fleet carrier jumps

it would be a great help if the fleet carrier jump could be set at say 1200 lyrs and set to auto jump after cooldown untill destination is reached using fuel stored onboard fc so the final destination could be set and left for you to carrt on exploreing with a ship and meet fc later
 
That's a novel idea, I am surprised no-one thought of it before.

Umm, you do know you can plot a jump for your Fleet Carrier from your ship no matter where you are, and it takes all of, oh I dunno, 2 minutes or so, so you can explore all you want and just keep jumping your Fleet Carrier until it runs out of fuel.
 
Yep, you can use your remote carrier interface (the one on the first tab of the right panel) to plot the next carrier jump while you are out exploring.

Lifting carrier jump restrictions and allowing multi-jump route plotting have been discussed many times on the forums, there's a suspicion Frontier do not want to make long distance travel too easy...
 
it would be a great help if the fleet carrier jump could be set at say 1200 lyrs and set to auto jump after cooldown untill destination is reached using fuel stored onboard fc so the final destination could be set and left for you to carrt on exploreing with a ship and meet fc later

Yep, you can use your remote carrier interface (the one on the first tab of the right panel) to plot the next carrier jump while you are out exploring.

Lifting carrier jump restrictions and allowing multi-jump route plotting have been discussed many times on the forums, there's a suspicion Frontier do not want to make long distance travel too easy...


Yea, they definitely dont want players to play the game while they're not online and actually playing the game
So no auto jumping (since you can schedule the jump and it will happen even if you log off)
 
Still, it's very annoying to have to use the 3rd party Fleet Carrier Route Planner to go anywhere further than 500ly. How useful it would be if the in-game route planner could plan multiple jumps to a destination. Or at the very least, filter out stars >500ly so I can pick one close to the edge of my range.
 
Now your getting it! Neither FD or me want it to be easy mode, otherwise whats the point? 🤷‍♂️

O7
Hm, the point ? Not having to stare at the screen or at least return to it every 15 minutes for 11 hours straight when jumping a carrier from the bubble to Colonia ? Of course you'd also require your Tritium Depot officer to actually do something for his upkeep, like refueling the internal tank from Tritium in cargo when running dry. But even unattended jump routes until the tank is dry would already be much appreciated.
 
As a passenger, that cooldown should not affect you, as the next jump has another 15mins timer, so make that 20 and drop the separate 5 mins. Or let the map recheck the cooldown status when setting the destination and if the timer is down to 0, allow for selecting the next system immediately and not stick to your cooldown prohibits. The way it currently is works is like open map -> find next system -> map says no, no, cooldown in progress! -> close map -> find the counter and wait -> reopen the map, fit in the destination again and hope for the best. A minor issue, but if you travel long distances in a row (like 10 jumps in sequence), following a list of pre-calculated jump points, it gets on your nerves rather soon ;)

As for the route planner, Spansh has one (https://www.spansh.co.uk/fleet-carrier), but you probably already know that. Just hope that it calculates correctly and the target system actually exists, otherwise, be prepared for some hours trying to get on route again (happened to me only once, though).

O7,
🙃
 
it would be a great help if the fleet carrier jump could be set at say 1200 lyrs and set to auto jump after cooldown untill destination is reached using fuel stored onboard fc so the final destination could be set and left for you to carrt on exploreing with a ship and meet fc later

A carrier can jump up to 500ly each time, which when compared to what even the best ships can do is a long way. In that respect I think what you are asking for (to 'chase' the carrier while exploring) is a function the game already offers, and you just want it to be a longer distance. I think 500ly is enough for a single jump and you are not asking for more (although 1200ly in your proposal seems odd, I'd have thought requesting some multiple of the 500ly theoretical maximum jump would make sense).

I can imagine that to allow a carrier to make multiple jumps (rather than just increasing the max jump range) would require the addition of a route plotter and a UI tweak to enable that (basically what we already have for ships, up to 20,000ly by design and bookmark bugs reveal it's clearly capable of more). So a 3 jump max seems like something, if added, would quickly raise the question: why not more? At least until the fuel in the tank is consumed every 3,500ly or so & a Cmdr refills the main tank & the carrier owner effectively clicks a continue jumping button.

I like the idea of adding a multi-jump route plotter for the carrier, it would be a nice QoL feature with the only minor downside being the potential objection that it's not actually playing the game, and presumably could happen with the player logged out. Personally I don't think this makes the request to add multi-jump functionality to carriers a bad one, although FDev may not be keen on the additional server load.
 
It must be one of the worst experiences in the whole game to try to quickly take your fleet carrier between the bubble and colonia...
I did it a couple of years ago with my ALT CMDR to get the Odyssey engineers unlocked and upgrade suits and weapons. Part of the way out I jumped head in a Dolphin scanning systems (helps with an engineer unlock). 16 hours one day, about 8 the next.

Steve
 
I think it's ok for anything else, but switching to the game every 20 minutes to plot (and maybe refuel) for 15 hours straight is not fun. I can only conclude that we're not supposed to do that.
 
They definitely didnt design Carriers for racing nor for regular ferry operations between Bubble and Colonia
Yet they introduced a few reasons to do exactly that. There have been cargo CGs in Colonia with juicy rewards that wouldn't have reached max tier if there hadn't been carrier megafreighter shipments from the bubble. There are engineer blueprints in Colonia that are not available in the bubble, and you can't pin all of them due to how they're distributed among the Colonia engineers. So if you want those blueprints on all your ships it's faster and cheaper to bring them all along on you carrier instead of transferring (expensive) or individually flying them one by one (even more tedious than to jump the carrier all the way).
 
Hm, the point ? Not having to stare at the screen or at least return to it every 15 minutes for 11 hours straight when jumping a carrier from the bubble to Colonia ? Of course you'd also require your Tritium Depot officer to actually do something for his upkeep, like refueling the internal tank from Tritium in cargo when running dry. But even unattended jump routes until the tank is dry would already be much appreciated.
There's a reason that carriers are slow, they were never designed to overtake exploration in a normal ship which even in something as moderate as my 50LY python can easily get anywhere accessible by said ship faster than a carrier.
What we don't want is FCs turning into glorified Star Ship Enterprises getting from one side of the galaxy in a single bound or even automated by themselves.
They are a tool to aid exploration with the convenience of having multiple ships at your fingertips and repair/sell data etc.

O7
 
There's a reason that carriers are slow, they were never designed to overtake exploration in a normal ship which even in something as moderate as my 50LY python can easily get anywhere accessible by said ship faster than a carrier.
What we don't want is FCs turning into glorified Star Ship Enterprises getting from one side of the galaxy in a single bound or even automated by themselves.
They are a tool to aid exploration with the convenience of having multiple ships at your fingertips and repair/sell data etc.

O7
You could double fleet carrier speed and still be faster in a ship. Semi-automation being able to plot a route for a full tank would still make sense for something as slow as the carriers are.
 
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