Greetings Commanders!

Let's take a look at what the week ahead has in store for us in the latest community schedule:




Tuesday
Supercruise News #49:
Bruce & Zac will be sharing the latest development insights, as well as the best bits from the community!

Wednesday
Stellar Screenshots: Found a planet you just can't get enough of? Got a new paintjob for your favourite ship? Why not show them off in our weekly photography competition?

Thursday
Odyssey Open Play:
Chaos will likely ensue as we embark on another venture into the open galaxy of Elite Dangerous this Thursday!

Community Goal: Prepare for a new CG to kick off this Thursday, more details later this week!

Friday
Commander Creations:
We love to end the week by sharing the fantastic creativity of our Commanders, so get your #CommanderCreations submitted by Friday!

---

Odyssey Update 8

Our next update for Odyssey (Update 8) has been moved to next week as we polish the various bugfixes and new content. Details of that update can be found in our latest Development Update post.

See you in the week Commanders,

o7
Greetings Commanders!

All hands are on deck here at Frontier as we work towards Update 8 (currently due next week). Whilst we work on the next big update to Odyssey, let's see what's in store in this week's schedule:



Tuesday
Colonia Bridge Stream:
Arthur & Sally will be sharing all the highlights from the community before helping to finish off the current Community Goal on tomorrow's stream!

Wednesday
Stellar Screenshots: Our weekly photography competition returns to its usual Wednesday slot this week, so make sure to get your entries in within the next two days!

Thursday
Horizons CQC Night:
Join Bruce & Zac for another round of CQC! Will they take back their crown? Tune in to find out, or play along in Horizons to stop them!

Friday
Commander Creations:
Your creativity knows no bounds, Commanders! Our weekly spectacle continues on Friday, when we'll be showing off more of your amazing creations.

---

We'll also be sharing a post on the forums this week from our wonderful UI team who have spared some more time to answer your questions from the UI Developer Stream a few weeks ago. Keep your eyes in the News & Bulletins section for that post in the coming days!

See you in the black Commanders,

o7
Greetings Commanders.

As you may be aware, we held a rather special competition recently whereby a number of lucky Commanders could earn their chance to be immortalised in the Elite Dangerous Galaxy, with their name forever set on their very own Tourist Beacon.

To enter, Commanders were asked to submit a screenshot of the most interesting unpopulated systems, containing Earth-like worlds for all to admire.
Tricky thing here is that there were so many amazing entries, the guys really did have a wonderful but very heavy task on their hands when attempting to choose the lucky winning lot.

However! They got there in the end and we're now thrilled to share the list of winners, along with a little showcase of their efforts!

[MEDIA=youtube]PPMw1DCmn5s[/MEDIA]
Source: https://youtu.be/PPMw1DCmn5s


Winning Commanders:


Alex Miner
ddraiggoch
Ivy Augustine Hall

marx

shakalxl3

Alkibiades

De La Buse

Jacob99

Matt G

Sidewinder40

Animorx

dutchesselysium

Kaitlyn Taylor

mist0

tihiy

Ashans1

Edelgard von rhein

King_Inf3rn0

mMONTAGEe

trex-In

Aurum_32

FantasticTuesday

Kissamies

mo0nlyte

winter ihernglass

Bateay Srei

Filthefrank

kitty kozlov

mooing

wol arn

Boxiertumple

Finnanator

knausis

nozdus

zorkmid

Coddiwompler

FRJ

kong angantyr

papa lost inspace

zulu romeo

Crusina

geckonova

Larington

Saphaia
Suzie

Darkcyde

Gregorio Cortez

maolagin

savenger
MOMIMOMI


Huge 'Congratulations', Commanders! Some absolutely gorgeous finds and equally stunning snapshots.

EDIT: Suzie and MOMIMOMI! Congratulations on your selection too! Unfortunately your screenshots haven't made it into the video due to a slight resolution issue BUT they're worthy all the same o7

If you have a second to celebrate everyone who entered of course (because they're totally worth it), the full thread of incredible entries can be found here.

Big o7

See you in the black.
Greetings Commanders!

It's been a while since I've had the pleasure of finding some amazing creations to pick for our weekly #CommanderCreations post, so I'm looking forward to seeing what our incredible community have created over the past week! Remember you can get involved using the #CommanderCreations hashtag on Twitter, or by posting your creation in the replies to this thread. Let's get started!

Cactoida Cortexum 3D Print By LCU No Fool Like One




Not satisfied with decorations for their ship c*ckpit, LCU No Fool Like One has taken it to the next level by printing off their own little biological desk decoration!

Stellar Journeys Album By CMDR Nickweb85



Nickweb85 delivers once again with an incredible album for you to listen to on your travels throughout the galaxy. The album is composed of 8 tracks of chilled ambient space music, highly recommend!

Minecraft Beluga By Conshmea



Conshmea has definitely captured the grand scale of the Beluga with their recreation of it in Minecraft! We can't imagine how long this took to build, but we are in awe! Great job.

Silk Screen Elite Logo By Alec Turner



Alec Turner has been learning a new craft in the form of silk screen painting, and what better way to learn than with the beautiful Elite logo? We think you're already a master of the craft, Alec!

That's all for this week, folks!

o7
Greetings Commanders!

It's time for the latest of our Issue Reports. Below you'll find the latest Top 20 table, based on your most voted issues in the Issue Tracker.

Note: the status and planned release of each issue is subject to change as various factors affect the ongoing development schedule.



Top 20 Issues


[LIST=1]
[*]Tiling Planetary Features - As before - would require a large overhaul so no short term plans.
[*]Automated accounts are used to influence BGS and Powerplay. - See our statement from 9 September.
[*]Anti Aliasing Not Working Correctly - Anti-aliasing improvements will come in Update 8 with additional ones planned for the future.
[*]Exiting the Game just hangs need to force terminate - Still under investigation.
[*]Joystick buttons 32+ not working - Still under investigation.
[*]Severe performance problems since Update 5 - The specific cause of frame rate drops following Update 5 has been identified and should be resolved in Update 8. Further performance work will be ongoing thereafter.
[*]Expose telemetry data for motion simulators - This is still being discussed internally.
[*]Dav's Hope not spawning materials - Appears to be fixed for Update 8 - confirming internally with our QA team.
[*]Supercruise Stuck at 0 - Still under investigation.
[*]Interdiction progress bars not visible - Appears to be fixed, currently planning deployment.
[*]NPC Fighter kills in Conflict Zones counting for the progression are a potential exploit. - Appears to be fixed in Update 8.
[*]Planets and Moons orbit lines not visible in the FSS when in VR - Under investigation.
[*]System and Galaxy map misalignment in widescreen aspect ratios (21:9) - Requires significant/fundamental changes. Nothing to announce.
[*]Missions and rewards not sharing with the team - Still being worked on.
[*]Thermal conduit too strong and wrong damage increase - Appears fixed for Update 8. Issue largely comes down to difficulty understanding how they work. Changes should allow players to see when it activates and how much it's activating by.
[*]Incorrect brightness/contrast adjustment depending on angle between camera ship and star - Some of these issues seem related to system limitations while others are genuine bugs. Will be worked on after performance/optimisation is improved.
[*]Discovered systems show validating - Appears related to the way we identify Xbox Gamer Tags - fix is still being worked on.
[*]Illumination of background planets is tied to illumination of player ship by the illuminating star - Similar to the above brightness/contrast issue: could be related to system limitations but otherwise may require further overhauls.
[*]Gamma balance is off which causes details in space to be lost - Seems related to balancing rather than gamma values. Will be investigated post performance improvements.
[*]Epic Games Store commanders having troubles with cAPI - Still under investigation.
[/LIST]
As always, please remember this a reflection of the current situation as we see it, and the planned release for these fixes is subject to change.

Fly safe Commanders,

o7
Greetings Commanders!

Now that we're recovered from the huge development update last week, it's time to look ahead to what you can expect from the coming days in the Elite galaxy!


Tuesday
Supercruise News #48:
Join Zac & Bruce as they share the latest progress on the Top 20 issues in the Issue Tracker.

Thursday
Thursday Evening Livestream:
We're still finalising the details of Thursday's stream, so stay tuned.

Stellar Screenshots: You can expect the results of this week's Stellar Screenshots competition to arrive a day later this week - normal service should resume next week!

Community Goal: Get ready for a brand new Community Goal coming this Thursday!

Friday
Commander Creations:
It's always nice to check out the creativeness of our amazing Commanders, so make sure to submit your entries using the #CommanderCreations hashtag before Friday!

Have a fantastic week, Commanders!

o7
Greetings Commanders,  

As we reach the end of another month, we are delighted to share the latest development progress from the team.

Last week saw the release of Odyssey Update 7 which brings big changes to Conflict Zones such as anti-air defences, rocket troopers, and dogfighting. If you missed last month’s Development Update, you can check out the turrets in action here or you can jump into Odyssey right now to try it for yourself!

Issue Watch
We’ve had a lot of feedback since our August post and have been hard at work tackling your most pressing issues: not just from the Issue Tracker, but from all corners of our community. We’re pleased to report that with Update 7 we tackled a number of pertinent bugs and those issues have now been closed on the tracker.

You can see Update 7’s full release notes here for more information.

To kick things off, we would like to update you on the key issues as voted for by our community on the Issue Tracker. Remember, you can visit the Issue Tracker any time to vote for your top issues or make a report. 

1. FPS performance in Odyssey 


With the bulk of our navmesh optimisations now in place with Update 7, alongside a number of other changes, our code team is now looking at further optimisations with an immediate focus on lighting, slated for release in Update 8. Further work is also underway for Update 9. 

2. Anti-Aliasing on Foot

In Update 7 we improved anti-aliasing on planetary terrain in close-up. Further improvements will arrive in Update 8 and we will be looking at other areas for improvement in future updates.

3. FPS stuttering at on-foot settlements, apparent after Update 5

We have identified further improvements to the navmesh to be made in Update 8 which we believe will substantially improve instances of stuttering upon disembarking at a settlement.

4. Ship-Launched Fighter Potential Exploit

We made changes to address this issue for Horizons in this month’s 3.8.5 release. We’re pleased to confirm these will be coming to Odyssey in Update 8.

Additionally, we hope to address a number of other issues in our Update 8 development. Keep an eye on our channels for regular updates!

Upcoming Updates and Content 
Please note: These are at varying stages of progress. This is not an exhaustive list of everything that is being considered. They are not final, so they are subject to change. We will keep you updated with news and details as they progress, and we expect the content to release over the coming few updates. With that said, here’s a look at just some of the features and content in consideration, to go alongside the other development work required for future updates. 

Update 8
The team have been incredibly busy working not only on optimisations and fixes but to bring new and exciting content to Odyssey. You can see a preview of some of the features slated to release in Update 8 below:

[MEDIA=youtube]OOQgFhCk4nA[/MEDIA]

Emotes
You asked for them! Update 8 will bring a new way to not only express yourself, but also physically communicate with a series of emotes coming to the game. The full set features the following emotes: Wave, Applaud, Point, Agree, Disagree, Stop, Go and of course Salute. These emotes are context sensitive so can be directed towards fellow Commanders. The ‘point’ emote will also provide in-world makers to highlight points of interest/objectives to other Commanders in your Team.

Let us know in the comments what you think of these new emotes!

Four-Player Multicrew
As mentioned in Development Update 3, we are pleased to confirm that the following ships will all receive an extra seat to enable four Commanders to board them: Anaconda, Beluga Liner, Federal Corvette, Imperial Cutter, Type 9, Type 10, and the Alliance Crusader.

Odyssey Engineers in Colonia
For those far from the bubble in Colonia, the release of Update 8 will add four new Engineers for Commanders to visit, offering various ways to enhance your weapons and suits.

Megaship Interiors
With Update 8, Megaships will receive interiors for Commanders to visit once they have docked. These interiors will offer various services that can be found on stations such as Vista Genomics and Frontline Solutions. Rescue Megaships will not feature interiors at this time.

Horizons Cosmetics in Odyssey
We’re pleased to confirm that this work is now complete! From Update 8 you will be able to use your flight suit cosmetics with Odyssey’s suits.

[ATTACH type="full" width="629px" alt="MicrosoftTeams-image (5).png"]265476[/ATTACH][ATTACH type="full" width="614px" alt="MicrosoftTeams-image (6).png"]265477[/ATTACH]

Mission Additions and Improvements
Missions in Odyssey will receive additional features in Update 8. These include hostile agents attempting to intercept you while en-route, contacts you can meet at settlements, and NPCs attempting to use shuttles to flee to Hyperspace!

Content In Future Updates
We are pleased to announce the following features are currently in development and will be released in updates beyond Update 8:

Twin-Seat Combat SRV
We’re thrilled to announce that a new twin-seat combat SRV is in advanced development! A full reveal including a deep-dive into its features and capabilities can be expected closer to release.

Further Mission Additions and Improvements
We also have exciting plans to further extend Odyssey’s mission set. This will add further mission variety and elements, making the gameplay experience much more dynamic.

Fleet Carrier Interiors
Following the incredible reception to the announcement of Megaship interiors, we are delighted to confirm Fleet Carrier Interiors will be coming to Odyssey in the coming months! You can expect more details on these very soon.

We hope that this update has given you plenty to be excited about as bring new and exciting experiences to the Elite galaxy. What we’ve shared today is just a snapshot of what we’re working on and more details will come on all of the above in future monthly development updates and across our other channels! 

Thank you as always for your continued feedback and support. 

-Arf 
Greetings Commanders.

Welcoming in today an update to Elite Dangerous: Horizons for Console Players, to tackle a couple of issues that fell out of the recent update, alongside Odyssey Update 7.

Servers will flick offline at approximately 10:00 UTC / 11:00 BST (give or take several minutes) and will be expected to be down for no longer than 10 minutes for the update to deploy.


[HR][/HR]

Updates Of Note:
[LIST]
[*]A fix has been implemented for engineered weapons dealing extreme amounts of damage.
[LIST]
[*]Console players can no longer go Supersize for an extra 'X credits' (McDonald's references? Come on, Sally...).
[*]Other issues with values/damage multipliers across regular weapons have also been addressed.
[/LIST]
[*]A fix has been implemented to address an issue whereby extremely large value combat bonds would be displayed incorrectly, preventing hand-in.
[LIST]
[*]This issue actually looked more like you were being swindled by Interstellar Factors for an overinflated number of credits. This was actually an issue with how the game was choking a bit on really high numbers.
[/LIST]
[*]Top bounties now display correctly in each system.
[LIST]
[*]No more 'fake news' with crime stats.
[/LIST]
[*]Improvements have been made to material fragments when they are mined from deposits.
[LIST]
[*]This will reduce the likelihood of fragments getting stuck inside asteroids.
[/LIST]
[*]Fix for a server crash.
[LIST]
[*]Again, one of those infamous blips which in 'server land' definitely aren't random, but they're a bit complex to run through in the notes here.
[/LIST]
[/LIST]

If you don't see your issue in these notes but you have had acknowledgement of it through conversations in the forums, please know that it's not being ignored - it just isn't in the notes because more time is needed to investigate and address.
(Need to preserve a little time in the day to ease off answering those particular queries, but updates will come proactively when more info on progress is known).


[HR][/HR]

General Progress Recap:
Still very much working hard to see where issues lie in Horizons across all platforms and Odyssey.
Issues with Fleet Carriers (functionality and problems with the UI) are getting a thorough
seeing to internally, along with other issues noted outside of this like missing session logs and archives.
As I've mentioned a few times and as I hope you can tell from discussions across the forums, there are many issues coming through comments and direct which I appreciate you would all like an update on individually. We'll do our best to cover as many as possible where we can.

o7 Commanders and thank you once again for your continued support.
Good evening and Greetings Commanders.

We were made aware (thank you) that a previously known exploit for item duplication made possible via Fleet Carrier, had made its way into Elite Dangerous: Odyssey.
We've deployed a server side fix to address this, this evening.

The fix is rolling out right now and will take hold imminently (The Hamsters have had their bedtime snack).
You should not experience any server outage along with this fix.

See you tomorrow for the Horizons (Console) fixes update!

o7
Greetings Commanders,

It's a big week as we reach the end of September! Here's a look at what we have in store:

[ATTACH type="full" alt="MicrosoftTeams-image (64).png"]265192[/ATTACH]

Tuesday
Development Update Post:
September's update post will go live detailing features and fixes coming in Update 8 and much more!

Development Update Stream: Arthur and Sally will be talking through all of the details from the monthly Development Update post - don't miss it! Live at 16:30 BST / 15:30 UTC on Twitch and YouTube!

Horizons Console Update:
Horizons players on console will receive an update to include several fixes introduced since Update 7 on PC.

Wednesday
#StellarScreenshots:
Another week, another selection of inspired in-game photographs! Submit yours for a chance to be featured and win an exclusive paint job!

Thursday
UI Developer Stream:
We'll be joined by two of our very own developers from the UI team! They'll give us some insights into UI design and how it's driven various features from Horizons and Odyssey. Tune in at 19:00 BST / 18:00 UTC - only on Twitch!

Community Goal:
A brand new Community Goal will be added - have YOUR say in the outcome of this story event!

Friday
Commander Creations:
We'll spend another moment to celebrate and enjoy the community's own creative projects!

Have a glorious week Commanders,

O7
Greetings Commanders!

It's been a busy week in Elite Dangerous, with the release of Update 7 and the Horizons update. Of course, a new week means new astounding #CommanderCreations to show off! Here's what's in store this time:

The band is back together by 25Migg

Over on Reddit 25Migg shows off the scale between different ships in Elite Dangerous!

Extinction Level Event Linocut

CMDR Beetlejude on Twitter created this awesome Elite Dangerous linocut.

Lakon T-6 Blueprints by Velko Vidich

Velko Vidich on Reddit has continued to update their astounding blueprints for the Lakon T-6!

3D Printed LED illuminated Corvette

Commander SouthpawBob shared an update on their fantastic 3D printed Corvette and the how the LED lights inside really bring it to life!

3D Printed Maverick Suit


Mentioned earlier this week in Supercruise News, CMDR Lyamecron over on Reddit has created a full 3D printed Maverick suit!

That's all for this week! See you next time!
o7
Greetings Commanders.

Thanks so much for the continued responses from so very many of you, following this week's deployment of Update 7 for Elite Dangerous: Odyssey, along with the 'Quality of Life' update for Horizons.

We have a couple of issues we'd like to tackle sooner than later, so these will be going out this early afternoon.

Servers will flick offline at approximately 13:30 UTC / 14:30 BST (give or take several minutes) and will be expected to be down for no longer than 10 minutes for the updates to deploy.

PLEASE NOTE: Updates of this nature are in the pipeline for Console players. We're targetting next week for deployment of those (Certification time required).

Updates of note for Elite Dangerous: Odyssey
[LIST]
[*]A fix has been implemented for where engineered weapons were....dealing extreme amounts of damage (I have no 'wit' left in me to give you anything more on this one...other than that really was a lot of damage).
[*]A fix has been implemented for the tutorial not starting when selecting 'Start' from the main menu.
[*]Tritium collected in a legitimate way should no longer be marked as stolen (slander is bad. Zero tolerance).
[*]Folk flying around in their ships (NPCs) can now be expected to spawn around settlements and planetary ports or in space locations that are close to planets.
[LIST]
[*]Such as Conflict Zones & Resource Extraction Sites.
[/LIST]
[*]A fix has been implemented for Commanders receiving too many credits when selling commodities at a profit (between this and 100000000000 x damage multipliers, you'd think every day was your birthday).
[*]An issue has been fixed whereby some players were receiving a "Commander Data" error when logging into the game after logging out, when embarked on an Apex Interstellar ship.
[*]An issue has been fixed with insurance discounts being calculated incorrectly when remotely rebuying & transferring a destroyed ship (honestly beginning to think that the Elite Dangerous Galactical Finance Corp are on annual leave...).
[/LIST]
EDIT AS OF 14:33 BST
[LIST]
[*]Investigating Commanders who were unable to modify their suits or weapons.
[LIST]
[*]NO LONGER INVESTIGATING. THIS IS NOW CLAIMED FIXED.
[*]Commanders should no longer have issues with engineering suits or weapons!
[/LIST]
[/LIST]

You'll like this one (I hope...)
[LIST]
[*]Reverted change to Data Ports that made downloading all forms of Data an illegal act.
[LIST]
[*]Now, only data that is alarmed is illegal to download.
[*]We've also reduced Data Transfer times by up to 75% following your thoughts and feedback.
[/LIST]
[/LIST]

[HR][/HR]

Forgive the first point of repetition here, but I just want to make "what's in where" as crystal as possible.

