16.01 Update Notes

Maybe FC jump times could be longer (1 hour) within the bubble and shorter (15 minutes) outside the bubble. It can be explained in lore by congestion.
 
I'm currently heading back to the bubble now. I and a friend have our carriers parked out there. It's my turn to jump my carrier and our mats back to the bubble and here is what I've noticed. When we were parked close to each other, my carrier jump time was 57 minutes for the first jump. At the second jump away from his carrier my jump time was 27 minutes. From that point until now my jumps have consistently been around 15-16 minutes. Its like there is a check to see if any carriers are close and that adds extra time. As I get closer to the bubble I'll watch and see what happens to the jump time starting at 2000 lys away.
 
I cannot remember 15000 participants in what is essentially a carrier trade CG.
Colonia Bridge phase 3

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@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.
This hasn’t happened to me in months but it has happened several times.

I am operating just one account and had been exploring and bio sampling for over a week when I plotted a route to the carrier instead of being only 5-6 jumps away it was dozensas the carrier bookmark was pointing at (I think) a previous location. A quick check showed the carrier was where I had left it and I returned safely.

But definitely not new behaviour, it possibly predates U15, as I am not quite sure when it first happened to me but as I said it hasn’t happened recently, I keep an eye out for it as heading off the wrong way would be annoying.
 
Right. And did we really not have prolonged jump times, or is that.... misremembering to make a point? I truly cannot remember.
I don't recall long carrier jump times being complained about, but being up in Colonia I wasn't trying to use a carrier for the CG anyway. And it certainly wasn't a regular occurrence in late 2020 / early 2021 when trade CGs regularly had this sort of tonnage/participant count for the servers to crash at weekends (which is what they did before the timers got extended). Other indicators of general player activity are much lower than in the first month of U14 when "everyone" was rushing to see the new Thargoids, and especially below the period between the Epic giveaway and Odyssey release.

It's highly unlikely to be a "not enough servers" problem, though. Adding more servers is trivial with AWS; having an architecture where you can add more servers without simply moving the bottleneck elsewhere or putting too much load on anything that can't be easily made parallel (writes to definitive data sources, especially) is definitely not.
 
I remember loads of complants about jump times at various occurences. Someone started this rumor about reduced servers; I have no idea what AWS instances cost, but I remember a presentation by Dav about how they spawn however many instances they need dynamically.
 
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Unfortunately I'm just going to take that out of the notes entirely, one moment o7 Sorry about this.
I did some experimentation last night (29th August 20:30 - 23:00) in my cutter...
Using AutoLaunch I was able to get both in and out of the station without "booping". However after I exited the mail slot and whilst still under auto launch control if I just left things, my ship would then turn around and "dance" with the station, with the occasional minor colision... Now normally I don't see this, since I usually just boost out once I am through the mailslot, but it's "interesting" behaviour and I have no idea why my Cutter is turning around to sniff the station after she's left...

Eid
 
The colonia bridge CG might have been before the dynamic (load based) carrier jump times were even implemented in a post odyssey patch?
Colonia Bridge 3 was early January 2022, so, yes, before FC Interiors (U11, March 2022) which I think was the one which introduced the dynamic jump times. Certainly the first time people really noticed them even if they had been implemented earlier. Though, the outcome before dynamic jump times was "server failure, everyone gets coloured snakes" and that didn't happen during the big Bridge CG either, so...

Also, though: the Bridge CG was using a bunch of relatively high-availability fast-regeneration bulk cargoes, so they probably didn't hit the distance tradeoff where loading up a carrier is obviously worthwhile in quite the same way as the low-availability low-regeneration gold does. For the Alcor half, there were almost certainly some fairly nearby stations with 10-minute regeneration cycles of one of the commodities bigger than a max cargo T9/Cutter anyway. So it's not entirely impossible that despite the lower tonnage and participant count, there is heavier carrier use this time round. Only Frontier has the numbers on that one, of course.
 
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
Then why are they investing developer resource in fixing some VERY long-standing bugs which no-one thought were even on the radar? This community often believes things. Not so strong on the "reason" part.

We've had long carrier jump times in a release week for every release over the last couple of years.
 
Right. And did we really not have prolonged jump times, or is that.... misremembering to make a point? I truly cannot remember.
I don't recall long carrier jump times being complained about, but being up in Colonia I wasn't trying to use a carrier for the CG anyway.
I remember loads of complants about jump times at various occurences. Someone started this rumor about reduced servers; I have no idea what AWS instances cost, but I remember a presentation by Dav about how they spawn however many instances they need dynamically.

Nope, no complains really, except the ones already mentioned in my previous post
And in the Colonia bridge CGs i participated with all my 3 accounts, having multiple sets of the fabled 3A, 4A, 6A FSDv1 - no recollection of any Carrier Jump timer issues
Keep in mind that during the Colonia Bridge CGs, there were carriers jumping from the Bubble to Colonia to contribute there as well - no issues (imagine the outcry if you expect to do 3 jumps per hour and get there in 15h, and instead of that you get 1jump per hour and get there 1 day later and you miss the CG completely)

Also, the first week after launching U16, people kept complaining about abnormal jump timers, then FDev "fixed" whatever the issue, only to still appear sporadically between 8th august and 25th (when the current CG started)

So, something definitely changed with U16, and not for a better gaming experience
 
Speaking for myself, I didn't use my FC for any of the the Colonia bridge CGs. Just plain old direct hauling with my 50ly cutter.
I remember that I did get the 3/4/6 FSDs from the Bridge CG(s), and I think I remember I did move my carrier twice at most - once at the beginning, once after it ended, if at all. I did all I did in-ship.
 
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