Patch Notes Fleet Carriers Update - Patch 4 Patch Notes

Indeed - personally my biggest complaint isnt the price. 40k per ton is fair in my opinion. It's the availability currently in Colonia. That's the problem. 4k or 400k per ton means nothing of you cant buy it at stations.

The new supply and demand mechanic. I get it, they wanted to nerf the prices of LTDs in such a way it made "sense" in game. But I think they went too far and included ALL of the commodities to follow the same mechanic. They should have separated high paying commodities (LTDs, VO, Painite etc) to follow the new mechanic, while leaving the others alone. Then there wouldn't be the "Great Tritium Drought" of 3306 that we are currently experiencing.

worst part in our little bubble region we have so many carriers there.. unless they do something like what we all have suggested the colonia reqion is gonna totally collapse over time now
 
Remind me plz, how big FC crew is? >: I know I have 7 subdivisions. Each take payment enough to buy small space boat with star-jump ability per week. And all those people wait me to step in and refuel?

I only know of a few NPCs, rest is only your specilation ;)

Anyway, we are in the loop of
"FC is a ship it should travel / refuel faster"
"No it's functionally a non-flyable space station that has exceptionally frequent (for a station) hyperjump ability added."

AGAIN :)
 
I also don't remember FD promising us details like "FAST AND EFFORTLESS" travelling in FC, so why so much drama?
Selling FC, leaving the game, because we had expectations that turned out to be exaggerated?

Nobody had "expectations". We had a game that worked in a particular way for several years, and a new commodity that worked in just that way for the month of so of its existence. People assumed that this was the way it was supposed to work, because it turns out it WAS the way it is supposed to work, as confirmed by FDev itself. So people bought a thing under the assurance that things would continue working as intended, and went on journeys under the expectation that this would continue as such.

Then FDev broke the game. They've admitted they broke it. They've admitted they're trying to fix it, even if they're being abysmally slow about it. There is no conceivable vector of information suggesting that this is intended behavior and that we should just adapt to it, because the developers themselves have told us that it's 100% confirmed to be their screwup.

Are you making a deliberate effort to ignore this in an attempt to troll people with your assurances that they should just suck it up, and blaming them for not planning for game conditions that did not exist at the time of people making their plans and, at the risk of repeating myself, have been confirmed as being the result of the developers messing up?
 
I only know of a few NPCs, rest is only your specilation ;)

Anyway, we are in the loop of
"FC is a ship it should travel / refuel faster"
"No it's functionally a non-flyable space station that has exceptionally frequent (for a station) hyperjump ability added."

AGAIN :)
I never said it is station :) I always assumed it is big space flying cargo. This does not mean that I must charge cargo x4 time then actually it can fly using this charge.
Also don't forget. It is SPACE. Only initial impulse means. Which is solved by bigger size of engine. So making fly fast small ship and big ship is same task until you don't turn.
 
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Update - 28.07.20

Due to an issue found during testing, the date of this patch has been moved to Monday 3 August. It can still be expected at 11:00 UTC with an estimated 15 minutes downtime. Thanks for your understanding!

Greetings, Commanders!

We're pleased to confirm that the patch described in our Known Issues post from earlier this week is expected this Wednesday 29 July at 11:00 UTC with an estimated 15 minutes of downtime. Please find the Patch Notes and Known Issues below:

Patch Notes

Mining
  • Fixed an issue whereby surface deposits created after cracking a motherlode would flag themselves as depleted
  • Fixed issues related to diminishing returns for commodities in overlapping hotspots

Crashes and Stability
  • Fixed an issue where loading into an instance in a system with a large amount of Fleet Carriers would cause very long load times (potentially long enough to cause a disconnect)

Fleet Carriers
  • Fixed an issue which stopped Fighters being restocked from a Fleet Carrier
  • Fixed a number of issues related to Fleet Carrier positioning:
    • Better enforcement of the 16 carrier limit per body
    • Preventing departing Fleet Carriers from taking up one of the 16 slots from the body they've just left
    • Further work to ensure Carriers are positioned away from other nearby body sites, such as other Fleet Carriers

Known Issues

Fleet Carriers
  • When opening the Fleet Carrier naming pop up in the Livery, an additional unwanted character will be added to the start and end of the name. These characters will need to be manually deleted to prevent them being included.