Updates of note for Elite Dangerous: Horizons (PC ONLY)
[LIST]
[*]THAT fix has been implemented for engineered weapons dealing extreme amounts of damage.
[*]A fix has been implemented for an issue where extremely large value combat bonds would be displayed incorrectly preventing hand-in.
[*]Top bounties now display correctly in each system.
[*]Improvements to material fragments, when mined from deposits, have been made - reducing the likelihood of them getting stuck inside asteroids.
[*]A general stability fix has been implemented to prevent one of those illusive server crashes.
[/LIST]

[HR][/HR]

Known Issues (working on 'em. Standby)

Heads up:
COMPLETELY aware there are more issues you would like to be listed here, but I'm only listing out the primary ones that fell out heavily since the last update. We're obviously continuing to look at the legacy known issues collected from the past weeks/months/year.
[LIST]
[*]Interdiction UI is offset from the centre of the c*ckpit view.
[LIST]
[*]Guess what! We all thought it was missing too! Turns out it's gone on holiday to the far side of the c*ckpit glass.
[/LIST]
[*]Fleet Carrier UI can softlock.
[*]Fleet Carrier UI sometimes fails to format incorrectly.
[LIST]
[*]Instances where you see icon overlaps, button sizes changing or appearing strange, buttons randomly becoming un-clickable. Oddities like that.
[/LIST]
[*]Commanders shall move their lips again! Lip sync issues are getting some special attention following continued reports.
[*]The Session Log within the Codex is greyed out and inaccessible. We've bagged this one.
[*]Some weapon damage values are still potentially not entirely what you were previously used to. We'll carry on looking into instances of these.
[*]Investigating a report of Interstellar Factors not working as expected.
[/LIST]

[HR][/HR]

Hope this helps as many of your as possible ahead of your weekend, Commanders!
We'll be on standby to go through the deployment dance with you all, so until then...o7!

Thanks!
Greetings Commanders,

The latest part of the Azimuth Saga sees Commanders who have aided Salvation granted access to a permit locked system where Salvation’s Tech Broker offers unique modules. This part of the story has been added today (don’t worry if you haven’t been invited to the system yet, if you would like to be, you’ll have opportunities in the future).

We’re aware of a bug from Update 7 that has unintentionally increased the effectiveness of engineered modules, including those from Salvation's Tech Broker. We would like to let you know that a fix for PC players is expected soon and we expect to have a fix for console next week. Therefore, the power of these modules (while still a significant alternative to current ones), will be returned to intended levels.

[ATTACH type="full" alt="MicrosoftTeams-image (61).png"]264126[/ATTACH]
Pictured: the intended stats of the modified Guardian Gauss Cannon which will be effective when the fix is deployed.

See you in the black!

O7
Greetings Commanders,

Explorers venture into the depths of space and discover beautiful systems that most will never see. We would like to offer you the opportunity to share your best discoveries and be immortalised in Elite Dangerous.

Our plan is to place approximately 50 additional Tourist Beacons throughout the Milky Way. Therefore, we’re running this competition in-line with this week’s exploration-based Community Goal.

To enter, reply to this post with an in-system (not System Map) screenshot of the most interesting unpopulated systems containing an Earth-like world you can find! When the Community Goal ends on 30 September, we’ll choose our favourites and add Tourist Beacons to those locations. Each beacon will feature the entrant’s Commander name in its text!

To qualify, submissions must:
[LIST]
[*]Feature a screenshot of an unpopulated system in Elite Dangerous which contains an Earth-like world
[*]Include your in-game Commander name
[*]Include the name of the screenshotted system
[/LIST]
Note: Only one submission will be accepted per player. If you submit multiple screenshots, the last one will be considered your only valid entry. Entries after 14:00 BST on 30 September will not be counted. We reserve the right not to include any Commander names in Tourist Beacon text that we deem inappropriate.

While the system must contain an Earth-like world, it doesn’t have to be the focus of the image. Try to show off as many features as you can which make the system interesting and a strong potential tourist destination!

All winning entries will receive 5,000 ARX in addition to the Tourist Beacon, so get exploring!

Good luck

O7
Many, many greetings Commanders.

The time is now...time! Update 7 for Elite Dangerous: Odyssey is welcomed in today with a plethora of tweaks, fixes and more as we journey onward with quality improvements, Galaxy wide.
Grab a coffee / tea / Lavian Brandy (Not too early, right? Sure! I'll join you. Don't tell Arf) and enjoy a moment reading through the update notes below.

Servers are now offline (or there abouts) and will (hopefully) begin spooling up again at 14:00 UTC (15:00 BST)
Please remember that there's a chance not all platforms will be back online at the same time, but it'll be as near enough as possible.

We'll be on standby with our eyes peeled for the big moment with you.


Let's go! o7

[HR][/HR]

Updates Of Note
[LIST]
[*]Anti-Air Turrets have now been added to conflict zones.
[LIST]
[*]Remember…Turret cut, turret down.
[/LIST]
[*]Added Apex Taxi redirection.
[LIST]
[*]You can now redirect your Apex Shuttle mid-flight!
[*]Redirection options are now available from the Navigation list, Galaxy and System Maps.
[/LIST]
[*]New variations of Social Hubs!
[LIST]
[*]Changes include elements such as swapping out railings with alternatives, replacing crates and planters with other props to better suit the theme, using different partitions and wall pieces, swapping beams and roof sections, and adding pipes or more industrial looking geometry.
[*]In addition, wealthy services and high tech stations now show less rubbish and junk on the floors, while the agricultural, industrial and asteroid stations are progressively more untidy.
[/LIST]
[*]AMD CAS has been re-added, and is mutually exclusive to FSR.
[*]Enforcer Units are now present in Conflict Zones.
[LIST]
[*]Show 'em who's boss.
[/LIST]
[*]Increased module and bookmark storage.
[LIST]
[*]Commanders can now enjoy an increase in module and bookmark storage
[*]There's a new limit of 200 each.
[*]The increase limit only applies for personal bookmarks. The Squadron bookmark limit has not been changed.
[/LIST]
[*]An issue has been fixed with how damage is applied to Thargoids in order to fix Thargoid Hearts appearing to become invincible.
[LIST]
[*]Fancy a bit more info on this? [ISPOILER] Damage was being applied to the local space of the Thargoid, but each client was rotating the Thargoid locally (like, each player's personal session of the game), so it would have hearts in different places. [/ISPOILER] Amazing really!
[*]Previously Player A could shoot thargoid heart but Player B (authority) would register that it didn't hit the heart and thus apply no damage.
[*]Literally EVERYONE has a heart now, it seems. Sometimes more than one if you’re a Time Lord.
[/LIST]
[*]An issue has been fixed which prevented viewing and signing up to community goals as expected.
[LIST]
[*]That one where you all had to go to Horizons sometimes to accept them, then relog into Odyssey.
[/LIST]
[*]An issue has been fixed which caused community goals to be removed from a commander while abandoning a mission.
[/LIST]

AI

[LIST]
[*]AI in a settlement will now register a crime if they see a player transferring data.
[*]Identity theft crimes spotted by AI should only be reported and result in a fine once.
[LIST]
[*]Subsequent occasions just provoke hostility.
[/LIST]
[*]Criminal AI will no longer spawn after the power regulator at a settlement has been removed.
[*]Criminals will now wear bespoke outfits.
[LIST]
[*]Sorry, they're not going to be the black and white striped jumpers. Nor will they carry bags with 'swag' written on them, but still...(I know, I'm as disappointed as you are).
[/LIST]
[*]Reckless endangerment is now only triggered after a weapon has been drawn for over a second.
[*]AI are now drawn more effectively to areas where alarms are active and do a better job of exploring the area.
[*]Settlement AI will now attempt to re-enable a building's atmosphere if it has been disabled.
[*]Guests at tourism settlements can no longer radio for backup.
[*]After notifying the player, AI will always complete scans, providing that the player remains accessible and does not flee.
[LIST]
[*]A bit more on this, why not: In very rare cases the AI would call out that they were going to scan you, but then just stand there all day like there's nothing to do and never actually walk up and scan you. The cheeky part of this then was as soon as you walk away, they would attack you for fleeing the scan.
[/LIST]
[*]Groups of AI shouldn't all announce at once when they are moving to weapons range.
[LIST]
[*]Keep it down guys, we get the idea.
[/LIST]
[*]AI in different rooms should no longer engage in conversations.
[*]Having a player ship visible but out of combat range no longer prevents AI from de-escalating from combat.
[*]Grenade throwing is now replicated more accurately between players in multiplayer situations.
[*]Enforcers now engage at distances suitable for their rocket launcher when they are outside and at pistol range when inside.
[*]Enforcers will be more decisive about which weapon type they intend to use (This made me giggle a bit. Imagine them literally panicking on the battlefield over this decision).
[*]New AI "barks" added. Going to keep the term "barks" because it's fun and elaborate more (it's basically like...AI audible responses and reactions to triggers...not dog related).
[LIST]
[*]AI will be more responsive to the player when in combat, specifically they will now respond to players who are running away with a new piece of dialogue.
[*]Civilians now have lots of new dialogue, including combat taunts, as well as new lines for when they're taking fire.
[*]AI that are investigating an area should be a lot more talkative, especially if you hide after combat (Wanna know what they REALLY think of you?).
[LIST]
[*]Nah it's more like, "They've gotta be here somewhere...", etc.
[/LIST]
[*]They will also now call out player sabotage attempts specifically, with dialogue for when players are disabling the power regulator, building atmosphere and interacting with the industrial dropboxes.
[*]And corpses (special, even in death): AI should be more vocal when they discover lifeless bodies (I didn't want to write "corpse" again, in all honesty).
[*]Previously, AI would sometimes talk over themselves when moving to combat, it was very noticeable when you failed a crime scan, they'd start one line then cut themselves off and say something else. This will no longer happen (they might still cut off what they're saying, but only in extreme cases such as when a grenade lands at their feet, etc)
[/LIST]
[*]NPCs in concourse areas will no longer get into states where they can't call out to the player.
[*]NPC characters should now be positioned correctly at starports after player lands with flight assist off.
[*]Settlement turrets will take damage from explosions and are more effective at determining who to become hostile to.
[*]Ship launched fighters no longer spam 'Area Clear' messages.
[*]Ship launched fighters can now always be recallable and shouldn't block players in other fighters from docking.
[*]AI ships can now attack ship launched fighters.
[*]It should no longer be possible for assassination mission target ships to drop out of supercruise so close to a star that they are unreachable.
[*]Incoming dropships should deploy their troops if they are in final approach when a conflict zone ends, otherwise they should just leave (just go...).
[*]AI arriving via dropship will transition out of their deployment animation when they land.
[*]Shuttles that land at settlements without using the landing pad should now take off as expected when players board.
[*]Recalled ships now retract their weapons and have working SRV bays when they land.
[*]Attacking any offline settlement turret won't issue a fine to the player or trigger hostility.
[/LIST]

Audio
[LIST]
[*]Options to enable or disable suit voice lines have been added.
[LIST]
[*]You can now either enable or disable the voice of your suit prompts (the dialogue your suit says to you when you're on foot).
[/LIST]
[*]Non-combat music cue timings at settlements and when in remote locations have been improved.
[*]Apex Shuttle docking announcement UI and Audio timing have been adjusted to match the touchdown of the shuttle.
[*]Mission complete animation audio fimprovements have been implemented.
[*]On foot player impact hitmark "blips" have been improved.
[*]Station service ambience 'start and stop' sounds have been adjusted and improved.
[*]"Muffled" door sound has now been fixed and sounds appropriate.
[*]c*ckpit role panel volume has been improved.
[*]On foot capture points are now audible through walls and other obstructions. Improvements also made to the distance roll off.
[*]Instances of missing ambient music in the Codex menus have been resolved.
[*]Grenade explosions audio mix has been improved:
[LIST]
[*]Various changes have been made, including improved ducking of other sounds when very close to a grenade explosion, and distance attenuation tweaks.
[*]Grenade explosions audio obstruction improved.
[LIST]
[*]Grenade sounds no longer drop in volume as much when behind objects or when line of sight is broken.
[/LIST]
[/LIST]
[*]External building ambience mix has been improved.
[/LIST]

Character
[LIST]
[*]Fixed lip sync issues with Apex and Frontline pilots.
[*]Fixed jump assist fuel usage so that holding the button and repeatedly tapping it will reach the same height.
[*]Fixed an issue that was producing jittering while moving down slopes.
[*]Fixed an issue where NPCs might get stuck during death flow.
[LIST]
[*]Little bit more insight on this for fun: The NPCs would stay in a weird "in-between state" where they were appearing on the floor but not quite dead (I know the feeling).
[/LIST]
[/LIST]

Codex

[LIST]
[*]Fixed 'distance walked on foot statistic' not always incrementing correctly. This data will now be represented accurately.
[*]Statistics for 'number of vehicles and ships destroyed' will now display whilst on foot.
[LIST]
[*]PvP kills aren't fully retroactively displayed but everything else is.
[/LIST]
[/LIST]

Conflict Zones
[LIST]
[*]A fix has been implemented for defending helm in space conflict zones awarding combat bonds from the opposing faction.
[*]In the "conflict zone retreat gameplay flow" (the scenario where you retreat from a conflict zone), backpack contents will now be automatically added to locker (as much as possible) and otherwise dropped.
[LIST]
[*]By “dropped”, be aware that this means that dropped contents will disappear upon you being teleported to the dropship.
[/LIST]
[*]Ship launched fighters no longer grant combat bonds in conflict zones.
[*]An issue has been fixed whereby deploying in an SRV at a conflict zone could prevent you from joining a side in the conflict.
[*]An issue has been fixed whereby suit mods would fail to be applied while respawning in a conflict zone.
[/LIST]

Controls

[LIST]
[*]An issue has been fixed whereby some control layering issues were preventing players from setting controls back to 'default scheme', due to key binding conflicts.
[/LIST]

Commodity Trading
[LIST]
[*]Odyssey settlements no longer advertise their commodity market prices via the galaxy map for Horizons players.
[/LIST]

Crashes/Stability
[LIST]
[*]A crash that could occur when joining a team with a player who is currently at a mission POI in another system no longer occurs.
[*]A crash that could occur when quitting while shared mission invites are outstanding has been addressed.
[*]A crash that could occur while exiting to menu while using terminals no longer happens.
[/LIST]

Crime
[LIST]
[*]An issue has been fixed whereby bounties of physical multicrew members were not being detected by crime scans and added to their ship.
[*]The Kill Warrant Scanner will now indicate crimes of physical crew members, not only the helm of the ship.
[*]Receiving messages for claiming a bounty when destroying a player's fighter even though you don't actually gain a bounty claim until you destroy the mothership, no longer happens.
[/LIST]

Engineers
[LIST]
[*]An issue has been fixed whereby an invisible wall could block players from reaching Bill Turner on some hangars (Poor Bill. Maybe he liked it that way).
[*]An issue has been fixed whereby engineers sometimes took materials but didn't apply the mod (cheeky...).
[/LIST]

Fleet Carriers/Mega ships
[LIST]
[*]Fleet Carrier asset value has been added to the Commander total net worth statistic.
[*]Added automatic Purchase Order Cancellation on Fleet Carriers that could no longer afford them, along with an Inbox message to inform the owner.
[*]You can now donate stolen Tritium to a Fleet Carrier.
[*]An issue has been fixed whereby Fleet Carriers were sometimes being erroneously marked as mission destinations on the system map.
[/LIST]

Interactions

[LIST]
[*]Consumables can now be used directly from the ground using the secondary interaction key binding.
[*]Tools can now be holstered by pressing the same button that equipped them.
[*]Buying back items will now ignore entitlements so that Powerplay items that you are no longer eligible for can be bought back.
[*]The Bartender no longer accepts trades for an item using the same item (They really like to cause trouble, don't they? Bartenders...).
[*]Thargoid Swarm size now shows when targetted.
[*]When attempting to trade with the Bartender whilst having a full inventory, some errors would occur. These no longer happen.
[*]Third person aiming has been improved for when using the arc cutter, so that it looks more correct to observing players.
[*]Confirming a transfer from the boarding panel will now return you to on foot unless this is an emergency transfer.
[*]Powerlink siphoning used to continue while meleeing or using greandes. It doesn't anymore.
[*]The disembark button is no longer greyed out when the player is in an area within a station where they can't disembark, such as the port surface or station inner dock.
[*]Repair limpets will now repair the correct, consistent amount on ships with damage regions (e.g. Anaconda)
[*]The Arc Cutter will now work through obstructions (e.g. other players - Yikes. Sounds painful)
[*]Tweaks added for data port download/upload AI responses.
[LIST]
[*]AI now consider any downloading and uploading to be a crime. < This needed writing way better.
[*]The act of downloading all data is now considered illegal BUT having data you have then downloaded is only illegal if the data itself is illegal.
[*]The fact that the act of downloading data was not considered illegal before, was an issue.
[/LIST]
[*]The item wheel button is now a toggle rather than hold interaction.
[*]An issue has been fixed whereby the comms panels would not update availability of interaction options with other players while open (e.g. when a player logs in or off).
[*]A privacy screen has been applied to terminals while other players are using them (that's so other Commander's can't steal your style before you even have the chance to try it on...).
[*]Seeker and Pack Hound Missiles no longer cause double damage on shields.
[LIST]
[*]Bit more on this if you like! Weapons that launch missiles, torpedos, or mines, no longer erroneously apply their damage twice to shields.
[*]To clarify, this is for Odyssey only.
[/LIST]
[/LIST]

Lighting & VFX
[LIST]
[*]Improvements to light that was leaking into some dock hangars have been made.
[LIST]
[*]This was causing them to appear over-bright.
[/LIST]
[*]Additional improvements to space station exterior lighting and emissives have been made.
[*]Improvements to Fleet Carrier lighting have been made.
[LIST]
[*]Specifically that issue you were having with the very attention seeking pad lighting that was going on.
[/LIST]
[*]Improvements to Capital Ship lighting have been made.
[*]Improvements to all ship emissives have been made.
[*]A fix has been implemented for ship drives not appearing dark when your ship is docked.
[*]Improvements to VFX of destroyed turrets have been made.
[*]A fix has been implemented for "ghosting" (kids these days know this as only one thing. I myself am guilty of it too though, I won't lie) effects seen in c*ckpits when ship would overheat.
[LIST]
[*]Seriously though, this kind of "distortion effect" would have looked like...multi-layering of visuals, a bit like having a halo around it, like a ghost (if you've seen one).
[/LIST]
[*]Improvements and fixes to the emissives on Thargoids have been made.
[*]A fix has been implemented for mining lasers appearing faint in some situations.
[*]A fix has been implemented for a missing light source on SRV ramp.
[*]A fix has been implemented for a blinking green light going on in abandoned SRVs.
[*]Improvements to lighting on assets at multiple legacy sites have been made.
[*]A fix has been implemented for unstable shadows in some Settlement room locations.
[/LIST]

Livery

[LIST]
[*]Sorting behaviour in the livery store has been improved.
[LIST]
[*]Bit more on this!: When browsing through any filtered Suit skins list, the sorting options were not correctly represented in game. For instance, if "Price Ascending" was set, the first item on the list will be the most expensive instead of the cheapest. Same when sorting by Name, instead of "Name Ascending" reflecting an A-Z list, the items displayed will be sorted from Z-A.
[*]Bottom line is...Livery Store is much less confused about itself now.
[/LIST]
[/LIST]

