Odyssey: Update #11.1

On Tuesday the 24th March at 1:01pm Frontier released a hotfix for a few issues. You can find the changes below or here on the Elite Dangerous website (patch notes no longer on the forums!) Also note that the website refers to the update as 4.0.11.1, rather than the foum update post which is #11.1. For continuity it will be 11.x.


Fleet Carrier Bartenders

  • The Fleet Carrier Bartender material capacity has been increased to 1000, from 100.
  • Fixed a disconnection caused at the Fleet Carrier bartender when two players try to buy, sell or transfer the same items simultaneously.

Stability

  • Fixed a crash that triggered when jumping in a Fleet Carrier.
  • Fixed a crash that triggered when players were escorted to their chair for a Fleet Carrier jump.

Livery

  • Fixed Commanders being able to stand up before the jump completion notification.
  • Fixed Fleet Carrier owners being added to a new instance when updating livery options.
  • Fixed a bug preventing the default Drake Layout for the Fleet Carrier being re-selected.

Protect Missions

  • Fixed AI sometimes not prioritising disabling the Cargo Loader shield during Protect missions.
  • Fixed the Cargo Loader state sometimes not updating when hacked by AI during Protect Missions.

Other

  • Fixed players floating and losing access to menus when exiting seated position.
  • Fixed an issue causing crew avatars to be duplicated when Carrier facilities are installed in quick succession.
  • Fixed truncated mission text in some languages
  • Fixed Engineers not progressing when requirements are met.

Development Update #3

On the 31st August 2021 Frontier released details of the upcoming changes to Odyssey. These can be seen below or on the offical site here. The release date for this update has not been confirmed, but is expected in September.


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 cockpits, 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:

  • 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

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:

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.

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-cockpit 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.

Development Update #2

On Monday the 26th July at 6pm Frontier released some details of the next update to the Odyssey release along with future content and fixes.

Previously on the 30th June, Frontier had released Development Update #1. This was not on this site due to other commitments. However, it’s now at the bottom of this post for you to read, or via a link, here.


Greetings Commanders,

With the end of July closing in ofn 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

  • Changes in Update 6 will address lighting issues, however we’ll continue to monitor any feedback and make adjustments if necessary.

2. Degraded terrain textures compared to Horizons

  • Update 6 will bring significant improvements in this area, however we’ll keep the issue open for further feedback and make adjustments if necessary.

3. FPS performance in Odyssey

  • Further improvements and optimisations have been made which will be deployed in Update 6. Significant work is underway to improve this further.

4. Cargo Canisters get stuck in the Megaship

  • Fixed for release in Update 6.

5.Hyford’s Cache missing Scannable Data Point

  • Fixed – awaiting deployment (Update 6 / maintenance).

6. Retrieval from crash site mission POIs no longer appear

  • Fixed – awaiting deployment (Update 6 / maintenance).

7. Odyssey sticks at “Loading Game” when launch

  • Fixed for release in Update 6.

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:

RockyPlanets.jpg
Icy-Planets.jpg

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.

Planet-1.jpg
Planet-2.jpg

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.

Icy_Cyan_OnFoot.jpg
Icy_Orange_OnFoot.jpg

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 cockpit 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-cockpit 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.


Development Update #1

Greetings Commanders,

We would like to share with you our first monthly development update since the launch of Elite Dangerous Odyssey. The purpose of these monthly news articles is to give a regular, moment in time, updates on how development within Elite Dangerous is progressing. The aim is to a provide a factual look at community requested features, issues, and a look forward at what the team are working on next.

Please note: the nature of these updates will be ‘warts-and-all’; you will likely see work in progress screenshots and content taken from WIP builds. That means that all information and assets shared are subject to change.

We will be looking to share more information on development challenges as well as talking about progress that has been made in other areas. Making games requires a large number of people working closely and in sync. There will always be a need to prioritise and focus development efforts on specific features and content for the biggest benefit of our wider community. Despite an incredible team, we simply wouldn’t ever have enough time to add all the awesome things that are requested by the community. As such, we hope that by being open about these requests, we can avoid giving the wrong expectations and everyone can be informed and up to date with where development is at that time.

So let’s get started…

June Update

Since this launch we have had to adjust our focus and the development team have been working incredibly hard to review and address as many reports and issues as possible. We have done this through a number of early hotfixes and a subsequent series of five game updates, including the one that will be deployed tomorrow.

