*** The Official Elite: Dangerous Thread ***

ok cool I have purchased it :) Any noobs tips you can give me for my first few hours ?

Have patience. You'll need it while you get to grips... but the controls and everything fall into place quite well once you've got the hang of it.

Wear headphones and turn up the volume when you first enter a full-sized station. The sound design makes my hair stand on end... it's SO good when you feel the shudder of your ship as you slow into the entrance. Amazing.

When you're in a system, the Navigation screen is your best friend ("1" by default on keyboard controls). It shows you everything in the system, so you can scroll to a station and set it as navigation target etc.

Don't run out of fuel. :p:D
 
What's the key to warp to a place?

By default, "J".

So, target your destination (best to just pick where you want to go on the galaxy map, hover the mouse over it and choose "Plot a course"), then line up your ship's sight to the targeted destination and hit "J".

That'll power up your FSD (massive speed jump drive, basically)... count down and POOOOOOSSSHHH! off you go.

Same key to turn it off, so it you want to land at a station or enter a conflict zone or signal space, you fly close enough to it at a slow enough speed until you see the blue "safe" message, then hit "J" to turn off the FSD and drop into the instance.
 
Those of you with an x52 (or pro)

Wondering what button/switch you use for the thrusters? The default one (configured by the x52 elite loadout) on the throttle is a tad small no?:confused: When i launch away from the docking bay using thrusters i'm all over the place with my oversized hands i guess. The thrustmaster t flight hotas i never had this problem at all.

Another problem is if i dont want to use YAW on the flight stick...how else do i configure it? I prefer to have YAW controls on the throttle stick. On the thrustmaster t flight hotas you had two paddles on the throttle that were very easy to use.

Also finding the flight stick weirdly a bit big...you are supposed to be able to change the slider to make it fit your hand better but it doesnt really work that well... Just feeling a bit underwhelmed by this setup lol.
 
Nah, you did done gud and Astra is sexy :D

Haha, thats the thing the preview videos were of ED so I thought it was the right one!

Do you know what the difference between the two packs are? So the conventional ED pack and the ASTRA one I bought. Is the ED pack like ASTRA lite or something?

£5 for Elite va configuration file?? Uhh what's that? Surely not some va commands?? Its very easy to set them up manually. Cost = zero.

Errr to be fair, I'm not entirely sure what I was buying but its widely recommended! I think this pack includes extra lines for your ship to speak back to you perhaps?

I use this one - link

Thanks!
 
I bought this on Friday, had been meaning to buy it somewhen, probably along with a VR headset once I get around to getting the Vive/CV1 at some point but as it's on sale I picked it up :p

Mostly just done normal jobs, bit of trading and a tiny bit of mining (the latter seems very boring :p), upgraded from the Sidewinder to an Adder (via a Hauler that was probably a bad decision but meh). Playing with a Saitek Cyborg X (/FLY5, with a custom bindings file from some forum) and that works nicely, got pretty much everything I've needed and more on the joystick itself which is good.

I did get it destroyed last night though, got interdicted by a pirate, got away the first time (even with the mass disruption stuff) after he'd got through my shields and got me down to ~78% iirc, then he interdicted me again and this time finished me off. I refuse to just eject my cargo for the gits, even if it was by far the cheaper option (only had 3 polymers on board iirc for a job), and at the time I was all equipped for mining lasers (another mistake, thought 3 would be better than 1, but they just overload instantly and are useless it seems).

Still, plenty of cash on hand for the insurance so no great loss, 9k or so. Next plan is to beef up the weapons/shields and if any scumbag interdicts me I'll do my best to destroy them, I shall never surrender!

I was also playing around a bit with flight assist off, seems weird but also that you can do maneuvers that aren't possible/are much slower with it on, is it worth getting better there for dogfighting?

So yeah, I'm enjoying it :) which is odd as I don't generally like open sandbox style games, but here I think the whole environment makes sense, it's almost like a role playing game in that you choose your path/get better equipment over time but with no levels as such.
 