Missions
[LIST]
[*]Mission availability has been rebalanced, so that missions that should be less available based on a faction's current states don't unintentionally suppress the availability of other missions that are.
[LIST]
[*]This results in improved Support mission availability amongst others.
[/LIST]
[*]Improvements to wording and layout for the objectives shown on the HUD during Odyssey missions have been made.
[*]Scavengers scouring offline settlements will no longer appear to "pop-in" under certain circumstances and instead arrive via dropship.
[*]An issue has been fixed whereby incorrect quantities of cargo were removed when completing a support mission.
[*]Various mission stability updates have been made.
[LIST]
[*]Digital Espionage missions would sometimes fail to display HUD objectives, this should now be alleviated.
[*]Salvage missions to shipwrecks will now display HUD objectives as they were not previously.
[*]In some instances, Scavengers that should be present for missions would not be present. This is now fixed.
[*]In missions where we consider the mission completed after an objective has been completed and is considered irreversible, e.g. Assassination, more time will be added to the end of the mission to give commanders more time to hand in the mission (want me to type 'mission' one more time?).
[/LIST]
[*]Some missions had inconsistencies with missing text. These have now been fixed.
[*]Illegal missions icons will now be highlighted in purple.
[*]Faction icons have been added to mission listings.
[*]UI has been improved for mission titles to allow longer mission titles to be displayed (no title truncation. Hooray!).
[*]Passengers of abandoned or failed missions will now disembark as oppose to confining themself to a life of...staying put.
[*]Incorrectly reported influence on completed mission summaries and journal entries now no longer happens.
[*]An issue has been fixed for a cosmetic issue on completed mission summaries, that was incorrectly showing reputation and influence rewards as credits rewards.
[*]The "Failed Missions" section has been removed from the rebuy screen.
[*]Odyssey missions no longer erroneously appear beyond the Commander's current reputation level with a faction.
[*]An issue has been fixed for being unable to locate a mission location on a planet surface, when you are a passenger in another Commander's ship.
[*]An issue has been fixed whereby mission items relevant to the current location were not being automatically transferred into backbacks on disembark.
[*]Team members will now be able to see markers for planetary locations relevant to missions that are shared with them.
[/LIST]

Multicrew
[LIST]
[*]When in multicrew on another players ship, if they are docked and lose connection with the host (e.g. the host logged off), crew members will be given a chance to choose to disembark rather than being forcibly relocated to their last on-foot location.
[*]An issue has been fixed whereby the request docking button became unresponsive when in multicrew fighters and a crew fighter has already docked.
[*]The ability to cancel docking from the mothership role panel has been re-added.
[*]A fix has been implemented whereby the SRV could get stuck in a bay when a team member disconnects while in the SRV and boarding.
[/LIST]

Organics & Geologicals
[LIST]
[*]Improvements and fixes to the lava spout materials have been made, including the addition of emissives and improved blending.
[*]Improvements to the mineable materials from Organics and Geologicals have been made.
[*]Visual Improvements to several Tussock organics, including a smoother transition between LODs have been made.
[*]A fix has been added for a floating gas vent seen at some locations.
[/LIST]

Optimisation (tweaks made to hopefully positively contribute toward current player performance issues).
[LIST]
[*]Large optimisation madeto vehicle collision:
[LIST]
[*]A particular win for collision in the SRV and navigating over obstacles.
[/LIST]
[*]Various optimisation improvements have been made to AI pathfinding and navigation.
[*]the loading time has been significantly decreased for when opening the system map in a system with settlements present.
[*]Minor terrain optimisations have been made.
[*]Optimisation to cuttable regions on assets have been made.
[*]Optimisations to the lighting system have been made.
[LIST]
[*]Including to the tiled lists, shading, light probes, and light culling.
[/LIST]
[*]Minor optimisation to avatar hair lighting have been made (Maybe they're born with it. Maybe it's optimised🎶).
[*]Optimisations to the glass shader used in ships and guardian fighters have been made.
[*]Optimisations to the glass shader used on social space and settlement props have been made.
[*]Fixes and optimisations to the scatter rock LODs have been made.
[*]Hitcheck optimisations on the landing gear of all ships have been made.
[*]Optimisations to AI line of sight have been made.
[*]Minor optimisation to AI movement has been made.
[*]Optimisation tweaks implemented for the player HUD.
[/LIST]

Outfitting
[LIST]
[*]An issue has been fixed whereby only one of each outfitting module could be purchased direct-to-storage.
[*]An issue has been fixed whereby invalid suit data would cause a client crash when accessing the customisation UI.
[*]The Planetary Approach Suite will now always be automatically upgraded when logging in via Odyssey and downgraded when logging in via Horizons.
[/LIST]

Planets

[LIST]
[*]Improvements to the aliasing seen on planet surfaces have been made.
[LIST]
[*]Please note that this continues to be investigated. We're not done yet!
[/LIST]
[*]Issues have been addressed for artefacting that could appear on a planet surface when moving closer to it.
[LIST]
[*]Similary fixes included for artefacts that could appear in the landable planet textures.
[/LIST]
[*]Improvements have been made to the Ambient Occlusion on planet terrain.
[LIST]
[*]You'll basically notice some mproved shadows and lighting on planet surfaces.
[/LIST]
[*]Improvements to landable planet texture blending have been made.
[*]A fix has been implemeneted whereby scatter rocks occasionally blended with planet terrain incorrectly.
[*]A fix has been implemeneted whereby scatter rocks occasionally had the wrong planet texture applied.
[*]A fix has been implemeneted for some rocks appearing to float on slopes.
[*]Further improvements to the roughness values of rocky and ice materials have been made.
[LIST]
[*]Snow is shinier and rock is rougher, kinda vibe.
[/LIST]
[*]Improvements have been made to planetary detail on slopes around Horizons engineers that have their own unique bases.
[*]New impact decals have been added for the rocket launcher.
[LIST]
[*]Thought you might like the technical term on this one, but for those who don't know what these 'decals' are, they're like the little "splat" or...damage visual/image that appears when ammunition hits something like a wall when you've fired it.
[/LIST]
[*]Improvements to footprints made on ice lake materials have been made.
[/LIST]

POIs/USSs
[LIST]
[*]A fix has been implemented around mineral distribution from fumerole objects:
[LIST]
[*]Bit more on this, so there's now improved consistency/rate for when finding particular grades of materials on planetary surfaces.
[/LIST]
[*]When relogging in a Thargoid site on foot, any of the player's SRVs will be relocated so they aren't stranded inside.
[*]Container loot now 'snaps' to the ground to stop assets spawning under the surface or appear floating at POIs.
[*]Fix implemented for NHSS not spawning their Interceptors
[LIST]
[*]Non human signal sources 6,7,8,9 all have Thargoids present as expected.
[/LIST]
[*]The blue location marker in the nav panel will now not show on settlements or other surface locations unless you are actually close to them.
[/LIST]

Powerplay (Just a couple for now but we're thinking about it!)
[LIST]
[*]The process where control of a starsystem is lost by revolt now correctly accounts for income already provided to competing control systems.
[*]Income values have been updated for many control systems so they're the sum of their own income PLUS all the systems they currently exploit (note: this will need a table of powers, starsystems and CC numbers for the forums with plenty of notice for players to react).
[LIST]
[*]Income from the week will change. See the following post for more details: https://forums.frontier.co.uk/threads/elite-dangerous-updates-to-powerplay-in-update-7.590030/
[/LIST]
[/LIST]

Rendering
[LIST]
[*]Improvements to the blending of spherical particles have been made!
[LIST]
[*]Anything round and floaty. Usually quite pretty.
[/LIST]
[*]Settlement reactor glass no longer renders in front of steam.
[*]A fix has been implemented for incorrect colours occasionally being present in the environment maps.
[*]A fix has been implemented for artefacts most often seen in fog when using FSR.
[*]A fix has been implemented for occasions when avatars at some stations would all have blonde (they do have more fun though, apparantly...) or white hair.
[/LIST]

Server
[LIST]
[*]A fix has been implemented whereby some tourist beacons were positioned near rings, making them hard to approach.
[*]A fix has been implemented whereby many mission tip off locations failed to spawn in Odyssey.
[/LIST]

Settlements (new for Odyssey)
[LIST]
[*]A fix has been implemented for a small gap that could appear beneath the entry archway at some Settlements.
[*]A fix has been implemented for some instances of z-fighting on roof assets at some settlements.
[*]A fix has been implemented for hitcheck at the bottom section of the reactor asset to now prevent players from being able to be pushed through it.
[/LIST]

Settlements (Horizons)
[LIST]
[*]Further lighting and VFX improvements have been made to Thargoid sites.
[*]A fix has been implemented for a missing schematic for the cargo rack model.
[LIST]
[*]This primarily affected minor wreckage sites.
[/LIST]
[*]The positioning of a known settlement has been re-adjusted to prevent players clipping through its ramp section.
[/LIST]

Ships/SRV

[LIST]
[*]Improvements to the 'metallic' visuals of the SRV have been made.
[*]A fix has been implemented for bullet decals/effects not being present when firing the SRV dual repeater on planet terrain.
[*]A fix has been implemented for the Python shield percentage appearing unreadable against c*ckpit materials.
[*]A fix has been implemented for the orientation of the rear utility mounts on the Asp and the Asp Scout.
[LIST]
[*]Chaff launchers now point rearwards.
[/LIST]
[*]A fix has been implemented for missing textures on the drives of some wrecked ships.
[*]Fixes and improvements have been made to the materials of some exterior and c*ckpit wrecked ship assets.
[*]Improvements and fixes to the materials for wrecked Anaconda, Sidewinder, Cobra MKII, Federation Fighter, Diamondback, Eagle and wrecked Type 9 ships have been made.
[*]Improvements and fixes to the materials for wrecked Thargoid Scouts have been made.
[*]A fix has been implemented for the landing gear bounding volume of Krait.
[LIST]
[*]Some players could potentially walk through it. Now they shouldn't be able to.
[/LIST]
[*]Visual effects incorrectly displaying from impact made to the SRV windscreen have now been fixed.
[*]A fix has been implemented for the Beluga rear view of the Camera Suite to prevent it clipping into the hangar by default.
[*]The Beluga external fixed camera of the Camera Suite now shows more of the side of the ship.
[*]Reinforcement Dropships now have police paintjobs applied to the ship - including for Federation, Alliance and Empire.
[*]Continued improvements and adjustments to ship paintjobs have been made, so that they match much closer to Horizons:
[LIST]
[*]Vivid Paintjob for the SRV, Federation and Empire Fighters
[*]Azure
[*]Apollo
[*]Crypsis
[*]Pharoah
[*]Mechanist
[*]Osiris
[*]Precision
[*]Predator
[*]Salvage
[*]Squadron
[*]Turbulence
[*]Icarus
[*]RazorMetallic
[*]Synth
[*]Tactical
[/LIST]
[*]Fixed infinite reload time when synthesising ammo for SRVs with an empty magazine.
[*]Altered ship vs human collisions such that ship velocity is taken into consideration. Stops humanoids being launched into the air, being damaged at low velocity, and makes surface slippy so they are more likely to fall off.
[/LIST]

Shipyard
[LIST]
[*]An issue has been fixed which caused the shipyard to display only your current ship, even if multiple owned ships were stored there.
[*]Whilst on foot, you will now be able to rebuy destroyed ships that had fine and bounties.
[/LIST]

Social Spaces & Hangars
[LIST]
[*]Station social spaces will now have theme variants! (See more info in ‘Updates of Note’ section at the very top of this post).
[*]A fix has been implemented for the area close to turbo-lifts, where Camera Suitse could clip through geometry.
[*]A wall position has been adjusted which could cause a small gap in hangars.
[*]The Vista Genomics logo is now darker and more legible.
[*]A fix has been implemented for texture artefacting on some hangar pad doorways.
[/LIST]
Home stretch! Let's churn through this last, lovely lot!
3,2,1


UI

[LIST]
[*]UI will now indicate if the player has been issued with a reckless endangerment or trespass warning.
[*]UI will now display the correct Scavenger count in the objective for Eliminate Scavenger missions.
[*]External Panel - Added a new UI for redirecting Apex Shuttles in-flight, by selecting a valid destination from the Navigation panel or via a new Apex panel which leads to the galaxy/system map
[LIST]
[*]Dropships and scripted taxis cannot be redirected.
[/LIST]
[*]External Panel - A new button type has been added to the Nav Panel's location popup, for Apex Shuttle redirection.
[*]External Panel - A fix has been implemented to stop location information text overlapping with the selected option text, when focused on a location in the navigation panel.
[*]Map UI - Text has been centered for tooltips when they have multiple lines.
[*]Map UI - Tooltip item renderers have been polished.
[*]Map UI - Updated the Friends panel in the Galaxy Map with a new icon.
[*]Map UI - Added a new Friends sticky panel to the Galaxy Map, which displays a list of friends in the selected system.
[*]Map UI - Searched Squadron bookmarks will now have their text green in the drop down list.
[*]Map UI - The speed of map panning when in VR mode has been increased.
[*]Map UI - Added bookmarks to the Galaxy Map Search system. Added Squadron bookmark support too.
[*]Option Panel - An issue has been fixed whereby combo buttons with only 2 options would occasionally highlight another similar button when selected.
[*]Missions - Audio events have been added for the Mission Reward animation.
[*]Mission Board - An issue has been fixed with the passenger lounge cabin picker input using the mouse.
[*]Mission Board - An issue has been fixed with the passenger mission details panel not adding certain item renderers.
[*]Mission Board - Planetary missions now display a "planetary" icon instead of Horizon's logo.
[*]Mission Giver - An issue has been fixed whereby a truncation issue from a mission giver, where commodities/material rewards with long names, would get cut off they go over 2 lines.
[*]Contacts Panel - An issue has been fixed whereby text was getting cut off when there were no contacts in your contacts panel.
[*]Transfer Panel - Updates have been made to the images used for Regulator Housing schematics for use in the Transfer Panel.
[*]Transfer Panel - An issue has been fixed which could cause a long list of items to intersect with the header while on foot.
[*]Transfer Panel - Fixed a corrupted Russian string in the transfer panel.
[*]Transfer Panel - Fixed an issue that was present with mouse input when selecting a button in the toggle transfer popup.
[*]Transfer Panel - Support has been added for mode transfer (discard/transfer), and closes the popup when switching between discard mode and transfer mode.
[*]Transfer Panel - The transfer panel has been updated in the SRV/c*ckpit to have the correct enabled state on the confirm button after a transaction has been completed, instead of this defaulting to always enabled.
[*]Transaction Panels - Re-enabled the threat level and coloured background in transaction panels when relevant.
[*]Transaction Panel - The contribution string in the community goal transaction panels can now go on to multiple lines without issue.
[*]Transaction Panel - Fixed some padding issues (areas around the UI) for the community transaction details.
[*]Role panel - Removed the toggle off sound from the Tabbed Content Panel.
[*]Role panel - Fixed blurry avatar for NPC crew members.
[*]c*ckpit UI - An error has been fixed whereby the shield text string would persist after targetting an object that shouldn't show any shields.
[*]c*ckpit UI - Added "HostDisconnect" icon where relevant to improve feedback for host disconnection.
[*]c*ckpit UI - An issue has been fixed whereby a targets health would be mismatched between the targets panel on the left, and the gauge target panel.
[*]Comms - Fixed Team options popup not opening in ship comms panel.
[*]Comms - Fixed Comms UI sometimes showing wrong data when initialised with social tab.
[*]Comms - Fixed tab switching on the comms panel when looking at it in freelook.
[*]Comms - Fixed Friends tab refreshing Friend entries with correct status, upon joining Private Group or Open Play.
[*]Comms - All tabs in the Comms panel have recieved some visual improvements.
[*]Crew Lounge - Fixed an issue in the crew lounge where going over the crew limit (via rehiring fired crew) would allow the UI to enter a broken state where you can continually hire crew.
[*]Starport UI / Terminals - Fixed softlock when opening Local News in Starport Services or Terminal Screens
[*]Starport UI / Terminals - Fixed padding & legibility issues within the UI for these areas.
[*]Terminals - Updated the terminals notifications icons for staff and facilities so that they can now be marked by wing members.
[*]Squadrons UI - Fixed filters navigation not being reset.
[*]Main Menu - Fixing an ultra-wide screen texture which obscures the edges of the screen for UI purposes.
[*]Tech Broker - Fixed Tech broker hardpoints icons so they display correct weapon type from gimballed / turreted / fixed.
[*]Outfitting - Replaced the pip progress bar on the store multiple modules popup with a regular pop up bar to avoid it extending off the popup when numbers reach a certain amount.
[*]Humanoid HUD - Added team members icon markers in compass to indicate what's been marked by them on a terminal.
[*]Weapon/Suit Vendor - Update made to the player loadouts so when you are upgrading your suit or weapon, the grade indicator will now be blue in line when the rest of the information pertaining to the upgrade.
[*]Weapon/Suit Vendor - Added subtitles to the suit/weapon vendor states for UI so that they will appear when purchasing suits/weapons.
[*]Shipyard - Updated the shipyard so that we make sure all text is translated before we truncate it, this avoids issue where text was incorrectly appearing as "..." despite actually fitting in the area provided.
[*]Shipyard - Added a warning message for transferring you current ship to your location when it has cargo in it.
[LIST]
[*]This message should inform the player that there cargo will be discarded.
[/LIST]
[*]Vista Genomics - Fixed an issue in the Vista Genomics contact UI where navigating the buttons at the bottom of the home panel with WASD would cause the focus to reset back to the grid at the top.
[*]A discard mode for the onfoot inventory transfer panel has been added.
[*]The "View Gamer Card" button on crew role panel for PC has been removed, as this is only meant for Xbox.
[*]The Crew role tab has been removted when irrelevant (Ships with no multicrew seats and no npc crew).
[*]An issue has been fixed whereby heatsink and shield cell ammo levels could become out of sync between modules tab and HUD.
[*]An issue has been fixed whereby extremely large value combat bonds would be displayed incorrectly preventing hand-in.
[*]Fixed a missing title in unsafe temperatures notification.
[*]Added headbob intensity slider to graphics options.
[/LIST]

Can No Longer Be Reproduced:
The following issues are no longer reproduceable in Update 7. We believe this is due to other work carried out on associated code and that these issues are now fixed.
If you encounter these issues again following Update 7, you can let us know via Issue Tracker.
[LIST]
[*]When undiscovered Anemones are registered in the Codex they disappear after relogging. This no longer occurs.
[*]Mission reward materials are no longer missing.
[*]Mining deposit fragments are no longer in instances where they are stuck inside rocks.
[*]Scatter now appear in both eyes for the player, when viewed in VR.
[/LIST]

[HR][/HR]

To help you all digest the update information a little better, there is an additional post which includes the quality of life update notes for Horizons only on all platforms.
I'll need to update this thread with a handy link...note to self.

Thanks again for the continued warmth, enthusiasm and constructive thoughts and feedback as we continue onward with additions and improvements to the Elite Dangerous Galaxy.

Will be here to read your thoughts!

o7
Greetings once again, Commanders!

We can now confirm the following deployment schedule for Elite Dangerous: Odyssey 'Update 7' and the Elite Dangerous: Horizons 'Quality of Life' update (all platforms).

At 13:00 UTC / 14:00 BST all Elite Dangerous servers will go offline for approximately one hour, in order to accomodate both planned updates.
Servers will return to life at approximately 14:00 UTC / 15:00 BST

PLEASE NOTE:
There may be some slight time differences between each platform's server respool time, but things will start moving for everyone from 14:00 UTC / 15:00 BST, and we'll keep you updated regardless.

Patch notes to accompany both updates will be provided here in the forums and via Steam, on the tick of server downtime, so look out for those.

Right then! Let's do this!

o7 Commanders.
Greetings Commanders.

Not our favourite kind of news to share but as you know, the team are working hard in preparing for the Elite Dangerous: Odyssey and Horizons upates today, however:

Due to some additional attention required this morning, we are facing a current delay in the update deployments, outside of the usual/anticiplated morning timeslot.

