Notice Fleet Carrier Update - Known Issues

Try relogging (exit the game & go back in). System map data is cached & doesn't always show the latest info immediately.
I will do that when I am finished my shortish 1200 LY run mate thanks Riverside.

Sorry mate I quit the game not the launcher though and restarted the game. On checking still no name on the discovered entries. Frontier needs to fix this and until then no more selling on my own FC. As usual broken before we get to play with this.
 
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This may be another bug: The 'compare in commodities market' button in the galaxy map is missing.

I hope this will return. I know a lot of players are using external websites instead of this function but I always enjoyed the in-game trading features...
 
This may be another bug: The 'compare in commodities market' button in the galaxy map is missing.

I hope this will return. I know a lot of players are using external websites instead of this function but I always enjoyed the in-game trading features...

I miss this too. It may have been a performance issue related to carriers, which now appear on the station list. I would like an explanation for removing the functionality though, I used it a hell of a lot & like you, don't use external tools for trade.

The commodity filter on the galaxy map appears to be missing the icon to select a station to compare market prices to. Normally this is only missing when not docked.

In addition the manual search for system (from the station services screen) works, but the list of stations in a system no longer progresses one station per left or right key pressed, but jumps in multiples. So for example if a system with 3 stations is selected the middle one cannot be chosen because both left & right jump past it. Manually selecting a station from the long list of stations does work, but only after logging back to the station services menu & going back into the commodity market page.
 
Anyone else encountering the following issues?

  • After visiting an Engineer, you keep hearing the workshop SFX for as long as you will not restart the game
  • Squadron bookmarks being "gone", but when adding one, the rest pops back up again
  • When arriving at a station, one will not be hailed by the traffic controller. The same goes for the docking pad allocation speech.
Same issue
 
"Kill known pirates" mission + Collector limpet issue:

1. Equip your ship with collector limpet controller;
2. Put few limpets in the cargo;
3. Take "Kill known pirates" (plural) mission;
4. Find the target, interdict (or wait to be interdicted) and kill it;
5. Try to collect the materials using the limpet drone;
6. Problem: the first limpet always expires right after delivering the first material item.
 
Anyone else encountering the following issues?

  • After visiting an Engineer, you keep hearing the workshop SFX for as long as you will not restart the game
  • Squadron bookmarks being "gone", but when adding one, the rest pops back up again
  • When arriving at a station, one will not be hailed by the traffic controller. The same goes for the docking pad allocation speech.
Definitely had the other two but I'm not part of a squadron so obviously not that one, I've also had the button delay sound
 
"Kill known pirates" mission + Collector limpet issue:

1. Equip your ship with collector limpet controller;
2. Put few limpets in the cargo;
3. Take "Kill known pirates" (plural) mission;
4. Find the target, interdict (or wait to be interdicted) and kill it;
5. Try to collect the materials using the limpet drone;
6. Problem: the first limpet always expires right after delivering the first material item.

It's always been like that, if you're targeting any of the debris, that is. If you have a target selected that the limpet can salvage, it will expire when it's picked it up. Don't know why, but that's not new. So always make sure to not have anything selected before firing limpets.

If you didn't have anything selected, on the other hand, then that IS a bug.
 
I am asking myself in regard of all the bugs I read about and all the issues are posted here and within the issue tracker, how the test setup could be adjusted to prevent the current situation, we're in.
Beside focussing on the FC, a regression test for the 'legacy' parts of the game needs to be done under 'realistic' conditions. The server and IT setup/architecture should mirror the production environment (not 1:1, but if you have several servers for different roles, this needs to be respected). And for sure you need some mechanic to put load / pressure on the system. Best would be by simulation of players / commanders (are there any bots for E : D which could perhaps be used for such purpose?).

But writing my 2 cents I know exactly, that even the best test setup would not find you all the flaws and issues which could occur in reality. But they could be reduced - especially such, which affect nearly all Commanders.

I am really hoping, that FD will hold an internal lessons learned on this episode and - especially, as @FlySwat wrote - with Odyssey on the horizon, take the learnings to the tests of the new DLC.

Fly and stay safe

MadMath
Mad man, here is what I think "happened". Do you recall how the betas did not use new programming imbedded into current code? That was why everyone who used the beta started out all over the place. I was 35,000 LY from my current game position. The game developer folks said don't worry it's just a beta - we used the game code starting back in 2016 or something like that. It was very old. They didn't simulate the new code in the current code. Seems fine, right? Well, it's not. Not even close to fine. The idea of a beta was clearly communicated as a means to get feedback on the FC. But, that is not what real life programmers use beta's for. Its not supposed to be used to get VOC (the voice of the customer), it's supposed to be used to understand how well the new code changes function with the live code logic, current server protocols, system peak load handling, login functions, etc.... These guys used ancient game code to test their new FC code, then went live with the FC code embedded into the current code. That was a death nell. Code creeps up on you. You might think its not so different from 4-5 years ago but, it really is. All kinds of different programmers do things to add and adjust to ever changing system environments. The live code looks nothing like just a few years ago - you just don't realize or perceive that. If this is what happened, and I suspect it is the main cause of the heavy launch failures, then it is due to a very green, inexperienced software development team.

