Anyway to get around 'No Time Slots' issue with FC jump requests?

Hi all, is there any way to get around not being able to initiate an FC jump ?

It's been 7 hours and still can't initiate a jump on my FC :( - I've even managed to get to the point where it's full of materials for my colonisation attempt.

Grateful for any advice
 
i'm getting this also. i tried like 25 times and all i get over and over and over is
FLEET CARRIER JUMP REQUEST FAILED
No Time Slots
 
Kept thinking alternating between Open, Solo, Group game modes could help but it makes no difference so I guess it's purely server side?

Has anyone had any luck with any workarounds? - only thing I can think off is figuring out off-peak times to try (2am-6am GMT ?)
 
after approximately 40 tries, i was able to get in queue !!!!! :)
jumping in 1 hour 15 minutes (same as i have gotten since wednesday)
 
Have copious amonts of alcohol on hand and take a drink everytime the jump request fails. By the time you get a slot you won't care anyway. Works for me.

Pro tip: When you do get a slot log out and go do something else (have even more to drink maybe - this is a suggestion and not an order). When you log back in after 75 minutes your Carrier awaits in the desired spot by which time you're far too drunk to remember what you were trying to do and the game is so much the better for it.
 
as in there's specifically a better chance on the minute ?
I have been unable to get a FC jump as well... I tried waiting until the clock ticked into the top of the minute, and it worked. I have no idea if THAT'S what did it, but I have a one hour and 15-minute wait time now.
 
the wait time (or not being able to jump at all) is getting old fast..

I get that carriers with markets and multiple players need some sort of extended time to sync databases around, fine. But that should be optional stuff. Jumping a carrier that is only used by the owner and doesn't care to participate in the market system should be able to uninstall or turn that stuff off and function no different than jumping the player's ship to a new system.

They can put the enabling/disabling etc behind the standard "time slot" delay - but once that time is up and everything has synced - it should behave just like jumping a player ship (no delay) until such a time as you go to enable those features. I'm perfectly ok with sacrificing those functions of a carrier so i can move it where and when i want to move it.
Could also make it only reachable via the owner's instance, so it doesn't even need to take up a slot in the system or show up on maps.

I know it's possible to set things up to work that way because they have the colonization ships jumping into systems in 3 min. It's not all that taxing on computers to update a database field to switch the current location from 1 place to another when there are no real dependencies that asset has on unrelated systems.
 
the wait time (or not being able to jump at all) is getting old fast..

I get that carriers with markets and multiple players need some sort of extended time to sync databases around, fine. But that should be optional stuff. Jumping a carrier that is only used by the owner and doesn't care to participate in the market system should be able to uninstall or turn that stuff off and function no different than jumping the player's ship to a new system.

They can put the enabling/disabling etc behind the standard "time slot" delay - but once that time is up and everything has synced - it should behave just like jumping a player ship (no delay) until such a time as you go to enable those features. I'm perfectly ok with sacrificing those functions of a carrier so i can move it where and when i want to move it.
Could also make it only reachable via the owner's instance, so it doesn't even need to take up a slot in the system or show up on maps.

I know it's possible to set things up to work that way because they have the colonization ships jumping into systems in 3 min. It's not all that taxing on computers to update a database field to switch the current location from 1 place to another when there are no real dependencies that asset has on unrelated systems.

you just need to persuade Dav to increase the frequency of his cron job and increase the threshold for number of requests in a minute.
 
as in there's specifically a better chance on the minute ?

A certain number of queued requests probably get processed at a time, these are probably timed to happen in whole minutes rather than part of, so say at the end of the minute 10 CMDR's jump requests get processed, then 10 more slots immediately open up in the queue, if you can get in at the first few seconds you are probably more likely to get a spot. Of course having it now posted on the forums for everyone to see probably means every single player who reads the forums will now be doing exactly the same, maybe would have been better sent as a PM (y)
 
Don't worry I suspect it's only the most fervent players that visit these forums, much less delve into the comments of the 17 different threads that there are about this.
 
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