI and players.



Q. Will you consider adding Superpower navy armours for ground combat (i.e. NPCs wearing imperial/federal uniforms/armour, or such armour being available to players)? It could prove to be a very potent world-building tool.
We are always looking at what customisation option players would like to see in game.



Q: Will there also be some kind of on-foot System Authorities?
Yes – OMNIPOL – they are often kitted out with the best gear, so if they turn up make sure it’s not for you!



That’s it for this week. We’ll be back next week with a new set of answers for your Odyssey questions!

o7