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Version 1.1

Posted: Tue Feb 10, 2015 7:01 pm
by Xebeth
Well after a quick few minutes in 1.1 my impressions so far are -

Lights on planets are very nice, the improved route planning is great, and there seems to be some improvements to sound - certainly hearing a greater depth to various noises.

Not had any Cartography data to sell, but I like the way it lists all the items in a system.

From a ship perspective, even with a B Class power generator I went from about 93% power draw in my ASP in 1.07 to > 100% in 1.1 and have had to set some modules to shut down when I deploy weapons.

Chaff launcher has gone from 20 ammo to 10, and my A Class shield cell from 5 charges to 3, along with the price for shield cell ammo going right up.

Also, in addition to my multi-cannons seeming to reach thermal overload faster, for the first time firing weapons caused my heat levels to reach critical levels (after prolonged bursts).

All this said though, I still happily took out the 'dangerous' viper that interdicted me, seemed to take marginally longer than before, but not excessively so.

Interestingly, after a minute or so the police showed up, not had that before.

So far, nothing game breaking, but dog-fights I think are going to be more interesting, which is a good thing in my opinion.

Re: Version 1.1

Posted: Tue Feb 10, 2015 7:51 pm
by General Specific
I do hope my new trade route hasn't been ruined......I can't imagine I will get in game this evening though. Massive update and taking forever. (although I could stop DL'ing those movies!)

Re: Version 1.1

Posted: Wed Feb 11, 2015 8:11 am
by Andrew Gaspurr
I am between Pleiades nebula and Barnard's Loop atm so the advanced route planning comes in handy. I wish there was some display with which you could check star systems as "visited" in the map options though.

Re: Version 1.1

Posted: Wed Feb 11, 2015 8:57 am
by Rzer0
Things seem to a lot smoother in my Cobra and Type 6. The route planner now is great for doing my rares route!