Update 11 has arrived! Since Elite Dangerous’ inception, Commanders yearned to stand and walk on planets throughout the Milky Way which Odyssey has delivered. Now it’s time to sit down once again, put those feet up, and enjoy one of the most glorious views in the game from the inside: a Fleet Carrier jump.
This release also brings a range of fixes and features including the brand new Protect mission type. If you’re up for the challenge, these missions will demand more of Commanders than previous types. Read all about them and everything else in Update 11 below:
Fixed some broken UI sounds in outfitting weapon and suit cosmetics.
Fixed broken main menu button sounds under Controls and Extras.
Fixed broken UI sounds in the player character creation screen.
Fixed mix issues on the Scorpion SRV deploy and stow sounds.
Fixed various Fleet Carrier management screen audibility and mix issues.
Fixed an issue where the Apex radio comms voice, heard when taxi drivers request landing clearance, gets stuck.
Fixed the fridge sounds behind the bar areas sometimes being loud.
Fixed mix issues on the turbo lifts in social spaces.
Fixed inaudible UI sounds in the on-foot Shipyard menus
Fixed the continuous tinkling Supercruise flyby sound when on another player's ship.
Fixed a transition on the Galaxy Map music.
Fixed issues when disembarking on foot from either SRV type.
Fixed the sound of flying through the rings in the ship tutorial.
Fixed the rotating loading screen animation on some menus being silent.
Fixed the cinematic when purchasing a Fleet Carrier being silent.
Fixed the “back” action in Carrier Livery to no longer be silent.
The Cargo Loader and cargo canisters were added for Protect missions.
Small settlement landing pads schematics were enlarged to aid navigation and landing.
LOD issues on various doors and screens were fixed.
The offset Livery camera for the Python was fixed.
Non-tinted colours of beverage materials were fixed.
A hitcheck issue on the Krait Mk II Raider ship kit, preventing some weapons from firing was fixed.
Hitcheck issues on the Fer-de-Lance underside were fixed.
A missing hitcheck on the underside of the dome seen in Agricultural settlements was added.
Multiple hitcheck issues on legacy planet settlement objects were fixed.
Ship landing gear was adjusted to render more pleasingly.
The door glass shader in Agricultural settlements was adjusted to tint glass correctly.
Electricae scatter assets now have been subtly colour-adjusted, using LUT data from the planet surface to recolour them.
The warning light in the Beluga cockpit now emits from an apparent source.
A material issue on a laboratory workbench was fixed.
Z-lighting on decals at a Thargoid Imprint was fixed.
Adjusted high tech doors to slide open without intersecting.
Fixed floating rocks at a Thargoid ship crash site.
Improved the alignment of thrusters on the nose of the Cobra Mk IV
Fixed the glow on collectables at Guardian sites when approached in an SRV.
Fixed an occlusion issue seen from the hangar lobby of some Industrial stations.
The glow of activated Guardian pylons was made more visible.
Fixed the incorrect appearance of some AI feet and torsos.
Truncation issues on the Ship panel of the right-hand internal panel were fixed.
Text colouring on the ship boarding panel was fixed.
The layout of the search results in the Galaxy Map when missions exist in bookmarked systems was fixed.
Text resizing to the item/emote wheel so letter wrap correctly was added.
Focusing behaviour for the staff list on terminals was fixed.
Filters at the Pioneer Supplies vendor when buying/selling a weapon on suit were fixed, preventing new items which don’t match the filters being shown.
An issue on the multicrew report popup that would cause multiple crew members to be selected at once was fixed.
Rank animations were adjusted to display the correct ranks.
An icon was added to the radar to display powered-down recharge stations.
Unnecessary operations were reduced in the humanoid HUD markers system.
Fixed cases of shadows flickering from directional lights.
All visual effects at settlements will now adjust to graphics settings.
Selecting graphic pre-sets now correctly applies super resolution values with FSR.
Other rendering optimisations:
Reduced the workload for maintaining avatars while they are not visible.
Ensured planet-related systems do not perform unnecessary work when in space.
Miscellaneous optimisations to lighting and colour grading.
Fixed some incorrect text in a Theft mission.
Fixed an issue where a faction would sometimes target themselves for a Hacking mission.
Fixed an issue where some missions expire but not correctly fail.
Fixed Salvage missions failing to have the relevant item for the mission.
Fixed the spawning of mission givers for the hand-in of missions taken from a settlement.
That’s a wrap for Update 11! We hope you enjoy all of the above and get to experience a Fleet Carrier jump from your owner’s chair or the viewing deck in the near future.