Throughout these five updates we have made over a thousand changes, fixes, and additions to Odyssey based on your feedback, including in key areas such as:

  • Lighting, brightness and gamma
  • Character and Outfitting UI
  • Galaxy Map navigation and found organic data tracking
  • Performance – We know there is more to do here, but we are pleased to see some players reporting notable improvements for particular configurations

So, what is next for Odyssey?

As previously stated, Update Five will be deployed tomorrow and will deliver on more key areas of focus and feedback that we have received. These include:

  • Shared missions – allowing you to work together with other Commanders on the ground and share mission rewards
A8CCeTs.jpg
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  • Overhauled cockpit lighting
ApH8CMg.jpg
GHq6Cdu.jpg
a2P36JO.jpg
  • Visual improvements for neutron stars
  • Redesign of ship outfitting interface
  • Rebalanced drop rates for rare items

Issue Tracker
Another area we like to keep an eye on is our Issue Tracker. This allows us to see and measure the key issues within the community, as voted for by you. We know that many of you are keen to have an update on the top issues. So we’ve listed out the top five items below and given some direct thoughts and feedback on each one of them.

Current Top Five:

  1. Improvements to lighting (https://issues.frontierstore.net/issue-detail/33174)
    • Many of the lighting issues have been improved across previous updates, the last major set relate to the update of ship cockpits which will be in Update 5. We will continue to monitor your feedback.
  2. Degraded terrain textures compared to Horizons (https://issues.frontierstore.net/issue-detail/32854)
    • Pathways have been identified to improve this and a team is actively working on this area.
  3. Planetary features that appear to repeat (https://issues.frontierstore.net/issue-detail/34834)
    • We understand this is an important topic within the community. As mentioned at the start of the article, we want to share the challenges as well as the positives. Investigations are still ongoing, however, it must be said that this is proving to be a very significant technical challenge. At the current time we do not have a workable solution. BUT, investigations will continue and we will keep you updated.
  4. Anarchy factions and the BGS (https://issues.frontierstore.net/issue-detail/35479)
    • After extensive investigation we found that missions against anarchy factions were too impactful and this has been addressed. We are making further tweaks with Update 5 and will continue to monitor this issue closely to see if further action is required.
  5. FPS performance in Odyssey
    • Pathways have also been identified with performance and the team are actively working on this area.

Future Progress: The Longer Roadmap

As mentioned in our previous post, our aim was to focus on the initial set of updates and then turn our attention back onto console. There’s no doubt that the additional development work on these updates and community requests pose a challenge on our previous plans and timelines. We are actively investigating, reviewing, and remeasuring the further roadmap but these things will take a little time. We understand that this may not be as much information as people may have wished for, but we hope that the open and transparent nature of this update means that you’ll bear with us while we pull those together. What we can say, is that through these monthly updates, we will be able to share and keep you informed every step of the way.

Livestream

As you may have seen from the weekly schedule, I will be jumping into Elite Dangerous tomorrow and playing through the most recent update with Bruce. Please come along and join us where we can discuss today’s update.

Odyssey: Roadmap

At 6:22pm on the 4th June 2021 Frontier released a roadmap for fixing the issues associated with the Odyssey release. These can be seen below or here on the offical forum.


Greetings Commanders,

As mentioned in David’s forum post on 25th May, we would like to share our immediate roadmap for Odyssey and talk a little more about performance and improvements as we move towards the console release later this year.

We’d like to take a moment to thank everyone for their patience and understanding while we review your reports and feedback. We’ve been working hard to address critical issues – Update 2 went live yesterday, which followed Update 1, the previous 2 hotfix updates and server and stability fixes deployed in May. We have been seeing some awesome content shining through from Odyssey, but we know there’s still work to be done to make the experience as good as it can and to further address feedback.

To that end, here’s a short summary of our immediate roadmap of updates and the key focuses within them.

  • Update 3 – Thursday 10th June
    • Many improvements and fixes, including
    • Loadout UI flow changes
    • Adding earned ARX for on-foot gameplay
  • Update 4 – Thursday 17th June
    • Many improvements and fixes, including
    • Suit Livery UI flow changes
    • Codex CMDR stats
  • Update 5 – Thursday 24th June

Each of Updates 3 to 5 will be of a similar size to Updates 1 and 2, and contain fixes and enhancements to the overall Odyssey player experience, including incremental performance issues for specific circumstances and/or system configurations.