I've always just used my Anaconda, I like the jump range and knowing that if I get interdicted on my way back I can't be mass locked
No?
Really?
Not even by a fully-laden Type-9, with three Fer-de-Lance "escorts"?
T9 has about 1970T fully packed, while the 'Conda only has 1530T. Add the FdL x 3 and surely you'd be

I've noticed a couple of Pirate Wings using that formation to interdict cargo haulers, incidentally - Three killer ships to blow you apart, along with one hauler to take all your cargo!
I'd love to try it, but I really need more friends who are online during waking hours!!

So when flying uncoupled you keep going in the direction of movement, but can freely rotate the ship but the ship rotation self-stabilises - and to change your direction of movement you manually control the thruster.
Just the way CR did it in Freelancer, basically... "Turrets In Space".

It's kind of awkward to explain if you've not tried it.. but I find it allows for a greater degree of precision control by manipulating the momentum of the ship feathering the throttle.
Also a Freelancer thing, mainly for 'power turns', to gain position on your target.
Works nicely with Freelancer's arcade style, but not something I expected for StarCit.

Disabling flight assist (from a quick test) appears to allow me to carry the direction of movement while rotating the ship (without auto stabilisation which is a bitch) but you can't manipulate the momentum in the same way...
It also doesn't completely disengage the ship and let you free-float for ever and ever like the CR method - This is because there's a myriad particles and 'stuff' in space that creates drag and thus slows you down eventually.

Basic FA Off is simple - If you input on one axis, you simply input the same amount in the opposite direction to stabilise it and halt/check your movement.
It takes a bit of practice and generally doesn't add anything to the actual flight, but offers a whole different flying experience - Check out some of the FA Off flight videos on YouTube, from people who fly with it permanently off!
The one thing it does add is a faster turn rate (under the right circumstances). It's almost like pulling off a power slide in an Eagle or especially a Sabre... and again, you just need to time it right.

It's beginning to annoy me that every Hangar in every space station is exactly the same.
This is what happens if you vote Alliance - They colonise space using the cheapest bidder...
But then, what would you prefer - Immense variety funded by an increase in your Space Taxes, or generic stations and enough money to eat every month? Happy with the generic ones now, are you? Goody good.
Now, on to the matter of Nav Beacon maintenance...

There's a manual? :confused:
There's one linked to via the Launcher, but Kornelius Briedis has done possibly the most comprehensive document thus far. Check out http://nosuchwebpage.com/
 
I just died a little inside.... Was in Haz RES and saw a python (clean) was fighting a 'conda (Wanted), I had half shields (which on my vulture is still a lot) so I jumped in and got in on some of that conda action. Conda took my shields out in it's dying breath, so I was planning on just waiting for recharge before partaking in more action -- the "friendly" Python thought differently and rammed full speed into my ass, blowing me up -.-
Had a few mill in bounties to collect =-(
 
Haha, thats the thing the preview videos were of ED so I thought it was the right one!

Do you know what the difference between the two packs are? So the conventional ED pack and the ASTRA one I bought. Is the ED pack like ASTRA lite or something?

Errr to be fair, I'm not entirely sure what I was buying but its widely recommended! I think this pack includes extra lines for your ship to speak back to you perhaps?

had a look on http://www.elitedangerousvoicepack.com/available-packs/

I think its a bit misleading...it says there is a pack for £5 with over 1000 commands prebuilt in but the link takes you to the ASTRA £10 pack.

If i'm honest i think some of these voicepacks are a tad too expensive...especially when it is really easy to make your own commands (also with voice feedback as well) all for free.
I had Pavel Checkhov, Yoda, and the Enterprise computer give me various voice feedback's but then i only use about 25 voice commands. Some of the paid voicepacks have approx 1000 prebuilt and ready to go lol
 
Last edited:
had a look on http://www.elitedangerousvoicepack.com/available-packs/

I think its a bit misleading...it says there is a pack for £5 with over 1000 commands prebuilt in but the link takes you to the ASTRA £10 pack.

