Allow wingman navlock to sync routes across multiple systems

Exploration with a friend sucks and barely tolerable.

You know why? Because of poor implementation of wingman navlock. It works rather well to drop out of supercruise into normal space, but not for high waking. The fact that you have to fly right behind your wing mate and wait for him to COMPLETE his jump completely defeats the benefits of mapping system together - when you go to different bodies to DSS them. I'm not even mentioning the fact that you wait for your friend to FINISH jumping to start charging yours - by the time you arrive to next system he can already map 50-100% of it, depending on its size - which won't be shard with you, you still have to poke in each of those bodies. Alternatively he can just sit and wait for you to finish jumping, which sucks even more. Alternatively you can try to target same system to jump which is very easy with those names like 'Col Sector 2357WHATEVER-wtf228-d02-21-24-4-2'.

So as a workaround solution, simply allow us to sync our routes - so wing leader will create a route and it will be immediately created and forced for other wing mates, who enabled navlock on him. Just 100% repeat every system that his route includes. So we can jump whenever we're ready, the usual way we do that alone. And if his jump range is higher than mine - then it's our problem, because a cmdr with higher jump range should apply navlock for cmdr with lowest range.

Yes, this is workaround, because otherwise navlock feature should be overhauled.
 
Wingman navlock doesn't even work right in the same system. Whenever I tried it with my Son, as soon as one of us tries to low wake it immediately drops us back down to normal space. I don't know if this is a bug or we are doing it wrong, we gave up on it and try to just follow each other the best we can. Really annoying and right up there with Multicrew in crap.
X.
 
Oh yes, almost forgot about that, when we were fighting with friends and flying from mission target to mission target, that was really frustrating
 
Lets get it's current functionality working 100% before we go trying to expand capability.

ED often comes of as a single player game first, multiplayer a distant second sort of game, with how lacking in polish so many of the multiplayer features are. Would love for them to polish the MP portion of this game up a bit. Maybe they will with Odyssey.
 
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Wingman navlock doesn't even work right in the same system. Whenever I tried it with my Son, as soon as one of us tries to low wake it immediately drops us back down to normal space. I don't know if this is a bug or we are doing it wrong, we gave up on it and try to just follow each other the best we can. Really annoying and right up there with Multicrew in crap.
X.

Navlock stays on after you drop into a wing signal. You have to manually turn it off. Otherwise as soon as you low wake you will drop back in to the signal. I have a feeling this is what is happening here?
 
Navlock stays on after you drop into a wing signal. You have to manually turn it off. Otherwise as soon as you low wake you will drop back in to the signal. I have a feeling this is what is happening here?

Thx whothe, you may be right. So then what? We have to keep turning it back on once back in SuperCriuse? Sounds pretty unintuitive as usual.
Is there a keybind for this or do we have to go dorking around in the menus each time?
X.
 
Is there a keybind for this or do we have to go dorking around in the menus each time?
There's actually a keybind for this in 'targeting' section and moreover - there's a keybind that can partially fix my initial issue with jumping to next system - THERE'S A KEYBIND TO TARGET WHAT WINGMAN IS TARGETING - in case of high waking, it's next system! :O

Oh god, ED really needs a guide for every tiny piece of functionality out there...
 
Navlock should tuck you in like an autopilot and the lead wing commander should literally be flying the wing limited by the speed and manueverability of the slowest ship. Jump by jump.

RIght now, it makes more sense to just target your wing leader, select his nav target, and start charging your frameshift when he starts to charge his frameshift.
 
Thx whothe, you may be right. So then what? We have to keep turning it back on once back in SuperCriuse? Sounds pretty unintuitive as usual.
Is there a keybind for this or do we have to go dorking around in the menus each time?
X.

There is a keybind, but for some reason it doesn't work well. I have it bound and half the time I try to use it, it just doesn't work and I end up having to do it manually. Yes I agree, it is very unintuitive. I'd like it to reset after every use on its own. I forgot about it today and dropped straight back into where I was trying to leave.

Yes, you'll have to turn it off and back on again, unless you make it a point that someone in the wing is designated lead, and they leave the instance first and drop in first at the destination.
 
So yeah, I just finally rejoined with a friend and played in a wing yesterday only to realize both "wingman navlock on/off" and "target wingman's target" keybinds are not working most of the times, basically unusable... Meh
 
Wingman navlock doesn't even work right in the same system. Whenever I tried it with my Son, as soon as one of us tries to low wake it immediately drops us back down to normal space.
Not a bug as such, but still a bit annoying if you don't realise why it's doing it. Got me the first time I used it, too.

Navlock prioritises "join in normal space" over "join in supercruise" - which makes sense, because normal space is where the interesting things happen, and it's a lot easier to go to normal space than it is to get out of it while under attack.

This means if you're both nav-locked to each other, whoever gets to supercruise first just gets dumped back into the normal space instance because it doesn't remember that you've just been there.

It's a really useful feature for getting to normal space from supercruise quickly - keep it off most of the time, as soon as the first person drops, lock to them to all drop out at once. It's useless for anything else but everything else you can take your time with anyway.
 
Navlock should tuck you in like an autopilot and the lead wing commander should literally be flying the wing limited by the speed and manueverability of the slowest ship. Jump by jump.

The jump range of ships varies even while you are jumping depending on how much fuel you have, what cargo you are carrying etc, it would need to be the shortest jump range ship, with a full fuel tank and full load of cargo.
 
Navlock should tuck you in like an autopilot and the lead wing commander should literally be flying the wing limited by the speed and manueverability of the slowest ship. Jump by jump.

RIght now, it makes more sense to just target your wing leader, select his nav target, and start charging your frameshift when he starts to charge his frameshift.

Yep, it's mad this isn't how it was implemented.
 
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