Cannot belive why carrier system lock is not adressed ?

I'm about to abandom the game only because of this issue.
Sitting hours trying to find jump spots instead of playing the game...
It should be prioritized to fix this problem, 150+ carriers locking up systems, some of them sat there for weeks without the owner even logged on.
Sad.

Goodbye to the game I loved for so long!
 
Oh well, thats the problem since day one, you cant enter a CG system with carrier, because to many other carriers are already there.
Its bad luck for you.
It does not matter if the player is logged in or not, the carriers money is substracted every week and as long the money gets paid the carrier will stay.

I have a carrier too that stays in a system for months without moving.
It got moved by Frontier once because of targoids.

I think i own it quite a while now and never figured out what the advance of a carrier really is. If your into exploring i get it. Now with colonizing it makes sence to gather all materials there, but everything else as solo player?
Basicly its my mobile shipyard and costs me money every week aside from that it has no use to me.
 
Oh well, thats the problem since day one, you cant enter a CG system with carrier, because to many other carriers are already there.
Its bad luck for you.
It does not matter if the player is logged in or not, the carriers money is substracted every week and as long the money gets paid the carrier will stay.

I have a carrier too that stays in a system for months without moving.
It got moved by Frontier once because of targoids.

I think i own it quite a while now and never figured out what the advance of a carrier really is. If your into exploring i get it. Now with colonizing it makes sence to gather all materials there, but everything else as solo player?
Basicly its my mobile shipyard and costs me money every week aside from that it has no use to me.
The convenience of your ships and modules all being one place, so you don't have to pay to have them shipped where you need them?
 
Its not a system FD can fix.

There are a limited number of slots on each system, so if a system is full, that's it.

The jump queue peaks on days when something major is going on and the queue exists because of technical limitations. But those peaks come and go.

In short, don't sit trying to get a jump spot for hours, find a system near to where you want to be that isn't full and just accept others got there before you.
 
I'm about to abandom the game only because of this issue.
Sitting hours trying to find jump spots instead of playing the game...
It should be prioritized to fix this problem, 150+ carriers locking up systems, some of them sat there for weeks without the owner even logged on.
Sad.

Goodbye to the game I loved for so long!
Do what everyone else does and find a nearby system instead. After all, it usually only adds one short jump to reach the CG .
 
There is one thing FDEV could do: Give us a queue. If requesting a jump, and no slot is available, enter the request into a queue and then automatically retry at an interval that's not too hard on the servers. That would be a huge QoL change.
 
if thats the worst thing that can happen in elite and makes you leave the game,but when the car park is full its full.so park somewhere else,common sense if you think about before you throw youre toys out the pram.
 

rootsrat

Volunteer Moderator
I'm about to abandom the game only because of this issue.
Sitting hours trying to find jump spots instead of playing the game...
It should be prioritized to fix this problem, 150+ carriers locking up systems, some of them sat there for weeks without the owner even logged on.
Sad.

Goodbye to the game I loved for so long!
For hours though?
There are 400 billion systems in the game, surely you can find a spot nearby.
 
Its not a system FD can fix.

[...]
It absolutely is though. Why is the number of slots so limited? Because Frontier designed it that way. FCs are just stations that can change location.

Space is big, all FCs players could ever own would fit easily in a single star system.

It's simply a design limitation, but not one that Frontier would ever change I'm afraid.
 
It absolutely is though. Why is the number of slots so limited? Because Frontier designed it that way. FCs are just stations that can change location.

Space is big, all FCs players could ever own would fit easily in a single star system.

It's simply a design limitation, but not one that Frontier would ever change I'm afraid.
This is plain wrong. Yes, space is big, but the storage/database capacity for each system is still finite. In the end of the day this is not the milky way, it's a game running of hardware with clear limitations. It has to be broken up into segments. Yes, you could probably get all the carriers into one system....if you made that system take up all the database space and allow no carriers anywhere else.
 
It absolutely is though. Why is the number of slots so limited? Because Frontier designed it that way. FCs are just stations that can change location.

Space is big, all FCs players could ever own would fit easily in a single star system.