Planetary geometry and lighting is a topic that we know is close to the hearts of many of our explorers, and is something we are looking carefully at. We will of course, continue to update you over the coming weeks as those investigations progress.

While we are expecting to see specific and targeted performance improvements in the upcoming June updates, we are also aware that development work for console will allow for even larger performance optimisations and enhancements for PC too. Therefore, we feel the best approach for all our Commanders will be to focus our development efforts after Update 5 on performance and the console release, and to bring our multi-platform community together once more, which will also allow us to bring even more global optimisation changes and updates to all Elite Dangerous Commanders.

Finally, we would also like to address the topic of communication. We are aware that many of you have been asking about greater communication, visibility and a change on how we share and update Elite Dangerous moving forward. While we do always try to give as clear a vision for the future as possible, such as Horizons or Beyond season roadmaps, we also must accept that this alone has not hit the mark. Our community have always been the beating heart of Elite Dangerous and we take the feedback very seriously. We are going to be working on new plans and initiatives that we can do to bring you even more in touch with our development progress. Starting with a monthly community update, we will highlight and share the progress that the development team have been making over that month. We will be sharing more details around this, and other initiatives, over the coming weeks.

Once again, we would like to thank you all for your patience, understanding and support as we continue to work hard to unlock the great potential of Odyssey for all Commanders.

Odyssey & Horizons: Updates #2.0 & 2.01

At 9am on the 3rd June 2021, Frontier released a significant patch update for the Odysset release. This can be seen here on the official forum, below this post or in time via a link on the Patch Notes section of this website.

This was later followed by a small update, 2.01 which can be seen here on the forum.


Greetings Commanders,

Today at 08:00 UTC / 09:00 BST, we released ‘Update 2’ to address a number of issues in Elite Dangerous: Odyssey, as well as an update for Elite Dangerous: Horizons PC and Console players.

Patch notes for issues addressed are listed below.

Thank you once again for your continued support and constructive feedback, as the teams continue working hard to improve the Elite Dangerous player experience.

Elite Dangerous: Horizons [PC & Console]

  • A number of stability improvements have been made.
  • The Alphekka system has been updated to contain an eclipsing binary of Class A and Class G stars.
  • Corrected erroneous planet names in Sharur and Tau Ceti.

Elite Dangerous: Odyssey

AI

  • Ranged AI will now draw their pistol when investigating, rather than their rifle.
  • An issue has been fixed whereby AI would be watching the player for an extended time after reckless discharge warning.
  • AI reinforcements will no longer appear at Offline settlements if the power is restored and the alarms raised.
  • An issue has been fixed whereby turrets were functioning improperly.

Audio

  • Organics ambiences have been fixed so they attenuate correctly over distance.
  • Mix tweaks for Helmet radio comms effect and suit voice have been made – softened harsh high frequencies
  • Mix improvements and fix for impressionistic layers being audible outside of the concourse have been made – Will only be audible when in a Concourse.
  • A reduction to reverb for self-hit notification sounds has been made.
  • Mining rigs audio now switches off correctly when a settlement is unpowered.
  • In game music will now dip when close to a grenade explosion.
  • A reduction to how much the tutorial voice over dips in relation to the in game music has been made.
  • Mix tweaks on ship launch/land have been made.
  • Mix tweaks to radio chatter when on foot have been made.
  • SRV scanner sounds now remain audible when in turret mode.
  • A fix for missing ambience when hovering over a metal planet in the System Map has been made.
  • Improvements to landing audio have been made – when docked, the powering down audio will synchronise better with touching down.
  • Taxi pilots will now say ‘goodbye’ at more sensible times instead of 15 seconds of awkward silence prior to being able to disembark.
  • A fix for suit audio which informs you that ‘recharge is complete’ when you run out of suit energy has been made.
  • A fix for engine landing sounds not playing as a passenger in a team after being in supercruise has been made.
  • Some foley has been added when switching tool mode for Powerlink and Scanner tools.

