So I had targeted the mass jump system (permit locked) - but when I went to external view - somehow didn't make the system jump - just to SC - Running_wilds view shows me zooming along the left edge - here's the view from my side: https://t.co/tx8PPURpA5
Excited to see more of the galaxy? Why not sign up to Distant Worlds 3!
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@237Eralm Perhaps the best time (ever?!?) to pick up an alt account if you don’t have one: E:D Deluxe (Base + ODY) is on sale on Steam for $2.49….really…
Leave your space faring self out in the Black for chill exploration- switch to Bubble alt for pew-pew and CG…Best of both worlds o7
Meant to post this around the time of Titan Cocijo' demise - but I figured everyone was inundated with TG media....
Title: "I got the LAST parking spot"
Internal Development Build 0.225.0.69 - Moar Data!
• Added a description to the Sol star.
• Added a "Life Sig" indicator to the sensors, alongside the "Tech Sig" one.
• Moved the "Life" and "Tech" indicators into a more permanent position.
• Added Roche Limit calculation to the planet-gen, and also connected it up to the sensors output.
• Added Hill Radius calculation to the planet-gen, and also connected it up to the sensors output.
• Added Orbital Period calculation to the planet-gen, and also connected it up to the sensors output.
• Added Orbital Velocity calculation to the planet-gen, and also connected it up to the sensors output.
• Added a blacklist of bad words to the random alien name generator.
• Fixed the bug that was causing inhabited systems to have multiple hundreds of planets between the inhabited world and the star.
• Added Planet physical characteristics to the Sensors UI properly.
• Fixed atmospheric planets being too cold, based on some incorrect Bond Albedos and a lack of a greenhouse effect.
• Added equilibrium temperature to the Planet physical characteristics as an extra data point.
• Added Planet atmospheric data to the Sensors UI properly.
• Updated the "Tech" indicator on the Sensors UI so that it requires only Level 1 body knowledge (Long Range Survey).
• Updated the "Life" indicator on the Sensors UI so that it requires Level 3 body knowledge (Short Range Scan).
• Added a check to system/planet names so that Home Systems / Homeworlds are named distinctly from Occupied Systems / Occupied Worlds.
• Updated the Long Range target listing so that systems will now only show civilisation names when Level 3 knowledge exists.
With this update we are now one step closer to achieving the planned mechanics for detecting and exploring alien civilisations. In a nutshell it should work like this;
Step 1 - Perform Long Range surveys of the subsectors (1ly cubes) around your vessel.
Step 2 - Identify a "Tech Signature" associated with a planetary body on one of the surveys.
Step 3 - Plot a course to that system, and perform a Medium Range survey upon arrival to uncover more system detail.
Step 4 - Fly over to the planet with the tech signature and perform a Short Range scan to reveal its "Life" signature and details about that civilisation.
Right now the civ details box still needs to be added to the Planet details pane, but I'll be working on that for Sunday's build. In the future unlocking the full civ details will require a lot more work (performing science), but we're slowly getting there :)
@realdanfitzy @frontierdev While I am collecting Engineering materials - I swapped in 'beefier' modules - and 4x MCs / 2x Beams: while it did take down my shields and got my hull down to 88% - I dispatched a Dangerous Conda while running a Courier mission for a friends faction....Still > 60 ly... Love IT!
Why just look up at the stars when you can claim them?
Player-led, free-form expansion in the galaxy is coming to Elite Dangerous with System Colonisation.
The Bubble is no longer static!