Update 11 Patch Notes

It's not called Elite Dangerous for nothing.
Thanks for the update info. Speaking of Elite Dangerous being dangerous, I for one, would love to see other areas of the game to become dangerous once again. Even better, have a one or two difficulty options at startup.
 
Still, can't complain that the game is dead if servers are throttling due to capacity load, eh?
Something should really be done about this - I don't think it's a good enough solution to queue player actions because the servers are too busy. Especially in an MMO you'd think the servers would be scaleable. A bit of a cop out to say "It'll return to normal when less people are playing".
Would be interesting to know why such a seemingly simple task as moving an FC from one system to another is such a heavy load on the servers.
 
Something should really be done about this - I don't think it's a good enough solution to queue player actions because the servers are too busy. Especially in an MMO you'd think the servers would be scaleable. A bit of a cop out to say "It'll return to normal when less people are playing".
Would be interesting to know why such a seemingly simple task as moving an FC from one system to another is such a heavy load on the servers.
It's hosted by AWS, maybe someone needs to chuck another 50p in the meter? :)
 
Something should really be done about this - I don't think it's a good enough solution to queue player actions because the servers are too busy. Especially in an MMO you'd think the servers would be scaleable. A bit of a cop out to say "It'll return to normal when less people are playing".
Would be interesting to know why such a seemingly simple task as moving an FC from one system to another is such a heavy load on the servers.
thats an oversimplification,but somehow I doubt its as simple, remember they are still running two instances of the server (odyssey & horizons) for pc & consoles and the servers have to track what each player is doing as well as the NPCs in the open instances....there is alot going on
 
Update: it's now saying that livery is unavailable on my carrier. What.
I think I'm going to stop playing with this thing and just wait for the inevitable hotfix.
 
First and foremost, thanks a lot for the update. FC Interiors looks amazing.

In my own Fleet Carrier, disembark works fine, however once you return to your ship, the button becomes inactive and so the Livery button for the ship becomes inactive as well.

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I tried to relog to main menu and from desktop but nothing. I tried to mess with the Carrier services, and got in every menu but still inactive. At one point it became active once again, however once I disembarked and embarked my ship again, the button became inactive once more.

When you go to another carrier, Disembark becomes available and stays that way, even if you embark your ship. I returned to my carrier and the Disembark and Livery buttons remained inactive.

N.B. If I log in to Horizons, Livery button works. Relog to Odyssey, button still doesn't work.

Hope this help identify the problem. - o7
 
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Something should really be done about this - I don't think it's a good enough solution to queue player actions because the servers are too busy. Especially in an MMO you'd think the servers would be scaleable. A bit of a cop out to say "It'll return to normal when less people are playing".
Would be interesting to know why such a seemingly simple task as moving an FC from one system to another is such a heavy load on the servers.
So, right now, every player with a Fleet Carrier is trying to jump around because they're either outfitting their carrier or they want to just see the jump animation. In about 2-3 days? That'll drop down to more normal levels of traffic. And then probably never climb back up to what's going on now. This is a temporary issue that's going to go away.

Also, the "simple task" of moving a Fleet Carrier requires removing all of the Fleet Carrier's asset data from the system it's in, triggering a pair of synchronized animations in the departure and arrival systems in real time, and placing all of the Fleet Carrier's asset data at the target location of the new system. And that entire process needs to be duplicated on both the Odyssey and Horizons branches of the game.

Remember when the servers completely freaking broke on Odyssey's release and we were all getting Orange Sidewinders and Mauve Adders? The CMs came back and told us that was because of de-syncs caused by Fleet Carriers moving.

Fleet Carriers are not ships in a conventional sense. They are small space stations that you're allowed to move. Just be patient with the traffic congestion, yeah? At least the servers aren't crashing over this (yet).
 
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It's hosted by AWS, maybe someone needs to chuck another 50p in the meter? :)

i think it's far more likely the limitation is software based rather than hardware. Given what we know about elite, the high performing code was written 7-8 years ago long before carrier jumping and all that. So this was new code created relatively recently... So it's like the odyssey dlc of the server backend.
 
Does the sale of illegal items have a negative affect (or any affect) on the carrier or it's owner?
I would imagine it is just like having illegal goods on your ship when you exit a station. Depending on the Security type of the system your Carrier is in, when you embark from your carrier, if you get scanned and caught, then appropriate fine.
 
So, right now, every player with a Fleet Carrier is trying to jump around because they're either outfitting their carrier or they want to just see the jump animation. In about 2-3 days? That'll drop down to more normal levels of traffic. And then probably never climb back up to what's going on now. This is a temporary issue that's going to go away.

Also, the "simple task" of moving a Fleet Carrier requires removing all of the Fleet Carrier's asset data from the system it's in, triggering a pair of synchronized animations in the departure and arrival systems in real time, and placing all of the Fleet Carrier's asset data at the target location of the new system. And that entire process needs to be duplicated on both the Odyssey and Horizons branches of the game.

Remember when the servers completely freaking broke on Odyssey's release and we were all getting Orange Sidewinders and Mauve Adders? The CMs came back and told us that was because of de-syncs caused by Fleet Carriers moving.

Fleet Carriers are not ships. They are small space stations that you're allowed to move. Just be patient with the traffic congestion, yeah? At least the servers aren't crashing over this (yet).
Yeah, I get that to some extent. I can't claim I understand what kind of data is being moved with an FC jump or what happens in the backend, but the amount of data is not that much. It shouldn't really matter that much whether you move a space station or a ship - it's not a huge amount of data in either case.
What I think is happening (total conjecture) is that two simultaneous FC jumps would mess up the system, and it therefore has to wait for the previous one to finish before firing the next jump. There really shouldn't be a delay like this. And there's probably some silliness in the code, like the server having to wait for some synchronized animations like you said.
Either way, they've released a highly anticipated update and it's specifically for FCs - it should have been expected that there's going to be a lot more server load in this regard.
I'm not even saying it's a big problem, I'm just curious as to how this happens. "Being somewhat of an server admin myself".
 
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