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Loose Screws - Space is bigger than Texas

206 EpisodesProduced by Loose ScrewsWebsite

The Elite Dangerous Podcast from America!! Our (sometimes) merry cast of professional podcasters play Elite: Dangerous and bring you news, tips, guides, opinions, and some crazy stuff now and then. All about the best space sim ever made.… read more


Episode 119 - It looks like real cheese!

Join us on discord! And check out the merch store!

Squad Update:

  • The worm continues to turn in Balmus…consolidation
  • Election for control in Snoqui Xian (then consolidation)
  • Back in expansion…from 6 Andromedae
  • Lambda Andromedae…Workers needs to win that election ASAP so we can finish prepping for expansion into the system…we have a short window.

Blame The Bard (Galnet Commentary)

CG is about… Combat!  Sirius corp. Vs. the underdog.

Dev news: No streams this week

Update 10 Launched


Hostile ships, now actually show as hostile

Thermal Conduit fix (hopefully) - 4th time’s the charm

Limpets didn’t work but were fixed quick, server-side.

SRVs can’t scoop more than once (EDO)

Big Stuff: BGS changes

  • The Pirate Attack faction state will now:
    • Cause factions to lose influence to criminal factions present in that starsystem (approximate 1 percent per tick transferred from PA faction to local anarchy - unknown what happens with more than one local anarchy)
    • Criminal factions will no longer experience active security states and their Security Points will lock at 0 (Boon for anarchies)
  • The Black Market station service will now activate when the controlling faction has an active Civil Unrest state (interesting…)
  • Faction consequences from selling commodities are now based on satisfying available demand at the Commodity Market (unknown how this changes prior market based BGS impacts)

You can now support a faction by buying commodities from it, based upon satisfying available supply at its Commodity Market (unknown impact)

  • Questions to be answered:
    • Does profit have an effect still
    • What is impact of supply/demand (outside of profit/cost)
    • Does tonnage sold have an impact outside of demand relationship (it used to)
    • What is effort required for maximum trade impact in uncontested system (previously around 40M net profit)
    • Does negative still work when there is no demand
    • Does negative still work when there is a demand

Previous CG reward FSDs are here, but experimentals don’t work yet.


I’d love some community testing and feedback

I’ve found that flying to settlements is the place where performance is the worst of anywhere in the game.  But if I murder all the NPCs and then take off performance is dramatically better. When I first booted up after the update I got the bug where all the NPC vendors were missing from a concourse; and performance was way better than normal.

This follows with previous observations that NPC AI can stack up within an instance causing big performance hits on EDH/EDO in space and at settlements/concourses.

In these cases I (and others) observe that the CPU/GPU is not even close to being fully utilized.

My working theory is that the game engine is slowing down how quickly it sends frames to the processors to draw, not the processors hitting their power limit.  This might only be apparent on very fast hardware.

Please capture screen shots of your performance meter before and after murdering everyone at a settlement and share them in our hardware channel!

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