Our finger is ever ready on the pulse, so you can expect us to keep you updated on progress and confirm further details on the deployment schedule for today as soon as possible, throughout the morning.

Thank you for your patience o7
Greetings Commanders.

This may come as a slightly sudden but hopefully not too unhelpful a shock to you all, but coming along with the next updates for Elite Dangerous Odyssey and Horizons this week, we will be making a small number of tweaks to Powerplay.

Here's an outline below of what you can expect:

Changes To Powerplay
[LIST]
[*]The process where control of a starsystem is lost by revolt now correctly accounts for income already provided to competing control systems.
[*]Income values will be updated for many control systems so that they are the sum of their own income PLUS all the systems they currently exploit.
[LIST]
[*]Income from the week is expected to change.
[/LIST]
[/LIST]

Why The Changes?

As several Commanders reported via the issue tracker (specifically https://issues.frontierstore.net/issue-detail/23052), when some control systems were lost to revolt, Powerplay didn't always correctly account for CC income changes to nearby control systems with overlapping spheres.

In particular, when the same Power had more than one control system claiming a given exploit system during revolt, Powerplay sometimes added that income again to the remaining control system, even if its income value already accounted for that exploit system.

Over time, this resulted in some powers having a higher CC income than the sum of their control and exploit systems.

Update 7 and the Horizons update fixes this logic, and also adjusts the galaxy's income values for the affected control systems, as described in this table:

Control System Power CC income pre-update7 CC income after update7 Change in income
Ashtart Edmund Mahon 39 31 -8
Binjamingi Felicia Winters 104 82 -22
Fousang Felicia Winters 70 54 -16
Erivit Felicia Winters 59 51 -8
Mexicatese Felicia Winters 64 58 -6
Kanati Felicia Winters 103 96 -7
LP 906-9 Felicia Winters 94 82 -12
54 G. Antlia Felicia Winters 45 37 -8
Matipu Felicia Winters 47 35 -12
Coma Denton Patreus 100 83 -17
Dheneb Pranav Antal 134 108 -26
Mandii Archon Delaine 36 28 -8
Clayakarma Yuri Grom 189 179 -10


Certainly appreciate that this may be coming in a little hot ahead of the forthcoming updates this week, as I say, but we really hope this helps!

Really excited to share the full update notes finalised for you and welcome in Update 7 for Odyssey, along with the Quality Of Life update for Horizons on all platforms very soon!

o7 Commanders.
Greetings Commanders!

With Update 7 on the horizon, let's see what the week has in store for us with today's Community Schedule:




Tuesday
Supercruise News #47:
Join us for all the latest news from the world of Elite Dangerous, and the highlights from the community!

Wednesday
Stellar Screenshots:
Another week of brilliant screenshots await! The latest winners will be revealed on Wednesday.

Odyssey Update 7: We'll be releasing Odyssey Update 7 on Wednesday, so stay tuned for further information in the coming days!

Horizons Update: Horizons players on all platforms will be receiving a Quality of Life patch at the same time as the Update 7 rollout, including a number of fixes that have been implemented in the previous Odyssey updates.

Thursday
Update 7 Conflict Zone Stream:
It's time to head down to an on-foot Conflict Zone to check out the changes that came with Update 7, including AA turrets!

Community Goal & Competition: There will be a brand new Community Goal to look forward to on Thursday, alongside a competition for those taking part - keep your eyes on the forum for more details on that soon!

Friday
Commander Creations:
There's no better way to celebrate the weekend than with a selection of wonderful Commander Creations!

ED Elite Club: A new wave of Commanders will be entering the #EDEliteClub this Friday!


Have a fantastic week Commanders,

o7
Greetings Commanders!

This week's community schedule is coming to you a day later than usual on the forums due to a national holiday yesterday! Let's get into what's happening this week in the world of Elite Dangerous:



Tuesday
Development Update
: Our monthly update on the development of the game will be released today - we'll be sharing some of the things you can look forward to in Update 7, and some progress on top-voted issues.

Dev Update Breakdown Stream: Arthur & Zac will be breaking down the Development Update before sharing some community highlights on this Tuesday's stream!

Wednesday
Stellar Screenshots:
Have you been to a beautiful spot in the galaxy? Make sure to share your photos for a chance to be featured in Stellar Screenshots this Wednesday!

Thursday
Xbox Stream:
Arthur will be heading onto his personal account on Xbox - prepare for the usual antics!

Friday
Commander Creations:
Every week your creations are becoming more impressive and varied! Keep them coming using the hashtag #CommanderCreations on Twitter!

We'll see you in the week Commanders,

o7
Greetings Commanders!

Firstly, a huge apology from me on how late in the day this is coming to you!
Strong start to a Monday without Zac and Paul (I miss them. They'll be back...), plus the excitement of our Development Update 2, so let me take full responsibility on this one.
So sorry o7

Anyway, I digress - Let's take a look at the week ahead in the world of Elite Dangerous:



Monday
Development Update 2 soared in this afternoon, sharing our current goals and progress with Elite Dangerous: Odyssey. You can check out the post over here.

Tuesday
Supercruise News #43:
Arf & Bruce are reunited after a little time apart (...They seem thrilled actually!) to host our next instalment of Supercruise News, where they'll be sharing some rather exciting progress echoed from the recent Development Update 2 post, as well as highlights from the Elite community.

Wednesday
Stellar Screenshots:
Get a sense fof just how Paul feels at the time of choosing these absolute winners for Stellar Screenshots! To be in with a chance yourself, make sure you enter by Wednesday! #StellarScreenshots

Thursday
Evening Livestream:
Arthur and Sally will be teaming up in this week's Thursday evening livestream (feels strange typing about myself in the 3rd person...). A rare combo, but should be fun!

Friday
Commander Creations:
I'm going to use Zac's words for this one, because if it isn't broke, why fix it at this point? "Have you got a creative side? Show it off using the hashtag #CommanderCreations for your chance to be featured in our weekly roundup of the finest art the galaxy has to offer!"

That's about it for now! We'll of course be frequenting the Forums to chime in on any latest discussions.
Zac is out of office until Monday next week so if you tag him at any point, he's not ignoring you, he's somewhere in...Cornwall.

Have a great week, Commanders o7
Greetings Commanders!

Welcome to another week in the Elite Dangerous galaxy! As always on Mondays, it's time for a look ahead at what the week holds in the Community Schedule:



Monday
Commander Creations
: Last week was so busy with Update 6 news that we didn't have time to post your wonderful Commander Creations! We'll be rectifying that with a forum post today.

Tuesday
Flight Assist-Off Challenge:
Zac & Bruce will be continuing their self-inflicted trial of Flight Assist-off flying challenges. This can only go terribly.

Wednesday
Stellar Screenshots:
Now the Camera Suite improvements are in the game, we can't wait to see the new creative shots that the photographers of the Elite universe are going to submit to #StellarScreenshots moving forward! Make sure your entries are in by Wednesday for this week's cut off.

ED Elite Club: Wednesday will see another round of new entrants into the coveted #EDEliteClub! If you recently reached any Elite rank, make sure to share an image on Twitter using the hashtag #EDEliteClub for a chance to be featured.

Thursday
Camera Suite Stream:
We'll be putting the new Camera Suite to work on Thursday's stream with some good old fashioned sightseeing and photography! Let's see what new shots we can capture.

Friday
Commander Creations:
Our second instalment of Commander Creations for the week is due on Friday! Make sure to submit your entries using the hashtag #CommanderCreations or posting in today's thread once that goes live!


Supercruise News will be returning next week!

Let's have another fantastic week Commanders,

o7
Greetings Commanders.

At approximately 14:30UTC/15:30 BST we will be bringing the Elite Dangerous: Odyssey servers offline in order to accomodate a small patch to address some current issues.
Once again, this is Odyssey servers only.
Downtime should be no longer than 15 minutes.

Updates of note:

[LIST]
[*]The bartender has had a stern talking to. They now promise to no longer crash your game when you try and sell your goods to them.
[LIST]
[*]There is a small chance that the bartender could be a little stubborn...If you encounter this issue again, give one of us a nudge.
[/LIST]
[*]An issue has been fixed whereby NPC's would no longer use flashlights in the dark making it very hard to see...well...anything.
[LIST]
[*]This fix also applies for Scavengers.
[/LIST]
[*]An issue has been fixed whereby Commanders were unable to aim down the sight of the Intimidator weapon.
[*]Some players experienced a 'Black Adder' disconnect when purchasing and equipping a livery item. Instances of this should now be resolved.
[*]An issue has been fixed whereby point defense turrets were failing to destroy hatch breaker limpets.
[*]Fixed POI (retrieval) mission progression.
[LIST]
[*]Some Commanders were experiencing an issue whereby they couldn't hand in item retrieval missions. These instances are now fixed.
[/LIST]
[*]'Hold E to Loot' was proving an absolute nightmare for many. We've listened and understood, thereby reverting the action back to being a single button press.
[*]An issue has been fixed whereby auto launch would eject ships to outside of mass lock range.
[*]An issue has been fixed whereby torches would not be visible in the camera suite, nor on other players in an instance.
[*]An issue has been fixed whereby Ship Launched Fighter crew would get a little overconfident with their acknowledgements
[LIST]
[*]Things were a little hairy for a second!
[/LIST]
[*]An issue has been fixed whereby the Ship AI could disengage super cruise too close to stars.
[*]An issue has been fixed whereby ambient occlusion would not render correctly at certain resolutions - including when using FSR.
[*]"Balanced" can be selected in the FSR graphics options!
[LIST]
[*]Courtesy of AMD: "Balanced mode produces a super resolution image approximating native rendering quality, with a major performance gain compared to native."
[*]Ultra Quality (1.3x Dimension Scaling, 1.69x Area Scaling, Resolution 77%)
[*]Quality (1.5x Dimension Scaling, 2.25x Area Scaling, Resolution 67%)
[*]Balanced (1.7x Dimension Scaling, 2.89x Area Scaling, Resolution 59%)
[*]Performance (2.0x Dimension Scaling, 4.00x Area Scaling, Resolution 50%)
[/LIST]
[*]Fix for FSR not working with VR HMD virtual flatscreen.
[*]Made some improvements to stability.
[LIST]
[*]These are usually fixes to "random crashes" encountered by Commanders who send through crash logs. The issues lie often deep within code with non specific triggers of great detail.
[/LIST]
[/LIST]

That's the last of them Commander
That's the last of them Commander
That's the last of them Commander
(If you know, you know).

We'll continue on farming your wonderful feedback - it keeps on enabling all teams involved to make those extra strides for Elite Dangerous even longer, so let's keep going!
Keep an eye out here on the Forums and across social for further info on more information around updates and more in the coming days and weeks ahead!

See you in the black o7

------------------------------------------------------

UPDATE TO UPDATE:
A fair collection of Commanders have since reported that they are still crashing to desktop when editing or interacting with Outfitting and Suit Loadouts.
We've collected enough data from those of you who have shared it and are on the case! Thank you!!!
Greetings Commanders!

Welcome to another week! We've got more for you to look forward to in the coming days, so please check out the schedule:





Tuesday
Supercruise News #44:
Bruce & Zac return for Supercruise News where they'll be sharing the latest development progress and all the best bits from the Elite community.

Wednesday
Stellar Screenshots:
Last week's competition was tougher than ever, with the introduction of the new Camera Suite changes. We can't wait to see how the competition hots up this week!

Thursday
Community Goal Livestream:
A new Community Goal will launch on Thursday, and we'll be taking part live on stream!

Friday
Commander Creations:
#CommanderCreations returns to its usual weekly spot on Friday, so you have ample time to get your fantastic entries in!


Let's have another beautiful week, Commanders.

o7
Greetings Commanders!

It's time to sit back and enjoy another round of brilliant creations from our very own community! Remember, if you would like a chance to be featured, just post your creation on Twitter using the hashtag #CommanderCreations, or link it below! Without further ado:

Exploration Montage By Lana Hyugatha

[MEDIA=youtube]5UUCfIYa-D0[/MEDIA]

Lana Hyugatha recorded their recent exploration trip and cut it together into this wonderful montage that highlights many different aspects of Elite Dangerous, whilst also being backed by Radiohead!

Human Thargoid Tech Ship By Richard Daborn




This fantastic concept art by Richard Daborn showcases their take on a human ship powered by Thargoid technology! It's the size of a small corvette, features a regenerative hull, and is codenamed 'Charybdis'!

Laser Engraved Elite Logo By ChuckityChuck044

[MEDIA=reddit]EliteDangerous/comments/plta4o[/MEDIA]

This laser work by ChuckityChuck044 is amazing and we must have one. It's being engraved onto very thin aluminium cards and the finished result is spectacular!

Elite Settlement Raid By The Buur Pit

[MEDIA=youtube]CfxCfv2hgus[/MEDIA]

The Buur Pit are taking us along on a well-executed settlement raid in this cleverly edited video featuring multiple drone shots and CCTV footage to add to the atmosphere!

That's all for this week, Commanders!

o7
Greetings Commanders!

We're looking for the most daring pilots, drivers and stunt people to submit video entries for our next Elite Sports livestream! Successful submissions will be shown on our stream and will be rated by our esteemed panel of judges from the community team! All submissions which meet the requirements will receive a Pulse Blue SRV Paint Job even if they are not featured on the stream!



What sort of stunt can I perform?
Anything! Whether you're flying your ship or a fighter, driving your SRV, or performing some high-octane parkour, we'd love to see it!

How do I submit my stunt?
Please send a YouTube link of your stunt and your in-game Commander name in the body text to [email protected] with the subject 'Elite Sports Stunt 2021'.


Video Requirements:

[LIST]
[*]16:9 aspect ratio with minimum 1080p quality
[*]10-30 seconds long
[*]Must feature a stunt performed in an SRV/ship/on-foot or any combination of the three
[*]Must only feature in-game footage
[*]Must not feature any copyrighted audio
[*]Must not feature voiceover or added text
[*]Must be submitted by 30th September 2021
[/LIST]

If you have any questions feel free to ask them below!

Fly safe, Commanders!

o7
Greeting Commanders.

Hope you're having a wonderful start to the week.

We're pleased to say that the development of Update 7 is continuing to progress well on all fronts.
However, thanks to your continued feedback and conversation here in the Forums, we'd like to implement an additional fix to a present, reported issue which causes unintentional Community Goal abandonment.
[LIST]
[*]A poignant example of this issue being that 'if you attempt to abandon any missions, it will abandon the CG you signed up for'.
[/LIST]
We deem this issue to be somewhat of an additional priority, therefore the release of Update 7 is now planned for next week, whilst the team investigate and address accordingly.

Thanks for your patience!

See you in the black o7
Greetings Commanders!

It's time to see what's in store this week in the world of Elite Dangerous with our community schedule:



Tuesday
Community Goal Stream:
Arthur & Sally will be heading for combat in this week's Community Goal!

Wednesday
Stellar Screenshots:
Keep your beautiful screenshots coming! This week's competition winners will be revealed on Wednesday.

Thursday
Anti-Xeno Combat Stream:
Bruce & Zac will be taking on the Thargoids in some Anti-Xeno combat action on Thursday's stream.

Friday
Commander Creations:
Once again we'll end the week with some amazing creations by our very own community! Make sure to get your submissions in using the #CommanderCreations hashtag.

---

Update 7 Progress

We're pleased to say that the development of Update 7 is continuing to progress well on all fronts.
However, thanks to your continued feedback and conversation here in the Forums, we'd like to implement an additional fix to a present, reported issue which causes unintentional Community Goal abandonment.
[LIST]
[*]A poignant example of this issue being that 'if you attempt to abandon any missions, it will abandon the CG you signed up for'.
[/LIST]
We deem this issue to be somewhat of an additional priority, therefore the release of Update 7 is now planned for next week, whilst the team investigate and address accordingly.

Thanks for your patience!

---

We'll see you in the week, Commanders!

o7
Greetings Commanders!

Let's end another week with a round of brilliant creations from our wonderful players! If you'd like a chance to be featured, make sure to submit your entry on Twitter using the hashtag #CommanderCreations!

ED Baking Club Mascot By Commander Fosdyke



The glorious Elite Dangerous Baking Club needed a mascot, and Commander Fosdyke delivered with this 3D render of Gunther - who is now representing the club and approving those delicious bakes.

Coriolis Desk Tidy By BeardyBeardy



This Coriolis desk tidy by Reddit user BeardyBeardy is the ultimate way to keep your pens and pencils all in one stylish place! This piece was made using blueprints provided by CMDR Arithon.

Elite Dangerous Tattoo Design By AVAKtattoer



Ever fancied an Elite Dangerous tattoo? This design by AVAKtattoer on Reddit may be one to remember! This stunning Thargoid heavy piece is sure to look amazing on any Commander willing to represent our not-so-human galactic neighbours.

Repurposed Racing Simulator For Elite By Wild_XIII



We always love seeing your custom setups for Elite Dangerous, but Wild_XIII has taken it to the next level by repurposing this racing simulator to be functional with Elite! What a great way to explore the galaxy.

We'll see you next week for more great Commander Creations!

o7
Greetings Commanders,

On Tuesday we released our second Top 20 Issues Report, accompanied by some commentary on our Supercruise News livestream. In this second edition of the report, we were pleased to confirm that many of the listed issues will be fixed in Update 7 which is scheduled for next week.

Following the report, several of you rightly pointed out that the currently sixth highest-voted open issue, “Automated Accounts Influencing BGS and Powerplay”, on the Issue Tracker was not present in the table. We’d like to take this opportunity to clear the air around this point.

To give some important context on how the Issue Tracker works, when an issue is submitted it remains in the system for a certain amount of time before expiring. During this time, if it gains enough confirmed reproductions (to prove the issue is legitimate), it will remain on the tracker until it is closed. This is the “confirmed” state. Confirmed issues are investigated by our QA team, and if they are confirmed internally, they enter the “acknowledged” state. From there issues are further investigated, prioritised, and worked on by our QA and development teams.

Why is this important? In this case, the issue of automated accounts (we’ll call it “botting” from here on) is one we’re fully aware of but is handled differently than “standard” issues like graphical bugs. Bot detection and account moderation is an ongoing effort, and while we know botting is a problem, it has not been processed on the Issue Tracker the same way a typical issue would be. Botting cannot be “reproduced and confirmed internally” like a typical bug and therefore has not entered the “acknowledged” state. For our Top 20 Issues Report, we gathered the issues list from those marked as “acknowledged” which is why it did not appear.

To show that we acknowledge botting as an issue, this will be marked as such on the tracker moving forwards. In the meantime, our continuous efforts to mitigate and punish botting will continue. We’re limited in our ability to share details on this progress as doing so can inform players who choose to bot on how they might avoid detection.

We hope this sheds some light on why the issue did not appear in the table. We welcome any questions and thank you as always for your support!

O7
Greetings Commanders!

It's time for our second Issue Report. Below is the updated Top 20 Issues Table, listing the highest voted issues on the Issue Tracker.

Note: the status and planned release of each issue is subject to change as various factors affect the ongoing development schedule.

