Category: Elite

Elite Dangerous: Horizons 2.3 “The Commanders” BETA Patch Notes



New Content & Features (Horizons)

Commander Creator

  • Commander creator UI added
  • Player avatars used in ship cockpits
  • Commander creator exists within the player’s cockpit
  • Added holographic effect for commander avatars (when they are not physically present)
  • Hooked up the player avatar display to the comms panel and the commander history, so now chat messages will have a picture of the senders avatar next to them
  • We don’t have a default avatar use one of the presets randomly instead
  • Added Holo-Me option to cockpit Status Panel
  • Added Holo-Me shortcut to Startport Services screen, as well as including player’s current commander profile image.
  • Added 50 male and female preset commanders
  • Added feature presets for Eyes, Nose, Mouth, Ears, Jawline and Neck
  • Added zoom in with altered FOV for close ups in commander creator when playing without VR
  • Added custom mode for commander creator close ups in VR
  • Added randomise options to most feature categories in Commander Creator
  • Added Undo/Redo to Commander Creator
  • Group flight suits into collections to avoid top level list getting huge
  • Updated cockpit chairs to allow for more elbow movement
  • Fix avatar specular baking behaviour (it wasn’t saving the output so it would simply replace its contents)
  • Added beards!
  • Added 14 new hairstyles
  • Expanded number of skin tones to 8 for each head type
  • Added “rough” female base head type
  • Refreshed all hair assets to get them ready for commander creator
  • Additional avatar morph options for nose bridge, profile, tip and tip angle
  • Added avatar morph options for eye angle, width and upper eye fold
  • Added morph option for upper lip profile
  • Added jaw angle and depth options
  • Added chin width and prominence options
  • Hair shader improvements
  • Avatar eyes now use correct environment map
  • Fixed some incorrect skinning on the female pilot suit
  • Added chin cleft options
  • Added transparent and opaque versions of the helmet
  • Added rank shoulder patches, unlocked with rank
  • Added faction and pirate shoulder patches
  • Added freckles, moles and pock marks to skin details
  • Added Milky eye type
  • Added fresnel shader to helmet glass to give the transparent version more definition
  • Added a selection of eyeliner, blusher and lipstick options.


Elite Dangerous: Horizons – Guardians Update

Elite Dangerous - Horizons

Greetings Commanders,

The developers have been hard at work and you’ll notice that the servers and going down now for a new update coming to Elite Dangerous.

Here’s the change log, enjoy!


PC and Xbox One

  • – Physics crash fix when disconnecting on entering a location
  • – Xbox One: Fix terrain flattening so planet ports do not appear underground
  • – Fix for client and server disagreeing about whether a jet cone boost is active and kicking the player
  • – Fix a crash writing to the player journal with an invalid station type when docking
  • – Fix low level network hang
  • – Crash fix when swapping to an SRV
  • – Update the maths around hyperspacing to a Neutron star with jet cones to properly deal with avoiding said cones, also push the arrival distance for neutron stars back out a little to avoid running straight into the drop-out radius. Note that you’ll still hit them pretty fast, but not unfairly so as long as you’re on the ball
  • – Fix buggy refuel on dock
  • – Fixed Passenger mission bug where you are unable to take any missions due to a bug where abandoned / failed missions continue to take up space in the missions limit
  • – Fix for planetary mission generation
  • – Fix for incorrect passenger elite rank points
  • – Heavy frame loss and stuttering when deploying a AI fighter and thrusting downwards
  • – Stop the station from responding to crimes of the Passenger Wanted type
  • – Stop the ThankYouPassedStopAndSearch chatter line from playing when scanned by police while carrying an illegal passenger as they’re about to start attacking
  • – Target Body does not change after scanning the first beacon of a PassengerSightseeing mission that has multiple destinations
  • – Prevent a faction expanding twice when a conflict state overtakes an already ended expansion state
  • – Ensure a minimum amount of Combat rank progression is always awarded, even when the Commanders and NPC crew have a significantly higher rank than the losing pilot
  • – Fix transaction server error when restocking burst railguns and some other Engineer modifications
  • – Module storage reliability improvements
  • – NPC Crew Will Not Hold Position fixed
  • – More improvements to the automatic fixes that try to get a Commander into the game after an invalid location or loadout including storing modules that cause trouble
  • – Fix faction names in the Interstellar Factors contact screen being displayed as “NONE” when there are a large number of factions in the list
  • – The player journal entry for when docking at a station now reports the station faction economy, government, etc: (and the info on entering a starsystem names the properties as SystemEconomy, SystemGovernment etc to be explicit about what the values refer to)
  • – Fix journal entry when docking an ai fighter
  • – Orca tactical paintjobs fixed
  • – Fix to the Asp Pharaoh paintjob skus being switched
  • – Fix incorrect onionhead2 decal sku
  • – Always report a MaterialCollected event after MaterialDiscovered in the player journal
  • – Added a text line explaining more clearly the risk of carrying criminals
  • – If you have an illegal passenger, call this out in the status line. Only “Wanted” status trumps this
  • – Attempting to spend negative credits when refuelling fixed
  • – Add checks for ship validity to GetStoredItemsForSlot so that we only return items that can currently be fitted to a slot. This should stop multiple shield generators, refineries, fuel scoops and other assorted once only modules getting fitted via the storage tab
  • – Fix livery being accessible (in extenso, outfitting) when outfitting is actually not available in a starport