Character

  • An issue has been fixed which caused third person reload and melee animations on certain weapons to never complete.
  • An issue has been fixed which was present when firing the shotgun in ADS.
  • An issue has been fixed whereby an incorrect emissive value was present on certain NPC shoulders.
  • An issue has been fixed whereby certain suits were missing a backpack and torch.

Controls

  • Bound ‘Select Next Grenade Type’ for presets that use keyboard inputs ( Tab ).
  • New controls with bindings for presets that use keyboard inputs have been added:
    • Use Medkit ( 6 )
    • Use Energy Cells ( 7 )
    • Select Frag Grenade ( 8 )
    • Select EMP Grenade ( 9 )
    • Select Shield Grenade ( 0 )
    • Clear Stolen Profile ( – )

Cosmetics

  • Emissive paintjobs have been re-balanced for ships, to bring them closer to how they looked before the Odyssey update.
  • Emissive paintjobs have also been balanced for the SRV.
  • Mining decals for ships (CG rewards) have been visually improved.
  • Various inconsistencies have been fixed with some paintjobs for the Federal Corvette.
  • Cockpit string lights have been rebalanced to make them appear to glow in light and dark environments.
  • Added fixed items for flight suit helmet.
  • Fixed issues with decals not working on shoulder pads.

Crashes/Stability

  • Fixed an issue seen with saved games and flight suit livery.
  • Fixed user crashes associated to mission object location spawning.
  • Fixed quitting on foot tutorial for an existing Horizons player, causing the main menu to get stuck and unable to enter the game or tutorial.

Exploration

  • Players will now be able to plot hyperspace routes involving neutron boosts.
  • Fixed an issue whereby the genus filter would show when a planet has nothing to filter.

Interactions

  • Fixed an issue whereby Landing Pad lights did not turn off at offline and offline damaged settlements.
  • Fixed an issue whereby AI were being spawned incorrectly at offline and offline damaged settlements.

Lighting & VFX

  • A fix has been made for the brightness discrepancy of the galaxy background when the Player is in the cockpit vs when they are viewing it externally (e.g. 3rd person/vanity camera)
  • A fix has been made for the prismatic shields displaying as the wrong colour (they were previously blue, and will now appear green once again)
  • Lights now correctly turn off on the landing pad when a Settlement is offline.
  • A fix has been added for Lagrange clouds sometimes appearing black.
  • Additional improvements and fixes to all fog volumes including Megaship, Thargoid, Thargoid Barnacle, Guardian Listening Post and Planet Port Fog have been made.
  • A fix has been made for incorrect steam VFX placement in a room.
  • A fix has been made for odd visual trails that could appear when breaking a motherlode asteroid.
  • The addition of a de-pressurisation VFX has been made for when the Player de-pressurises a building or room.
  • Visual improvements to floodlight cones in hangars have been made.
  • Visual improvements to the Thargoid Imprint Lighting have been made.
  • Visual improvements to the Lighting at Legacy Elite Bases have been made.

Menus

  • Fixed humanoid outfitting store saying ‘select vehicle’.
  • Added rotate, zoom and cycle controls to livery.
  • Fixed crime icons persisting after the fine is paid off.
  • Fixed issues with the contacts pop-up being active on returning from outfitting, accessed via tech broker and it not providing functionality. Now on returning you are taken to base station services.
  • Fixed the quick access wheel being usable while using the Camera Suite.
  • Fixed an issue where the transaction panel wouldn’t update when opening it.

Missions

  • Fixed a number of instances where missions wouldn’t display some of their useful information. This primarily affected Horizons missions. This information should now be present once again.
    • Information that is generally similar across the same type of mission, such as the tips and hints on how to complete it, will now be found in the dedicated help pop-up. This can be accessed via the question mark button in all mission contract views, or accessed via a keybinding when talking to a mission provider.
  • More robust mission settings for menus, to ensure that settings that should not persist, do not.
  • Fixed an issue preventing players from handing in missions
  • Mission providers will stop requesting missions, unless you are on foot.
  • Fixed an issue whereby the second player to join an instance would be unable to start their mission.

Multicrew/Teams

  • Fixed an issue whereby if the host player created/joined a team while in an SRV or Fighter, they would be have an extra multicrew power pip when they returned to the mothership.
  • Fixed an issue whereby if a guest player deployed into or boarded an SRV, they would get a power pip in the mothership.
  • Powerpips are now only granted to guest players in the mothership or fighters and are rescinded when players leave the ship by any means.