[ATTACH type="full" alt="MicrosoftTeams-image (58).png"]261267[/ATTACH]

Top 20 Issues


1. Problems With Lighting And Illumination - this issue is due to be closed with Update 7 as general issues with lighting have been resolved. If you experience any further lighting related issues, please create new issues on the tracker for each specific instance.
2. Degraded Terrain Textures Compared To Horizons - as with the issue above, this is largely resolved. For individual texture-related issues, please report them as new specific instances with as much description and information as possible.
3. Tiling Planetary Features - this remains under investigation.
4.
Low FPS Performance In Odyssey - improvements in the area are ongoing, including improvements in coming in Update 7 and future Updates.
5.
Limited Gameplay During Apex Shuttle Rides - the upcoming Apex Redirect feature should resolve much of the frustrations that gave rise to this issue, so it will be closed with Update 7.
6.
Game Hangs On Exit Sometimes - this remains under investigation.
7.
Invincible Thargoid Heart - the fix for this issue is coming in Update 7, after which we will close this issue if successful.
8.
Anti-Aliasing Not Working Correctly - anti-aliasing as a whole remains under investigation.
9.
Joystick Buttons 32+ Not Working - this is now under investigation.
10.
Increased Performance Problems Since Update 5 - further improvements are expected in Update 7 while long term further optimisation is ongoing.
11.
Expose Telemetry For Motion Simulators - this proposition is still being discussed internally.
12.
Empty NHSS Signals In Odyssey - this has been confirmed as fixed internally in time for Update 7 and will be closed once confirmed in the live game.
13.
Dav's Hope Not Spawning Materials - this also appears fixed internally, ready for Update 7. We are investigating whether other locations have been affected.
14.
Supercruise Stuck At 0 - this remains under investigation.
15.
Fleet Carrier Modules And Finances Not Calculated As Assets - this has been confirmed as fixed internally in time for Update 7 and will be closed once confirmed in the live game.
16.
NPC Fighter Kills In Conflict Zones Count As Progression - this appears to be fixed in time for Update 7, we are awaiting internal confirmation.
17.
Support Missions Have Been Culled - this has been confirmed as fixed internally in time for Update 7 and will be closed once confirmed in the live game.
18.
System And Galaxy Map Misalignment In Widescreen Aspect Ratios - this remains under investigation.
19.
Planet & Moon Orbit Lines Not Visible In The FSS When In VR - this remains under investigation.
20. Missions And Rewards Not Sharing With The Team - some fixes for this are included in Update 7, with further ones planned for Update 8.

This is a reflection of the current situation, and due to the ever-evolving nature of game development, the planned release for these fixes is subject to change. We appreciate that the listed issues are similar to the previous report, this is because many of them will be closed after the upcoming Update 7. Let us know what you think of this report below!

o7
Greetings Commanders!

We're back to a five-day week, so the schedule is coming your way on the usual Monday! After a great week last week with the release of Development Update 3, let's check out what's in store this time around:



Tuesday
Supercruise News #46:
We'll be sharing the latest Issue Report on tomorrow's Supercruise News, as well as all the highlights from the community!

Wednesday
Stellar Screenshots:
There's never been a better time to up your photography game in Elite! Make the most of the Camera Suite improvements and snap some beautiful shots before this Wednesday!

Elite Club: We're back with another round of #EDEliteClub on Twitter this Wednesday! If you recently made Elite in any rank, let us know using the hashtag for a chance to be featured!

Thursday
Evening Livestream:
We have a fun stream lined up for Thursday, but we've got a few details to iron out before we can confirm. Stay tuned!

Friday
Commander Creations:
We round off the week with another set of stunning entries into Commander Creations! Make sure to get your submissions in before Friday using the #CommanderCreations hashtag!

Fly safe Commanders,

o7
Greetings Commanders!

As always, you haven't disappointed with your fantastic creative work this week, so let's dive into another round of #CommanderCreations! If you would like to be featured next week, make sure to post your creation on Twitter with the #CommanderCreations hashtag.

Spaceboop Art By CMDR BeetleJude



BeetleJude is back again with another fantastic piece of art, this one depicts the classic boop of the ship snout! This time it looks like a metallic crystal that's on the receiving end of the boop, so hopefully there's not much damage done to this beautiful space entity!

Elite Diorama By Harambecomebackpls



What better way to make use of your 3D-printed Elite ship models than to make an amazing diorama out of them? That's what Reddit user Harambecomebackpls has done here and we must say, it's quite brilliant!

Odyssey Style Elite Badges By BlueSwordDoggo



BlueSwordDoggo has taken inspiration from the fresh look of the Odyssey logo to create their own version of the Elite ranking badges! You can check out more of them over on this Reddit post.

Elite Apron By ChuckityChuck044 & Friends



Reddit user ChuckityChuck044 must have the best friends in the galaxy, as they made him this fantastic Elite-themed apron! Perhaps some #EDBakingClub activities are on the horizon for this Commander?

That's all for this week! We'll see you in the black Commanders.

o7
Greetings Commanders!

We're heading into an extended bank holiday weekend here in the UK, so let's celebrate with some more fantastic creations! Remember, if you want to get involved, please use the hashtag #CommanderCreations or post your creation in the thread below! Here we go:

Elite Teamwork Metal Art By DeepBlueBeard & Friends



This piece of metal art from DeepBlueBeard is a culmination of the efforts of many Commanders! Not just the Commanders present within the shot, taking on the Thargoid, but also Moerdyr who took the photo! This would look great in your Elite-themed gaming room!

Elite 360 Panorama Tour By CMDR sntxrrr



This incredible tour of the the Elite galaxy by CMDR sntxrrr needs to be visited to get the full effect! You can take a trip throughout some iconic places within Elite Dangerous, and look around in full panorama view!

Asp-Inspired Flat Cap By Grippy Gecko



Don't just stop at putting an Asp in front of things, why not put an Asp on your head? That's what Grippy Gecko has done with this Asp Explorer inspired flatcap!

Asp Explorer Digital Art By Arkaim_K



Not one, but two Asp themed entries this week! We finish off our latest round of submissions with this stunning piece of art from Arkaim_K, which shows off their beautiful Asp in front of things - but with an 80's vibe! Love it!

We'll see you next week for more stunning creations!

o7
Greetings Commanders,

As we reach the end of the month, we are delighted to share our latest development update with you.

Issue Tracker

To kick things off we would like to update you on the key issues as voted for by our community on the Issue Tracker. Remember you can visit the Issue Tracker any time to vote for your top issues or make a report.

1. Lighting and Illumination in Odyssey

Since Odyssey’s launch we’ve made a large number of updates to in-game lighting to bring the experience more in line with Commander expectations. These changes included relighting ship c*ckpits, improving all materials and overhauling star light and station exteriors, to call out just a few.

Following the major changes in Update 6 we’ve now, based on your feedback, made additional changes to areas such as Fleet Carriers and exterior station lighting which will be deployed in Update 7.

Whilst we recognise that some Commanders may continue to have feedback around how the game is lit we feel that for the purposes of aiding further development this issue tracker entry, whilst still holding a number of votes, is no longer providing us actionable feedback to improve the game, with recent contributions unrelated to the specifics of the original report.

We will therefore mark this issue as fixed following the update, freeing up those votes to contribute to other issues in issue tracker. Of course if you observe any specific instances of poor lighting, please open a new issue tracker entry giving specific feedback.

2. Degraded terrain textures compared to Horizons

We’ve been monitoring your feedback following Update 6 and we are now satisfied that this issue has been largely resolved. This item will be marked as fixed with the final changes set to arrive in Update 7 - if you see specific instances please contribute to the issue tracker giving specific feedback.

3. FPS performance in Odyssey

Further improvements have been made in this area including optimisations to the Navmesh, lighting system, terrain, NPCs, glass shaders and scatter rock LODs. Our core code team is making good progress on more substantial optimisations, a number of which we expect to be included in Update 8.

4. Nothing to do on long shuttle rides

Update 7 will provide the opportunity for players to redirect Apex shuttles in transit, avoiding instances of players feeling trapped into long journeys. We will look to mark this issue as fixed in line with Update 7, freeing up your votes to contribute to other issues.

5. Invincible Thargoid Heart

We have identified a cause and are deploying a fix for this issue in Update 7, to ensure the fix has worked as intended, we will leave this issue open for a time. We would like to thank you for your patience with this issue and for your support in helping us to resolve it.

6. Frame Rate Drops post update 5

Update 7 will include changes to the games Navmesh which we believe resolves any potential performance impact from update 5. We will therefore be marking this issue as fixed following the release of Update 7 whilst retaining our wider focus on improving Odyssey’s performance.

The following issues will also be resolved in Update 7:
[LIST]
[*]NHSS signals in Odyssey are Empty
[*]Fleet Carrier and Module costs not included in overall wealth
[*]Support missions are not widely available
[*]Missions and Rewards are not shared with the team
[*]A previously present codex entry is now missing
[*]Stolen tritium cannot be donated into a fleet carrier's fuel depot
[*]Too much CC returned when systems revolt.
[*]Mission Reward Material Missing
[*]Deposit fragments stuck inside the rock
[*]Unable to interact with Comms Panel in head look
[*]Some rock scatter only visual in right eye in VR
[*]Seeker and Packhound Missiles do double damage against shields
[*]Choosing +Influence reward from missions gives no influence
[*]CZ captain defence incorrectly rewards credit bonds for the enemy faction
[/LIST]
In addition to Odyssey Update 7 we’re pleased to confirm that a number of these fixes and QoL improvements will be deployed to Horizons players on both PC and console in September – we will of course share full patch notes for both around release.

Upcoming Updates and Content

Please note: These are at varying stages of progress. This is not an exhaustive list of everything that is being considered. They are not final, so they are subject to change. We will keep you updated with news and details as they progress, and we expect the content to release over the coming few updates. With that said, here’s a look at just some of the features and content in consideration, to go alongside the other development work required for future updates.

The following items are planned to be included in Update 7 which is scheduled for mid-September:

Conflict Zone Anti-Air Defence and Dogfighting


Since the launch of Odyssey, many brave Commanders have dropped into Odyssey’s Conflict Zones to support their chosen faction in ongoing conflicts throughout the bubble. With Update 7 we’re taking Conflict Zones to the next level by rebalancing the sphere of combat, increasing the risk for airborne Commanders and introducing new gameplay for those on the ground.

Each active Conflict Zone will have new anti-air turrets to defend against airborne attack. Commanders in the air will need to work with those on the ground to disable them. In addition, AI ships will also be deployed to Conflict Zones for the first time, allowing Commanders to experience exhilarating in-atmosphere dogfights as the battle rages below.

You can see both of these in action in the video below:

[MEDIA=youtube]73VaFZbqK9w[/MEDIA]


Enforcer units coming to Conflict Zones

Following the deployment of Enforcer units to Odyssey’s military installations, we’ll be introducing rocket launcher equipped infantry to active Conflict Zones, increasing the risk for any Commanders hoping to pick off easy prey from the comfort of their SRV.

New Social Hub styles

These screenshots show some of the variation added for Update 7, making station interiors more clearly linked to their installation type. Changes include elements such as swapping out railings with alternatives, replacing crates and planters with other props to better suit the theme, using different partitions and wall pieces, swapping beams and roof sections, and adding pipes or more industrial looking geometry.



In addition, wealthy services and high tech stations now show less rubbish and junk on the floors, while the agricultural, industrial and asteroid stations are progressively more untidy.

Apex Redirect

You’ll soon be able to redirect your Apex shuttle mid-flight. Our UI team have been hard at work to make this a seamless experience with redirection options from the Navigation list, Galaxy and System Maps



Increased stored modules and bookmarks

Stored module and Bookmark limits will be increased from their previous limits to 200. We are pleased to be able to deliver this community request.

AMD Fidelity FX CAS

By popular demand, AMD Fidelity FX CAS will be reintroduced as an option in Update 7. This is mutually exclusive to FSR which has its own integrated RCAS system.

Here is a selection of the other features currently in development. As mentioned above, this is not an exhaustive list of everything that is being considered. They are not final, so they are subject to change. As we get closer to their release we will announce which of these will be included in each Update:

Horizons Cosmetics in Odyssey


Our character team have been hard at work overhauling Horizon’s flight suit cosmetics to make them compatible with Odyssey’s EVA suits. While we still have a little way still to go, you can see some of the results which we plan to bring to the game soon, below.



Four Player Multicrew

We’re pleased to share that we are making great progress on this feature, with a number of ships now in test with four Commanders on the bridge. More details will be released closer to release.



New Odyssey Engineers in Colonia

We’d like to introduce Rosa Dayette, one of Odyssey’s upcoming new Engineers based out in Colonia.



Born and raised in a starport within a feudalist system, Rosa had few obvious skills in her youth. She was an average student, suffered from stage fright and found athletic competition dull. But she did have a passion for mechanical things, fascinated by the constant stream of ships outside her apartment window. With a combination of donated, swapped and refurbished tools, she began to tinker on the gadgets in her home, looking to reverse engineer them to learn how the various components work.

Her natural talent blossomed, and over time she started working on her neighbour's technology, patching up suits or manual equipment. This became helping out friends of friends, then distant acquaintances; as Rosa approached adulthood people from across the station would turn up at her door with things to fix. Her family apartment eventually resembled a workshop.

And yet she would rarely charge people credits for her time. Her enjoyment of the work and tendency to trade skills led her to accept favours instead of credits. A fixed datapad in exchange for homecooked meals. An upgraded power coupling for free apartment cleaning. Word of Rosa's talents reached a local businessman who operated a suit supply store. An experienced mechanic himself, he offered Rosa an opportunity to help out at his shop in return for some second-hand suits, weapons and other equipment. Rosa accepted, drawn by the chance to examine far more interesting gear than the home appliances and commercial technology she was used to.

After many happy years of this arrangement, her mentor passed away. What little he had to bequeath was given to Rosa, along with a hand-written note asking Rosa to leave the starport and pursue her dream of a full workshop. Rosa did so, announcing to her friends that she would seek employment with an engineer. As word spread throughout the community, a collection was held to fund this new venture; the many Rosa had helped so selflessly, for so long, gladly contributed. To Rosa's astonishment, it was just enough to establish her own workshop in Colonia.

Rosa found her local celebrity discomforting, having felt that helping the community was a responsibility rather than something notable. Yet deep down she recognises that she could have made a comfortable living from her talents, but chose to remain true to her principles. Now she enjoys total autonomy in a new community, excited by the opportunity while missing her friends dearly.


Mission feature extensions

Work is still ongoing to expand mission features for Odyssey with the aim to increase mission diversity and create stronger links between the in-c*ckpit and on foot gameplay. We hope to share more on this soon.

Megaship Social Spaces

Last but not least, we’re excited to share that work is now underway to bring social spaces to Megaships. This will allow us to position a base for on-foot services, such as Vista Genomics and Pioneer Supplies, anywhere in the galaxy.

As with previous development updates, what we’ve shared today is just a snapshot of what we’re working on. We will be sharing more details on the content mentioned above, further bug fixes, performance improvements and of course more as-yet-unannounced content in further monthly development updates and across our other channels.

Thank you as always for your continued feedback and support.

Arf
Greetings Commanders,

The galaxy servers will be rebooting at 14:00 UTC/15:00 BST for emergency maintenance.

Expected downtime will be 5-10 minutes. Thanks for your patience!

o7
Greetings Commanders,

As we begin a brand new week, let's look ahead to the community initiatives you can get involved with in the world of Elite Dangerous!



Tuesday
Supercruise News
: Tune in on Tuesday for the latest Supercruise News, filled with all the news and highlights from the Elite galaxy.

Wednesday
Stellar Screenshots:
Keep your beautiful in-game photography coming! Make sure to submit your latest screenshots by Wednesday for a chance to be featured and earn a unique paintjob!

Thursday
Odyssey Open Play:
It's time for another Open play session on Thursday night! Come join us to take on some missions and see what calamity ensues!

Friday
Commander Creations:
Your artistic efforts continue to impress us on a weekly basis! If you have something to share, use the hashtag #CommanderCreations to enter!

See you in the black, Commanders!

o7
Greetings Commanders,

Thank you to everyone who has already contributed to the current Community Goal! For those who haven't, we encourage you to get involved. We'd like to take this opportunity to describe the two brand new modules that can be obtained by participating, the uniquely engineered Mining Laser and Abrasion Blaster.

To demonstrate the differences, we've compared each of these to their standard versions (showing only the stats which have changed):

Mining Laser

Stat Standard CG Exclusive
Power Draw 0.5 0.25
Damage Per Second 2 1.9
Thermal Load 2 1
Max Range 500 2,500
Damage Fall Off 300 2,500
Integrity 40 20
Distributor Draw 1.5 0.75



Abrasion Blaster

Stat Standard CG Exclusive
Power Draw 0.34 0.17
Thermal Load 2 1
Max Range 1,000 5,000
Damage Fall Off 1,000 5,000
Integrity 40 20
Distributor Draw 2 1
Shot Speed 667 3,333


Both modules are far more energy efficient, with half the power and distributor draw of the standard versions. They also boast 5x the maximum range when compared to the defaults, among other advantages. These come with the minor drawback of a reduction in integrity.

We hope this post clarifies the benefits of these exclusive modules. If you want to get these for your mining ship, all the details for the Community Goal can be found on this page!

O7
Greetings Commanders!

It's time to bring another week to a close with a brilliant set of Commander Creations! Don't forget you can always get involved using the hashtag #CommanderCreations on Twitter, or by posting your creation in the replies below! Let's get underway:

Norma Expanse Postcard By DarthFabrer



Darth Fabrer has been sharing their adventures in the black, and have even sent a lovely postcard of this quite unique set of planets all lined up! Great find, and a great postcard! We'll stick it on our fridge!

Hull Seals Reminder By OmegaDrebin




You should always be aware of your air supply - and what you need to replenish it! This handy reminder by OmegaDrebin of the Hull Seals will save your Commander's life one day - keep it memorised!

Model Viper By LCU No Fool Like One & Daughter




Not only did LCU No Fool Like One print out their beloved Viper MkIII, their daughter painted it to match the actual paintjob of the ship within Elite! Amazing effort from both!

Apollo 15 Expedition Poster By SlowRoastedSloth



This beautiful poster was made by SlowRoastedSloth to celebrate the recent Apollo 15 Anniversary Expedition that took place within Elite! The expedition was celebrating the 50th anniversary of the real life space mission, which saw the first use of the Lunar Roving Vehicle!

That's all for this week!

Fly safe Commanders,

o7
Greetings Commanders!

Thank you for your feedback on the first Issue Report table that we released last week. We've heard your thoughts relating to lighting in Odyssey and would like to gather some more information so we can look into this further.

We've made note of multiple lighting-related queries that you have raised and the development team are now investigating. One piece of feedback that we'd like Commanders to expand upon is the c*ckpit brightness issue.

We're looking for information to answer the following questions:
[LIST]
[*]Is this affecting all ships or just specific ships?
[*]What is the exact issue you're experiencing?
[*]Is this happening in all lighting, or just certain situations (certain star types, extremely dark locations)?
[LIST]
[*]If so, please provide locations / screenshots.
[/LIST]
[/LIST]

Any other information you can provide around c*ckpit brightness will also be appreciated, but the above questions are our primary concern. The information will be useful to help us narrow down the specifics of this issue, and a potential cause.

As always with a focused feedback thread, any replies to other comments or off topic/non-constructive posts may be removed to keep the thread as practical and useful as possible. This thread is not the place to discuss other lighting issues. For unrelated discussion, please find or create other threads over in Dangerous Discussion.

o7
Greetings Commanders,

This is just a quick post to announce that Player Made Faction applications are not currently being reviewed while an internal error is being addressed. When the situation changes, we'll let you know!

O7
Greetings Commanders!

As we move through August, we'd like to give a big thank you for all your feedback that you continue to provide as we work towards Update 7! Whilst Update 7 is still a few weeks away, there are still things to look forward to in the world of Elite:




Tuesday
High-G Summer Slamdown Stream:
We've been inspired by the ongoing SWS High-G Summer Slamdown event! After sharing the best bits from the community and this week's Stellar Screenshots, we're going to try our luck landing on at least one high gravity planet!

Wednesday
Stellar Screenshots:
Your photography continues to amaze us on a daily basis! If you'd like to feature in the upcoming set of Stellar Screenshots, make sure you enter by Wednesday!

Elite Club: We're back with another class of entrants into the illustrious Elite Club! Recently made Elite? Make sure to tweet using the hashtag #EDEliteClub for a chance to be featured!

Thursday
Horizons CQC Night:
Undefeated champions of Capture The Flag, Zac & Bruce, return for another night of CQC - will you take the crown from them?

Friday
Commander Creations:
Share your creations with the galaxy! Use the hashtag #CommanderCreations and we may just feature your work on Friday's Commander Creations thread!

I'll see you in the week Commanders,

o7
Greetings Commanders!

