Colonia Bridge phase 3I cannot remember 15000 participants in what is essentially a carrier trade CG.
Right. And did we really not have prolonged jump times, or is that.... misremembering to make a point? I truly cannot remember.
Inara shows now 6000+ cmdrs traffic and yesterday it was 6.5k. So having it doubled is easily possible. I’m saying that’s nice stress testing of the serversNot everyone has signed up to the current CG to make it last longer so 4400 participants isn't the total amount of people hauling gold.
This hasn’t happened to me in months but it has happened several times.@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.
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.Right. And did we really not have prolonged jump times, or is that.... misremembering to make a point? I truly cannot remember.
The colonia bridge CG might have been before the dynamic (load based) carrier jump times were even implemented in a post odyssey patch?Right. And did we really not have prolonged jump times, or is that.... misremembering to make a point? I truly cannot remember.
I did some experimentation last night (29th August 20:30 - 23:00) in my cutter...Unfortunately I'm just going to take that out of the notes entirely, one moment o7 Sorry about this.
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...The colonia bridge CG might have been before the dynamic (load based) carrier jump times were even implemented in a post odyssey patch?
That happens to several people, whatever their setup or version, and seems to be a server issue.no problems this end all good even noticed that as i enterd lift in foot it was distorted now its perfect not part of the fix im sure but works fine for me,thank you team.
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.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
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.
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.Right. And did we really not have prolonged jump times, or is that.... misremembering to make a point? I truly cannot remember.
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.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.
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.