It's simply a design limitation, but not one that Frontier would ever change I'm afraid.

Can't answer why it is, just going off what FD have said. I presume as you add more and more it requires more overhead on the system in some way.

I'm pretty sure its not a hard cap, just the more that get added the bigger the issue becomes, so FD decided on a number they felt comfortable with.

One possible reason is that FCs need to be a certain distance apart (like 200km or something, like settlements?) as they need to be in their own instances, so FD decided on the number based on the orbits and distances they would be around the smallest bodies.

Maybe they could make the number of slots vary base on each bodies mass. But its just spitballing, since we will never know the exact technical reason they limit it.

And let's be honest here, even if they upped the number to allow 10x as many FCs in a system, the slots would still fill up instantly and people would still complain.
 
Can't answer why it is, just going off what FD have said. I presume as you add more and more it requires more overhead on the system in some way.

To do with the 64bit address limitation I believe. Each slot in system where you can have a station, planet, moon, fleet carrier etc requires a unique address in the 64bit address space available for the galaxy, so there are only so many 64bit addresses available for the entire galaxy. Yes you could fit millions of 64 bit addresses into a single system, but what happens when someone goes to colonise a system and build stations and suddenly there are no 64bit addresses left, out of luck I am afraid. So FDEV have limited the address pace available for each system so that we can continue to expand and they can continue to add new content. According to the tech talks the last 9 bits in the 64 bit address assigned to a system is reserved for in system objects, with one being the star, so 511 objects plus the main star in the system. Stars, planets, moons, stations and fleet carriers count for this limitation, I suspect surface objects may not but I am not sure about that. Anyway, here it is, this is how the 64bit digit is assigned to system in ED.

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I just think quitting the game over this issue out of all of them is just… a bit weird. I never had an issue with carrier parking even near busy locations.

Often it is faster to just have it at a nearby star or planet close to the star than to be at a world distant to where you actually want to have the carrier. Or if you’re looking to shove it near one of the Traildumperblazer ships… honestly, just find somewhere else that’s a convenient resupply location for refinery goods. There are plenty of them and unless you absolutely need a nearby spot for emergency power cells without being right by the pocket of space that makes them at starports, they will do just fine.
 
Hi :)

I just think quitting the game over this issue out of all of them is just… a bit weird. I never had an issue with carrier parking even near busy locations.

Yes...it does seem a bit of an extreme reaction, though to be fair I can understand the frustration here, as in this instance certain players due to their actions really do have a real impact on the game which can be viewed by some to affect their own gameplay negatively.
I do think though imho. that some form of time limit should apply to player carriers being parked up in some systems. After that time limit has been exceeded the carriers would be moved to nearby adjacent systems perhaps?🤷‍♂️... but then, this could upset some players if their own carriers were moved from their own claimed systems. :oops:

I guess we have to accept the game's working design is not a hundred percent perfect, and accept that...warts and all. 🤷‍♂️

Jack :)
 
Speaking as a Brit, this is a game designed and delivered by Brits in jolly old Cambridge (none of this new fangled new world pretender nonsense).
Any hoo, to my original point - please adopt very well established and much loved Brit principles and form an orderly queue.

Usually 15 minutes or so of polling around the 6 Trailblazer systems will secure me an FC slot orbiting the same body as the ship. I don't believe that I'm unusually favoured by the RNGods 🤷‍♂️
Failing that I go off, take some time and do something more interesting.
Once I have secured my slot I usually only load materials 'specially' available on the Trailblazers (mainly CMM Composites to avoid the landfall risk) and then quickly move on to less hectic systems for the commonly available bulk materials.
I very rarely move my FC to CG systems - very rarely see any benefit to that.
I find these over-subscribed systems tend to be a bit slow and glitchy which is irritating and encourages me to move on asap - certainly not something to be helped by lifting the current FC slots/body limit!

I'd prescribe some therapeutic exploration - rack up those credits (free ARX and Exo rank to boot) with some first disco stratum tectonicas, maybe returning to the bubble for the Panther Clipper MKII release - it's gonna be a blast :ROFLMAO:
 
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