Panther Clipper Mk II Update | Available Now

It was entertaining to watch at the CG station yesterday. A panicked NPC T6 hovering above the slot after having to evade 3 Panthers. The exit queue was up to 6 ships long, including a player Panther on autolaunch. But eventually the blockade went away, the ships made it all out, none exceeded the station patience, none were turned into scrap metal.
 
Thing is, when there's an NPC ship parked on top of the toast rack, the other NPC ships won't exit/enter because their AI thinks the ship on top of the toast rack is inside the slot. Everything just grinds to a halt and nothing moves.

If you're careful, you can push an NPC ship out through the slot and once it's past the ship on top of the rack it will fly away as normal. Otherwise, they all just sit there forever.

It's only happened in the past few months, not sure what causes it or how a ship gets stuck on the outside of the toast rack in the first place. An NPC ship has no reason to ever go there, so I assume it's some kind of misspawn and the presence of players constantly moving in/out of the station keeps the instance from being reset...
 
This ☝️ confuses me.

Stellar PC MkII is 38,000 ARX
(Includes Merchant Ship Kit & Freighter Gold Paint Job)
Total 38,000 ARX

Base PC MkII is 19,020 ARX
Merchant Ship Kit 16,800 ARX
Shipment or Container Gold Paint Job 6,000 ARX
(Freighter Gold not currently available outside Stellar bundle)
Total 41,820 ARX

What have I missed?
A-rated modules, and zero rebuy cost in the ship and stock modules (but not zero impound tax). This lack ARX cost, but save time from outfitting yourself a 1040t trader. You can deploy the ship at any shipyard.
 
Thing is, when there's an NPC ship parked on top of the toast rack, the other NPC ships won't exit/enter because their AI thinks the ship on top of the toast rack is inside the slot. Everything just grinds to a halt and nothing moves.

If you're careful, you can push an NPC ship out through the slot and once it's past the ship on top of the rack it will fly away as normal. Otherwise, they all just sit there forever.

It's only happened in the past few months, not sure what causes it or how a ship gets stuck on the outside of the toast rack in the first place. An NPC ship has no reason to ever go there, so I assume it's some kind of misspawn and the presence of players constantly moving in/out of the station keeps the instance from being reset...
NPC ships try to actively evade player ships.
 
Maybe so, but to get on top of the toast rack would mean they either glitched through the rack or were outside it to start with then can't figure out their way inside, ie the pathfinding is trying to go directly to the slot without realising the rack is in the way.

I don't know, and I don't see that it makes much difference - this didn't used to happen, in my experience at least, and now it does. So something changed to cause it, and FDev need to figure out what and undo it.
 
Maybe so, but to get on top of the toast rack would mean they either glitched through the rack or were outside it to start with then can't figure out their way inside, ie the pathfinding is trying to go directly to the slot without realising the rack is in the way.

I don't know, and I don't see that it makes much difference - this didn't used to happen, in my experience at least, and now it does. So something changed to cause it, and FDev need to figure out what and undo it.
What's the toast rack?
 
No worries,

If you watch the Cmdr Buur videos on YouTube, he signs off each one saying 'keep clear of the toast rack' and he means don't get stuck in those bars while entering/leaving a station.

Not 100% sure why they're there, as they don't seem to serve any beneficial purpose, but still.
 
No worries,

If you watch the Cmdr Buur videos on YouTube, he signs off each one saying 'keep clear of the toast rack' and he means don't get stuck in those bars while entering/leaving a station.

Not 100% sure why they're there, as they don't seem to serve any beneficial purpose, but still.
Well, I often use them as brakes for my Cutter :)
 
Hello development team.

First of all, thank you very much for the new ship, the Panther Clipper.
We bought it immediately to honor your work.
However, we would like to make one or two points:
(we don't know if you are already working on it) ?

- The entrance and exit gates of the stations are simply too small for this ship. There are extremely many problems when landing and or taking off from stations, even with other ships (even NPC's that fly in without consideration even if you are already in the exit) !
Quite a few players do not use automatic landing !
An enlargement of the entry and exit gates by double would be extremely pleasant.
Or a suggestion: landing pads, docking points for large ships like the Patha Clipper.

We look forward to the future.
(Perhaps also with walk-in ships) ;)

Thank you very much.
Best wishes from the ROAG Group
Always thought that the arms on the Coriolis stations would be great for mooring arms for the PC! Tbf, the Cutter is worse for flying through the mail slot in my experience and unlike the Cutter, the PC does not lose 20% of its shields when landing!

Really hoping that now that the PC is over the line, the rest of colonisation can be looked at with my top gripe not being able to change/move/retire(scrap) installations or settlements etc that were put up in this beta before all the rules better known. I think this would be a great improvement to the game mechanics and would make alot of commanders very happy.
 
Tbf, the Cutter is worse for flying through the mail slot in my experience
It's the lateral thrusters. Unlike PCII, Cutter doesn't want to start moving, and when it does move, it doesn't want to stop. Making corrections to line up with the mailslot way harder.
and unlike the Cutter, the PC does not lose 20% of its shields when landing!
My cargo Cutter didn't have shields, so no problem with that🤪
 
I bought the Stellar version because it looks good and because I wanted to give some support to Frontier.

When I got the ship, I promptly replaced a few A-rated modules with D-rated ones, and also the modules which I want to have engineer mods. (Do not engineer pre-built modules, that have the shopping bag icon!) Now my PC has 1040 t of cargo space with a 7A shield generator and a 6A fuel scoop. For hauling between station A and station B I naturally replace the fuel scoop with a cargo rack. But maybe the shield generator could be D-rated?

Without a longer analysis, here are my positive and negative points about the Panther Clipper Mk II:

Good:
  • Cargo space
  • Jump range without cargo (33 ly)
  • Module slots
  • Handling in normal space and in supercruise
  • Visual appearance

Not good:
  • Jump range with full cargo bay, though still manageable (21 ly with a 7A SCO FSD, Long range G5 & Mass manager)
  • View outside from pilot’s seat, especially in the vertical plane (I enjoy space views and want to see the planet/moon I am approaching for landing)
  • Forward vector is not in the middle of the HUD because the seat is too low and has no adjustments
 
Flying it manually through the mail slot takes some getting-used-to, though.
I'm usually a huge fan and proponent of ditching the autodocking computer and doing it manually. However, in this case I think I'll sacrifice 2 tons of cargo space for the docking computer. It's so much more convenient. And in this particular case will probably make landing and launching a bit faster, even saving time.

The ship might not be exactly as big as the Cutter, but man, is it difficult get through the mail slot without scratching the paint.
 
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