Organics/Geologicals and Scatter

  • An addition has been made to the Electricae shader to ensure it has an emissive core.
  • Microresource and rock shaders have been updated to new PBR ones.
  • A fix has been made for Crystalline Shard mineable assets not spawning.
  • A fix has been made for Mineables on Legacy organics/geologicals spawning in incorrect locations/with incorrect rotations.
  • Visual improvements have been made to the Electricae organic and it’s emissive core.

Optimisation

  • Optimisations for Vendors and NPCs in Social Spaces have been made.
  • Optimisations for Miner and Scientist NPCs in Settlements have been made.
  • Optimisations for hair styles for all characters have been made.
  • Optimisations for suits for all characters have been made.
  • Optimisation of fire VFX in rooms has been made.
  • A small optimisation pass has been made to remove unused fog volumes.
  • Additional fixes and improvements have been made to the occlusion culling system.
  • Fixed the station body schematic being misaligned with the station.
  • Updated culling for interior spaces improving performance around settlements and stations.

POIs

  • Improved LOD popping on some wreckage props at POIs.
  • Fixed missing medium and high threat difficult values for the abandoned SRV salvage POI, which would prevent the salvage mission from being completable.

Rendering

  • A fix has been made for sorting issues seen with glass and character hair
  • A fix has been made for SRV dust appearing black – correct colour is now applied
  • A fix has been made for the occlusion volumes not processing correctly in the social space at certain times
  • A fix has been made for the occlusion volumes on assets, such as the airlock not updating correctly at certain times
  • The ability to create softer blends between surfaces has been added
  • An update has been made to long and thin rectangle lights, to have specular highlights that are more consistent with their shape
  • A fix has been made for some particle effects occasionally obtaining a visual hard edge
  • A fix has been made for the Player flashlight flickering in varying degrees based on graphics setting
  • A fix has been made for “puddle” material at the Thargoid Imprint not displaying correctly
  • Visual improvements and shader updates to the cockpit lights have been made
  • A fix has been made for incorrect lighting of some planets in the system map

Server

  • A fix has been made for players being able to take shuttles to ports on high gravity planets
  • Added stricter checks for validity of shuttle destinations to prevent players becoming stranded
  • A fix has been made to allow reaching Mercenary or Exo-Biologist Elite rank to grant permit access to Shinrarta Dezhra
  • FA fix has been made to address an issue with some conflict zones prompting a relog error
  • The faction impact of NPC on foot murder events has been adjusted to balance against other player actions
  • A fix has been made for missing helmet options for flight suits
  • Suit packs will now all show the overview icon rather than specific components
  • Rank unlock suit components will now have the correct icons
  • Shuttle names will now persist when relogging
  • An issue has been fixed which was causing some players to be unable to hand in missions at mission boards
  • Certain settings were previously not including players sat on the CZ respawn screen within the BGS event at the end of a conflict zone, which may have been affecting people’s ability to unlock the engineer Hero Ferrari
  • Additional telemetry for disconnections to assist with diagnostics have been added
  • Faction conflicts have been fixed so that control of the asset at stake is correctly awarded to the faction that won the conflict.

Settlements (new for Odyssey)

  • Fixed a gap present on the exterior of a Research building
  • Fixed a gap present on the exterior of a Power building, and a LOD issue on the PWR decal
  • Fix for collect missions at Human_Small_Extraction_02 sometimes requiring the player to enter an authority 1 building making it impossible to complete it lawfully
  • Removed unnecessary trespass volume at the large mining rig
  • Removed the ’02’ decal from drill rigs at Mining Settlements, so that not all drills are labelled 02
  • Further occlusion improvements around doors
  • Corrected Room Geometry around the exterior of Industrial buildings that caused errors with culling

Settlements (legacy)

  • Fixed offset ramps at Legacy Settlements
  • Engineer bases now have scatter rocks spawning nearer to them (but not intersecting with buildings/structures)
  • Added emergency stairwells to the Engineer Base landing pads, so players cannot get themselves trapped
  • Fixed a building intersection issue at Colonel Bris Dekker’s Engineer Base
  • Fixed a wall texture issue at some hangars in various Engineer Bases
  • Fixed a black cube appearing at Zacariah Nemo’s Engineer Base
  • Removed errant rock from Felicity Farseer’s Engineer Base
  • Rebalanced materials for INRA sites
  • Fixed z-fighting present on the building next to the generator in the SRV training mission