Elite Dangerous: Horizons – Guardians 2.2.01 Patch

Elite Dangerous - Horizons


Greetings Commanders,

We have a patch on the way today, we expect for the servers to be down for up to 30 minutes. The servers will go offline at 3PM BST. This is for the Desktop client, not the Xbox One client.

Below are the included changes.

  • Don’t crash if there’s invalid state in the powerplay map
  • Fix crash when looking at the role panel in the SRV
  • Protect against crash from an empty journal message
  • Prevent spinning ship while docked and using VR mode with Rift CV1
  • Fix a crash that can happen if the persistent POI generation runs before the planet surface controller is ready
  • Fixed SRV starting underground if the base is in a crater
  • Fix soft lock when entering installations when another player is already at the installation
  • When cannons, plasma accelerators and railguns malfunction, they now deal 5% of their own damage to themselves, rather than 200% which would instakill them
  • Civil wars now use the same structure as War/War Support to guarantee there is always at least one conflict zone in civil wars
  • Fix an issue with station guns not causing damage in some network conditions
  • Hunter hostiles now obey the same cooldown as normal NPCs to prevent instant interdictions
  • Fixed an issue where delivery and delivery founder missions were showing the wrong credit reward in the first transaction tab after you accept the mission
  • Fixed overhead per system being too large as it’s not counting fortified systems towards the number of systems that pay overheads
  • Materials do not drop from Fumaroles (or other persistent POIs) when multiple players are present fixed
  • Stop prosecuting crimes committed by dead Commanders
  • Fixed Commanders allowed to equip multiple fuel scoops, fighter bays, refineries and shield generators by retrieving a module from storage
  • Fixed some stored ships not being available within the Shipyard
  • Fighter Cockpit UI: removing useless indicators in the bottom right corner, leaving the component’s frame only for silent running and wanted status display
  • Added message when main ships power plant is malfunctioning will be displayed when player is in both main ship and fighter
  • Fine now given for shooting in no fire zone with a fighter
  • Lower panel shows SRV that isn’t owned fixed
  • Fixed missing targeting schematic images for the Satellites
  • Starport UI: fixing research panel (numeric stepper) not releasing focus when pressing left on a pad to get back to contacts menu (or back button)
  • Change order of string returned by GetLongLatString, to Lat then long to revert the order of the latitude and longitude readout on the hud to be the same as pre-2.2
  • Fixed missing Imperial Clipper vibrant paintjobs
  • Reduced module and ship transfer distance costs by 50%
  • Removed build watermark.

Elite Dangerous: Horizons – Guardians 2.2 Update

Elite Dangerous - Horizons


Hi guys,

The time has finally arrived! Today sees both the Elite Dangerous Horizons (2.2) update and the Elite Dangerous (1.7) update making its way to the live game.


