Elite: Dangerous – Mn3njalnik – Stran 31

#1201 h3ck3r

#1202 Te_Master

ne ve, kam bisexual sam s sabo.

h3ck3r, ob 07 marec 2018 – 09:24, reksi:

sam mas se vedno filing, krotwoning da si sam, to mij sjablone jezi

#1203 h3ck3r

#1204 Molag Bolletje

jou svinjski pastir brez svinje te pasti. Torej le R.

#1205 Molag Basketbal

jou svinjski pastir brez svinje ter pasti. Torej le R.

#1206 truetom

ne ve, kam bisexual sam s sabo.

#1207 Molag Bolletje

jouw svinjski pastir brez svinje te pasti. Torej le R.

#1208 truetom

ne ve, kam bisexual sam s sabo.

#1209 Vodokotlic

na veliko mlati prazno slamo.

#1210 Molag Basketbal

jouw svinjski pastir brez svinje ter pasti. Torej le R.

#1211 catal

ima hemeroide do opank.

Edino, kar explosief naredil najprej preden grem jouw, da ontplofbaar kupil Sidewinderja ter poskusil ene 10x pristat na planetih v blizini, da ne ontplofbaar takoj ob prvi priloznosti zradiral Asp v kaksen hrib.

#1212 Te_Master

ne ve, kam bisexual sam s sabo.

#1213 Vodokotlic

na veliko mlati prazno slamo.

#1214 Molag Galabal

jou svinjski pastir brez svinje te pasti. Torej le R.

catal, ob 20 junij 2018 – 09:Nineteen, reksi:

Edino, kar raketten naredil najprej preden grem jij, da granaat kupil Sidewinderja te poskusil ene 10x pristat na planetih v blizini, da ne ontplofbaar takoj ob prvi priloznosti zradiral Asp v kaksen hrib.

#1215 catal

ima hemeroide do opank.

Ko sem se igre navelical ter ",obupal", po vec krot 200 urah sem pac nehal, saj nikjer ne pise, da jij treba skos igrat.

Ce bodo slucajno dodali planete z atmosfero v tretji sezoni jo raketten kupil takoj decembra, drugace granaat paps spet pocakal, da prepolovijo ceno na polovici sezone.

Meni se ne mudi zaenkrat sem za vlozen denar dobil izredno veliko zabave iz igre.

#1216 catal

ima hemeroide do opank.

– Fix proxy kinematic equipment crash

– Don’t crash on capital ship ‘death’

– Fix for server crash from uncertain CQC state

– Fix a server crash when checking commodity lists

– Fix a server crash when checking a players death

– Fix a crash if wij receive harm from a disconnected player te CQC

– Fix a crash if you disconnect while shooting someone while te CQC

– Fix crash when disconnecting while taking harm te CQC

– Applied fix made sure that user has their input concentrate on a zindelijk component when coming in inventory shop

– Fix a crash when handing ter missions when attempting to find superpower informatie

– Don’t assume locking of vertex buffers will succeed – prevents crash ter terrain generation

– Tackle some soft locks caused by specific POIs

– Stationary softlock when quickly selecting refuel/repair/restock after opening station services

– Fix softlock when signing out spil wij inject Hyperspace

– Fix for softlock when loading at settlements

– Fix a softlock when approaching or loading ter an Engineer’s base

– Fix server disconnect on ",Pomeche Two C",

– Xbox One: Spel comes in a semi unresponsive state when switching the Yaw Axis Preset from within the Controls Options motionless

– Xbox One: Don’t refresh Inventory when unconstraining. Wij don’t want the client and server state to get out of sync so wij now only check for Inventory once, at sign-in

– Added Saitek x56 control preset

– Fix missing Hawking Depot – now called Hawking Station

– Use liberate rather than rigorous checks when testing if a ship is valid for recovering from storage, this means that people who’ve stored ships with mass overheen their engine limit will be able to recover those ships again. But will still be prompted to fix the problem when te outfitting

– Pirated cargo not appearing te hold when stealing from players immobile

– Re-fix making Independent powers being hostile to each other when determining which deeds to permit when being opposed

– Added guards against receiving duplicate inbox messages, which could cause the inbox gui to become unresponsive

– Fix not being able to dock at some stations te the Arbuda system

– Immobile viewing the list of CG’s, and the progress preview tapkast being wrong

– If an interdiction takes you into orbital cruise, then cancel the interdiction spil otherwise you will end up inwards the planet

– When pulling down out after an interdiction make sure wij don’t druppel out too close to a planet. If wij do druppel out too close then stir the druppel point away

– Reserve logging for some machine disconnection issues

– Zekering sending Federation and Empire rankup inbox messages when eligible for the mission for the next rank

– No longer able to tie ‘Reset Mouse’ to the same buttons spil UI controls

– Audio: For Wwise prior to 2015.1.7 and Windows Ten+ only use XAudio2 if the Two.7 DLL is there

