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Elite: Dangerous Powerplay 1.3 Beta Patch Notes
The new collision crime now checks both ships in the collision; if either has Report Crimes set to true then it'll issue a bounty to both.
Adjusted weapon impacts to reduce spin craziness
Fix to part of Type 9 cockpit which stuck out so far it could be seen rendering through external hull
Fixed a problem where in menus players could choose to play in a private group which they weren't yet members of
The forth user who joins the wing will appear as 'In the menu' to the third user despite being in game fixed
Redesigned control scheme based on suggested scheme found on the forums for Warthog controls
"Prism as One" faction has no description fixed - along with any other Imperial cooperative factions
Fixed some errors in the Imperial Slaves commodity description
Text cut-off in OUTFITTING: FRAME SHIFT DRIVE fixed
Fix spelling for CS Camelopardalis
Mines now do both thermic and explosive damage
Dead NPCs no longer taunt from beyond the grave
Stop NPCs jumping if they are about to die
If stellar surface tessellation fails then make sure we try again on the next frame
Prevent immediately restarting an interdiction tether when an interdiction succeeds
Don't show multiple locations for mission stations in the galaxy map
Further changes to how people manage turrets:
Turrets not in a firegroup won't do anything.
Turrets in Fire at Will cannot commit Assault.
Turrets in Fire at Will won't fire at illegal targets.
Target Only is now a manual/latched fire mode, and can be used on illegal targets.
Fix a non-deterministic 1-frame lag in weapons fire.
Remove the crime exception for point defence guns as they're now covered under the above rules.
Fixed missing mass value for Type 9 reactive armour
Add consumed by and produced by information to Chemical Waste
Improved model culling with stations
Orerve description states system is a planet fixed
Fixed some incorrect Russian words
Improve reconnect handling if a connection to the game server fails
Try not to spawn players inside asteroid belts and more specifically not inside asteroids
Russian translation for 'Jettison All Cargo' fixed
Network optimisations for copying game objects
OSX: enable [Cmd]+[V] to be used to paste text (as [Ctrl]+[V] is used on Windows)
OSX: Fixed the broken planet rings on OSX caused by mips not being generated correctly
Police ships shouldn't ram the player just because they are scanning them
Updates to ring fog system
German language feedback pass integrated
Balance pass on metal types in different ring types
When we are docked, do not allow anything to add wear to our ship
Show whether a black market is present on the station in the system map
Galaxy map popup now always shows who is in charge of a system, regardless of which view is active
OSX: Fix for game window being positioned incorrectly on a secondary monitor arranged to the left of the primary monitor, in OSX System Preferences terms
OSX: Fix for the game thinking that the [Enter] key is still held down after using the [Alt]+[Enter] key combination to switch between windowed and full-screen modes
OSX: Fix for a Core Animation warning on shutdown
Modules can be repaired partially from the repairs screen
Indications to commodity descriptions for their legality (if applicable)
Popup message to go with the inbox message when the player gains a Pilots Federation rank
Audio:
PowerPlay interface and PowerPlay Galaxy-map audio added.
Diamondback audio.
Empire Courier audio.
PowerPlay reward modules audio added.
Audio for new drone types.
New ship voice lines added.
Added separate GUI blip for when collecting a chunk.
More station announcer voice characters have been added to all factions.
Rank animations audio added.
Deploy and stow on other ships is now audible.
Reduced volume of the gui target hit indicator.
When two weapons of the same type are firing, the volume should no longer increase as much.
Various tweaks to weapons fire so they more or less sound equally loud and don't drown out engines and impacts.
Supercruise engines are improved and have subtle 'judder' when overshooting a planet.
Combat music volume tweaks.
Improved Cobra engines when at a static speed.
Torpedo's explode a little more prominently as befit their esteem.
Fixed several broken Eagle sounds.
Improved looping audio on Hauler.
Improved landing gear audio.
Reduced loud reload on the multi-cannon
Reduced reverb on weapon deploys, to fix oddness in stations.