The development team have been working incredibly hard over the recent months developing the game and working with our fantastic beta community to test, adjust and test again the upcoming version of the game so please give the beta community and the developers lots of thanks and support.





  • – Added F-63 Condor as a playable ship
  • – Added Imperial Fighter as a playable ship
  • – Added Taipan as a playable ship
  • – Added Beluga Liner as a playable ship
  • – Added fighter specific weapon modules
  • – Added fighter loadouts
  • – Added Fighter Bays for supported ships: Corvette, Cutter, Anaconda, Type 9, Beluga, Federal Gunship and Keelback
  • – Added Crew Lounge
  • – NPC fighter pilots can be hired
  • – Hired pilots receive a revenue percentage
  • – Fighters can be given orders
  • – Mothership can be given simple orders when player is in a fighter
  • – NPC ships can use ship launched fighters
  • – Role panel updated to support fighter operations
  • – Display NPC Fighter Pilot name when targeting the ship they are controlling
  • – Added a warning/reminder to set active NPC crew
  • – Fighter and vehicle bays are now numbers this is to help match the bay to the vessel when using livery
  • – Increased boost speed of all fighters
  • – Rebalanced default speed for some fighters to make them inline with their original design (the Empire Fighter was too fast compared to the others)
  • – Increased DPS of fighter weapons by 12.5%
  • – Increased fighter production capability of the size 7 hanger module
  • – Fixed fuel gauge disappearing when switching back to mothership
  • – Missing avatar faces on the orders panel fixed
  • – NPC crew do not have appropriate backgrounds when in your ship or in the fighter fixed
  • – Added warnings why can’t a player deploy a fighter
  • – Move “Orders” to the top of the menu when interacting with AI fighters/main ship
  • – Fighter descriptions hooked up
  • – Able to issue orders using both fighters in the role panel even though only one is deployed fixed
  • – After hiring, crew sometimes displays negative numbers fixed
  • – Balance displayed in the Crew Lounge is incorrect fixed
  • – AI Crew don’t appear to be gaining any xp from combat in fighters fixed
  • – Fixed logic error for allowing non horizons crew in to the crew lounge to fire crew they might have hired when they had horizons
  • – Added default numpad keys for the new order bindings to each control scheme
  • – Added in better descriptions for the fighter specific stats
  • – Re-launching fighters resets ammo and pip setup fixed
  • – Fixed radar not showing hostiles/allies correctly when switching vessel in a conflict zone
  • – Helm ‘Details’ tab should go to ship description
  • – Audio: Velocity of the ship launched fighter is now set to the same as long as the fighter stow interface is not active
  • – Audio: Fixed “self” explosions to be triggered to ship launched fighters
  • – Fixed headlights on the fighters
  • – Dust layer on Independent Fighter is green, fixed it to dark grey
  • – Fighters can no longer use boost while they are still attached to the launch ramp
  • – Fixed Imperial Fighter hitspheres so weapons can be damaged
  • – Fed Fighter 100% damage paint issue fixed
  • – Fighters can no longer kill ships inside starports without being shot by the station when mothership is far away
  • – Fighters will no longer retract their hardpoints when the AI is asked to dock them, stopping the error where a player asked the AI to dock then swaps to the fighter and has no hard points
  • – Balance displayed in the Crew Lounge is incorrect and does not update on purchasing a pilot fixed
  • – NPC experience always shows as 50% when they’re in the main ship fixed
  • – Removed the life support, self destruct and reboot options from the fighter
  • – Fighters destroyed by the mothership jumping away shouldn’t count as player kills
  • – Fixed rendering bug causing text to overlap buttons on the role panel orders
  • – Fixed issue with right panel in crew lounge not showing data after loading
  • – The little fighter HUD no longer overlaps the target panel. It now has its own home near your ship’s schematic
  • – Healing lasers now work on fighters
  • – Moved the ‘Request Docking’ from fighter bay to helm
  • – Stop fighters being able to operate beyond 30KM range if you switch to the Mothership at the last second before the SLF explodes