Ships

  • Fixed emissive values on Alliance ships engines causing them to turn black
  • Fixed a typo on the back door of the Cobra MkIII and Cobra MkIV
  • Various hitcheck improvements have been made for the Type-9 Heavy
  • Fixed low resolution textures present in the Viper MkIV cockpit
  • Camera suite camera orientation fixes have been made for the Viper Mk IV

Social Spaces

  • Core Dynamics/Federation Corvette and Gutamaya/Imperial Cutter now only advertise in their respective superpower social areas
  • Fixed graphic alpha issue with the vertical Santi advert

Terrain & Planets

  • Fixed an issue that would cause some distant planet terrain to get darker and shinier

Thargoids

  • Thargoid probe shaders have been updated to new PBR ones

UI

  • Map UI – A new panel to display Organic Data has been added. This is available in the System Map and Planetary Map.
  • In the outfitting UI, when equipping a stored module into an empty slot, the transactions pop-up does not now show (except when installing a clean module onto a hot ship’s empty slot).
  • In Loadouts UI, old stats which were wrongly being left visible when the stat data changes has been fixed.
  • In Loadouts UI, we have changed the way that engineer mod information is updated, to avoid flickering when browsing mods.
  • The humanoid mod stat ranges for jump assist stats have been changed to reflect the actual maximum values.
  • Exhaustion time multiplier value into rate [0,1] for “exhaustion rate” mod stat has been converted.
  • Map UI – Fixed misalignment and jitter issues of the focused/current/selected object markers
  • Loadout UI – The title in the respawn flow can now fill the screen, so will not go multiline and prevent the loadout from being cutoff.
  • Mission UI – Added “showIllegal” to the mission board mission listings, which tints the icon purple.
  • An issue has been fixed whereby the setting for the rolepanel was not being read and so would always appear, even when it was not intended to.
  • Boarding Panel – Storage status now displays new strings and icons.
  • Boarding Panel – Added a third button to be used for restocking supplies.
  • Map UI – Fixed ab issue which stopped the faction state from updating with the selected system’s info.
  • Mission UI – Fixed the header always using the mission board header.
  • Mission UI – Fixed an issue whereby the starport service will remember the last board selection, so you could open passenger lounge / community goals in the social space.
  • Map UI – Selecting a bookmark and then plotting a route will now plot a route to that bookmark location, instead of just the system it is in.
  • Map UI – Selection and Quick Select input scheme has been updated to allow targeting with mouse, then using controller/keyboard held input.
  • Map UI – Added ability to hold down on a location button (bookmarks, mission, ships) to plot a route to the location. This only works on normal galaxy and system map modes (not apex/conflict/carrier)
  • Map UI – Updated the bookmark empty state.
  • Map UI – The bookmark empty state will no longer change position based on the category title.
  • Map UI – Players can now hold down left click on lists (filters, marker display etc) in the map modes to quickly toggle them on/off. This only works with mouse control.
  • Map UI – When a filter is updated, the datastore is updated instead of recreated, fixing a visual bug when selecting them.
  • Map UI – Fixed issue with commodities closing the LHS if the player would pick an option that is too far down in the list.
  • Cargo Transfer – Fixed text truncation in German version of the cargo transfer popups.
  • Fixed avatar in On-foot Commander panel, so that it now displays a full body image of the Commander instead of an incredibly uncomfortable close-up mugshot.
  • The ‘Back’ input button functionality will no longer be missing from various UIs
  • The player should now be able to use the Back/Cancel button (B on gamepad) to back out of power contact and fleet carrier vendor contact in the station services UI.
  • Fixed an issue with large combat bond voucher values not displaying properly because of uint32 cap
  • Fixed an issue where the incorrect markers were being displayed in the terminal facility list
  • Added UI data store properties to create the extra column in the humanoid inventory panel to display storage values
  • Fixed text strings for replacing vehicle filter with suits/weapons in store UI
  • Fixed icons for item filter/owned item for humanoid store so that it doesn’t display the ship vector icon
  • Fixed the clock icon misaligned with estimated departure in fleet carrier navigation menu
  • Fixed missing icons states indicating that the player Commander was muted/talking/unmuted
  • Removed watermark icons from the dropship information in the ‘Conflict Zone Vendor Summary Panel’ and centred the faction name text.
  • Removed icons from pick up and drop off location for Apex Shuttle in the Access UI to match those of Frontline Solutions.
  • Fixed alignment issues with background visuals for mission hub UI popup
  • Planetary Level Organics UI is now functional.
  • Fixed the no-battery warning message text to be more in line with humanoid terminology. Power Limit Exceeded -> Battery Depleted
  • Fixed the DSS view to use the same camera transform as the probe launcher, so that the UI does not go out of sync
  • A fix for the Gamma slider not updating in-game gamma values has been implemented