With the weekend ahead of us, there's no better time to get into your pilot's chair and head out into the galaxy, but before that, why not check out some of the brilliant Commander Creations this week?

Resin Printed Elite Fleet By CMDR Billy Gray



Usually we see one or two 3D / Resin printed ships make their way onto Commander Creations, but Commander Billy Gray has gone the extra mile and has printed a whole fleet of beautiful ships. Looks like they're all sporting the Midnight Black paintjob too...

Dolphin Mobile Wallpaper By SkelingtonKing



Looking for a new Elite wallpaper for your phone? Well, look no further, SkelingtonKing has delivered. This beautiful shot of a Dolphin leaving a planet makes for a perfect reminder of the galaxy at your fingertips whilst your away from the game. Make sure to head to the linked post to get the highest quality version of this image!

Hand Drawn DBX By Saturn Test Subject



Saturn Test Subject makes a triumphant return to Commander Creations with another fantastic piece of art, this time it's a Diamondback Explorer! There's just something about the style of these drawings that feel straight out of a comic book. Great job!

Orange Sidewinder By Ralduk



We all like to stay away from the Orange Sidewinder, but nobody does it quite like Ralduk - who has gone to the extreme lengths of printing out their own orange Sidewinder to flee from!

That's all for this week! If you'd like to enter for the next instalment of Commander Creations, please use the hashtag #CommanderCreations on Twitter, or post your creation in this thread, so it's easier for us to find them!

Until next week,

o7
Greetings Commanders!

Monday's mean a brand new week and a new Community Schedule to go with it! Let's take a look at the week ahead in the world of Elite Dangerous:



Tuesday

Supercruise News #42: Zac & Sally are back for another instalment of Supercruise News where they'll be sharing all the highlights from the Elite community.

Wednesday

Stellar Screenshots: Last week's entries were one of the best in recent weeks, can you top them? Make sure you enter by Wednesday!

Thursday

Odyssey Open Play: Zac and Arthur will be heading into Open to take on some missions in Odyssey and see where the adventure takes us! Due to a special stream from our friends at Lemnis Gate, Thursday's Elite stream will be on Twitch only, so see you there!

Friday

Commander Creations: Have you got a creative side? Show it off using the hashtag #CommanderCreations for your chance to be featured in our weekly roundup of the finest art the galaxy has to offer!

Have a great week, Commanders.

o7
Greetings Commanders.

The Elite Dangerous servers for all platforms, Horizons and Odyssey will be offline imminently to accomodate for necessary, additional server maintenance.
We will keep you informed of progress.

Apologies for any inconvenience.

o7

-----------------------------------------------------------------------------------------------

Casual 'Sally Edit':

A couple of you asked kindly whether you could have more info on the second hop into maintenance mode and do you know what? That's a very valid question and I'm more than happy to help. In all fairness I should have added this to the post to begin with, but the time was SO SHORT between the heads up and servers offline that I wanted to quickly let you know incase it ruined your session.

Anyway! More info!

For Interest: Light information on reason for slight extension of maintenance.
I like doing this! Why not! A little insight in 'Sally Style' on why we needed to do an extra bit of sweeping up for you this morning.

This is a very short explanation, but I hope you like it anyway. Basically Dav spotted a little hiccup with the 'Powerplay Turn'.
This part of maintenance totals up all of the player actions from the week before, calculates their effects and then sets up the state for the week ahead. This didn't quite run as intended and needed a nudge into action.

Thanks!

Sally o7
Greetings Commanders!

It's that time of the week where we dive into the creative side of our community - and share some of their creations with the rest of the galaxy! Let's get straight into this week's Commander Creations:

Condor Art By Ian Baristan



Ian Baristan is always impressing us with his 3D Model work for Sagittarius Eye Magazine, and he has delivered once again with this atmospheric shot of a Condor entering the docking bay. Stunning!

The Cicada By Tiron

[MEDIA=youtube]llkQHNf_wt4[/MEDIA]
Source: https://youtu.be/llkQHNf_wt4


Looking for a new ship to get you around the bubble? Tiron's Diamondback Explorer build will do just that! Especially if you're an Odyssey player. We love the detailed explanation in the video alongside some fantastic shots!

The Elite Universe By Elite Fan Program



There's no way we can do this fantastic image by Elite Fan Program justice within the forum post! We highly recommend opening it up in a new tab and saving it locally, as this is an amazing piece of work that shows off some spectacular sights and where to find them within our galaxy.

LEGO Dolphin By HSRUnknown



We always love to see Elite LEGO builds, and HSRUnknown has delivered with their Dolphin, based off the designs of the legendary Beef1213. There's just something so elegant about the Dolphin that even translates down to LEGO form!

That wraps it up for this week! If you'd like a chance to be featured next week, please use the hashtag #CommanderCreations on Twitter!

Until then,

o7 Commanders!
Greetings Commanders,

As part of Update 6 we deployed a fix to return all abandoned crew that you may have lost, due to an issue in Odyssey's rebuy process.
This issue would cause NPC crew, requested to be re-hired, to instead be abandoned.

[HEADING=2]How Will This Fix Affect Me?[/HEADING]
[LIST]
[*]During Update 6 downtime we returned all abandoned crew to players which would have triggered a message in your in-game inbox.
[*]This may leave some players with more than 3 hired crew, all of whom will resume claiming their salary from the player's income.
[*]To mitigate this we have imposed a temporary cap to the combined crew salary at 45% of player earnings.
[*]The temporary income cap will be raised to 100%, 4 weeks after the update, so any players who still have more than 3 crew will receive an inbox message reminder that they are still taking their cut.
[/LIST]
[HEADING=2]How Do I Dismiss Unwanted Crew?[/HEADING]
[LIST]
[*]Any unwanted crew members can be fired at any dock with a crew lounge. If you're a long way from populated space, you can contact customer services to request dismissal of your crew by submitting a ticket here.
[/LIST]

As always, if you have any further questions, let us know! o7
Greetings Commanders!

As we missed last week's #CommanderCreations post, we thought we would make up for it with two instalments this week, with the extra post right here on Monday! So without further ado, let's check out what the incredible Elite community have been creating:

Elite Artwork By Lara2323Xx



Lara's artwork has been blowing us away on Twitter! The attention to detail is magnificent, with each planet looking so unique and colourful! We can't wait to see more from Lara going forward! You can also catch Lara creating art on their Twitch channel.

Oops! All Icy Bodies By Luke_41




This genius work by Luke_41 on Reddit translates the feeling that moneymaking explorers feel when they reach a system without an ideal planet to sell the data from, into cereal box format. There's still plenty to love about icy bodies, especially if you're looking for some beautiful visuals, but they're not going to make you the most money...

Elite Desktop By Phys_aaron

[MEDIA=twitter]1420885921151471619[/MEDIA]

Not content on just taking a remarkable screenshot inside a Thargoid Structure, Phys_aaron went to the next level when creating an awesome all in one desktop setup!

Imperial Stamp By 500ls



500ls on Reddit is ready to show their allegiance to Aisling with this custom Imperial stamp! Perfect for signing off (or forging) those important documents in your Commander's life...

That's all for this instalment, we'll see you on Friday for the next set of Commander Creations!

o7
Greetings Commanders!

Welcome to the second instalment of Commander Creations for the week! We're back to our regular slot for the week, and as usual, you haven't disappointed with your creative talent! Let's begin:

Various Creations By Nocti



Nocti has been an incredibly creative Commander for a long time, and this collection of art proves just as much! From Hutton Mugs to awards, Nocti has proven they can do it all.

Empire of The Black Sun By CMDR Vex



CMDR Vex is back and as always, they deliver with an impressive artistic shot, named 'Empire of The Black Sun'! The use of negative light whilst still maintaining the warm feel of a star is what makes this piece so great!

LED Elite Stats Displayer By Jimmyeao

[MEDIA=reddit]EliteDangerous/comments/ox3pbl[/MEDIA]

Ever wanted to show off some of your ranks in Elite Dangerous? Well, Jimmyeao has figured out a way to do so with use of some clever LED work!

Journal Reader By InterGalactic

[MEDIA=twitter]1419718760345358339[/MEDIA]
Source: https://twitter.com/InterGalacticGM/status/1419718760345358339


InterGalactic wanted to get information from their Journal and display it a new way, and thus, they began work on a personal project! The current iteration highlights every system they have visited. Brilliant!

That's all for this week! We'll be back in our regular slot next Friday, if you want to be featured, please use the hashtag #CommanderCreations on Twitter, or post your creation in this thread!

Until next time,

o7
Greetings Commanders!

It's time to wrap up the week with some amazing Commander Creations! We've got a strong LEGO lineup this week, which is always good in my books! Without further ado, your creations:

1/150 Scale LEGO Anaconda



This beauty is one of the best LEGO Elite creations I've ever seen! Unfortunately, the user has deleted their Reddit account so we can't give credit! If you're the Commander responsible for this, please reach out so we can give you credit! Either way, this is a stunning piece of work, and a great conversation starter in your home!

Python Jaws Poster By SchemeHuge4726



We're gonna need a bigger ship... This Elite-themed Jaws poster highlighted by SchemeHuge4726 shows off the scale of the ships within the game in one of the most creative ways we've seen!

Codex Guides By OrangePheonix



OrangePheonix has put together some great codex guides for the things you may come across when on your adventures! As well as the planetary guide featured here, there's also a deep space version, so make sure to head over to the tweet!

Lego Imperial Eagle By TheDiamondKiwi



Not only has TheDiamondKiwi nailed the Imperial Eagle design, they've also paired it with a remarkable SRV build in the background! You'll also notice the notepad on the left with some sketches and the famous Gutamaya logo.

And that's all for this week! To help us find your wonderful work, please use the #CommanderCreations hashtag on Twitter, or post it in this thread!

o7 Commanders
Greetings Commanders. Hope you've had a great week.

Here to update you on a stealthy little server side fix rolling out for you this afternoon (at approximately 15:30 UTC/16:30 BST, give or take 15 mins or so) regarding instances of an incorrect loss of commodities taking place when handing in support missions.

[ISSUE]
[LIST]
[*]Commanders would sign up to multiple support missions, which require the delivery of commodities, at a station of their choosing.
[*]They would then complete their missions and return to the station of origin to hand them in.
[*]Commanders would then go ahead and turn in the first completed mission to find that their commodities required for the remaining completed mission would be...well they would just disappear.
[/LIST]
Thankfully, as soon as this fix is deployed (some time from 15:30 UTC/16:30 BST onwards today), this should never happen again (famous last words).

A reboot of your game client should not be required.

Have a fantastic weekend ahead, please.

See you in the black o7
Greetings Commanders.

This afternoon we have...rather stealthily...implemented the following fixes:
[LIST]
[*]There was previously an issue whereby Commanders could not aim down the sight of their modified shotguns. This has now been fixed.
[LIST]
[*]I've included the reason why we were able to address this issue via the server, just incase you fancied some insight: [SPOILER="Dev Magic"]The server is able to detect and fix inventory when players fetch their save data. In this instance, we are able to add the default sights to shotguns which unfortunately didn't have them in this instance.[/SPOILER]
[/LIST]
[*]The rescue ship for attacked station Kipling Orbital in Pleiades Sector KC-V c2-11 was incorrectly positioned in the middle of a planet, rendering it undockable.
[LIST]
[*]This has now been fixed. Commanders will now be able to get that docking request granted! [SPOILER="Dev Magic"]The ship was able to be repositioned via the server.[/SPOILER]
[/LIST]
[/LIST]
For these to take immediate effect, a relog of the game will be required.

Just a little one, but we still think it's worth calling these gems out when we're able to do something like this!

Naturally we're still working through Update 6 feedback whilst stepping onward with the current development plans, so thanks again for your continued dedication at this time!

o7
Many more greetings Commanders.

As promised, this is the first instalment of a dedicated 'Quality Of Life' update being brought to Horizons, spanning all platforms (includes consoles, just be be totally clear).
Theres more to come as we go along the forthcoming updates (by that I mean this is NOT the "true parity update" coming after this) of the year, so we'll keep you informed of progress made.

Some of these will be repeats from other update threads/The Update 7 thread BUT I figured a separate post for Horizons tweaks will be easier to digest and be more clear for you all, than have it jsut bolted on to the Update 7 landslide of list.

Servers are now offline (or there abouts) and are scheduled to begin spooling up again at 14:00 UTC (15:00 BST).
Please remember that there's a chance not all platforms will be back online at the same time, but it'll be as near enough as possible.

We'll be on standby with our eyes peeled for the big moment with you.


Let's go! o7

[HR][/HR]

Updates of note:
[LIST]
[*]Increased module and bookmark storage.
[LIST]
[*]Commanders can now enjoy an increase in module and bookmark storage
[*]Limit of 200 each.
[*]The increase limit only applies for personal bookmarks. The Squadron bookmark limit has not been changed.
[/LIST]
[*]An issue has been fixed with how damage is applied to Thargoids in order to fix Thargoid Hearts appearing to become invincible.
[LIST]
[*]Fancy a bit more info on this? [ISPOILER] Damage was being applied to the local space of the Thargoid, but each client was rotating the Thargoid locally (like, each player's personal session of the game), so it would have hearts in different places. [/ISPOILER] Amazing really!
[*]Previously Player A could shoot thargoid heart but Player B (authority) would register that it didn't hit the heart and thus apply no damage.
[/LIST]
[/LIST]

Additional Updates:
[LIST]
[*]A fix has been implemented for an incorrectly rotated tunnel section within an installation.
[*]A fix has been implemented for a tower clipping into buildings at Horizons bases.
[*]Module UI now updates to accurately show when a heatsink has been re-armed, along with c*ckpit UI.
[*]A fix has been implemented for the data link reticule, which sometimes appeared to be the incorrect colour when players targeted a scannable asset in analysis mode.
[*]Data link and composition scanner reticules are now distinguishable from each other in analysis mode - the composition scanner reticule has been flipped to display vertically.
[*]A fix has been implemented for the SRV not being able to fire after ammo synthesis.
[*]When hiding the UI in the livery preview, the name of the equipped paintjob will no longer be hidden as well.
[*]A fix has been implemented for a floating pipe that popped up at some planet ports.
[*]Spanish character Ñ will now appear in nameplate/ID for ships.
[*]A fix has been implemented for Powerplay modules not having the 'buy back option'.
[*]A fix has been implemented for Scavengers that would occasionally clip through the ground at Thargoid sites.
[*]A fix has been implemented for a missing text string in the HIP 15609 system.
[*]A fix has been implemented for Super Power promotions, where they were not always being reported in the UI at the same time as the inbox message arriving.
[*]A fix has been implemented for Thargoid site doors opening at incorrect times for players.
[*]A fix has been implemented for Ship Launched Fighter kills counting towards CZ progress.
[*]A fix has been implemented for hyperspace break sometimes not working for Supercruise Assist module.
[*]The analysis mode reticule for the data link will no longer persist onscreen after the SRV stows it's turret, or in the ship UI when the player re-boards.
[*]Fixes for multiple typos throughout the game in general have been addressed.
[*]A fix has been implemented for some materials that were displaying incorrect rarity or grades.
[*]Overlapping text in the Commander Stats UI has been fixed.
[*]A fix has been implemented for repair limpets not repairing the correct consistent amount on ships with damage regions (e.g. Anaconda).
[*]A fix has been implemented for defending captains in space conflict zones awarding combat bonds from the opposing faction.
[*]Fixed intermittent hang on exiting the game
[*]Squadrons UI - Fixed filters navigation not being reset
[*]Fix for misaligned assets at Research Base
[*]Fix CQC ranks above Elite being displayed incorrectly.
[/LIST]
Powerplay:
[LIST]
[*]The process where control of a starsystem is lost by revolt now correctly accounts for income already provided to competing control systems.
[*]Income values have been updated for many control systems so they're the sum of their own income PLUS all the systems they currently exploit (note: this will need a table of powers, starsystems and CC numbers for the forums with plenty of notice for players to react).
[LIST]
[*]Income from the week will change. See the following post for more details: https://forums.frontier.co.uk/threads/elite-dangerous-updates-to-powerplay-in-update-7.590030/
[/LIST]
[/LIST]

Known Issues:
There are naturally more issues out there to cover and work furthre on, but we're calling these out specifically as they seem to be newly introduces as part of this update.
[LIST=1]
[*]No notification of Fleet Carrier jump for players until 10 seconds before the jump itself.
[*]Session log is greyed out and inaccessible (console only).
[/LIST]

[HR][/HR]

That's us for this QOL batch, Commanders!

We'll naturally continue to monitor your thoughts and experience in Horizons for PC and Console quality of life issues, as well as Odyssey and appreciate all of the contributions and feedback we gather here to be able to bring these improvements across the board.

See you in the black o7
Greetings Commanders!

At approximately 11:30 UTC / 12:30 BST today, we will deploy a server side update to address an issue where there were no Passenger Missions available at burning stations.
Some of the stations in question, as an example, were Donar's Oak and Arc's Faith.

This server update requires no extended downtime, but a brief reset for Odyssey players only.

Thank you! o7!
Greetings Commanders,

With the end of July closing in on us faster than a getaway Mamba with illegal cargo, we wanted to share our second monthly developer update with you now.

As mentioned in David Braben’s recent post, we have adjusted our planning to retain our development focus on the PC version of Odyssey before revisiting our plans for console. This change in planning will mean we are able to deliver more bug fixes, performance improvements, as well as some new features and content.

Issue Tracker

Similar to last month, we would like to update you on key issues as voted for by our community on the Issue Tracker. You can visit the Issue Tracker and vote for your top issues or make a report.

1. Lighting and Illumination in Odyssey
[LIST]
[*]Changes in Update 6 will address lighting issues, however we’ll continue to monitor any feedback and make adjustments if necessary.
[/LIST]
2. Degraded terrain textures compared to Horizons
[LIST]
[*]Update 6 will bring significant improvements in this area, however we’ll keep the issue open for further feedback and make adjustments if necessary.
[/LIST]
3. FPS performance in Odyssey
[LIST]
[*]Further improvements and optimisations have been made which will be deployed in Update 6. Significant work is underway to improve this further.
[/LIST]
4. Cargo Canisters get stuck in the Megaship
[LIST]
[*]Fixed for release in Update 6.
[/LIST]
5.Hyford's Cache missing Scannable Data Point
[LIST]
[*]Fixed – awaiting deployment (Update 6 / maintenance).
[/LIST]
6. Retrieval from crash site mission POIs no longer appear
[LIST]
[*]Fixed – awaiting deployment (Update 6 / maintenance).
[/LIST]
7. Odyssey sticks at “Loading Game” when launch
[LIST]
[*]Fixed for release in Update 6.
[/LIST]

Upcoming Updates and Content

As promised, we also wanted to share with you work in progress content and improvements which will arrive in future updates.

While bug fixes and performance improvements remain a priority and activities such as narrative, events, and community goals will continue. However, our new approach allows us to add further content and features.

This month, we would like to share some of the content currently in development. Please note these are at varying stages of progress, and other content is also being considered. Please also note they are not final and are subject to change. We will keep you updated with news and details as they progress and we expect the content to release over the coming few updates.

Planned for later this week (Update 6)

Planetary Colour Improvements


Planetary bodies will see a number of improvements. Explorers will find new planetary colouration which will increase vibrancy and variety. These improvements will still be grounded with real science, but will offer a much richer experience for those looking to forge their own path through the black. Here are a few examples:

[ATTACH type="full" width="659px" alt="RockyPlanets.jpg"]252451[/ATTACH][ATTACH type="full" width="660px" alt="Icy-Planets.jpg"]252452[/ATTACH]

There will also be further variation with the addition of earthy, gritty, and dirty ice worlds. These new textures will add even more variety. Here we can see a frozen CO2 and a tholin rich ice planet.

[ATTACH type="full" width="653px" alt="Planet-1.jpg"]252453[/ATTACH][ATTACH type="full" width="653px" alt="Planet-2.jpg"]252454[/ATTACH]

Planetary Surface Improvements
Planet surfaces will also be getting an uplift with the following:

Improved surface texture detail, improved Ice materials, increased volcanism, improved lighting and the integration of new AMD technology FSR (which works on all GPUs) will bring a significant improvement to planetary surfaces visuals and allow for some improved performance.

