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Elite: Dangerous


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Ich will niemanden das Spiel abspenstig machen. Ich habe lediglich eine Aussage widerlegt, die angab, das die Kosten von Elite bei weitem geringer wären als bei SC. Und das ist definitiv nicht der Fall. Was andere dann aus meiner Aussage herauslesen ist ein anderes Ding.

Fakt ist unterm Strich: die Kosten für den Früheinstieg bei SC liegen/lagen ein vielfaches unter denen von Elite, und das ist unbestreitbar. Um nichts anderes ging es doch.

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Würde ich so unterschreiben ... habe auch die Premium Beta und das war auch gefühlt mehr Geld beim Ausgeben. Hatte mich allerdings bewusst für die Premium Beta entschieden, da da glaube ich auch noch alle zukünftigen (möglichen) AddOns eingeschlossen waren und ich denke eben, dass die bei Elite definitiv noch kommen werden.

 

Wer es bei SC bei nem Aurora-Paket belassen hat, hat aber bereits heute ein besseres Preis-Leistung-Verhältnis in Aussicht, auch wenn SC aktuell noch kaum spielbare Inhalte bietet.

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Premium Beta v 2.0 ist raus.

 

Changelog:

New Content/Features

- New space station type added (Orbis)
- Added Hauler ship type
- 3 x new visitable systems (Styx, Aulin and LHS 3006)
- German language support added
- Incremental install added (it will need to do a full install on its first use)
- Animated pilot added
- Price item bought for added to trading interface
- Customisable controls for galaxy map added
- Rear beacons inside station turned on
- Hyperspace effect tweaks
- Anaconda cockpit art improvements
- Lakon Type 9 cockpit art improvements
- Audio tweaks for Galaxy Map
- Additional controllers added
- Cloud layers use height separation for normals generation
- Charge bar for supercruise/hyperspace added to left panel
- High resolution screen capture added (Alt-F10)
- Art improvements for large docking pads
- Eagle cockpit art improvements
- Updated stars with hotspot colours
- GUI added to aid escaping masslock
- General audio tweak and balance pass
- Hyperspace arrive and depart VFX tweaks
- Add a default joystick device that maps to first available joystick
- Animation added to opening of star map
- Default descriptions for populated systems added to galaxy map
- More individual descriptions for systems added to galaxy map
- Updated trade goods
- Added connection stats debug (CTRL+B)
- Option for pilot gender added
- SCreenshots now saved in My Documents\Pictures folder

Crash Fixes

- Prevent crash when authority change occurs
- Fix for alt-tab crash
- Fix for crash in AI null value
- Fix for nullpointer crash in schematics
- Fix crash in location lighting shutdown
- Fix crash in faction interogation for AI
- Fix softlock caused by LogicTriggerGlitch receiving negative damage
- Material crash fixed
- Fix for assert when enabling / disabling SSAO
- Fix for server island crash
- Fix for crash spawning AI
- Fix for ejecting cargo crash
- When resurrecting, wait properly instead of soft lock
- Fix to stop crash when quitting the game at the same time as dying
- Fix for vertex crash in galaxy map