Known Issues

  • An issue with chest, upper arm and shoulder suit parts not appearing for female avatars is currently being investigated.
  • An issue with some environmental assets being culled incorrectly around the exterior of 2 specific buildings is being investigated.

Odyssey – BGS Balancing

On the 28th May 2021 Frontier made a bried update regarding the background simulation since Odyssey’s release. It can be seen below on on the offical forum, here.


“Greetings Commanders.

“With the launch of Elite Dangerous: Odyssey, we have been monitoring the effects it has had in relation to the Background Simulation.

“We have been collating Commander gameplay data throughout the last week. Using this data, we will be making changes today to balance out the effects Odyssey missions have on the Background Simulation This will bring them in line with existing mission effects in Horizons.

“We are aware of a number of concerns raised from player communities around the impact Odyssey has had on the Background Simulation. We will continue to monitor this closely going forwards.

These changes will take effect as of 15:00 UTC / 16:00 BST today.

Odyssey – Feedback Request

At 4:10pm on the 25h May 2021 Frontier made a post regarding feedback for Optimisation/Performance and UI (Galaxy & System Map). You can read this below or on the official forum, here.


“Greetings Commanders,

“First of all, we’d like to thank all of you for supporting us throughout Odyssey’s development and at launch. For those of you who have access to the expansion and are able to play without issues, we hope you’re enjoying yourselves!

“That said, we are aware of some commonly reported issues and will take this opportunity to address them. In this post, we’d like to specifically discuss optimisation and UI.”

Optimisation and Performance

“We’re aware that performance in Odyssey is varied according to PC builds and other factors. While many players are enjoying the game at the intended standard, unfortunately some are not.

“If you are experiencing performance issues, here’s how to report them and include some especially useful information. Please send us as much information as possible to edoperformance@elitedangerous.com using the template below. To report any other issues, please go via the Issue Tracker as normal.”

Please provide as much information as you can from a DXDiag report (see link for help)

Where were you in-game, and what were you doing? (Solo/Open, in Wing/group or not etc.)

Are you running Odyssey in borderless/fullscreen/windowed?

Are you running Odyssey in VR?

Do you have any other apps running at the same time?

Are you running any third-party shader suites?

In addition to the above, please send us your graphics configs. To do this:

1. Navigate to this file location: %LOCALAPPDATA%\Frontier Developments\Elite Dangerous\Options\Graphics
2. Copy all folder contents to a ZIP file and attach it to your submission

We’d like to thank you in advance for submitting this information. Your reports will be invaluable in assisting our team and expediting performance fixes.

UI Feedback

“We’re also keenly aware of feedback on several aspects of the updated User Interface in Odyssey. The comments on this topic have been followed closely since the beginning of the alpha phase and your feedback shared in our Alpha feedback forum has been gathered and collected. Your concerns over the ease-of-use and accessibility of these systems are being heard and passed to the development team.

“While fundamental issues such as connection and performance remain a priority, we’d like to build a clear understanding of issues surrounding features such as UI to lay the groundwork for in-game improvements.

“In this thread, we are looking specifically for feedback on the Galaxy and System Map UI. We have noted feedback on other UI elements, but would like to start with these in particular.

“If you have feedback on the Galaxy and System Map in Odyssey, please leave it below in a reply using the following format:

Overall thoughts – please keep this brief (one or two sentences)

Specific Issues – clear and concise (bullet points are ideal)

Suggested Fixes for the Issues – clear and concise, directly linked to the issues

“Please keep all replies to this post in the format above. Any discussion that is off topic or replying to other posts may be removed to keep the thread as useful as possible.

