Thank you.Typically about an hour after completion. If you don't want to wait it will be paid automatically to you in 2 weeks.![]()
Thank you.Typically about an hour after completion. If you don't want to wait it will be paid automatically to you in 2 weeks.![]()
lets not forget that this CG was for the benefit of FC'sOk, just tried to contribute to this in my python, but it won't accept the 8 units I dropped off toward the community goal. Looks like the masses of fleet carriers have completed it. Another badly planned CG by frontier.
What did you expect? Give a CG to "certified" grinders, as most of FC owners are, and it will be completed in record timeOk, just tried to contribute to this in my python, but it won't accept the 8 units I dropped off toward the community goal. Looks like the masses of fleet carriers have completed it. Another badly planned CG by frontier.
With the large disparity in SC distances for these two CGs, I rather suspect FDev is looking at this specifically as a test run for CGs in the carrier era. In particular, what I'd really hope to see with this one, would be carrier owners teaming up with groups of players to give rides to and from the station, and load/unload as a group. Could be similar to the carriers during the Eggsploit rush that were ferrying between the LTD3 system and the high-sell system of the day. Individual players filling up the system's slots loading/unloading their own carriers would really be a bit of a waste of the mechanic.
Sorry but I think that Canonn's efforts on the first Ram Tah CG still hold that as it was completed within 3 hoursWhat did you expect? Give a CG to "certified" grinders, as most of FC owners are, and it will be completed in record time![]()
I disagree with this. I think if these CGs have shown anything it is that in my opinion FCs should be banned from the target systems, for two reasons.Plenty of carriers filled to the brim with CG materials cant get in. Sad.
Yeah cause, if Im not mistaken, it involved some basic analytical thinking and problem solving, instead of grindy hauling back and forthSorry but I think that Canonn's efforts on the first Ram Tah CG still hold that as it was completed within 3 hours![]()
It'd be interesting to see if a CG in a permit system did have fewer of those errors.2) The sheer amount of crashes being experienced by people means that there have been a large part of the community who haven't been able to contribute, and spent the last few days looking at Orange Sidewinder errors.
I respectfully disagree.I disagree with this. I think if these CGs have shown anything it is that in my opinion FCs should be banned from the target systems, for two reasons.
1) Being able to load a FC up with up to 24k tonnes of goods and park it right next to the target station completely negates the 10 minute SuperCruise journey. Which means it automatically scuppers anyone without a FC, and also guarantees the CG will finish quickly.
2) The sheer amount of crashes being experienced by people means that there have been a large part of the community who haven't been able to contribute, and spent the last few days looking at Orange Sidewinder errors.
I disagree with this. I think if these CGs have shown anything it is that in my opinion FCs should be banned from the target systems, for two reasons.
1) Being able to load a FC up with up to 24k tonnes of goods and park it right next to the target station completely negates the 10 minute SuperCruise journey. Which means it automatically scuppers anyone without a FC, and also guarantees the CG will finish quickly.
2) The sheer amount of crashes being experienced by people means that there have been a large part of the community who haven't been able to contribute, and spent the last few days looking at Orange Sidewinder errors.
Ironically the only systems I experienced any problems with the game in were intermediate ones when swapping between the two CGs, and the problems were nothing more than prolon drops out of jump. But I was in a quiet PG and never knowingly close to a FC.I disagree with this. I think if these CGs have shown anything it is that in my opinion FCs should be banned from the target systems, for two reasons.
1) Being able to load a FC up with up to 24k tonnes of goods and park it right next to the target station completely negates the 10 minute SuperCruise journey. Which means it automatically scuppers anyone without a FC, and also guarantees the CG will finish quickly.
2) The sheer amount of crashes being experienced by people means that there have been a large part of the community who haven't been able to contribute, and spent the last few days looking at Orange Sidewinder errors.
Yeah cause, if Im not mistaken, it involved some basic analytical thinking and problem solving, instead of grindy hauling back and forth![]()
Colonia currently has just over 100 carriers present, and a medium-sized amount of player traffic, and I don't have any network issues at all there. It seems to be the combination of carriers and lots of active players which does it ... but maybe it's just the active players?