General Fixes/Tweaks

- Server moderated docking pad control added
- Interdiction frequency balancing
- Fix Anaconda's collision avoidance to prevent flying into asteroids
- Station name and status information always available
- Format changed for galaxy map coordinates
- Apostrophe can now be used in galaxy map search
- Kinematic optimisations
- Improved prediction for Oculus Rift
- Control sticks can now be used in menus
- Various text fixes
- Missing texture on capital ship fixed
- NPCs can now check if another NPC has a bounty
- Hyperspace exit flash restored
- Functions panel now indicates that flight assist is in cruise mode and cannot be changed
- Contacts aren't counted until they are fully resolved
- Ships no longer need an armour module
- Fixed X52 controller naming
- Greebles optimisations
- Cobra death explosion tweaks
- In windowed mode, don't update display mode in response to focus events
- Various trading tweak
- Better cargo integrity checks
- General avoidance behaviour improvements
- Don't make target locking SFX if weapon isn't deployed
- Stations appear on scanner at fixed distance
- Ships must be within range for docking request to be accepted
- Try and reduce AI tendency to ram opposition
- Move FOV setting out of presets section in options screen
- Additional safety checks for authority changes
- Camera lag and orientation clamping for gun and navigation sights
- LODs for ships and weapons updated
- Reduce message spam when spamming the supercruise control
- Fix for gimballed weapon sights
- Physics around docking port improved
- Clean up session change in supercruise
- Network connection and session creation takes into account connection health scoring
- Star database fixes
- Assorted audio tech fixes
- Wait until station voice has stopped speaking before performing the timeout
- Emergency drops force FAOff which blends out over a duration
- Stop friction noises continuing when docked
- Fixed vertical stalk scaling on larger landing pads
- Emergency drops cause ghost controls to fight with which blend out over a duration
- Change ship's voice to use the headset effect atmospheric effect setting when at the galaxy map
- Fix for the flashing black boxes on AMD cards.
- Collision damage improvements
- Added a separate row type for toggle bindings to help with the toggle mode confusion
- Fixed a mouse scroll losing focus bug.
- Tweaked docking assist params (remove angular help and lowered linear help so docking still requires you to at least roll properly to align).
- Keep the processing flight scheme active when in the galaxy map to preserve your speed
- FSD charge rate changes while you're charging, rather than being fixed when you start charging
- Fix message spam when docking is declined
- Add '+' to allowable search characters in galaxy map
- Supercruise speed balanced (Top speed lowered, acceleration lowered, min speed increased, gravity wells shrunk, star mass lock reduced)
- Fixed hull health discrepency when docked
- Confirm equipment purchase added
- Outfitting screen remembers list location after cancelled or failed request
- Canister infor split into two lines
- Fighter and large AI behaviour tweaks
- Fix network token deadlock
- Fix faction choice in single player scenario
- Flight assist off warning added
- Fix beam lasers passing through things and not causing damage
- Deactivate Proccessing_Flight while docked ('Docked' is now a distinct state)
- Show the inner-sphere for bodies from further away if you're moving at non-trivial speeds.
- Fix for trying to access MotionLineInstances before they are created
- Drop request time from 20 to 10 seconds for docking requests
- Don't disconnect if other party pauses
- Set defaults for shadow view near plane bias values. Expose these values as a shadow quality setting.
- Fix AI idle behaviour after scanning player
- Upped drop out speed and distance limits by a factor of 5
- When near a stellar body (within 4x it's "radius"), need to align away from the body to supercruise.
- Fix mask counter being reset between transitions
- Fix for motion lines being visible coming directly at the player
- Changed slice algorithm and shaders on planets to use the proper vertex and texture coordinates.
- Emergency air timeout now 10 minutes
- Deploying the cargo scoop or the landing gear will reduce the speed of the space ship
- Bounty hunter AI improvements
- Moons can now have moons of their own
- Prevent the "No fire zone entered" message if you're docked
- Bobblehead a little less crazy
- Reduce cockpit jitter in supercruise
- Cache cockpit blow out state across transitions
- Correct the firing bones used for the adv torp pylon
- Updated Advertising Drones beam effect. Fixed alignment of beams in relation to drone beam projectors
- Added Saitek Pro Flight Rudders to device list
- Reduced star spin rates
- Stop NPC Eagle friendly fire making you a hostile
- Better interaction of FAOff and throttle controls
- Updated hull explosions, removed spinny spinny smoke and rebalanced the textures
- The player should stop using the breathing mask once inside a space station
- The oxygen in the breathing mask should be replenished when docked
- Emergency drops cause damage to hull and modules
- Interdiction don't count as emergency drops anymore
- Ring optimisations
- Added new death explosion to the Cobra, also rebalanced hangar flares and removed the vertical anamorphic
- Fix "Don't report crimes against me" not working
- Damage states added to Anaconda
- Changed the inertia tensor for ships from a 10m radius ball to a box the size of the ship
- Fixed "no firegroups set" spam
- Shadowing improvements
- CustomiseCrime allowing ships to have bounties in lawless jurisdictions - now converts local to nearby bounty if local is lawless.
- You can no longer dock upside down
- Fix for missing activity lead to incorrect UI for railguns when retracting
- Improved resize handling
- Red ring of the star lens flare now has a nicer offset so it doesn't linger across the screen
- Coriolis optimisations