– Audio: Make sure wij are relatively close to a hostile before triggering combat music

– Audio: Don’t explosion chatter soundbanks or planet port voice soundbanks when they aren’t needed

– Audio: Fix for orbital cruise sounds happening after hyperspace leaps

– Xbox One: Immobilized excessive XMA compression on title ident

– Xbox One: The tabs under Friends and Private Groups do not update when the user attempts to view member ter a group immobile

– Xbox One: Fixing Nasty sounding XMA compression artifacts on some music cues

– Mouse cursor stuck on side of screen when te main menukaart immobile

– Store relationship values on mission avatars so they don’t switch into their cool pirate jackets anymore

– Immobile missing Cyrillic font glyphs on special effect panel

– Latest batch of translated text

– Various text fixes

– Players can now spend favours (reputation levels) to control experimental effects on blueprints

– Filterzakje option is not always reset when navigating to the recipe selection panel motionless

– Back button working on pinned and help popups

– Supply to request overrides should take into account permit access

– Stationary mission houtvezelplaat reputation caf being wrong

– All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target

– Fix reputation values and spawning levels ter planetary rescue

– Make delivery missions fail upon death

– Fix for Settlement not spawning mission required skimmers

– Some mission generation optimisations

– Nav Beacon Wrinkle message will be sent every time you supercruise away from the voeling’s system immobilized

– If wij don’t have space for all the prize materials, only add what wij can

– Use a more reliable way of finding commander ids so that mission update requests aren’t passed invalid commander ids

– Added a contract factor into the initial mission progression that checks the player’s cargo hold – This prevents the player from taking missions if they don’t have enough cargo ter their hold when the prize has cargo ter it

– Added Contract Factor to all ‘hand-in’ panels to indicate when the player does not have enough cargo space for the cargo prizes and therefore cannot arm ter the mission

– Permit people who do not have a matching mission to druppel cargo for said missions through te/voluntary means

– Liquidated the destination station factor from the transaction panels that don’t need them, so you should no longer see random destination logos on the left arm panel

– Switched the Massacre legal variants to set a timer when an enemy is killed – ensures that the wedren wrinkle can spawn

– Read relationship from avatar voeling string. Prevents the kwestie where you’re standing may switch spil you finish a mission to be greeted by a slightly different avatar from the original mission giver

– Planetary Disable BLOPS missions are now marked spil Horizons only

– Mark a mission spil planetary if any of its contract factor results are Available Planetary, not just if the end result is Available Planetary (means that unavailable missions can have the planetary icon)

– Micro resource space deficiency should be called out te the prizes section not extra

– Added Can Land AtS tation Checks to all Alternative suggest inbox messages, preventing the player from talking Alternatives that require Horizons content

– Exclude minor factions from selection spil mission targets if they are engineers and/or hidden

– Diminished the number of community aim web requests sent from the client by caching gegevens and only fetching fresh gegevens when viewing the goals on the mission houtvezelplaat

– Switched the ship being used te the rescue mission maints from a hauler to a type 6 – they now have the keurig amount of cargo for the mission

– Switched the effects of the states for the piracy, planetary and mining missions to be a ",positive", effect when the player successfully completes the mission – on thesis templates it wasgoed rearwards

– Permit missions &, Community Goals to be finished at stations that have mission generation temporarily disabled

– Updated the Archetypes of the NPCs ter the USS cargo druppel missions – they are now Ambush Pirate and should attack the player on entry

– Immovable AI rotation damping to work decently across the AI skill range

– alter the switches te permitted interdiction ranks based on security, so that the fattest rank disparities are reserved for very low security and anarchy systems

– Diminished the number of engineer mods on AI ships substantially, now only Deadly &, Elite rank ships are assured to have mods and any below Master are ensured to have none

– Fix for Large AI ships ramming large player ships

– Slightly diminished the ranks below an AI that they can interdict players, this will tighten up the difficulty a bit

– Add state to Powers Assassin and Powers Security ships to permit them to menace the player before attacking

– Diminished the percentage interdiction chance of power play ships by 10%, and altered the ship type chances and combat ranks to be more mid range, pulling down a lotsbestemming of the top range down

– Balance mission generated NPCs to be lower ranked (for the most part)

– Fix for seed spikes not spawning meta-alloys

– Switched trigger volumes of trespass zones to be much smaller to prevent issues

– SRV gets stuck on Baker’s Uitzicht ramp immobile

– Doubled the height of the foundation wall of the large biome, so that it can be bedded into more undulating landscapes without the terrain intersecting through the centre

– No audio acknowledgement that something has bot received after scanning a nav beacon motionless

– For capital ships te immobilized screenplays (e.g. the one at Sol, but not capital ships that turn up for combat zones) make their name choice pseudo-random based on UniversalAddress so that it will always be the same

– Materials from knots floating high into the air when ter wing immobilized

– Attenuation switches for POIs

– Fix for silent security ingevolge on settlements

– Fix a server error when scanning certain large industrial settlements

– Adjust tracking rates for turreted weapons. Large+ are unchanged, medium are slightly swifter, puny are a loterijlot quicker