[ATTACH type="full" width="650px" alt="Icy_Cyan_OnFoot.jpg"]252455[/ATTACH][ATTACH type="full" width="652px" alt="Icy_Orange_OnFoot.jpg"]252456[/ATTACH]

Camera Suite
Nothing would accompany all of these visual upgrades better than improvements to our camera suite. On the surface, we’ve reduced blackout intersections in the vast majority of scenarios. However, under the hood, we have actually implemented a whole new collision detection system which will allow you to move the camera freely around a settlement or social space and avoid bumping into those problem blackout spots.

Rocket Troops at Military Installations
AI rocket troops will be added to military bases providing a greater challenge for Commanders approaching in SRVs.

Please note these features will be accompanied by a vast number of other improvements, tweaks and fixes which will be detailed in a dedicated forum post ahead of release.

Future Updates

Here are other features currently in development, which are planned for future updates. As we get closer to their release, we will announce which of these will be included in each update with further details:

Four Player Multicrew
Four Commanders will be able to board ships together for the first time, with a number of ships set to be equipped with a fourth c*ckpit seat, including several Commander favourites.

New Odyssey Engineers in Colonia
This is a much requested community feature and we’re pleased to oblige. We’ll be revealing more detail around these engineers soon.

Air Defence Turrets in Conflict Zones
We recognise that further balancing is required between on foot commanders and ships entering Conflict Zones. As such, further defence turrets will be added to Conflict Zones with associated on foot gameplay.

Increased Stored Module Capacity and Bookmark Numbers
These are long requested community features which will arrive in the near future.

Mission Feature Extensions
We will be expanding mission features for Odyssey with the aim to increase mission diversity and also create stronger links between the in-c*ckpit and on foot game.

Apex Redirect
This will allow passengers to redirect their Apex shuttle mid-flight, to return to the port of departure, or divert their Apex shuttle to another location, fuel permitting.

As mentioned, this list is not exhaustive and we will be sharing more details on the content mentioned above and future, unannounced content in further monthly development updates and across our other channels.

Thank you as always for your continued feedback and support.

-Arf
Greetings Commanders!

[MEDIA=youtube]2OSf9VJvGRo[/MEDIA]

Once again, thank you to all involved in the brainstorming of issues and quality of life requests to help improve the Camera Suite for Elite Dangerous: Odyssey.
With so many areas of Odyssey to cover right now, we haven't been able to implement all of the top requested tweaks as part of our forthcoming Update 6, but we are excited to have taken this healthy step in what we hope is the right direction for a more optimal experience.
We will naturally continue to listen to feedback further as time goes on...I'm just glad we got to tackle the 'Signal Lost' issue for you, at the very least right now!

I tell you what, let's do this in the style of my favourite things in the whole wide world (second to Commanders) - Update Notes.

Update 6: Camera Suite Improvements.
[LIST]
[*]Fixed several issues that could cause occlusion by another vessel or certain parts of the player's own ship/SRV to cause the vanity camera to black out.
[LIST]
[*]This should return the vanity camera collision behaviour in space and on planets away from any settlements to it's Horizons behaviour.
[/LIST]
[*]Implemented a brand new collision detection approach for the "Free Camera" mode of the Camera Suite:
[LIST]
[*]Instead of trying to detect when the camera is inside geometry and blacking out the camera (Tech speak: This was an unsolvable problem for non-sealed/manifold trimesh hitcheck, which led to many false-positives in our current implementation), we now use collision detection to prevent the camera from entering any hitcheck in the first place.
[/LIST]
[*]This allows Commanders to fly the camera freely around a settlement, social space, or other location, without the camera blacking out whenever the line of sight to the player's vessel is occluded.
[*]Added better collision detection for the Camera Suite in and around hangars.
[LIST]
[*]This fixes the camera blacking out or being prevented from entering the lobby area.
[/LIST]
[*]Disabled the AABB collision detection vs non-moving (docked or landed) ships.
[LIST]
[*]This allows Commanders to get closer to their ships for screenshots.
[/LIST]
[*]Disabled environmental collision detection when ships are moving between the hangar and the surface or back again.
[LIST]
[*]This fixes the camera blacking out momentarily during this transition.
[/LIST]
[/LIST]
The max distance ranges on the free cam are:
[LIST]
[*]3km for ships in space
[*]250m for ships on planets and SRVs
[*]125m for on foot (This is now raised as of Update 6 from the previous 100m)
[/LIST]

The only situations where the free camera will still black out are "between a rock and a hard place" sitations, where the camera is stuck between two vessels, or a vessel and the environment.

As Arthur said recently on Supercruise News, we would LOVE to do a deep dive stream with developer guests to talk through the Camera Suite in greater detail as part of future community plans, but for now I hope the above notes satisfy you a little bit, with showing what tweaks have gone on behind the scenes and the expected results you'll hopefully enjoy more as part of the changes.

Let's keep talking!

Again, I do understand that a lot of feedback and amazing ideas for future updates to the Camera Suite were submitted in our previous brainstorm session, which I have entirely kept and still check in on, but let's go one step at a time in line with all of the other really promising and massively beneficial updates coming for Odyssey moving forward.

Thank you so much again, Commanders! o7
Greetings Commanders!

The time is almost upon us as the day of deployment for Update 6 has arrived.

Deployment and Downtime schedule:
[LIST]
[*]Servers for both Elite Dangerous Odyssey and Horizons will be offline across all platforms from approximately 13:45 UTC / 14:45 BST today, July 29.
[LIST]
[*]Reasons for Horizons server downtime [general admin]:
[LIST]
[*]A text update for a present galnet article.
[*]A tweak to stop issuing blank mission tip offs (Also included in Odyssey).
[/LIST]
[/LIST]
[*]Deployment should take no longer than around 15 minutes, give or take a moment or so.
[/LIST]

Elite Dangerous: Odyssey Update 6 [[COLOR=rgb(243, 121, 52)]ODYSSEY ONLY[/COLOR]]

Updates Of Note
[LIST]
[*]Planets! Visual improvements to planet surfaces, colour and texture have been implemented.
[*]Outfitting option added to purchase module and immediately store, instead of installing on ship (if you watched this week's Supercruise News, this is the one Bruce wanted to shout about, but we needed a double check on status).
[*]Camera Suite rework - Rather than allowing movement thorugh geometry and fading out the camera when occluded ("the blackout"), the camera now tests for collisions and prevents movement into collidable geometry (more info and discussion on these update 6 improvements can be found here).
[*]AMD Super-resolution has now been integrated.
[LIST]
[*]You should now experience an increase in game performance, as rendering is enabled at a lower resolution and then upscaled, rather than rendering at a constant full resolution.
[*]There's also the additional bonus of this integration making the game look even more beautiful.
[*]Can be used to upscale the resolution when supersampling is set to less than 1x output resolution.
[/LIST]
[*]Enforcer Troops armed with rockets have been added into the game (they use the KA-L6).
[*]A fix has been implemented for previously invisible scatter rocks and organics.
[*]Ship ammo and heatsink stock will no longer replenish automatically when entering supercruise (sorry).
[*]Science contact - Fixed material donations for the science contact (CG contribution), whereby the donation event would be fired as soon an input was received, resulting in the impression that donations were only possible one material at a time.
[*]Updated the crashed Type9 at Hyford's Cache in Colonia to have a scannable data point
[*](Try not to cheer too loudly, you might wake someone) Elite Dangerous should now exit "cleanly" without the 'black screen hang'.
[/LIST]

AI
[LIST]
[*]AI now predominantly face in the direction they are patrolling, whilst also smoothing out their turning.
[*]Fixed some issues with AI door authorisations.
[*]Skimmers now have a lower detection range for humanoids than they do for ships.
[*]Female Omnipol art assets are now correctly selected.
[*]Improved the head turning behaviour of patrolling AI in social spaces, to make it look more natural.
[*]Stopped AI attempting to scan players who are in unreachable positions.
[*]Added Enforcer archetype.
[*]Reduced occurrences of AI talking over each other in social spaces.
[*]Fixed an issue that could cause AI to get stuck in an animation state.
[*]Fixed an issue that could cause AI to get stuck in conversations.
[*]Smoothed out occasional animation jitters when AI face suspicious activities.
[*]Fixed naming of Scientist to allow a certain Massacre mission to be completed as intended.
[*]Reduced performance spike caused when spawning AIs in a dropship, by staggering them over several frames.
[*]Stopped docking crimes being flagged in conflict zones.
[*]AI vision ranges now scaled based on the size of an observed object.
[*]Fixed an issue that could case taxis to get stuck when navigating to locations with small ring systems.
[*]Allowed dropships to avoid deploy points that are obstructed by SRVs.
[*]Enabled supercruise assist to steer away from planets if their incoming speed is too high.
[*]Fixed an issue where military ships could interdict the player and then not scan them.
[*]Fixed an issue where scavengers could clip through the ground at thargoid imprint sites.
[/LIST]

Audio
[LIST]
[*]Improved replication for tools' audio and VFX states to other players.
[*]Mix change to make ships and landing pads more audible when inside social spaces and buildings.
[*]Audio no longer remains audible when downloading from a data port, despite audio set to Muted.
[*]Added some variation to menu data “blips” in the tutorial intro screen, so they aren’t as similar to the main menu.
[*]Fix implemented for tutorial music stopping abruptly when you open the airlock.
[*]Fix implemented for some audio, like breathing, remaining audible during the fade to black in the tutorial load screen.
[*]Mix changes to voice comms have been made to soften occasional harshness e.g. Tutorial and conflict zone coordinator.
[*]Tweaks to humanoid weapons so the volume doesn’t drop as quick from close-medium distance.
[*]Tweak to NPC voices so panning isn’t so hard at a distance.
[*]Mix change applied on footsteps to even out volumes when moving between different surfaces.
[*]A fix for voice comms has been implemented to become quieter than expected at low suit power.
[*]Improvements for on-foot combat music and its transitions have been made.
[*]A fix has been implemented for bullet impacts not being consistently audible for rapid fire weapons.
[*]FA fix has been implemented for ship to ship transitions, to ensure audio remains smooth throughout.
[*]Mix improvements have been made to turbo lift doors.
[*]Audio logs have been reinstated for The Chromosome Incident.
[*]A mix change has been implemented to crouch in/out sounds for flight suits so the...squeaking noise...it isn’t quite as loud.
[*]Mix changes have been applied for shield grenades – transition between inside and outside should be smoother.
[*]NPC crewmates will be less shy and have more consistently triggered dialogue.
[*]Taxi pilot dialogue now remains audible while in vanity cam.
[*]A fix has been implemented for brief sounds not receiving the correct reverb value.
[*]A fix has been implemented for the listener getting stuck at the origin if exiting the game while interacting with the ship vendor.
[*]A fix has been implemented for player location states not being updated correctly, which could result in missing audio after boarding a ship.
[*]A fix has been implemented for suit feedback lines being interrupted if your ship is destroyed while on-foot.
[*]A fix has been implemented for some Foley sounds using first person sounds in third person and vice versa.
[/LIST]

Character
[LIST]
[*]A fix has been implemented for missing thruster effects on female backpacks.
[/LIST]
Codex
[LIST]
[*]A fix has been implemented for Electricae being shown as a 'space' discovery in the codex instead of a 'planet-side' discovery.
[/LIST]
Crashes/Stability
[LIST]
[*]Fixes have been implemented for crashes caused by selecting certain authored planets (e.g. Pluto).
[*]Improved render culling of rooms to improve stability.
[*]A fix has been implemented for a crash that could occur when Players approached legacy settlements.
[/LIST]
Crime
[LIST]
[*]Cargo ejected by SRVs in garages will now be deleted rather than ejected, matching the behaviour of docked ships and preventing fines for littering.
[/LIST]
Engineers
[LIST]
[*]A fix has been implemented where legacy engineered modules were not being flagged correctly and so could not be converted to current engineering.
[*]A decrease to invite requirements has been set for weapons and suits engineer Kit Fowler - now you have to sell 10 opinion polls to the bartender instead of 20.
[*]Commodity market and black market first time trade should be tracking properly again, allowing to progress with engineer invite requirements as expected.
[*]Corrected costs of weapon accuracy, range and headshot damage modifications.
[/LIST]

Mega ships
[LIST]
[*]A fix has been implemented for megaships where the cargo wouldn't get correctly ejected from cargo bays.
[/LIST]
Interactions
[LIST]
[*]Fix implemented for the Manticore Oppressor no longer being able to ADS after applying a paintjob.
[*]Interfaces that automatically stow weapons (e.g. the humanoid access panel) will no longer draw the weapon again when exited.
[*]Various fixes have been implemented for livery and customisation interactions.
[*]A fix has been implemented for where the bartender not allowing trades if your backpack is full. They will now take into account the items you are trading out of the backpack, assigning space.
[*]Motherload asteroid mineral chunks have been stopped from spawning inside the asteroid when cracked open.
[*]Notification added to inform you as to why the overload mode of the powerlink tool does nothing when you try to use it without enough energy.
[*]An issue has been fixed whereby tools (eg. the scanner) would generate fines when used inside no fire zones at planetary ports.
[*]Illegal interactions (Hacking, taking stolen/illegal items, pressing illegal consoles) now require a press and hold for 1 second to avoid accidental criminal activity.
[*]Added /team and /t as a synonym for /wing in comms input.
[*]Changed "Voice" setting in comms panels to "Auto Decline Incoming Voice Requests", which better reflects what it actually does.
[*]Fix implemented for the cutting tool reticule not appearing green at the edge of the airlock cuttable panels.
[*]Ship Display in Inter-Astra locations has been made interactable.
[/LIST]
Lighting & VFX
[LIST]
[*]Flashlights will no longer change colour based on relationship with player (enemy flashlights will not be red).
[*]Fix implemented for search lights bleeding into social spaces in High Tech stations, causing lighting changes.
[*]Fix implemented to reflections not appearing correctly in cells on Detention Ships
[*]Fix implemented for ship c*ckpit warning lights being overly obtrusive and occasionally pulsing excessively.
[*]Lighting has been added for airlock forcefields.
[*]Fix implemented for a water effect protruding into a room ceiling - water effect also improved.
[*]Players can no longer block visual clarity of key UI interfaces with bullet decals.
[*]Improvements to star visuals have been made, including lensflares, solar flares, lighting values for particular rare stars and star corona textures. This also includes additional improvements to the Neutron Star and White Dwarves.
[/LIST]
Missions
[LIST]
[*]Fixed Point Of Interest missions failing to spawn their POIs correctly. This impacts:
[LIST]
[*]Larceny
[*]Retrieval
[*]Recovery
[*]Salvage
[*]Scavenge
[*]Assassination / Takedown Target Fleeing wrinkle.
[/LIST]
[*]Fixed POI missions not registering when secondary commanders had picked up a mission item.
[*]Visual improvements have been made to mission titles by splitting mission type and subtitle into separate lines.
[*]Fixed Ram Tah missions not displaying a timer.
[*]Updated Onslaught Tipped Off wrinkle flow to make settlement hostile upon arrival, including settlement defences.
[*]Fixed an issue where multiple commanders could load into the same instance with any item-related mission type and have their missions pick the same container, causing one to be overridden.
[*]Fixed shared mission objectives sometimes breaking in Digital Espionage missions.
[*]Fixed shared mission objectives not disappearing for secondary Commanders if the mission owning Commander disconnects or leaves the instance.
[*]Fixed Non-violent missions triggering the failure state when any Commander takes down an NPC. They should now only trigger for the mission owning Commander and any secondary Commanders.
[*]Fixed some broken objective lines in on foot missions.
[*]Updated Professional Assassination mission targets to make them more difficult to take down.
[*]Fixed mission items spawning alone in containers. Mission items should now spawn with other items when appropriate.
[*]The staff list on settlement terminals will now mark targets with the mission icon.
[/LIST]

Organics
[LIST]
[*]A fix has been implemented for some organics bio-luminescence being excessively bright.
[/LIST]
Optimisation
[LIST]
[*]Glass shader optimisations have been made, along with fixes and scalability based on quality settings.
[*]The addition of occlusion meshes for assets within station docks has been made.
[/LIST]
Planets
[LIST]
[*]Detail in planetary textures in the distance have been improved.
[*]A fix has been implemented for when planetary fine textures sometimes wouldn't load in correctly.
[*]Multiple improvements, re-balances and increased variety for colouration of all planet types have been implemented.
[*]Made the organics heat map still visible while in glide after dropping out of supercruise. It will then fade out when the glide completes.
[*]New Ultra+ terrain quality setting added - recommended for top-end GPUs.
[*]Alignment of terrain type and details to planet geometry have been improved.
[*]Fixes for hard edges and colour changes have been implemented, as seen in ground textures.
[*]A fix has been implemented for fine textures occasionally appearing to "flash" in some locations.
[*]A fix has been implemented for textures sometimes appearing black.
[*]Improvements to planet ambient occlusion have been made.
[*]Colours of planets in the system map now more accurately reflect the colouration of the planets within the system.
[*]A fix has been implemented for planet colours becoming desaturated on approach.
[*]Planet LODs have been re-balanced and improved.
[*]Visual improvements have been made to the glow on icy planet terrain.
[*]Icy materials now have a greater shine.
[*]Rocky materials have been improved to look more rough.
[/LIST]
POIs
[LIST]
[*]Ammo containers are more connected to the ground, so they are not floating anymore at Smugglers Caches.
[*]A fix has been implemented for the half submerged landed Sidewinder POI.
[*]Added mission POIs to the onfoot compass.
[/LIST]
Rendering
[LIST]
[*]Lens flare and light colours in the hyperspace tunnel match star colours more closely.
[*]Improvement to the starlight brightness fall off rate.
[*]AMD Super-resolution has been integrated - this can work alongside the FidelityFX sharpening (see "Updates of Note" at the top of this post for more detail).
[*]A fix has been implemented for previously invisible scatter rocks and organics (The cheers! Thank you once again for your help with supporting this fix).
[*]A fix has been implemented for emissive textures sometimes appearing blocky near lava spouts.
[*]A fix has been implemented for incorrectly positioned avatar portraits (shame. Just kidding!).
[*]Improved visuals for the engine colour preview in outfitting have been made.
[*]Improvements to the star lensflares have been made.
[*]Visual improvements and re-balance of terminal screen have been made.
[/LIST]

Server
[LIST]
[*]A fix has been implemented for crimes not being properly cleared on death and requiring relog of the game.
[*]During Peak Times UK/EU Commanders were struggling to Instance with NA Commanders in a stable manner. We hope now that this has been addressed, but please do get in touch if you're still finding issues.
[/LIST]
Settlements (new for Odyssey)
[LIST]
[*]Added Rocket AI (ENFORCERS) to Military Settlements (watch out!).
[*]A fix has been implemented for the once overlapping containers at Small Tourism Settlement.
[*]Fixed settlement mining lasers switching off when alarms are activated.
[*]Moved air processing unit so it does not intersect with building exterior on Large Agricultural Building.
[*]Added missing Settlement alarm and authorization consoles at Industrial Settlement.
[*]A habitat needed to be adjusted and set to Authority 0.
[LIST]
[*]A particular Habitat building had an Authority level assigned, however there was trespass zone inside it, so we've removed the authority level to access the building as players will likely have to go into the tresspass zone for missions.
[/LIST]
[*]Removed Collect Mission tag for a tiny Agricultural Settlement.
[LIST]
[*]This particular settlement type will no longer viable for collect missions.
[/LIST]
[*]A fix has been implemented where corpses could have their authorisation levels removed if the player approached the settlement from too far away.
[*]A fix has been implemented for a scatter rock appearing within a specified Settlement.
[*]A fix has been implemented for floating fence and lamp-posts that could occasionally be seen at some Agricultural Settlements.
[/LIST]
Settlements (Horizons)
[LIST]
[*]A fix has been implemented for a crash which would occur when scanning some Obelisks at Guardian Settlements.
[*]Moved exit volumes so they don't overlap Thargoid imprint doors at Thargoid Imprints.
[*]Improvements made to multiple decals at Guardian Sites.
[*]Improvements made to lighting at Thargoid Imprint sites.
[/LIST]

Outfitting
[LIST]
[*]Added outfitting option to purchase module and immediately store, instead of installing on ship.
[/LIST]

Quick Breath...