- Fixed issues with internal cockpit panel not showing proper ship schematics
- Fix for selecting Anaglyph 3D rendering resulting in nothing being shown
- Stations no longer show criminal status.
- Canisters display their contents in the contacts list
- Clear contacts list on entering supercruise
- AA modes can now be used with OR
- Fix for items not showing up in black market
- Increase spawn radii for scenarios
- When inside the space station, the ship's heat should increase gradually to some ambient level to simulate the temperature control of the station's atmosphere
- station interior fog now balanced to reflect lighting better
- Fix polyTrails for FrameShift arrival/departure
- Give ai something to do if their drive module is dead
- Improvements to handling of when mouse cursor shown be shown / hidden
- Locked exit button after submitting a transaction to prevent money-making exploit from UI side
- Change to ambient on distant ring cells
- Improved render rejection and lodding of kinematic models
- Change checks on values in algorithm getting barycentric co-ordinates from a ray intersection point with a triangle
- 3D settings in graphics options no longer take effect immediately, only when 'Apply' is pressed
- Push out shadow cascade end distances to fill available shadow map space
- Added Beam effects for the hyperspace clouds
- Fix for scenario initialisation in server
- Fixes the glitch where shadows flash off for a frame while moving
- Fix not emergency dropping when 'hitting' stellar bodies
- AI ships make the same hyperspace clouds as players on arrive/depart
- Quantise shadow cascade alignment axis by angle rather than quantising the vector directly
- Local dust cloud models tweaked in galaxy map
- Absolute magnitude calculation for neutron stars altered
- Reduce the mass range of the injected massive stars
- Moved some bones around in the sidewinder cockpit and rebalanced the damage effects
- Allow players to see unaffordable items when viewing the outfitting parts list
- Increased the speed at which ice forms on the windscreen when close to 0% temperature
- Location targeting is now 'locked' while the hyperdrive is charging
- Detect cases where CustomiseShipCargo is set up with invalid min/max quantities
- Fix for not submitting rocks that aren't spinning to the renderer
- Fix bounty min's that are greater than the max
- Fade Rotation correction out over 2 seconds when you leave the docking bay so it's a less jarring transition
- Reimplement the atmospheric failure ships voice line to take into account the state of the life support system
- Changed shadow filter to work in gamma colour space. This reduces blocky shadow artifacts and makes the size of shadows more consistent between cascades
- Keep the list of the asteroids active when time isn't passing
- When the shipyard is closing down consider the case that the ship is being destroyed
- The Local dust now has a subtle gradient at the end of the galaxy
- High quality shadow settings: Increased resolution
- Re-implemented gunsights
- Don't let the hyperdrive ask anything of the MainGameFlow when it's doing something else (anything that isn't InGame or Paused).
- Commander names that include a hyphen and are 22 characters long now show the last word on the contacts tab
- Galaxy map rendering optimisations
- AI ships can no longer jump when mass locked
- Added more state to SavedGames (heat, power settings, oxygen timer)
- Fix ship voice talking over itself during hyperspace/supercruise jumps
- Updated shadow slope scale calculation to be consistent when using orthographic projections. This also makes it more efficient.
- Fix being able to run out of air when in the station
- Fixed the label for galactic average column as it wasn't showing the whole text
- Fix issues with cursor not responding immediately to changes of state
- Fixed mismatched damage displayed on hull repair screen
- Fixed Bug With Eagle GUI Schematic Target Panel
- Missing stars in galaxy map now displayed
- k-warrant scan and cargo scan gui update from out of range if the fire button is held when flying into range
- Point defence weapons no longer listed in firegroups, they are activated and deactivated through modules
- Oculus fix for lens flares not converging properly
- EjectCargoActivity should only try to queue ejections of cargo units that are not currently ejecting
- Added density controls to the distant ring cell meshes. The density of the ring is now set as number of rocks per Km^3
- Prevent the stick-on damage models used in the Anaconda and Type9 from jittering
- If you respawn with the free sidewinder, bring your money up to a minimum of 1000
- Fixed panels' popup getting stuck
- Fixed the cameras in the hanger from focusing on wrong hardpoints on the Eagle
- Firing in a no-fire zone is now a crime
- Force Flight Assist on when playing frameshift exit effects
- Stop AI Ships attacking even when wanted level has been cleared
- Speed indication bar now "Flips" round when in "Reverse"
- Improvements to turret behaviour
- Heat seeking missiles track the enemy ship
- Added the ability to have modifier keys to input binding
- Weapons no longer turn on/off as you deploy/stow hardpoints
- Hardpoints don't draw power unless deployed (effects heat)
- If you hit an emergency stop but you're going slowly enough to drop safely, just do so
- Location/target/target location panels are mutually exclusive
- Distance to target takes target size into account
- Station shows up with the correct colour HUD
- Fixed the move-mouse-pointer-off-screen-when-using-the-pad-so-it-doesn't-trigger-rollovers thing
- Hardpoint modules can be set to "always deployed", so they ignore the player's "Deploy hardpoints" control. They still retract if unpowered
- Make sure aspect ratio is correctly calculated when Oculus Rift has been selected as an option but the device isn't available
- Fix for HeatSinkLauncher being usable when unpowered. Now it needs to be powered and deployed, but is always deployed when powered

