Elite Dangerous | System Colonisation Beta Details & Feedback

Does anyone else have the issue that they do not get passenger missions at their Stations?
I did build some colonies some 200 Ly upwards (north) from the core and the stations here show no passenger missions, which is annoying me to no end.

I have a cluster of 3 systems close myself and there are other colonies here as well.
For example this recently completed Ocellus has 0 Passenger Missions available - https://inara.cz/elite/station/901393/
 
Let me clarify - if e.g. a T2 ground structure is demolished, the architect is refunded the point spent to build that structure. What complicates things is if a structure is the prerequisite for another structure that has been built, and demolishing that prerequisite structure would invalidate the other structure in question.

There would have to be rules, yes, and checks to avoid such cases.
yep that sounds good.
 
Does anyone else have the issue that they do not get passenger missions at their Stations?
I did build some colonies some 200 Ly upwards (north) from the core and the stations here show no passenger missions, which is annoying me to no end.

I have a cluster of 3 systems close myself and there are other colonies here as well.
For example this recently completed Ocellus has 0 Passenger Missions available - https://inara.cz/elite/station/901393/
You can get VIP missions but group passenger missions never appear. Same thing with ground CZs never appearing in colonised systems, seems like someone only got halfway through implementing all this stuff before it was released.
 
Let me clarify - if e.g. a T2 ground structure is demolished, the architect is refunded the point spent to build that structure. What complicates things is if a structure is the prerequisite for another structure that has been built, and demolishing that prerequisite structure would invalidate the other structure in question.

There would have to be rules, yes, and checks to avoid such cases.
I have followed this discussion for some time now, and I have become quite convinced that there are enough BGS and PowerPlay related reasons for Frontier to not allow players to decommission completed stations and installations. But maybe they could allow decommissioning of unfinished construction sites.
 
I have followed this discussion for some time now, and I have become quite convinced that there are enough BGS and PowerPlay related reasons for Frontier to not allow players to decommission completed stations and installations. But maybe they could allow decommissioning of unfinished construction sites.
Funnily enough I have followed the discussion too and come to the other conclusion! Other things can get removed from the BGS and the whole universe doesn't implode. If the BGS can't handle destruction of an installation due to lack of capacity then allow players to modify the type of installation and/or outpost etc. Nothing gets destroyed and in effect that changed installation has been flipped. I just wish we would get an update from FDEV re. colonisation.
 
Not sure if this has been mentioned before however, I have been building some stations in a large crater and this has resulted in an immersion breaking bug, where it is possible to supercruise to another system through the crater wall as shown in the screenshots. While not essential it would be nice if it could be prevented in a similar manner to the way you cannot supercruise through a planet itself (not sure how easy this is to do or not).

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Thank you for the consideration
 
Not sure if this has been mentioned before however, I have been building some stations in a large crater and this has resulted in an immersion breaking bug, where it is possible to supercruise to another system through the crater wall as shown in the screenshots. While not essential it would be nice if it could be prevented in a similar manner to the way you cannot supercruise through a planet itself (not sure how easy this is to do or not).

View attachment 437232

View attachment 437233

Thank you for the consideration
If you're talking about jumping and not SC then the ship jumps at the point of time where it is, ie it doesn't travel ahead it jumps through witch space.
Just like Vice Admiral Holdo could not have damaged Snokes ship by engaging hyperspace.

O7
 
Not sure if this has been mentioned before however, I have been building some stations in a large crater and this has resulted in an immersion breaking bug, where it is possible to supercruise to another system through the crater wall as shown in the screenshots. While not essential it would be nice if it could be prevented in a similar manner to the way you cannot supercruise through a planet itself (not sure how easy this is to do or not).

View attachment 437232

View attachment 437233

Thank you for the consideration
I have seen this effect since around 2016, when I started, leave a Coriolis with the jump point behind you get far enough away in a straight line to clear the mass lock then charge for the jump and turn to head for the jump point, as long as you reach speed before the mass lock point the jump will start.
Which takes you out of real space and into Wytch space so you don’t fly through the Coriolis.

Same thing in a crater as long as you are far enough up and don’t get too close to the wall.

It might be immersion breaking if where are ships are in jump was as connected to movement and real space as supercruise is but as it isn’t I just think it is cool.
 
Does anyone else have the issue that they do not get passenger missions at their Stations?
I did build some colonies some 200 Ly upwards (north) from the core and the stations here show no passenger missions, which is annoying me to no end.
Yep, same here, even on a station that I built to have a Tourism interior. No passenger missions whatsoever on the stations - although tourist ground settlements have them.
 
If you're talking about jumping and not SC then the ship jumps at the point of time where it is, ie it doesn't travel ahead it jumps through witch space.
Just like Vice Admiral Holdo could not have damaged Snokes ship by engaging hyperspace.

O7
If that is the case why can we not do it through a planet? (you have to have line of sight for it to work when a planet is between you and your destination)
Regardless of the answer to that question thanks if its not a bug I guess its working as intended
 
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