2. my experience after getting top10% in both CG on both accounts (pc/xb) was that the servers were unexpectedly stable given the circumstances.
I experienced only 1 sessions of Orange sidewinders on PC, cleared in about 3-4 minutes (2 consecutive crashes, after the second quit to desktop everything was smooth again)
Also one similar issue on XB, this time took me like 3 retries to get it running again. And as i said, i've been online half of Friday and most of the Saturday ferrying goods in both systems.
Ironically the only systems I experienced any problems with the game in were intermediate ones when swapping between the two CGs, and the problems were nothing more than prolon drops out of jump. But I was in a quiet PG and never knowingly close to a FC.
I personally didn't experience any issues with getting into systems either on Friday or when I was in Colonia last week. I did experience quite a few issues in the bubble after Fleet Carriers were first released. Obviously only Frontier know the main causes of it and why it seems to be so polarising, in that it either seems to be a very light effect on you (if at all) and others are completely locked out. But it does seem very strange and a lot different to server issues we've experienced in the past.2. The OS issues were not necessarily due to the FCs. Anyway - given it wasn't a locked system and therefore FCs could enter, my point stands that people who blocked up the slots with empty FCs were at least antisocial.
But can you perhaps expand on the "large part of the community"? Is there a thread about this somewhere with numbers of people unable to contribute? I've seen a couple in here but im not sure that counts as a large part. I had a couple of OS errors, but after a few minutes I was back in.
Yeah, got me too!i'm not contesting the fact that systems crowded with carriers are less stable, but i do wonder if the vast majority of people encountering the Orange Sidewinder are doing what i did on the first time it happened to me:
Orange Sidewinder > get thrown to main menu > try again > orange sidewinder > try again > ... repeat 3-5-7 times > abandon the game session for the day moaning and raising fist at FD - ultimately declaring the game unplayable
After i discovered that quitting the client completely (quit to desktop) is enough to get it running (at most i had to go through 3 iterations) things were not that harsh anymore.
Valid on XB too, although on XB one does not have Quit to Desktop and has to manually press menu on controller and quit the game from the home screen.
Yeah, got me too!
Even if fdev can't fix the Orange Sidewinder you would think they could make it so the game recovers without a complete restart
These are the kinds of things it would be great if fdev would actually comment on, at the moment it's impossible to tell if they:
a) Don't believe there are issues
b) Are aware, but don't know the solution
I made a similar assessment the other day, although in much, much less detail as my knowledge isn't that deep at allor c) They have a solution but it is either too expensive or it will break other things or it will take some time to re-code stuff
I'm thinking along the lines of NLB (network load balancer) and session persistence. When an node fails (crashed or overloaded and cannot accept any new connections) the client crashes with an error and then it should try to establish a new session to another node of the NLB.
If ED (the Client) establishes the session only before reaching the main menu... it may explain the behaviour...
So they either have to rewrite a lot of stuff in the client or they can leave it like this and fix it in Odyssey
but since i know nothing about their client/network infrastructure, all this is nothing more than tin foil hat theory
I disagree with this. I think if these CGs have shown anything it is that in my opinion FCs should be banned from the target systems, for two reasons.
1) Being able to load a FC up with up to 24k tonnes of goods and park it right next to the target station completely negates the 10 minute SuperCruise journey. Which means it automatically scuppers anyone without a FC, and also guarantees the CG will finish quickly.
2) The sheer amount of crashes being experienced by people means that there have been a large part of the community who haven't been able to contribute, and spent the last few days looking at Orange Sidewinder errors.
I get limited time to play games,
Well, it's a real-time game.
Things are bound to happen in the game and a certain number of people will miss out
This is rather unavoidable.
I'd rather miss out a CG that completes early by reaching all its goals (in this case we get 10 outposts upgraded to Full Stations) than risking to have it miss out its objectives so i can participate and get what?10-20 millions credits?
Even given the real time aspect, you hope these last at least through Monday, if not 'til Wednesday night/Thursday morning to give the largest amount of people possible time to get involved...
Only 3,600 and 4,500 people got to these before they finished, when such CGs normally attract 10,000-20,000![]()