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Schönes Video :thumbsup:

 

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

 

Sarkasmus Level 1:

Das erninnert mich an eine andere Szene .... Moment, was war das doch gleich ..... ach ja, Simpsons!

 

Sarkasmus Level 2:

Das ist doch ..... "Also sprach Zarathustra", gelle?

 

:-D:yes::no:

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Elit ist schon toll, aber mir war klar das ich mich für ein spiel entscheiden musste und ich hab mich für SC entschieden, und hab da jetzt auch schon ein wenig was reingesteckt.... und Zeitlich gesehen habe ich auch nur wirklich Zeit ein spiel sinnvoll zu spielen.... würde ha jerne mal reingucken bei Elite aber ist mir zu teuer für nur mal reingucken, ist vielleicht auch besser so sonst verfall ich nachher von den spiel :-)

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Ja, man kann da jetzt schon ganz schön tief eintauchen... Wenn das doofe Geld nicht wäre. Aber wenn Chris so weiter macht, wird es eh erst Weihnachten mit den größeren Schiffen für mich interessant - somit viel Zeit für Elite :-)

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Ich denke bis zur GamsCom wird AC 1.0 für alle spielbar sein, und der Xi'an Scout im AC verfügbar sein, und vielleicht bekommen wir schon mal ein paar Videos von den andern Modulen zusehen bekommen...

Ich denke, da an den  Module parallel  gearbeitet wird, wird es immer schnelle Inhalt geben...

Bearbeitet von suess
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Lade mir gerade premium Beta 2.02, welche heute erschienen ist, aber im moment scheinen die Server hoffnungslos überlastet zu sein, der dl geht ja garnicht voran. 

Lade mit gerade mal 0.15 MB/s.

Edit: Was mich immer noch nervt, ist, daß man nur den Launcher auf eine andere Festplatte installieren kann, aber nicht ED selbst, oder hab ich was übersehen.

Bearbeitet von Tobias Rocc
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Lade mir gerade premium Beta 2.02, welche heute erschienen ist, aber im moment scheinen die Server hoffnungslos überlastet zu sein, der dl geht ja garnicht voran. 

Lade mit gerade mal 0.15 MB/s.

Edit: Was mich immer noch nervt, ist, daß man nur den Launcher auf eine andere Festplatte installieren kann, aber nicht ED selbst, oder hab ich was übersehen.

 

Jup stört mich auch aber ist wohl in der frühen Phase noch nicht vorgesehen... :/

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Ich bin eine Kopier - Muschi

 

 

Originally Posted by ICDP viewpost.gif
I have noticed that a lot of people use the same setup as myself. A small SSD drive for their OS install and a larger separate drive for games. The latest ED client forces people to use the OS drive for the game files. This is not ideal for those with restricted space.

Here are some instructions for installing ED to your preferred drive and folder. I have tested and verified this works a few times now.

Kudos to TheDarkKnight for the easier and refined version. I have edited the OP so his instructions are on the main post.
  1. Run the Client-Installer.exe
  2. Choose the drive and or folder you wish to use. In my case D:\Elite
  3. Let the launcher install finish, if it is running, close the launcher window, do not login
  4. Navigate to where you installed the launcher, in my case D:\Elite, and create a folder called Products in the launcher folder. EG: - D:\Elite\Products
  5. Now start the launcher again, log in and install the client.
  6. When the download is complete you should see the install as automatically installed the client in the folder you created called Product.

 

und damit ziemlich erfolgreich! 

 

Miau!

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Manche Leute kehren SC den Rücken, ich verkaufe mein Elite Dangerous gerade wieder mal in der "Beutebucht" :-) Ich mag mich bei Elite doch nicht so reinhängen...

Ja ich weiß, kein Verkauf von Schiffen im HQ - ist aber Elite :-) Backer Account mit Federal Trading Paket incl. Premium Beta.

Wer mag, kann sich ja mal bei ebay die coolen Bilder angucken und meine Beschreibung lesen. Bei Interesse mir ne PN schreiben bitte.

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Manche Leute kehren SC den Rücken, ich verkaufe mein Elite Dangerous gerade wieder mal in der "Beutebucht" :-) Ich mag mich bei Elite doch nicht so reinhängen...

Ja ich weiß, kein Verkauf von Schiffen im HQ - ist aber Elite :-) Backer Account mit Federal Trading Paket incl. Premium Beta.

Wer mag, kann sich ja mal bei ebay die coolen Bilder angucken und meine Beschreibung lesen. Bei Interesse mir ne PN schreiben bitte.

nein .. pfui ... aus ... weiche von mir ....  pöööser Hund :-D :-D :-D

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