Notice Fleet Carrier Update - Known Issues

the idea that you need a secondary ship to transfer things within the carrier is dumb. it's not like your ship has to move to a different pad for fuel depot, so it's not even a function that is simulated in the game as to being necessary.
Perhaps, but then you would need some additional UI mechanism for initiating/commanding transfer from cargo to Fuel Depot. Making it automatic is not a good idea because a Cmdr may want to hold his Rocket Tea for sale rather than as fuel. In any case it would still require an additional UI element. The current method simply uses the already-existing ship cargo handling routines.
 
It takes at least 1 hr to set up your FC. You have to transfer your ship fleet and spare modules to it, they may not have already been sent to the buying station ahead of time, you need to set up and buy modules, set commodity markets, set security, etc etc. And for some as it took the 6+ hrs to just be able to buy, they now want to go to bed for 8-10 hrs, and sort all that tomorrow. If they are still there tomorrow they are blocking IMHO. Took me about 4 hrs from hitting "update at 6pm BST to be able to buy, set up and then make my first jump, and I had transferred all my stuff to the selling station days before so it was "on the doorstep" for FC transfers.
Not sure if blocking is an issue; I was finally able to purchase my FC this morning... it put it 45,000+ LY from the purchase station. I got there right before a patch shutdown, so there it sits, and I won't be able to get back to it until tonight, to do the setup.

Most of my ships are elsewhere, though, so I'll either jump the FC there after setup to lower the xfer costs, or just pay it, and xfer while I do other setups.
 
it will put it in adjacent systems if needed.

there's no blocking.

also, nobody needs to transfer anything to the carrier at the point of purchase except credits. That process shouldn't take more than a dozen minutes unless you're really undecided and going to immediately start heading out into the black.
 
Black adder when donating tritium. The tritium I mined isn't in my cargo hold, dont know if it actually made it into my tank, gonna go mine more and find out.
 
Takes far to long to move goods from carrier to ship. Can you please set the speed to that of the station's commodities market transfer widget.
 
Minor issue: I'm just transferring ships from a nearby station to my carrier. Each transfer triggers a voice "incoming message" but no message is displayed. Now, where the ships arrive, I get the usual message (but this time without voice comment). I guess both is somehow connected, just not correctly in sync.
Heh, sounds like they fixed 1/2 of that one. In beta, it announced arrival immediately, and you had the message (but not the ship; that arrived "on time", with no notification). :)
 
In Passenger Missions, requests or updates to the mission are not appearing in the Inbox when they arrive. I can only see them once i have completed a segment or the entire mission. If a passenger is requesting a specific commodity or detour that is not immediately visable.
 
I cannot see the messages from the npcs in my inbox.

When doing a mission and some bonus condition is incomig, there is no email in my inbox, but mision in my left tab still get updated (faster delivery or enemies).

When in blue USS marker with a trading T-9, it is impossible for me to accept a mission to deliver goods.
 
Do this:
1. Dock into the surface settlement
2. Plot the jump route to the system, which is behind the planet (so you can't jump to it right away)
3. Undock
4. Move out of the mass-lock area
5. Initiate supercruise
6. Align to the escape vector
7. Watch the jump target change at the moment of switching to the supercruise
 
I know they're working hard over at Fdev and fixes will come as and when they're ready and its appreciated but how in the name of all that is holy can a live version of the game be worse than any of the two betas? what's been done to the live version that wasn't done in beta? Why did none of these problems arise in either beta? Obviously I know less than nothing about coding and such but I just don't get it.
As a developer, let me just say, that while testing/staging environments are designed to be as close to "production" as possible, not everything can be 100% identical (in a financial system, for example, you don't really want to initiate that bank transfer in a non-production environment). So, while everything may have worked smoothly in the beta environment, there can be unexpected / unforeseen effects when put into the live environment. Just saying "it's not that simple". I would also point out that it's almost always better to "fail forward", than to "roll back" and have to start all over. Finally, remember everyone, this is just a game; give them time to figure out why things went awry, and take care of them.
 
1) Depositing Tritium into the Fuel Depot is the same as putting into the carrier's tank. Tank holds 1000T of Rocket Tea.
2) Once the Fuel Depot/Tank is full, ship can transfer Rocket Tea directly into regular cargo hold space. The cargo hold is not an auxiliary fuel tank, just a storage facility.
3) A ship's cargo handling capacity must be used as the "intermediary" you cite when transferring Rocket Tea from the cargo hold to the Fuel Depot. This is the part most people find too much work. Personally I don't, but whatever flies your carrier :).
I don't mind the "work"; the problem is that you cannot do it remotely, so if you want to send you're carrier more than a tank's distance away, you have to follow it with a ship. :(
If there was actually an auxiliary fuel tank, I could remotely (carrier management) schedule jumps until the tank(s) are empty. If the (aux) tank was large enough, for instance, I could start it off from bubble to colonia, whilst I fly my exploration ship ahead (it's faster, distance/time), exploring away, and play around in Colonia, until my FC showed up (as I scheduled jumps ... or, imagine this, being able to set a route...)
 
I don't mind the "work"; the problem is that you cannot do it remotely, so if you want to send you're carrier more than a tank's distance away, you have to follow it with a ship. :(
If there was actually an auxiliary fuel tank, I could remotely (carrier management) schedule jumps until the tank(s) are empty. If the (aux) tank was large enough, for instance, I could start it off from bubble to colonia, whilst I fly my exploration ship ahead (it's faster, distance/time), exploring away, and play around in Colonia, until my FC showed up (as I scheduled jumps ... or, imagine this, being able to set a route...)
OK, that makes sense. I had not thought about being absent from my carrier that completely, but it's a scenario for sure.

My exploration method will be to move within the 250ly radius "bubble" surrounding each carrier waypoint, rather than a linear route.
 
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I have a query.. if I have "Fleet Carrier Markers" turned on in Galmap.. should I not see where all current FC"s are located? I have that turned on and see nada on the map.
Nope, those are just your fleet carrier markers. There is a new selection in the filters (like State, economy etc) which allows you to see which systems have carriers in them.
 
I don't mind the "work"; the problem is that you cannot do it remotely, so if you want to send you're carrier more than a tank's distance away, you have to follow it with a ship. :(
If there was actually an auxiliary fuel tank, I could remotely (carrier management) schedule jumps until the tank(s) are empty. If the (aux) tank was large enough, for instance, I could start it off from bubble to colonia, whilst I fly my exploration ship ahead (it's faster, distance/time), exploring away, and play around in Colonia, until my FC showed up (as I scheduled jumps ... or, imagine this, being able to set a route...)

I suggest buying a cheap secondary account when they are on sale. My FC has a £4.99 commander permanently on it - their sole job in an unarmoured T9 is to Mine, buy & donate tritium.
 
So a question about fuel management....do I always need an intermediary ship to transfer fuel into the depot and also to use a ship to transfer fuel from the depot into the fleet carrier's fuel tank?
Yes - I have a cheap £4.99 account which can do that for me - stays with the FC and buys cheap tritium to donate back to the carrier. They need some money of course and a big cargo.
 
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