Frontier elite waiting

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I've been playing the Alpha build of Elite Dangerous all week. For an alpha this is very polished indeed. Flight modelwise it's old school turn & roll with an option to go Newtonian too. I cant wait to see what's going to be in the later builds. One thing is for sure, Elite is back! :cool:

Also, I will be updating Pioneer's Mod DB page soon with the last build for this year. This game just keeps getting better and better. :)
 
Sorry musojon74, I got busy over on the Frontier Forum and missed your question. :Doh:

Yes you can fly Newtonian with all flight assist off, but it is tricky. A lot more so than it was in Frontier at any rate. Yaw for example is very slow compared to pitch and roll. I still think there is some tweaking to be done to the flight model before release though.
 
Pioneer "Febuary 2014" 20140223

Pioneer "Febuary 2014" 20140223

Hi Amibay!
Back again with another Pioneer update for you. Lots of improvements & tweaks for this month, so do check it out.
The download for the Windows version is now live on ModDB and the Linux version is available on Pioneer's own site.

However, there is an issue with the Mac OSX version this month and the devs are appealing for help. Check out the bottom of this post for further details.

Here is the extensive change log for this month.

Changelog
For February 2014.

New features

New "Octagon" ground station
Now any star in a multiple system can be the hyperjump target
Rewrote console on the new UI
Characters have reputation, which is required by missions
New (rare) "News" event for commodities on the BBS
Minor changes and tweaks
Added landing tag points to all ships
Draw sectorview stars with sphere imposters
New UI now available as an overlay in all views
Quicksave can now be loaded directly from main menu
Paste support for text entry widgets (ie console)
Improve skybox, restore star rendering
New wheels up/down icon
The `console.lua` script is now run at each game start
Config values can be overidden on the command line
Use tables instead of grids for layout
Donating money or not paying wages affects reputation
Script and UI API changes
Model.SetDebugFlags for adding debug effects to model drawing
ModelSpinner.model to get the spinner model
UI.Image: SetHeightLines to help set image height against text
hasprop method to see if the named property exists (#2734)
Ship:InitiateHyperjumpTo to jump regardless of range or fuel
UI.Table.SetColumnAlignment, various ways to position table columns
UI.Table.ScrollToTop and ScrollToBottom, basic scroll control
Empty grid cells now expand to the available size to assist with layout
Model changes
Removed two_sided material property, it didn't handle lighting correctly
Fixes
Complain about custom systems with wrong number of stars
Fixing thruster tags
Fix run-away terrain threads when ending the game
Fix Lua error from TradeShips when colliding and hyperjumping
Reset mouse grab state on game exit
Fix a potent bug when destroying copies of invalid LuaRefs
Fix English in Taxi missions
Fix various glitches and an assertion in system info view
Fix that rotation state of bodies was not saved/loaded properly
Fix pattern for Xylophis
Render to texture Skybox alpha fix
Remove Lua timers at game exit
Properly set terrain detail settings
Always relayout tables and single containers after content change
Internal changes
Moved model debug effects (wireframe, collision mesh) out of ModelViewer and onto Model, and exposed via SetDebugFlags
Handle blend/depth/cull render states as stateset objects
Removed redundant shader cleanup
Split camera state into a separate class
Sector and star system cache improvements
Generation of explored flag moved from StarSystem to Sector
New Vertex buffer class
Code cleanup in StarSystem and SystemBody
Removed Visual Studio 2010 and 2012 support
IterationProxy for save access to embedded containers
Automatically manage the cancellation of jobs with RAII
Added a Profile Config to VS2013

Also two more things. Calling MAC owners! OSX builds are down for this month on Pioneer's own site. Can you help? The devs are looking for someone who can provide MAC builds of Pioneer, here is what Robn, one of Pioneer's devs had to say,

"They can come back if and when someone can produce a working set of steps to build and bundle the game from scratch - something that I can turn into a build script. If anyone reading this feels up to the challenge it would be a huge help."

If you can help, have a look here: Pioneerspacesim.net.

Finally, a new edition of Pioneer Scout is out (G15), do check that out also at Spacesimcentral.com.

Have fun! :thumbsup:

---------- Post added at 17:05 ---------- Previous post was at 16:58 ----------

:roll: I forgot to mention that the Elite Dangerous Multiplayer Alpha has been continuing apace with bug fixes. It's not quite there yet with the odd stability issue cropping up here and there, but improving with each patch. There is also going to be another major update in March (Alpha 3.0) which will include stations! :cool: Will it be as hard to dock as the original was? Time will tell. :lol:
 
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Pioneer "April 2014" 20140427 & Elite Dangerous News

Pioneer "April 2014" 20140427 & Elite Dangerous News

Hello Amibay!
Back again with another Pioneer monthly update for you. Lots of tweaks, fixes and new features for this month by Pioneer's ever busy volunteer devs, great work guys!

