Fleet carrier jump timer.

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I had a couple of jumps earlier in the day with not delay. Got me to where I wanted to end up at, but now no slots/1 hour delay. Time to go and do something else.

Steve
 
in what way is a bulletin board or IRC text chat (which discord essentially is at its backbone) the same as distributing assets for a computer game? Also, watch what happens to Reddit, Discord or basically any web based service when their servers suffer from a DDoS attack - which the mass jumping of carriers at times like these essentially is.
The problem is that the number required is very low. 200 carriers jumping at once is probably enough to DDoS the game.

And I'm a bit surprised with how much authority you talk when you say e.g. 15m is the absolute theoretical lower limit for an operation like that. I doubt you have seen more of Frontier's code than anybody else here.
 
I have never understood how carrier jumping could Ddos ED. It's positional data. Only people in the departure and destination systems need this data. Even if you had a Wing of players watching the arrival, that's 4 players.

And when did they add a cooldown timer for a cancelled jump?

Dumb....and more dumb. So instead of me staring at a frickin timer for an hour and change, its now 6 hours. No thanks!

Sorry guys, Expedition 4 is delayed until the magic player number for carrier jumps returns to a reasonable level.....whatever that is....
 
not come accross the fc time extended myself, jumped the fc a few times,but hear this a lot no idea why lots of good answers though,my day will come i expect now i feel left out lol.
 
Still long carrier jump times on Saturday, Aug 8. First time was 54 minutes. Canceled and tried again and it's 1 hour and 4 minutes.
 
:ROFLMAO: Next jump is 1:04 minutes.
These patches act like hand grenades. They just throw them away and wait for the damage.
 
Behind the scenes at Frontier when someone schedules a fleet carrier jump...

iu


Doris is doing her best , okay.
 
the only thing wrong with the old launcher ws scrolling past the legacy version in the selection window, rather than just grabbing the slider.
now it's 1.5 hours to jump a carrier, if you can get a slot.
monkey paw stuffs right there.
 
Still long carrier jump times on Saturday, Aug 8. First time was 54 minutes. Canceled and tried again and it's 1 hour and 4 minutes.
Regardless of whether there is some bug or not; what you describe here is literally getting out of line in a queue and then being surprised that you have to go to the back of the line. I have no idea why anyone would think cancelling and trying again would do anything positive. For the sake of the server, please stop doing this.

At this point, with all the people in this thread saying they keep cancelling and trying again to get a better spot, I'm like 75% sure the problem is people that don't understand a queue are accidentally DDoS'ing the FC server by constantly cancelling and rescheduling.

I just think it's odd that this doesn't affect me almost at all, and the main difference is that I play at least populated global time slot. Like, if you look at steamcharts for Elite, just to get an idea of peak times and such, I usually log on right before it bottoms out, and log off as soon as it starts to pick up again, Midnight to 4-5am Central US time. That seems to me to prove that the queue is working as intended, but there is too much traffic during peak hours.(or apparently, anytime that isn't "dead" hours)

BUT, it could be possible, however conspiratorial or unlikely, that Frontier "downgraded" to a cheaper server for processing FC jumps, as @yianniv postulated.
Only other "bug" I can think of is that the number of simultaneous jumps the server is allowed to process before activating the queue was erroneously lowered, ie. 256 to 8. (I have no idea what the real number is, I don't believe it's been stated) But you think that would be obvious and would have been fixed by now if that was the case.

Also, I don't think it's "White Knight-ing" to try and educate people who seem to be unaware of what a queue is or how it works. Like, stop cancelling and rescheduling, it's insanity to think that will do anything but further bog down the server. The only thing new about this, is that it has indeed lasted longer than previous Update slowdowns, which is why FDev are looking into it. Just don't be surprised when their "fix" is to raise the jump timer to 30 minutes with a 15 minute cancellation cooldown.
 
No the white knighting comments were put out when it was obvious that there was an issue and the blame was entirely the players not understanding how the game works ?
We are aware of the limitations of the game.
You know the saying for Elite "don't play on patch month ??? "
 
It's a problem with space itself. Hyperdrives put some strain on space-time-probability. And if that strain becomes too great, weird things can happen, such as the misjump of Jacques or people remaining behind alone in their space suits when a carrier jumps.
Through trial and error, people have determined a mass-per-time limit that is assumed to be reasonably safe. That's why ships do not exceed a certain size today. And that's why Panther Clippers or Class 8 Hyperdrives are currently not available to the general public.
Larger ships like carriers have to register their jumps with the hyperspace transport authority and wait for their allocated time slots. Usually people have to wait not much longer than required by the hyperdrives of the carrier. Sometimes it can be longer. Currently, some people are having a war with some thargoids, and maybe the strain that thargoid ships put on space-time-probability is not well understood - and maybe some people are erring on the side of caution here.
Be that as it may, the wait times are here to stay. Just wait and be happy when you finally arrive (1) at your intended destination (2) in one piece.
 
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