16.01 Update Notes

I'm wondering if the extended jump time during high server load has always been an issue. Does anyone know for certain?
(My carrier is only a couple months old with only 4-5 jumps so far)
 
I'm wondering if the extended jump time during high server load has always been an issue. Does anyone know for certain?
(My carrier is only a couple months old with only 4-5 jumps so far)
There's reason in the community to believe upon launch of update 16 they reduced the server capacity that they were renting from Amazon and that's why we have such an incredibly low player number on u16 as compared to u15 with extremely common 60+ min jump times. Maintenance mode game, because its not making Fdev any money to justify capacity
 
Sure, 80 minutes for jump is mildly annoying, so instead waiting 80 minutes I did...
5 jumps in ship, instead waiting for carrier
Many weird things were happening before. My bright memory is - you could not enter / exit SC IF carrier tries to arrive to the nearest body. It was some "colored" disconnect. So ... once you came to planet with cheap tritium (4000 that time), and published data to Inara, you have 15 minutes. Then navigation there would stop for hours, because of 100+ incoming buyers :D.
 
Sure, 80 minutes for jump is mildly annoying, so instead waiting 80 minutes I did...
5 jumps in ship, instead waiting for carrier
That's actually a good idea for explorers. Set course for the carrier, hop in your ship, and set course for the same system. FSS, DSS, and bio scan everything along the way. The carrier will probably get there first. Drop off your data, rinse and repeat.

Can't move carrier at all now - "no time slots" error message.
So much for that idea LOL
 
That's actually a good idea for explorers. Set course for the carrier, hop in your ship, and set course for the same system. FSS, DSS, and bio scan everything along the way. The carrier will probably get there first. Drop off your data, rinse and repeat.
Depends. I wanted to get back for CG, 13000ly only. But I made 4 jumps in 2 days. Not fun.
Also my Anaconda covers 500 ly in 14 mins with FSS only, in 6 mins with NS boost. So depends, If I want to stay in region or I want to move somewhere.
 
Just want to confirm that the data link missions are now fixed! Can take multiple megaship data link missions without it bugging out.

Now if we could just get this info added to the Pilot's handbook:
1693353735974.png

It's sadly missing and can't be found in-game. Probably why people keep thinking the interstelllars are bugged.
 
@sallymorganmoore
I just discovered a bug that I never experienced before 16.01. I have two commanders, both are based on my primary commander's 2-month old Fleet Carrier. Both commanders have the carrier bookmarked.

I just finished a 2-week gathering run, away from the carrier, with my secondary commander. I plotted a route back to the carrier using the bookmark, and it plotted to the wrong system. The carrier has been in Vesper M4 for a month or so. The galaxy map plotted a course to CD-51 2650, which is the previous system my carrier was in. Note: I moved my carrier to it's current system within a day or two after U16 released.

When I clicked on the system map for CD-51 2650, the game showed me the map for Vesper M4, and my carrier was grayed out on the carrier list. I exited the galaxy map, then re-opened it to manually plot the route without using the bookmark. The carrier wasn't grayed out that time, and I successfully plotted my route. The incorrect plotting via bookmark was reproduced 2 more times before I manually plotted the 1-jump route.

This didn't cause me any grief. I'm only posting this in case it will help with any ongoing investigations.
 
It might be worth considering changing the modus operandi when publishing the features of updates. Instead of announcing a long list of improvements while the servers are being updated, just release the update and have players collecting some first experience. Then create the (significantly shorter) list of improvements that players confirmed.
 
There's reason in the community to believe upon launch of update 16 they reduced the server capacity that they were renting from Amazon and that's why we have such an incredibly low player number on u16 as compared to u15 with extremely common 60+ min jump times. Maintenance mode game, because its not making Fdev any money to justify capacity
I guess community is wrong as always. Just greatly raised amount of carriers and active carriers. (which leads to "more people plays"). 1st carriers were months journey, now they're weeks or days.
 
I'm wondering if the extended jump time during high server load has always been an issue. Does anyone know for certain?
(My carrier is only a couple months old with only 4-5 jumps so far)

Jump timers were good the vast majority of times - that is 15 minutes

The most major crisis was when they released Carrier interiors - and everyone popped in their carriers and jumped them - that was in December 2021 when they were also introducing the queue for carrier jumps (there was none before, so that's the start of budgetary cuts in the infrastructure - something like: we cant afford anymore to let everyone jump at the same time, so please, everyone, form a line and be patient )

Later on there were some rather minor issues:
  • in June 22 - during the Upaniklis/Golconda CG and the next week with the Thargoid Sensors/Probes relogging CG
  • end of January / beginning of February 23 - some sporadic issues that were not affecting all commanders (could have been only some short spiked and/or some bugs)

Basically nothing worth remembering, and most importantly - nothing that a cancel jump / replot will not solve

Now, it's almost one month since U16 and high timers were recorded basically since day one after U16 since , they were "fixed" like one week later, but the fix didn't last long.
What's worse is the old "trick" cancel jump / wait 1-2 minutes / replot jump is not working. I tried that and second jump was getting 50 minutes instead of 44 😒
 
I propose we go back to the initial time frames from back when to avoid excessive jumping (i.e. jumping the carrier instead of doing one or two jumps in a ship). I think is was 1 hour spool / 1 hour cooldown? Normal megaships jump once a week at best. Right now, almost every carrier (which are essentially megaships) in the bubble seems to try to jump thrice an hour.