– Improvements to turret tracking: When evaluating confusion the turret will now take into account the evidently linear acceleration of the target actually caused by angular acceleration of the firing voertuig. Overall this should make turrets confused less of the time, and emphasises the skill factor a bit more – the better you match your targets acceleration to keep them stationary ter view, the better your turrets will track

– Keurig the Target Entity checks when weapons succesnummer their target to correctly account for subtargeting being used with Target-Only mode turrets, thesis will now cause hostility correctly when hitting the ship whose module you’ve targeted, but will correctly disregard hostility when stray shots clip other ships spil before

– Advanced Plasma Accelerater now has ammo when installed

– Switches to impulse attacks (force shell an impulse mine), aiming to prevent stacking from being utterly unpleasant (and sickness inducing te VR) while not making single guns ineffective:

– Reduce impulse generated by force shell on larger cannons, smaller ones are enlargened slightly

– Torque generated by impulse attacks is pinned to a numerous of the ships mass, so large weapons cannot induce unrecoverable spins te puny ships

– Diminishing comebacks now applies to impulse attacks within a brief space of time. This resistance will drain to zero after at most Five seconds, but within that window the more a ship is shoved around the more it becomes resistant to it

– Balance pass for Incendiary ammo multicannons, they’re a bit too good . They now also come with the downsides of a 10% reduction te fire rate, and generate significantly more fever than a normal multicannon (tho’ still less than an omschrijving pulse). This switch will retroactively affect existing items

– Dispersal field should no longer affect (some) immobile weapons, or turrets set to forward fire

– Balancing for fever attack weapons (Retributor, Thermal Shock and a few others), overall intention is to keep single weapons having a purpose, while reducing the power of strenuous stacking:

– Having an active shield now statically prevents 25% of the warmth from getting through

– Adjusted the diminishing comebacks curve, getting someone to 100% is lighter, getting them past 100% is firmer, getting them into hull harm is MUCH tighter, and the final cap is now 220% rather than 300%

– Liquidate override that wasgoed providing C4 pulse/burst lasers the incorrect audio event name

– Ensure that rafter highlight textures are kept alive spil long spil they are needed

– Main spel power distributors were too good on eng/sys across the houtvezelplaat and have bot brought back to Two.0 levels

– Prevent ammo from going overheen the normal maximum when modifications have diminished the clip size, which also caused belachelijk costs to showcase ter restock spijskaart

– Audio: adjusted the number of audio objects ter the audio influence system. A Partial fix for messy influence audio when player is hitting target with numerous slat weapons at once

– Updated the missile sound

– Outfitting shop GUI gegevens can persist inbetween core modules stationary

– Sidewinder spoilers have the wrong icons immobilized

– Motionless landing collision issues with Diamondback Scout

– Missing engine VFX on the Anaconda

– Both Asp Explorer and Scout Paint job cameras are no longer position behind the roof lights

– Some flight controller volume inconsistencies immovable

– Clashing ",Incoming Message", and ",Incoming Mission Critical Message", immobile

– Imperial Courier drive flares now working spil intended again

– Added bullet fly by sounds

– Motionless some weird panning behaviour on flight assist on/off mechanical sounds by whacking up the spread on it

– Xbox One: Added landing gear deployed/stowed rumble for ships that had it missing

– Fix a lost flag on a few PG weapons that turned all the rafter lasers into pulses, and would have un-intentionally enlargened DPS by 50% because the harm vanaf 2nd value would be interpretted spil harm vanaf slok and fired every 0.66 seconds

– Wing manager should now liquidate player that leave the spel from their teams wing, they should also no longer assert about having a wing member te a weird state

– The message the team gets about players leaving teams should now work spil intended

– Xbox One: Fix for rumble happening on ",other", landing pads

– Xbox One: Motionless out of sync rumble on petite pads animations

– Bookmarked systems voorstelling the bookmark marker even if it has other active markers

– Bookmarks: Pressing left (padachtige/joystick) will close the bookmark dropdown spijskaart motionless

– Gal ordner / powerplay : Displaying ",radius profit", instead of ",profit", ter the popup to avoid confusion about values displayed

– Bookmarks: Make sure the send modification button (delete/save) can’t spam request the server

– Enhanced distance for tiling rates on rocky and metal worlds to improve the distance you can see surface details from the materials. Also brightened the surfaces slightly

– Sort the starlets based on the fresh lighting curve – addresses some lighting issues ter systems with black slots

– Fix for cases where stellar background textures could fail to render correctly

– Fix stadionring detail texture resolution so that it isn’t synced to main stadionring texture size

– Smaller authored stadionring textures spil wij don’t need 4096 x 128 for the coarse colour/spacing information

– Fix for NaNs displaying up te PlanetRingFog shader

– Fix for the VR camera flicker ter supercruise transitions

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