Allowed impacts caused by own weapons to use a bit of the centre channel.
Tweaks to frame-shift transitions.
Tweaks to NightTime mode and inaudible explosions.
Mix pass on shield SFX for other ships.
Put a slight fade-in on the shield break sounds to make them a wee bit less percussive.
Improved mix on hyperspace tunnel whispers and flybys.
Voice comms mix improvements for better audibility.
Muted unpredictable engine roar on buying a new ship.
Improved the audibility of collision alert sounds.
StellarAmbient/Music in System/GalaxyMap tweaked.
New distance element added for delayed secondary explosions.
Added section to the logo-ident music to transition gracefully between pre-caching of shaders and menu.
Improved lift animations have improved sound also now.
Proximity alarm muted when stationary.
Added a bit more bass to Cannon fire.
The beamlaser had major low end issues when the beam connects to a target which has been fixed (and we could make the non-issued bass louder as a result!)
Added interactive mixing to combat music which responds to how much is going on; fights stay exciting throughout an engagement.
Volume tweak to ambiences in the system map.
Improved cockpit ambiences in Gutamaya and Saud Kruger ships.
Improvements to landing area atmosphere.
Multi-cannon is a little louder and 'clunkier'.
Improved target indicator sound to be less piercing at high volume.
Improved (slightly) Eagle and Vulture sounds.
Improved differentiation of small, medium and large explosions and redistributed these more evenly across ship types.
Improved Explosions so that they remain powerful/satisfying even when further away.
Added sound for when passive scan resolves target as wanted/unwanted.
Added slight delay to ship voice saying "Target Shields Offline" so the shield breaking audio is audible also.
Improvements to deploying/stowing weapons audio.
Light switching on/off is a little clunkier and audible.
Improved audibility on heat alarms.
Reversed the FSD cool-down sound as before it sounded too much like a prelude to a big event.
Improved audibility of mass lock, safe to disengage and speed warning sound.
Improved navigating the system map audio when using mouse.
Improved growl and orientation noises on the Asp, improved boost sound.
Safe to Disengage, Slow Down gui sounds so they are more distinct from each other.
Improved construction hubs; added construction ambiences to the bits that are under construction.
Slightly increased volume of inflicter impacts so they sit better in all mix modes.
Improved station forcefield in night time mode.
Fixed issues with hangar bay mechanical noises and landing gear.
Removed the "warning" from the no cargo voice asset.
Shieldboost and Shields going up/down should be audible on others again.
The explosion when your own ship goes down (booo!) was clipping (double booo!) so now it is at least a nice and clear booo-m!
Fixed sounds being cut out in the GUI when moving quickly over options.
Reinstated missing barrel sound on pulse lasers.
Paintjob audio is audible again.
Fixed missing audio on Beamlaser Turret medium/small.
Fixed some silly clicks on fuelscoop.
Fixed missing front thruster acceleration audio on Orca.
Fixed a bug that removed all bass from cargo pick up sounds.
Fixed missing super-cruise thunder.
Optimized beam impact sounds to reduce memory usage.
Set pulse laser mechanized elements to use different attenuation to help mix it on large ships.
Reverbs use less memory.
Optimisation pass on Black Box flight recorder.
Improved explosion usage of memory.
Reduced length of the Panel loop which saves memory.
SERVER SIDE
Increase mark up when selling illegal goods in black markets
Apply 10% price penalty when selling modules
Increased Vequess' tech level and stocked it with shields
Automatically apply the Sol permit in another situation
Reduced cooldowns on minor faction states: expansion, war, election
Increase minimum tech level required to activate the shipyard and outfitting shops
Reduced the bounty cap to 1 million credits per voucher
Rename some minor factions to make them more unique across the galaxy
Increased outfitting stock levels by 20%
Extremely high and extremely low faction reputations now slowly decay towards less extreme values
Make smuggling profits count towards trade ranks as well as crime ranks