If i'm honest i think some of these voicepacks are a tad too expensive...especially when it is really easy to make your own commands (also with voice feedback as well) all for free.
I had Pavel Checkhov, Yoda, and the Enterprise computer give me various voice feedback's but then i only use about 25 voice commands. Some of the paid voicepacks have approx 1000 prebuilt and ready to go lol

You are quite correct on that but the custom Astra is really good and something about her saying "Yes Commander Gregster, Greeting Commander Gregster" gets me all horny :D

In for another late Beta release it would seem.

So long as it is fairly bug free on launch, I don't mind waiting. Nothing worse than major bugs (even on Beta) to disappoint.
 
Patch notes -

NEW CONTENT/FEATURES (Horizons)

- Ships can land on planet surfaces!

Orbital cruise mode added
Sub-orbital flight mode added
Added glide path planetary approach flight model
Added the Planetary Landing module slot
Scanner landing radar added
Adjusted ships that can carry SRVs to have sufficient clearance when landed
Added the ability to dismiss and recall your ship
FA Off for planetary flight model
Added Planetary Approach Suites to all starter load outs
Added Planetary Approach Suite to all ships
Added current mavity strength indicator
Added role switch GUI panel
Can deploy SRV when landed
Can deploy SRV at planetary ports


- SRV Surface Operations

SRV surface driving added
SRV vertical boost added
SRV turret added
SRV surface interactions added
Wave scanner added
Playable Scarab SRV added
Terrain scanner added
Added SRV specific control options
Add pilot animations for SRV


- Planet Rendering

Updated mid-distance planet rendering
Added surface rendering for airless worlds
Added quality settings for surface rendering
Improved planet lighting
Added detail objects for surface


- NPC surface skimmers added

Goliath
Sentry
Guardian
Stinger 2


- Added surface ports

Players can dock at planetary ports
NPC ships use planetary ports
Added planetary ports as mission targets/givers
Added planet surface market specific commodities


- Added surface settlements

Art assets added
Opposition strength variants added
Added air defense turrets
Added ground attack turrets
Surface base components added
Surface base interaction points added
Settlement data link rewards added
Trespass zones added


- Added surface points of interest

Scanner indication added
Wave scanner signals added
Materials POIs added
Encounter POIs added
Natural POIs added
Structure POIs added


- Materials & Synthesis

Added generation of materials
Added synthesis
AFM module resupply
FSD Boost
Ship projectile resupply
SRV hull repair
SRV refuel
SRV ammo refill

Synthesis quality bonuses


- Missions

Add planetary Missions
Make some missions only spawn at planetary ports
Add rare planetary missions
Add off-base planetary missions


- GUI

Nav panel indicate planets that can be landed on
Hook planet map into the 'hyperlinking' we support with galaxy/system map
Provide direct access to the planet map from the cockpit
Added planetary schematic map
System map: Adding planetary resource level in info panel
Indicate if a nav target is on the other side of the planet
Render trespass zone boundaries over the terrain schematics
Show settlement and ports locations on planetary map


- General

NEW: 64 bit client!
Added Horizons specific starter package
Planetary permits added
Added Black Friday paint jobs



NEW FEATURES/CONTENT (1.5)

Added Vive support
Did we mention that we have the 64 bit client now available?!


STABILITY FIXES

CQC: Prevent "Waiting for Players" with a full lobby
Don't try and update the navigation panel when in CQC