I use my carrier as a base for exploration. My carrier is 29 jumps from the bubble and takes over 10 hours to return to the bubble to sell what I mine. With what you are proposing would increase my travel time from 10 hours to 60+ hours of travel time. 1 hour spool, 1 hour cooldown, that makes 1 jump every 2 hours. I am sure that there would be a revolt if that happened. However, to sweeten the deal and make it more palatable, increase the maximum jump range from 500 ly's to 3000 ly's so that travel time is comparable to what it is at our current 15m spool/3 minute cooldown.

That would be a win/win solution.

In my opinion, I don't believe that increasing the spool/cooldown times will stop commanders from jumping their carriers 1 or 2 systems. That's not the nature of the beast.

Don't forget, there are commanders who are using their carriers as shuttles for other commanders who are shuffling their ships between Colonia and the Bubble. They do this as a public service to save commanders credits and not have to ship their ships between systems. A run between Colonia and the bubble takes about 2 days for them. Increasing spool/cooldown times would adversely affect the time to shuttle and increase the flight time to 6-7 days depending on how many hours they can play per day.
 
@sallymorganmoore
I just discovered a bug that I never experienced before 16.01. I have two commanders, both are based on my primary commander's 2-month old Fleet Carrier. Both commanders have the carrier bookmarked.

That happened to me way before U16, but usually rather soon after a jump - then the servers did catch up

it also happened to me last Friday - i jumped one of my carriers with 2 commanders on board. Next day, Saturday morning, one commander was able to plot a route back to the correct location of the carrier, the other one was plotting the route to the previous carrier location. A direct plot (that is not using the bookmarked carrier) would get me to the correct location then after a relog in that location everything was ok - so yea, some sync issue
 
Actually those megaship scan missions still fails like 1 in 5 missions, i just did bunch of megaship missions to get fed rank, doing it with long way to get some stuff too. I took 2 missions together couple of times and some of them fails, after you scan ship log it takes the file but it doesn't end the mission and you can't scan it again. So this problem was there before and still is..
 
This is where the multiple jump plotting could help out ? Take 1 jump is 20 mins ( including cooldown) now I want to jump 20 times, so instead of 20 separate jumps this becomes 1 jump only 1 calculation from start to finish but it will take 6.5 hrs ? Or if you want to visit every system then you replot each one ( as it is now ) . This would reduce the stress on the system ?
There is something not right at the mo and it can't be blamed on lots of players because we had a lot more in the base game before ver 4 and it was never as prevelant as it seems to be now .
 
I use my carrier as a base for exploration. My carrier is 29 jumps from the bubble and takes over 10 hours to return to the bubble to sell what I mine. With what you are proposing would increase my travel time from 10 hours to 60+ hours of travel time. 1 hour spool, 1 hour cooldown, that makes 1 jump every 2 hours. I am sure that there would be a revolt if that happened. However, to sweeten the deal and make it more palatable, increase the maximum jump range from 500 ly's to 3000 ly's so that travel time is comparable to what it is at our current 15m spool/3 minute cooldown.

That would be a win/win solution.

In my opinion, I don't believe that increasing the spool/cooldown times will stop commanders from jumping their carriers 1 or 2 systems. That's not the nature of the beast.

Don't forget, there are commanders who are using their carriers as shuttles for other commanders who are shuffling their ships between Colonia and the Bubble. They do this as a public service to save commanders credits and not have to ship their ships between systems. A run between Colonia and the bubble takes about 2 days for them. Increasing spool/cooldown times would adversely affect the time to shuttle and increase the flight time to 6-7 days depending on how many hours they can play per day.
Well my post was a bit tongue in cheek. The above post of "using a carrier as a larger T9" is pretty fitting. Maybe there is also a bit of a problem behind the curtains, but people are a bit spoiled and now expect 15 minutes even at the worst of times (in fact demandit "or else"). The current CG shows how this is so not true.
 
but people are a bit spoiled and now expect 15 minutes even at the worst of times (in fact demandit "or else"). The current CG shows how this is so not true.

I actually expect the 15 minutes timer at ALL Times when there isn't a special event occurring (like the release of carriers interiors when every carrier owner tried to jump the carrier to witness the process from inside)
High timers were recorded consistently post U16, even when no CG was happening

As a reminder, this is a CG with 4400 participants and we have major issues with carriers recording more than one hour jump time at midnight during a weekday
In the past we have had CGs with up to 15000 participants (and a lot with more than 4000) that were not encountering any jump timer issues, not even during weekends.

Edit: and remember, i'm regarded as a White Knight :unsure:
 
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