Thank You

“Odyssey represents a huge change to Elite Dangerous at multiple levels. All of the teams across Frontier, are working hard to deliver an experience that meets a standard the community deserves.

“On that note, thank you again for your support and patience. As soon as we have any more information regarding the points above, we’ll make sure to share it with you”.

o7

Edit: please use the edoperformance@elitedangerous.com mailbox to report optmisation issues in Odyssey rather than the Issue Tracker.

Odyssey: David Braben #2

At 6:05pm on the 25th May 2021, David Braben posted another message on the official forum regarding the ongoing issues with Odyssey.


“Greetings CMDRs,

“Here’s a further update on where we are with Odyssey, and to keep you updated on our progress and our investigations, and talk a little about our next steps. This will be a long post, but please bear with me.

“Firstly, once again I apologise for the experience many players have had running Odyssey, particularly the server issues and disconnects. Despite careful server spooling up anticipating significant demand, they were still overloaded. After a good deal of investigation, the main cause of this proved to be to do with Fleet Carriers and the systems they use. I’ll try and explain the gist of what the problem was, how we found it, and why it didn’t show during the public Alpha. The whole team are working incredibly hard to resolve the issues as quickly as possible and improve player’s experiences and this is part of that process.

“As you probably know, we split Horizons and Odyssey into two sets of servers – with the plan to keep it that way until we ship Odyssey on console. Fleet Carriers exist in both ‘worlds’ and when a Fleet Carrier jumps, this (and all the players on board) are kept in sync between the two galaxies. Due to a bug with them, significant amounts of data were going back and forth between the two worlds unnecessarily, and this loop between the sets of servers simply mounted up and started bringing servers down or blocking them (resulting in many players getting disconnect errors). This is why we stopped Fleet Carriers jumping, and immediately we saw a significant improvement overall. There were other issues too with this subsystem, keeping the BGS and other things in sync between the ‘worlds’. Once we had a solid fix for the Fleet Carrier and sync issues we deployed it to the servers, and re-enabled Fleet Carriers jumping. This was compounded by the fact we had a record number of concurrent players, so the servers were already working hard. Initially we thought this was the effect we were seeing – that the high number of players was the main issue – but eventually some very smart people determined what was happening with Fleet Carriers.

“Turning to the subject of performance, first of all I’d like to provide some background. When we first set the min specs for Elite Dangerous (back at the time of the Kickstarter in 2012) we made the assumption that for low-spec machines the game was playable as long as the frame rate was above 30 fps, with 60 fps for higher spec machines. Over the subsequent weeks and months after release in 2014 we optimised the game significantly. We had a similar thought process for Odyssey, especially considering that the lower spec machines will tend to be five years old or more, or be laptops, that 30 fps would be acceptable as a minimum spec performance. Separately, we have heard reports of very high spec machines failing to perform as expected. We believe this is a different issue, possibly CPU-related, and are looking into that too, as we speak.

“We will get to the bottom of the performance issues, particularly with the support of the community who are already providing useful information.

“Elite has always been about scale and ambition. With this latest, and biggest, expansion the team have taken on an amazing challenge. The whole galaxy in 1:1 scale, now down to the millimetre. Millions of players interacting with each other and many millions of AI game characters on billions of worlds, all orbiting around each other in an incredibly rich galaxy-wide ballet. I truly believe the team have created a milestone in modern video game history. This is not a static arena shooter where all the players join at the start, but where players are continually joining, leaving, travelling between servers alone and in groups, and so many other things. It is a real shame this incredible achievement is somewhat overshadowed by the issues we have been seeing. We remain committed to improving everyone’s experience. In the words of JFK: “We choose to go to the moon this decade and do the other things… not because they are easy, but because they are hard.”

“So what are we doing to fix the issues?

“As mentioned above, the team have been working incredibly hard to support and fix critical issues. They have already made good progress with three hot fixes and many server tweaks too, but we can see there is still more to come. Disconnects are now greatly reduced, despite record concurrent player numbers.

“As already explained, the performance issues may take a little longer to resolve, and we greatly appreciate your patience.

“Our plan is to publish a road-map by 4th June as we continue to push forward addressing issues, including giving some details on specific improvements, building upon the fixes the team have already made.

“Thank you and my apologies again for the bumpy start to Odyssey.”

Official Forum