Hmm, already tried a few times, hopefully its not done that!Wait until Thursday. Unless you want two or more orbital construction sites over the same place![]()
Hmm, already tried a few times, hopefully its not done that!Wait until Thursday. Unless you want two or more orbital construction sites over the same place![]()
I read somewhere that Orbital outposts have a fixed economy that can't be influenced.
If so what's the point of a Civilian orbital outpost with a colony economy, or will this one become agricultural in the same orbit as a space farm for example?
There was a post that listed the outpost types and there default economies which said that some were fixed and some weren’t.I read somewhere that Orbital outposts have a fixed economy that can't be influenced.
If so what's the point of a Civilian orbital outpost with a colony economy, or will this one become agricultural in the same orbit as a space farm for example?
nope your honor - T3 planetary Port needs 21.5 Kto Mats per Pop-Point, Civil Port T1 Clothos needs 18 Kto only.Until it happens there is no reason to build something else besides T3 planatery ports because it have best stats. It is stupid to build coriolis and asteroid base, for example, because it seems ability to buld T3 ports will be blocked because of that ***** construction point increase mechanics.
No, it's not a solution. It is a workaround that is a bit better than relogging.It's not a solution. It should be changed.
Imho you can change the economy of Orbital outposts, regardless of whether they have an initial economy or not.I read somewhere that Orbital outposts have a fixed economy that can't be influenced.
If so what's the point of a Civilian orbital outpost with a colony economy, or will this one become agricultural in the same orbit as a space farm for example?
What? Why just 3 commodity slots? Thats hilarious, better be a bug tho, how does that even happen? Has fdev acknowledged/said anything about it?nope your honor - T3 planetary Port needs 21.5 Kto Mats per Pop-Point, Civil Port T1 Clothos needs 18 Kto only.
Same applies to SoL.
Currently the Ports anyway are not really favourable as their markets just have 3 Commodity-Slots.
Ok but the game saying you can't place within 100kms but it's actually you can't place within 200kms is incorrect info in the game thenno, it's not a mistake, the radius of each object is 100 km. i.e. 100+100=200
Why not just pay ARX?sorry, please don´t take this personally, but I am fed up with all that meeh, meeh, meeh here in the thread.
CMM / Insulating membranes not available at my favourit startport and I don´t want to use a medium ship to get them, FC are blocking all the slots in systems with Trailblazer ships, I have to approach docking area at construction site manually until in clear range, guys are you pilots or are you flying a desk?
Why not complaining "I just want to push a button and have my construction finished already"???
Xenia out.
Those cargo containers and stadium lights are hungry...Heh. After losing 50% of my shieldless Cutter's hull numerous times at orbital construction sites due to crazy auto-dock I'm now docking her manually. Those repairs were becoming expensive! The screens there are a pain though.
I could get behind an extended large docking pad with clear access though. (Shakes fist at the galaxy).
For those who have ship kits, they do count for catching on obstacles while attempting to dock.get your point, boosting a T-9 Brick with G5dirty through the construction-site.
Cutter I banished as she´s drifting to strong for my liking - most possibly the reason for your collisions, as the docking computer also has trouble compensating for that - and with the amounts we have to haul, that 4 tons of cargo-space (flying barebone 788 to) difference between Cutter and T-9 do no matter....
It's the weekly server tick overload.BGS continues to fail to update in my colonized systems.
It's the weekly server tick overload.
My feeling is something has got to give sometime because we're building systems that we don't even halfway understand![]()
Started system colonisation with enthusiasm, now into second system as game time is limited, no squadron affiliation (approx 2hrs per session and would not expect help if I couldn't contribute similar) cannot see how the next 'Vanguard' update would change that also.Greetings Commanders,
With the launch of our Trailblazers update we will be bringing System Colonisation to Elite Dangerous! The launch of System Colonisation will be as a live Beta for the feature, allowing us to review data and make adjustments over time. This is a significant update to Elite Dangerous and whilst we are very happy with the feature we do understand that some fine tuning may be required initially.
Though this is a Beta it will be on the live version of the game and any actions/progress made will NOT be wiped unless a significant issue is identified. Here is a brief explanation of how the Beta works:
What the System Colonisation Beta is
- Feature complete
- All actions/resource payments made are final and will not be refunded
- A period where we can monitor data and make balancing adjustments
What the System Colonisation Beta is not
- A work in progress
- There will be no progress wipes
- There will be no resource refunds
The aim of the Beta is to gather data and feedback specifically focused on resource balancing. We are happy with the System Colonisation feature itself and whilst we are always happy for you to share your feedback the aim of this Beta is aimed firmly at resource balancing and not changes to the feature itself.
To help us in our balancing we will be using this thread for you to share your feedback on the following areas:
As always you are welcome to share additional feedback on the forums or to raise an issues you encounter on our Issue Tracker.
- Amount of resources required
- Amount of time/distance taken to complete tasks