Ships/SRV
[LIST]
[*]Ship ammo and heatsink stock will no longer replenish automatically when entering supercruise (sorry).
[*]Added outfitting option to purchase module and immediately store, instead of installing on ship.
[*]A fix has been implemented for an issue where nameplates could be initialised with incorrect/debug names in the shipyard interaction.
[*]A fix has been implemented for a issue where engine system could incorrectly cache values and so continue to apply rotational correction when flight assist is switched from enabled to disabled near starports.
[*]A fix has been implemented for an issue where the advanced maintenance screen would not behave correctly when in a ship that requires limpets and the commodities market is unavailable.
[*]Added proper messaging when attempting to board the ship from an SRV with cargo that will not fit in the ships hold, to direct players to the transfer panel.
[*]A fix has been implemented for incorrect hitchecks on multiple Ships.
[*]A fix has been implemented for incorrect hitcheck on the Corvette Shield.
[*]A fix has been implemented for LOD issues on the Sidewinder drive unit.
[*]Additional tweaks to hitcheck materials within stations have been made, to work with the newly updated Camera Suite.
[*]A fix has been implemented for some visual issues encountered on the Keelback.
[*]A fix has been implemented for a number of small holes that were present in the front lights of Alliance ships.
[*]Visual improvements have been made to glass reflections.
[*]A fix has been implemented for missing hitchecks on Orca wing.
[*]A fix has been implemented for incorrect geometry on the outside of the Viper.
[*]Removed reference to the FDL Python in Vulture c*ckpit.
[*]A fix has been implemented for a section of hull which would intersect through the floor of the Imperial Eagle c*ckpit.
[*]Improved variety on station landing pad materials.
[*]Addition of dirt and scratches to some ship materials.
[*]A fix has been implemented for Adder wing tips not animating when the landing gear is deployed.
[*]A fix has been implemented for Crusader engine pods not animating when the landing gear is deployed.
[*]A fix has been implemented for Challenger engine pods not animating when the landing gear is deployed.
[*]A fix has been implemented for the camera appearing in the Diamond Explorer c*ckpit incorrectly in the store screen.
[*]A fix has been implemented for Diamondback engine pods and wing tips not animating when landing gear is deployed.
[*]A fix has been implemented for landing pad markings at some Agricultural Settlements appearing under the landscape.
[*]A fix has been implemented for Diamondback Explorer engine pods and wing flaps not animating when the landing gear is deployed - also fixes additional hitcheck issues.
[*]A fix has been implemented for misplaced engine geometry on the Type-6.
[*]Visual improvements to Eagle sensor booms have been made.
[*]Visual improvements to plasma accelerator materials have been made.
[*]Fixes have been made for a number of floating or misplaced decals on the Diamondback Explorer.
[*]Several ship paintjobs have been re-balanced to closer resemble appearance in Horizons:
[LIST]
[*]Stygian
[*]SRV base colouration
[*]Osiris
[*]Acceleration White/Gold
[*]SRV Pulse
[*]Asp Vibrant
[*]Crypsis
[/LIST]
[*]Multiple fixes have been made for the Federation Corvette. These include fixes for holes on topside, fixes for the alignment and fit of lower hardpoints doors, as well as added sliding covers to the huge rear hardpoints.
[*]A fix has been implemented for ship geometry that would clip into the fighter hangar of Federation Corvette.
[*]A fix has been implemented for a once inverted Core logo on Federation Corvette.
[*]Improvements have been made to the rear camera angle of the Camera Suite for the Federation Corvette.
[*]Improvements have been made to large hardpoint camera on DiamondBack Explorer.
[*]A fix has been implemented for some stretched textures on the Anaconda.
[/LIST]

Social Spaces
[LIST]
[*]A mission giver has been moved to other end of bar so conversations don't overlap with the bar tender.
[*]NPC's have been moved away from the uplight.
[*]Improved messaging about anonymous access in starport terminals has been implemented.
[*]Fixes have been implemented for some issues that were had with contact names not matching between station services and mission board.
[/LIST]

Final stretch!


UI
[LIST]
[*]A fix has been implemented for a mismatch between the number of organics displayed in the system map and the number of DSS scan filter options.
[*]All vendor conversations can now be exited via the back button.
[*]A fix has been implemented for a crash which occurred when rapidly selecting/deselecting items in the station services UI.
[*]Arc Cutter - Added check to prevent the Arc Cutter reticule flickering between states (As it vibrates when in use, which changes the firing angle, it could rapidly change between being too close and not)
[*]Arc Cutter - When the Arc Cutter tool is too close to geometry to fire, the weapon AR has been changed to show this - the tool reticule changes to red (invalid target).
[*]Arc Cutter - Added UI string for cutting tool when too close to object to cut.
[*]Outfitting - Vehicle group button is prevented from being briefly visible when exiting Stored Modules in outfitting
[*]Outfitting - Added warnings to equipped item / shop item pop-ups in the outfitting UI when the sell option is focused, if the module is modified or a guardian module.
[*]Outfitting - Change made to the way the popup warning component is updated to avoid flickering.
[*]c*ckpit - Restored the dock button label for burning stations.
[*]c*ckpit - Changed analysis mode versions of the data link and megaship scanner gunsights to have less glow, and to be more in line with standard versions.
[*]c*ckpit - Changed the colour of the megaship scanner gunsight to blue when in analysis mode (except when disabled).
[*]c*ckpit - Restored the red disabled state of the data link scanner gunsight when in analysis mode.
[*]c*ckpit - The data link gunsight now changes colour in the analysis HUD mode to avoid a clash with the composition scanner gunsight.
[*]c*ckpit - The Shield UI is now fixed in place and will not rotate.
[*]c*ckpit - Fixed an issue where a string was not being translated correctly in the c*ckpit info panel.
[*]c*ckpit - Changed shields percentage font to numeral font for consistency.
[*]HUD - Added additional compass icons for wing member vessels.
[*]HUD - The Suit Energy recharge bar now displays (central HUD) when charging the suit inside the ship boarding volume.
[*]HUD - Additional visual fixes have been made for the new objective system.
[*]HUD - Added some padding for the objective hud boxes to ensure the secondary objective tick box doesn't clip and fixed some animation issues when updating the data.
[*]MapUI - An issue has been fixed whereby the Features Section is sometimes cut off at bottom of the Planetary Information tab.
[*]MapUI - Route Notifications will no longer appear when attempting to plot a route to the system you are currently in.
[*]MapUI - Fixed an error when opening the Surface Map while in an SRV.
[*]MapUI - Increased stability in the System Map.
[*]MapUI - Added a 'remove favourite' icon.
[*]MapUI - Edited labels in the Manage Bookmarks popup for 'favourites' to be more consistent.
[*]MapUI - Fixed an issue that could cause flickering in the Quick Plot buttons.
[*]Transaction Panel - An issue has been fixed whereby focus would occasionally switch to the mission categories when in the ship transaction panel.
[*]Transaction Panels - Updated and polished various aspects of the Claims/Bounties/Fines panel.
[*]Transaction Panels - Fixed an issue where the Mission Owner would be listed twice in some circumstances.
[*]Transaction Panels - Added new popup for Bounties, Claims and Fines.
[*]Mission Board - Updated the major faction label in the aftermath panel to be localised.
[*]Mission Board - The Galaxy Map button in the Passenger Missions panels should now correctly open the maps to the mission location, and the help button in the cabin selection panel should now correctly work.
[*]Terminals - Fixed long settlement names being truncated.
[*]Terminals - Fixed an issue whereby Anonymous protocol seemed to be used on a terminal despite no fines or bounties.
[*]Terminals - Fixed an issue whereby the terminal is immediately unlocked and accessed without a loading animation when using e-breach.
[*]Tech Broker - Added image substitution support to Tech Broker to display icons.
[*]Tech Broker - Text formatting issues have been addressed.
[*]Engineers - Updated input handling code for Engineer Workshops, fixing an issue where the material list wouldn't disappear automatically.
[*]Engineers - Updated the Engineers Workshop to change the title text based on if the player is ranked or invited.
[*]Docking menu - Fixed an instance of an "unintentional mini-game" whereby you wouldn't know what button would be focused after using a quick action. Apologies for all accidental launches...
[*]Codex - Fixed localisation & text overflow issues in codex > CMDR stats section.
[*]Livery - Fixed controller input handling in Livery.
[*]Advanced Maintenance - Made the limpet stepper buttons disable when they reach 0/max to fix a bug where the audio would play indefinitely.
[*]Bartender - Fixed an issue whereby data was not being displayed on the bartender screen.
[*]Bartender - Updated capacity text for the bartender to be more accurate.
[*]Options menu - Made the controls icon and name in the options screen match the category of controls that has been selected.
[*]Shipyard - Added padding support to UI scroll panes so that they don't truncate text/icons off.
[*]Shipyard - Fixed an issue where text was not getting the correct formatting to be translated and could be truncated if the name was too long.
[*]Shipyard - Fixed a few focusing issues in shipyard.
[*]Shipyard - Updated the manufacturer names in some ship data to fix an issue whereby said ships would not appear in their correct manufacturer filter.
[*]Vista Genomics - Fixed an issue whereby focus would disappear on the biology contact vendor after selecting a system's data to sell.
[*]Loadout - Fixed visualisation errors when creating a new loadout from your ship.
[*]Science contact - Fixed material donations for the science contact (CG contribution), whereby the donation event would be fired as soon an input was received, resulting in the impression that donations were only possible one material at a time.
[*]Vanity Cam - Hide mouse flight control GUI while using vanity camera.
[/LIST]

As always, thanks so much for your continued support and enthusiasm for Elite Dangerous on this Odyssey all of its own. We value each and every one of you for your feedback and patience as we continue onward with crafting this amazing Galaxy.

See you in the black, Commanders o7
Greetings Commanders.

It's noted that there's been some discussion on fines bounties and notoriety (particularly in Odyssey now Commanders are on foot, carrying out some deeds) across these Forums.

I can confirm that no major changes or updates should have happened in the "Criminal Activity field" as part of Update 6, but it does concern me that some elements of Crime are sparking conversation and confusion, following update 6.

With this in mind I'd like to release this post to share more targeted info on how crime works as Elite Dangerous currently stands. This could potentially help those who are new to the game, or be used to open up an additional space for further thoughts and discussions with the veterans :)

------------------------------------------------------------------------------------

When committing crimes in the Elite Dangerous galaxy, you have always faced either fines or bounties, depending on the gravity of your actions.

Fines
For some considerable time now, fines are able to be paid off at Space Stations owned or associated with where the minor faction fine is recorded against, while using anonymous docking in your ship and then using a designated station security contact (or administrative contact) to pay the fine from both your ship or, as of Odyssey, at a social space terminal.
[LIST]
[*]Fines are usually assigned for smuggling, carrying around illegal items, loitering in station space and other smaller offenses.
[/LIST]

Bounties
For bounties Commanders have to visit the Interstellar Factors Service (present since Horizons release as part of a refactor of the Crime System, as a way to make crime feel more interesting by Commanders needing to retreat to darker corners of galaxy), which operates in grey area of the law within the Galaxy and can be found in systems and stations with low security and anarchy.
[LIST]
[*]You can find anarchy systems nearby your location using the galaxy map by filtering for the system government type.
[*]You can reach a location with the Interstellar Factor Service either by travelling there with your own ship, as a crew member, or using the Apex taxi service.
[/LIST]

Notoriety
You will gain notoriety as a criminal if you decide to embark on massive crime sprees.
For on foot crimes in Odyssey, Commanders will only gain notable notoriety only after a serious murder spree (you will recieve some, but not as much as in ship), due to ships being considered a more serious weapon of destruction and mayhem.
[LIST]
[*]For example, destroying one ship is equal notoriety to killing numerous people on foot.
[/LIST]
Increased notoriety means you will attract much bigger interest on yourself from system security and special police forces, called Advanced Tactical Response.


‘Notoriety "Cool Off"’
You can start to pay off your bounties at Interstellar Factor Services after your notoriety has cooled off.
[LIST]
[*]You will need to hang out in an anarchy system for a little while and maybe even find yourself a useful job there while waiting for the Interstellar Factor Services to become accessible for you.
[/LIST]

‘Wanted’
In Odyssey, your ships are marked as ‘tools of crime’ when committing crimes whilst piloting them, while bounties and fines are recorded against you directly.
Your ship will be noted as ‘Wanted’ by corresponding system security if your bounty for a recent crime has not yet been cleared, however if you committed a crime on foot without involving your ship it will stay clean in the eyes of system security.

Bounty hunters however will be able to reveal a full list of your crimes if they scan your ship whilst you are flying it, using the Kill Warrant Scanner.

A majority of bounties are applied when you are involved in attacking and destroying ships, SRVs or killing or gravely injuring other person. Fines can also turn into bounties after some time, so be warned about sitting on them for too long!


Prison
When being caught and sent to prison (do not pass go...do not collect $200), all of the ships which you have previously piloted as part of criminal activity and still hold uncleared bounties against, will be marked as impounded and you will have to pay for their release.

------------------------------------------------------------------------------------

Commited a crime?
[LIST]
[*]Is it a fine? You can pay this off at a relevant social space terminal or ship station interface via the station security contact, using anonymous docking if in your own ship.
[*]Is it bounty? You can pay this off at a station hosting an Interstellar Factors service, after notoriety has worn off (if there is any) using your own ship, APEX taxi or being flown there as crew member
[/LIST]

Completely appreciate that this is a lot to take in and all feedback, as usual, is welcome
o7
Greetings Commanders!


First of all, thank you for your feedback on Update 6! We're hard at work reporting all the feedback you've given us to the development team, and we're also working on the top-voted issues in the Issue Tracker. With that in mind, we'd like to request some assistance from Commanders who are experiencing the following issues:

Getting stuck on a loading screen when entering a Ship Launched Fighter
https://issues.frontierstore.net/issue-detail/37149

Engineer Jude Navarro not unlocking after completing missions
https://issues.frontierstore.net/issue-detail/33413

We have been unable to reproduce the above issues internally, so we require some assistance from the Elite community. If you experience these issues, please head over to the linked Issue Tracker page for each and submit your information, including netlogs.


The Invincible Heart
https://issues.frontierstore.net/issue-detail/2440

We're aware of the long running issue where an exerted Thargoid Heart won't take damage from some players, but this is proving a difficult issue to resolve. If you've experienced this issue, please head to the linked Issue Tracker page and submit any videos, data or netlogs gathered. It's important that you include the full netlog and not a filtered version. We believe this issue is best reproduced when connected with players internationally, so if you do have some global friends on standby for some Anti-Xeno activity, please consider submitting any information if you encounter this. Once we receive more information, we can begin to look closely at this issue again.


Orange Sidewinder Errors / Getting Stuck in FSD Animation / Problems Receiving Commander Data From The Server

Thank you for all your Issue Tracker submissions on Orange Sidewinders / FSD sticking / Commander Data errors. We have implemented many fixes to prevent them from reoccurring as commonly as they once did. From now on, if you experience any of these issues, please contact Customer Support instead of posting on the Issue Tracker.


How do I submit netlogs?

In order to tell Elite Dangerous to create a Netlog file you will need to perform the following steps:

[LIST]
[*]If you are currently playing the game please select Save and Exit to exit to the main menu. This will allow you to access the Network section of the Options menu.
[LIST]
[*]Open the Network options menu.
[*]Set the option labelled 'Logging' to On.
[*]Save and exit to desktop
[*]Please access your AppConfig.xml which be found in the projects folder where you installed the game and open this in Notepad. You'll see a block near the bottom named "Network".
[*]Please insert the following lines somewhere in that block:
[LIST]
[*]ReportSentLetters="1"
[*]ReportReceivedLetters="1"
[*]VerboseLogging="1"
[/LIST]
[*]Any new network logs produced will now include more detail, which will help us with our investigation. Please attempt to recreate this issue in-game and then attach the corresponding network log so we can check it out.
[*]AppConfig file location (default): C:\Users\username\AppData\Local\Frontier_Developments\Products\elite-dangerous-odyssey-64
[*]Netlogs location (default): C:\Users\username\AppData\Local\Frontier_Developments\Products\elite-dangerous-odyssey-64\Logs
[*]Attach your netlogs along with your comment on the Issue Tracker page.
[*]Once you have encountered this issue and have sent us the logs, feel free to remove the line of code from the AppConfig file.
[/LIST]
[/LIST]

Any information you can provide relating to these issues will be helpful to the developers who are working on resolving these top issues from the community.

Fly safe Commanders,

o7
Greetings Commanders!

I'd like to introduce you to something new. Below is our first Top 20 Issues table, summarising the highest voted issues on the Issue Tracker. As part of being open and honest about the game's development, we'll be regularly posting updated versions of this table and discussing it on our Supercruise News streams.

Note: the status and planned release of each issue is subject to change as various factors affect the ongoing development schedule.



Top 20 Issues:

[LIST=1]
[*]Problems With Lighting and Illumination: We're happy to say this is now fixed since Update 6, having spent some time to monitor it afterwards. Any new issues to do with lighting should now be reported on the Issue Tracker as normal.


[*]Degraded Terrain Textures Compared To Horizons: A lot of the work for this went into Update 6, with some finishing touches coming in Update 7.


[*]Tiling Planetary Features: Changing the way planets are generated signifies a huge undertaking, so we're still investigating this.


[*]Low FPS Performance In Odyssey: This work will continue up to the end of the year, with improvements added already in Update 6, we know there is more to do.


[*]Limited Gameplay During Apex Shuttle Rides: Nothing to share at this time.


[*]Game Hangs On Exit Sometimes: Currently under investigation, we'll aim for the next update but it's one of the fixes more likely to end up in a later update.


[*]Invincible Thargoid Heart: We know this is a longstanding issue which has a complex cause. It's still being investigated and hasn't been forgotten. If you would like to contribute some information to this issue and others, please read this post.


[*]Anti-Aliasing Not Working Correctly: Some changes will go in Update 7 or 8, with significant improvements, but a full anti-aliasing system is slated for later this year.


[*]Joystick Buttons 32+ Not Working: Not started as other issues are prioritised.


[*]Expose Telemetry Data For Motion Simulators: We're currently discussing this internally, and may decide against it. If it does go ahead, it won't be before Update 8.


[*]NHSS Signals In Odyssey That Should Contain Interceptor Are Empty: Appears to be fixed, should arrive in Update 7 pending some further QA testing.


[*]Increased Performance Problems Since Update 5: Some further improvements are coming in Update 7, while general optimisation will be ongoing. The coming change won't be a fix for everyone, but will resolve some of the drops players are seeing.


[*]Supercruise Stuck At '0' Time Remaining With Tunnel Forming: Currently under investigation.


[*]Fleet Carrier Modules And Finances Not Calculated Towards Assets: In progress, slated for Update 7.


[*]NPC Fighter Kills In Conflict Zones Count As Progression: Currently under investigation.


[*]Support Missions Have Been Culled: Fix should be incoming in Update 7.


[*]A Previously Present Codex Entry Is Now Missing: Under investigation. Currently considered lower priority.


[*]System & Galaxy Map Misalignment In Widescreen Aspect Ratios: In progress, unlikely for Update 7.


[*]Stolen Tritium Cannot Be Donated Into A Fleet Carrier's Fuel Depot: Fixed, should arrive in Update 7.


[*]Missions and Rewards Not Sharing With The Team: Fixed, should arrive in Update 7.
[/LIST]


This is a reflection of the current scenario, and due to the ever-evolving nature of game development, the planned release for these fixes is subject to change. Let us know what you think of this report below!

See you in the black Commanders,

o7





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