Auto-Launch in Odyssey Needs Work

Auto launch as been bad for some time now, but today FDev added a new twist - 5 sideys hovering in the slot, not moving just there in a nice line. I went by at 30m/s did not bump (no indication on shields) any but got numerous fines, 800CR worth, for reckless flying. The Auto launch is just plain bad for large ships on EDO - no problem for EDH on XBSX.

Update 20 minutes later: slot is still being blocked with a 9minutes on the clock. Really - nothing going in or out at Adams Market in Eotienses. After 4 minute wait station started shooting offenders and Auto dock took me inside and I'm waiting there now. Sad. Took about six minutes to land and I had to break auto dock twice to get it to move. Landing gear retracted twice before landing.

Just launch and it is getting worse if possible. Going to have to turn auto launch off and see if it works better. Rammed me into bulkhead - had to take control just to keep from ramming a second time; lost 2 rings of shields and was sternly warned but no fine this time. I'm afraid they have started to update code for U12 and it's not going to be fun - bugs are winning this game.
 
Last edited:
I guess it's just the random roll of the algorithm for Auto-Launch/Dock - irl pulled me away from auto-docking at Eotienses/Adams Market and from a distance I heard the station open fire on my cargo Cutter and I was flying EDH XBSX so it really is Elite DANGEROUS. Cannot even call it a lesson learned, more like a continuing observation, I knew not to let auto-dock take it in unattended. On the bright side, EDO has been doing much better and I really have seen auto-launch becoming more like EDH with smooth steady controlled approach to the slot. Rarely does it fly under or off to the side, but if it does it backs down sooner and if it does make contact it's less than 1% shield loss. o7 FDev - really makes a difference for traders.
 
There are obviously wise decisions behind reasons why they avoid adding everything "automatic"; one of them is "glitches".
And yet they still have added "auto dock/undock/land"... Remember complains "auto dock crashes my ship"?...

The only thing I would suggest here is removing auto stuff. It's not that hard to land/launch manually. It saves from nothing, player still need control how that "auto thingy" goes to interrupt when it turns into mess. The cases when nothing happened should be considered as "lucky", not as "regular".
 
Last edited:
Just boost!

Also.. What station are you that it is so busy?
Eotienses/Adams Market - I haul for Power Play (Patreus) and try to find ways to save time/be more efficient; auto-launch used to be the fastest/safest way to ensure I did not meet a large ship in the slot as I exited. And once I'm sure the radar only shows security patrols and not inbound shipping I do boost. Lately though there have been multiple ships stalled in the slot or backed up waiting to get out. Flying by them or nudging them out of the way generally gets a fine. I also used to do route planning (via bookmarks) while auto-launching - not so much now. Good that this traffic backing up is rare and the auto-launch sequence is becoming much more of a smooth controlled approach to the slot without the need to backup realign and move through the slot at 25m/s. Landing on FCs is another example of difference between EDO and Xbox EDH; the difference is remarkable, clearly different coding after one of the updates.
Personal narrative something something
Fair, short almost rant, but did help to know I was not alone and it has improved remarkably faster than via submitting an unconfirmed trouble ticket. Although I'm sure FDev was working the problem even without my input.
 
I gave up on auto-launch, because there a good chance it would fly my Cutter straight into the wall above and below the opening. Even the auto-dock is a bit crap now. The amount of times it over shoots landing my Cutter on a carrier.
Aye ive turned off Auto 'lift-off' in the cutter, i just dive it now like i drive my truck irl, foot down and everything can get outa my way :ROFLMAO:

O7
 
Auto-launch is weird. It'll consistently take off (fine) then rotate to align with the slot (fine) then start moving towards the slot (fine). Problems start when, despite being perfectly aligned and no other ships around, it'll either strafe up, or down, hard then accelerate hard forwards, ramming above / below the slot. You absolutely MUST have shields if you want to use Auto Launch.

The feature seems to go through phases like this, it'll be just fine for months, then several sessions in a row it's largely broken. You really cannot afford to not pay attention when using software that's supposed to mean you don't have to pay attention.
 
I gave up on auto-launch, because there a good chance it would fly my Cutter straight into the wall above and below the opening. Even the auto-dock is a bit crap now. The amount of times it over shoots landing my Cutter on a carrier.
Yeah, I noticed all that, too, but it seems to be limited to my Cutter. That ship is such a POS to fly manually, it's no wonder auto launch/dock has trouble with it. Why FD insisted on putting such crap thrusters on the Cutter is beyond me. If it weren't for its great cargo capacity I would have scrapped that Imperial garbage long ago... just imho. :)
 
Yeah, I noticed all that, too, but it seems to be limited to my Cutter. That ship is such a POS to fly manually, it's no wonder auto launch/dock has trouble with it. Why FD insisted on putting such crap thrusters on the Cutter is beyond me. If it weren't for its great cargo capacity I would have scrapped that Imperial garbage long ago... just imho. :)
Yep it only happens in my cutter, but i cant stop using it.
It looks amazing, 624 cargo, 2000mjs of shields, over 3000 military hull, enough weapons to laugh at Pirates (when i dont ram them!) and still jumps 35LY full.
Nothing comes close and its Right Hand drive!