Please note that the above notes are liable to change as adjustments are made and changes are added or removed. Tweaks may be made up until the time of launch.

Thanks as always for your continued feedback!

o7

I keep looking at the patch notes and i cant find anything related to the NPC Crew.
Yet, last night i had a crew that had a nice and proper British accent, pretty much like Zoey from 2 and half men, season 9 (it was a first for me to find the crew with that specific voice type)
Now after the patch she has the run of the mill normal accent that does not impress me at all.

Why oh why?
 
(...) under the assurance that things would continue working as intended (...)

Do you have any confirmation that Tri supply/mining do NOT work "as intented" atm?
After 4 weeks of testing this seems like a stretched, wishful thinking.
And requires suppressing the fact, that (laser) mining Tri was improved.

AGAIN:

The previous case of wishful thinking was expecting the gameplay to be invariable.
How many times did we have mining/trade/supply revolutions in ED before the last one?
 
FDev - dump the idea of mining or trading Tritium. Give us another fuel scoop type and link to certain star types. Then large ships can fit multiple fuel tanks to fill up & deposit on the carrier. You know it makes sooooo much more sense than these pointless fixes.


I was thinking in the same way. Either a fuel scope in the same way KGBFOAM fuelling works. Or that we simply just mine water as some form of fuel to the imagined fusion reactor on the FC. Then we possibly could use tritium as some form of jumponium.
 
I was thinking in the same way. Either a fuel scope in the same way KGBFOAM fuelling works. Or that we simply just mine water as some form of fuel to the imagined fusion reactor on the FC. Then we possibly could use tritium as some form of jumponium.

It will not happen, this should already be clear.

Unfortunately FD will probably keep in silence about it, because they should have be more communicative in this area a long time ago.

Now it's too late, they can't really do any comment on the subject of Tritium
  • if they admit it's as they have planned - even more commanders would feel "betrayed" by keeping it secret when FCs were introduced.
  • if they admit that patch failed to achieve planned goals even after 4 weeks of testing - well, we expect SOME level of incompetency, but not to such extreme.

So, we're gonna need much more popcorn.
 
Soooo, can't help wonder what the delay was for.......

Oh well great anti-advertising for Odyssey I guess. 'Like this catastrophe? All these bugs and more coming 2021(ish)!'
Not sure...but my online went from 15-20 hrs/day to 0-2 now. I read the books. Can't see this so cool but useless toy >:. Trying to convince myself to sell it :D
 
Speed:30+ knots (56+ km/h; 35+ mph)
Range:Unlimited distance; 20–25 years
https://en.wikipedia.org/wiki/Nimitz-class_aircraft_carrier

See that magic word "unlimited" ?

I see a logical problem there:
even if reactor works 20-25 years without changing the cores,
to achieve "unlimited" range the average speed would have to be... unlimited too.

If you want to know the REAL possible range,
just multiply maximal sustainable speed and time
time is already there, we only miss speed.

PS: let's skip maintenance breaks to simplify things.
 
I see a logical problem there:
even if reactor works 20-25 years without changing the cores,
to achieve "unlimited" range the average speed would have to be... unlimited too.

If you want to know the REAL possible range,
just multiply maximal sustainable speed and time
time is already there, we only miss speed.

PS: let's skip maintenance breaks to simplify things.
Comparing to carrier - it has maximum speed too. Exactly it is 1500ly/hr.
So same calculations. Still carrier can fly 43 hours then 120 hours recharge. Nimitz can sweem 25 years, then recharge which takes 1-2 years even if to count producing nuclear fuel in that time. Otherwise 1-2months to replace.
 
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