Anyways, here is the change log for this months build, which should be appearing shortly on ModDB or if you cant wait or want the Linux 32 or 64 bit versions instead, then head over to Pioneer's own site here. Have fun folks! :)

For April 2014. Full changelog.

  • New features
    • UI animations (#2830)
    • Explosions (#2831)
    • Support Fake Baked Ambient Occlusion texture (#2872)
    • New Wave Skins (#2822)
    • Soft mouse (#2883)
    • Autosave when docking/undocking/landing/takeoff and on game exit (#2814)
  • Minor changes and tweaks
    • Add a Return to Game button in the pause/options screen (#2841)
    • Disable the Save button when in hyperspace.
    • More specific warning message in ship market if trying to buy equipment that the current ship model doesn't support
    • More stat on ship in ship market and ship info view (#1733,#2838)
    • The autopilot now faces toward its destination during the coasting phase (#2846)
    • A "Refuel full" button added next to the refuel button (#2855,#2853)
    • Balance - Exhaust velocity increase (#2835)
    • Slightly bigger chat forms (#2856)
  • Script and UI API changes
    • Animation object, UI.Context.Animate and AddAnimation methods (#2830)
    • Improve TradeShips.lua (#2851)
    • Ship.SetShipType doesn't equip the default hyperdrive anymore
    • ShipDef.defaultHyperdrive has been removed in favour of ShipDef.hyperdriveClass (#2859)
    • New attribute SpaceStation.numShipsDocked to get number of occupied ports
    • Body.FindNearestTo to find bodies near this body
  • Internal changes
    • Emit Lua events and timers in hyperspace
    • Output some system info for debugging purposes (#2832)
    • Add serialization support for LuaRef objects (#2849)
    • Add facilities to easily call arbitrary Lua methods from C++ (#2854, #2869)
    • Address some warnings from cppcheck and GCC (#2871)
    • Add possibility for synchronous jobs (#2879)
    • Assign factions to systems when first needing it (#2887)
    • Merge Sector and StarSystem caches in a common template class (#2880)
  • Fixes
    • Fix duplication of cargo during cargo scooping (#2644, #2828)
    • Fix extra crew lingering after sale of ship (#2122, #2837)
    • Fix taking off with wrong number of crew (#2837)
    • Fix taking off with unpaid fines (#2359)
    • Fix zero duration and fuel display in sector view after load (#2847)
    • Fix water still sold in fuel club (#2852)
    • Fix duplicated HANG_UP button in crew bulletin boards (#2858)
    • Fix assertion in system info view when starport on planet with same name was selected (#2848)
    • Fix crash when Nerodia selected in shipyard (#2865, #2864)
    • Fix internal bug in multi-threading queue (#2874)
    • Fix crash due to ships spawning with default hyperdrive 0 (#2875,2877)

Also Elite Dangerous News. There is going to be another (possibly last) Alpha build to go before beta. This will include a 200 light year section of space with many systems to visit. After this it is hoped that the full sized galaxy will finally make an appearance for the Beta. Which of course will contain untold 1000s of systems just like the star map in good old Frontier Elite II. :)

By the way guys, love the look of the new site!
 
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This game was awesome!
Remember that by the time this game was made, there was no directly confirmed exoplanet known outside from the Solar System. A lot have been discovered since 1995, validating the Frontier Elite astronomical model.

By the way, i prefered the Imperial Courier too. The blue tails behind the ship look great.
 
It certainly was a beautiful ship Xanxi and very dangerous too if you had to take one on! :wooha:
 
For me it was always Imperial Trader. The biggest and fastest (very important when assassinating someone in Panther Clipper) among the huge ships. What is really cool about this one-no crew needed (it is different in F:FE). I always did jobs for Imperial army, IIRC it was on Vequesse (or something like that)-Don't Remember route, there were always so many missions offered on the bulletin board in these two systems I could improve my Imperial rank pretty quickly. For some reason I like Elite more, love the simple graphics and of course, Thargoids! :-)

P. S. IIRC (its's been a lot of years since I played this game intensively for the last time) with the so called wormhole cheat I got in the Betelgeuse system. Once I bought Panther Clipper and as much fuel as possible and tried to reach the borders of the galaxy :-D No way but I got pretty far. Fascinating game.
 
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Ok, this being Amibay, you guys love to read build threads, I know I do and there has certainly been some great ones on this forum. However, have a look at this Elite related thread over on the Frontier Forum and no, its not a computer. Well, at least I don't think it will be. :lol:
 
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Just thought I'd post a screen shot of a little mod in progress for Pioneer..;)
post-347-0-28414000-1466055752.png
 
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