  • – Stop AI crew members leaving turret mode of mothership on “Fire at will”
  • – Vessel Status UI (cockpit): display the correct fighter variant name
  • – Fixed overlapping text on Role panel orders menu
  • – Fixed hit markers on the ship schematics in the cockpit being the wrong size and appearing in the wrong position for fighters
  • – Reduced the severity of a few info messages when changing fighter orders. Now uses a small ‘log’ message type, rather than the big flashy one
  • – Only show “No active crew” warning when a hangar module is present
  • – Unable to terminate crew without horizons
  • – Crew total payment not updating immediately fixed
  • – Created binding for opening the orders page (RB+B)
  • – Reactivate the engineer button when switching back from a fighter
  • – Allow the Orders GUI to move selection to the top of the list to navigate quickly to the bottom order
  • – Added the available stats to the fighter details page in the role switch panel
  • – Role Switch panel flashes, and doesn’t let player click on slots and order commands fixed
  • – Fighters under AI Crew control now use the AI friendly fire rules
  • – Can no longer select ship description text in fighters tab of role panel
  • – You are able to purchase a SRV or Fighter that you already currently own into the same slot fixed
  • – Added in Gimballed versions of the Fighter Weapons so that the lasers don’t look so wrong
  • – Following NPC crew oddities (When NPC crew is flying a player’s ship) fixed:
  • – If MC turrets are fitted and set to Target Only, the combat AI cannot fire them
  • – Can only use one missile launcher, even if two are fitted
  • – Missiles are fired at long range and are wasted
  • – AI doesn’t use boost to chase and kill targets, instead lets them get away
  • – When out of ammo, AI ship should drop back into formation
  • – Player ships with just missiles won’t fight
  • – After requesting docking, all other order hotkeys are ignored
  • – AI crew in mothership will not attack targets if they have non combat modules deployed before switching to fighter fixed
  • – Added clearer message to indicate that the players fighter will be destroyed when they FSD away
  • – Moved empire fighters hit spheres for the weapons even further forward to help in hitting them
  • – Use numbers rather than bars for displaying fighter stats
  • – Wanted NPC has clean fighter fixed
  • – Fixed bounty credit notification not appearing or being awarded in a fighter when destroying a target with a non-local bounty
  • – Added loading animation to screen for switching between fighters and main ship
  • – Fixed missing font glyphs on Role panel when running in Russian
  • – Fixed commander name having the “Crew” tag on the death screen when killed by a player in a fighter
  • – Can use hotkeys to send invalid NPC commands to unmanned mothership fixed
  • – Audio: target destroyed lines of NPC crews and ship voice do not conflict anymore
  • – Audio: reduced probability of “no more targts” npc crew message down to 40%
  • – Audio: Fix for Crew member saying wrong line when asked to attack target
  • – Fix not being able to deploy an SRV or Fighter after resurrecting
  • – Fix NPC Crew not increasing their total kill count when assisting with destroying NPC and Player ships too low level to award combat rank progression
  • – Fighter ramming not counting as illegal fixed
  • – Fixed the incorrect paintjobs used for red and blue in CQC
  • – Make sure active crew are displayed correctly
  • – Added an inbox notification when NPC Crew rank up
  • – Fixed NPC Crew profit share not increasing when ranking up
  • – Turret settings are recovered when switching back to main ship
  • – Allow fighters to accept new orders if they’ve been told to dock
  • – NPC Crew can’t pilot ships near planet surfaces fixed


ELITE DANGEROUS: Horizons 2.2 GUARDIANS Beta 4 Released

Elite Dangerous - Horizons

Greeeeeeetings Commanders,

I’m pleased to be able to inform you that there is a fourth beta update which will be going out this morning.

This update includes a Hutton Truck-load of updates, please see the change log below. It will also require up to 2 hours of downtime on the beta servers.

As always, thank you for your continued testing and feedback, please continue to give your thoughts on the 2.2 beta forums!

2.2 Beta 4 Change Log