I mean come on its a traders wet dream :ROFLMAO:

O7
 
I've been flying my t-9 for a few days, it also seems to occasionally have problem taking off and starts bumping into the station. Sometimes it seemed to fix itself, and others I had to override. Best used with a shield too... :)
 
I have this problem, too, mostly with Cutter, rarely with T9. If I remember good, in Horizons Adv.docking computer handled PIPS, what's not the case in Odyssey.
So I tried to set PIPS 2-4-0 and it was worse, at the end 3-0-3 works good. But of course I can't say it's solution, because I tried 3-4 times and it can be good luck.
If it works 100 times by different cmdrs, then it could be solution.
It's not logical to leave the engines at 0 PIPS, but maybe 8A thrusters Dirty G5 - Drag Drives are too aggresive for this mass? Good for speed but not for fine moves?
I don't know. Maybe ADC is optimised for non-engineered thrusters? But it works good for other ships?
However, I can pilot manually, but I like to take a look at this forum and Inara, during this automated processes.
 
@Darrack absolutely agree with liking the Cutter, for the same reasons. I love trading and support Patreus by hauling garrison supplies (3yrs). Noticed the Auto-launch issue seems to be specific to Cutter, now that I've acquired a Corvette. Consistent exits with no issues with it. Cannot give up the Cutter though as once you learn how to use the cutter slide (side slip when turning) flying other ships is almost boring. Also, as you've pointed out the cargo capacity/jump range really cannot be matched. I've also learned to have fun with NPC pirates and PP enemy chasing after me; submit, boost, reverse turn and practice fixed weapons (3 :LR beams) to strip shields, then snipe the FSD with 2 LR/super penetrator Rails, and run in and finish them off whilst KWS/fast scanning for Crs. Just learned that if you do not turn in the rush mining missions (6 day time limit) they will send 9 hostiles to take you out which pay about 1m CRs per kill. So Cutter is absolutely the best all round fun ship to fly imho. Thanks for the info o7 Cmdr.
 
Last edited:
Now I can confirm - after setting PIPS 3-0-3 on my Cutter (704 t cargo) I had no problems with auto-launch, auto-dock. Not a single one! I flew many times to Fozard Port, to my FC,
to other FC, to other stations to buy Tritium, and every time it was ok! Even in very crowded situations in Fozard Port, when big npc ships entered, waiting in queue, making space,
moving nearby the walls - Cutter never touched the walls. Also auto-dock to fleet carriers have been faster and easier.
It's not valid proof, because, who knows, next day it can be different, or for other cmdrs could be different. Maybe Update 12 will change this behaviour.
 
I'll give it a try; today was mixed with mostly good exits, but when it went bad, it was really unresponsive to most attempts. Usually ended up with a close enough to the slot to boost with 4 to systems. Thanks for the tip o7 @MVBanks
 

Slopey

Volunteer Moderator
Now I can confirm - after setting PIPS 3-0-3 on my Cutter (704 t cargo) I had no problems with auto-launch, auto-dock. Not a single one! I flew many times to Fozard Port, to my FC,
to other FC, to other stations to buy Tritium, and every time it was ok! Even in very crowded situations in Fozard Port, when big npc ships entered, waiting in queue, making space,
moving nearby the walls - Cutter never touched the walls. Also auto-dock to fleet carriers have been faster and easier.
It's not valid proof, because, who knows, next day it can be different, or for other cmdrs could be different. Maybe Update 12 will change this behaviour.
Didn't work for me - still spamming it into the station wall above/to the side of the slot if there's anything it need to queue for.
 
Didn't work for me too - 2 - 3 days it was ok, but then again to the wall. In another thread I read about switching off rotational correction, but also doesn't work for me.
And additionally, and illogical - sometimes empty ship has problems, but full of cargo (704 t) is ok!
 
Not just auto-launch, also auto-dock is broken. Just couple days ago someone lost a Cutter thanks to auto-launch:

Today I also released a video on the community event, carrying tritium .. it was a big mess thanks to auto dock/launch, there were ships stuck inside the airlock, on top of the grill thing (thing that is in front of airlock) and other crazy stuff!
The ship you see below on screenshot, was sitting there for lilke 5 hours (you can see it on my "10 BILLION CR run with carrier" video too).

20220604021856_1.jpg
 
Last edited:
Back
Top Bottom