Version 1.1
Posted: Tue Feb 10, 2015 7:01 pm
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.
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.