BTW: When done right , the adjustments to a properly run beta allow the programmers to look back while they have the time and fix the failures in an orderly way. They don't just patch it but, they look at all the different approaches they could tactically use to adjust the system software. Then its done in a neat, logical, well though out out way that can be understood if visited in a later date. It will also be more robust for future updates. As it is now, they seem to be patching things all over they place in a less than ideal way in terms of maintaining code order and management. The code becomes branched in all sorts of illogical or less optimal ways that lock out future options to cleanly adding new code and so the overall system capability and reliability degrades further and further. Eventually, you begin to hear cryptic statements from the programmers using words such as "legacy" or this game is "maxed out" or" has come to its useful end." At that point the customer begins to shift to other games.... I certainly hope this is not what is happening.
 
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Minor issue: when I docked on my carrier and open main menu, there is "serivce tarif: xx%" there. It shows 1% less then I set in management by slider.
Had something similar, purchased a FC equipped it but set NO tariff logged out, logged in the following day and the tariff was set at 10% and the next day it set itself to 8% That, the sound bugs and one or two other minor issues has forced me to put my FC into decommissioning until it's sorted, only minor problems but they're annoying.
 
It's always been like that, if you're targeting any of the debris, that is. If you have a target selected that the limpet can salvage, it will expire when it's picked it up. Don't know why, but that's not new. So always make sure to not have anything selected before firing limpets.

If you didn't have anything selected, on the other hand, then that IS a bug.
Do u have targeted chunk? Because if u do - then limpet delivers only this one and done. Repeat test and make sure u have NO target set when launching limpet. Tripple check.
 
If you have a target selected that the limpet can salvage, it will expire when it's picked it up. Don't know why, but that's not new.
The limpet moves faster if you have a target selected but expires after delivery. If no target is selected the drone doesn't move that fast but can collect over a period of time (class dependend).
 
Last update from Frontier about this bugfest: Wednesday at 5:58 PM
LOL. This is a shame ...
Radio silence isn't always a bad thing it could mean that they are quietly solving issues behind the scenes and I think that's what's happening because I've noticed the rates of posts on this thread has eased or with my conspiracy theorists hat on it could be they're having real problems solving things but don't want to anger or worry the fan base.
 
hi guy's just to remind you all it's Sunday ..... you have no chance of anything being fixed today, fdev will be having Sunday launch or have their feet up watching TV. so save it till Monday when there back at work and play something else like me. its a lot less frustrating ......;)
 
Where's the best place to report bugs? I have zero confidence in the issue tracker, especially with its upvoting mechanic.

  • If you're looking at the inventory panel as an auto docking sequence is occuring on a carrier, the transfer button is disabled as expected, but isn't enabled once the docking is complete. You have to ship transfer to get it it to work.
  • At all stations, once you dock and the menu becomes usable, focus is reset to the fuel icon once the ship docking animation is complete. Very annoying.
  • Not related, but its my pet peeve that's been broken for years.. for ground salvage / panel data missions.. anything where the seeking reticule is used, the proper animation when the reticule is moving is only triggered every other move.. not starting with the first one. If you're reading this tim, it only works as it should on the second hop and every alternate hop after that. Its so distracting to see it broken.
 
Where's the best place to report bugs? I have zero confidence in the issue tracker, especially with its upvoting mechanic.

  • If you're looking at the inventory panel as an auto docking sequence is occuring on a carrier, the transfer button is disabled as expected, but isn't enabled once the docking is complete. You have to ship transfer to get it it to work.
  • At all stations, once you dock and the menu becomes usable, focus is reset to the fuel icon once the ship docking animation is complete. Very annoying.
  • Not related, but its my pet peeve that's been broken for years.. for ground salvage / panel data missions.. anything where the seeking reticule is used, the proper animation when the reticule is moving is only triggered every other move.. not starting with the first one. If you're reading this tim, it only works as it should on the second hop and every alternate hop after that. Its so distracting to see it broken.
to be honest not sure there is a best place .. i agree the tracker is a waste of time, when i've used it my issue has not been looked in to. so this place is as good as any..:)
 
In case this isn't a known issue, the voice message and sound effect for "Message Incoming" come through, but the message does not show in the messages screen - this is the case for faction changes (Neutral to Cordial, etc) and also for mission updates (Location of target etc).
Keep up the dev work!
Thanks.
 
In case this isn't a known issue, the voice message and sound effect for "Message Incoming" come through, but the message does not show in the messages screen - this is the case for faction changes (Neutral to Cordial, etc) and also for mission updates (Location of target etc).
Keep up the dev work!
Thanks.
this has been already talked about earlier in the thread, im pretty sure its an other known issue.. try do a search on your issue,you will see others have the same issue..;)
 
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