GENERAL TWEAKS & FIXES
- Fixed some ASP dirtmap issues
- Fixed a geometry issue on the Anaconda
- Changed the position of camera decal 1 & 3 on the Diamondback
- Fixed Sidewinder landing gear collision issue
- New shadow profile to improve the quality of shadows in asteroid field locations, the main difference being a reduced amount of adaptability to prevent excessive shadow blurring when distant asteroids are in view.
- Fixed repetitive audio glitch after CQC Team Deathmatch
- Closed hole in mesh for the Federal Assault Ship
- If a button is currently using a default binding then show that in the binding’s option screen rather than just appearing blank.
- Added a new size 1 slot to the Sidewinder and Eagle and edited the horizons load out for the sidewinder so that it has two cargo in that slot
- The cockpit canopy can now be repaired by the AFM
- Fixed Russian Stats page texts shows as missing characters throughout
- Fix offset mouse pointer on Station menu, shipyard and insurance screen
- Imperial cutters Mouse Widget is inclined towards one corner fixed
- If a head tracking library fails to load, even though we have a path to it, then make sure it goes into the error state rather than attempting to load the dll every frame
- Fix for distant asteroid billboards partially showing through the asteroid models
- Orca's bobblehead placement adjustments (wobbly bobbles).
- System Map VR: - Added the concept of a Base Scale that scales all GUI, planet miniatures and dolly ranges to make everything pleasantly bigger and further away (as we deal with locked FOVs in VR opposed to orthographic)
- System Map: Add a different global scale to the label manager for VR to make the text larger
- Ensures that the player's pilot gender is represented correctly in the cockpit
- Made the schematics bigger for the construction phases of the Occellus Stations
- Fixed NPCs not becoming Wanted (if appropriate) or turning red when attacking player in a large ship
- Wakes created by ships that the local player knows the names of now display the name of that ship. This should help the mission NPCs that ask you to follow their wake
- Fixed the animation issue with the doors of the vulture
- Fix for 10cr repair bug
- Shields regenerate at a much faster rate while docked
- Fixed Cutter's decal cameras
- Ship dashboard GUI still present when viewing Bobbleheads in Outfitting
- Track CQC gametype when entering matchmaking to prevent entering lobbys of another gametype
- Fixed clipping bobbleheads in the Eagle
- Nav markers now have an 'obscured' visual state when the location is behind a planet/star
- Add a Terrain Material Quality setting to the graphics options menu
- Fixed animation clipping on the nacelle hard point doors
- Fixed sometimes incorrectly showing the generic "failed to join" message rather than the "session is full" message when trying to join a full CQC game
- Made it so that the cockpit module isn't visible in the module panel while playing CQC
- Added specialized VR mesh for the outfitting screen
- Make player ship invulnerable when player's in a buggy (Temporary for Beta 1)
- Missiles are now more effective against shields
- Updated translations
- Fed fighter drive lighting fixed
- Added three stage slider background to FSD boost slider in the galaxy map
- Make sure that heat sinks are affected by mavity when launched
- Increased the hopper ammo amount for the fragmentation cannons from 30 to 90
- Prevent excessive spamming of telemetry from edServer to webServer after a player has followed a jump wake
- Starter package Sidewinders (and bought) now come with low powered gimballed pulse lasers
- Add missing mission assassin chatter
- Imperial Cutter's Mouse Widget is inclined towards one corner
- Resized the Standard bullet impact FX game wide to fix the standard bullet impact from being too large when hitting shields
- You can raise your landing gear while landed via the function panel fixed
- Turn off proximity warnings in super cruise, they feel odd near planets, and aren't that helpful anyway
- Refuel all vehicles in the target ship's launch bay when docking at a market
- For the Beta 2 public test, Beagle 2 Landing in Asellus Primus star system also has all modules and ships available in stock
- Fix occasional transaction server errors for users with very large numbers of friends
- Slightly retuned background sim to give greater daily influence changes for a given amount of player activity
- Various sever performance and reliability improvements
- Add missing hitmen types
- Try to improve the feedback for contact mission types
- Decrease mission respawn time and number of missions at boards
- Increase timed assassination targets spawn rate
- Generally fix target spawning errors
- Added new mission icons
- Add fines to early abandonment where applicable
- Some reputation/influence/state value fixes


Xbox One Changes
- Fix some issues when adding preflight checks to the Xbox controls
- If ship is destroyed while controller is disconnected, handle when the controller is disconnected in CQC as well as normal play
- Make sure the session is full error is displayed if that is the reason for not joining a session
- Don't show disconnection messages if we're in the controller disconnect flow
- Enabled the FOV graphics setting on Xbox to help people compensate against TVs cropping the screen edges off
- Improve network problems diagnostics messaging
- Don't give up on waiting for a voice comms name if the other player is in the unnamedVoiceCommsUsers list and so the name retrieval is still underway


Server Side Changes
- Fix occasional transaction server errors for users with very large numbers of friends
- Slightly retuned background sim to give greater daily influence changes for a given amount of player activity
- Many performance and reliability improvements
 
Back
Top Bottom