Something else that might work - since tritium is found, in abundance, in stars how about having the FCs refuel themselves, slowly, while they sit in a system (let's assume the carrier has limpets to pull tritium out of the system's star at the rate of ~100t/hr or so)
The above is in reference to Tritium mining, in case anyone missed it.This should be fixed in the upcoming patch with the mining adjustment.
Thats actually great idea!!Why fDev can't reduce Tritium consumption to 50 units per jump?
If it is not possible they can create and sale FC fuel synthesizer where players can use any material containing hydrogen:
Water, Hydrogen Fuel, Liquid Oxygen, Hydrogen Peroxide etc. and 3x Tritium. In this case all players can flight where they want without Tritium hotspots problems.
Any fix for not being able to dock with my fleet carrier, even when settings are: Anybody, Friends, Squanrons etc?
Even without the specific BGS conditions, Tritium trades between 40k/t and 52k/t in fairly high quantities. 12k/tonne is still 50% better than any bulk-tradable good from the previous patch - CMM Composite and Insulating Membrane are the only pre-3.7 ones comparable and those both have even less supply than Tritium does.That's how it usually works, isn't it?
It takes usually from several times per week to up to 2 weeks for a system with good stock and and large pads to reach the right bgs conditions
Everyone converges there and the stock it is emptied in 1-2 hours with no chance for the pathetic 14t per 10 minutes to replenish the stock.
And the conditions usually vanish in 1 max 2 days and traders need to wait for another system to "ripe"
I sort of agree that the perma full replenish that we had before last patch was not quite ok, but now we are in other extreme where tritium trading is reduced to almost zero
In theory if Tritium mining was working properly it might be fine.If i were in FD's shoes, i would had either put at least a system with a strong un-depletable tritium supply or i would not put any carrier vendors or administrative systems in the entire Colonia.
So people would know that taking a carrier in Colonia is a risky business.
They could, but that basically works out as "your Tritium tank refills fully overnight" - so anyone playing less than ~3 hours of carrier jumping a day doesn't have to worry about Tritium at all.Something else that might work - since tritium is found, in abundance, in stars how about having the FCs refuel themselves, slowly, while they sit in a system (let's assume the carrier has limpets to pull tritium out of the system's star at the rate of ~100t/hr or so)
Sure, you can't reliably get 48k/t from Tritium trading and there's a massive gold-rush swarm of locusts if people try. But that's okay, I think.
Are You trying to tell Us that removing the "unwanted characters" from Your inputField is so hard it couldn't have been fixed on Your end?When opening the Fleet Carrier naming pop up in the Livery, an additional unwanted character will be added to the start and end of the name. These characters will need to be manually deleted to prevent them being included.
Elite:Miners Confirmed, 4 patches focused ONLY on miners can't make me wrong. And i suppose next patch to fix various activities (megaship hacking, research limpets, bgs, ...) will happen On Odyssey or some patches after?View attachment 182147
Greetings, Commanders!
We're pleased to confirm that the patch described in our Known Issues post from earlier this week is expected this Wednesday 29 July at 11:00 UTC with an estimated 15 minutes of downtime. Please find the Patch Notes and Known Issues below:
Patch Notes
Mining
- Fixed an issue whereby surface deposits created after cracking a motherlode would flag themselves as depleted
- Fixed issues related to diminishing returns for commodities in overlapping hotspots
Crashes and Stability
- Fixed an issue where loading into an instance in a system with a large amount of Fleet Carriers would cause very long load times (potentially long enough to cause a disconnect)
Fleet Carriers
- Fixed an issue which stopped Fighters being restocked from a Fleet Carrier
- Fixed a number of issues related to Fleet Carrier positioning:
- Better enforcement of the 16 carrier limit per body
- Preventing departing Fleet Carriers from taking up one of the 16 slots from the body they've just left
- Further work to ensure Carriers are positioned away from other nearby body sites, such as other Fleet Carriers
Known Issues
Fleet Carriers
- When opening the Fleet Carrier naming pop up in the Livery, an additional unwanted character will be added to the start and end of the name. These characters will need to be manually deleted to prevent them being included.
Please note that the above notes are liable to change as adjustments are made and changes are added or removed. Tweaks may be made up until the time of launch.
Thanks as always for your continued feedback!
o7
Sure, but there was still no Beryllium.While the WHN was low pop, some of the stations were replenishing resources at a decent rate - way bigger than the 14t per 10 minutes in a 2.8 bn population system that badly miffed me off yesterday.
I was sooo hoping that they would fix that... So much more important than tritium, combat, gameplay, flee carriers, screwed economy, ridiculous mission rewards, boring mining etc etc... Looking forward for next patch to fix 2 or 3 planets names and some more liveries for Hauler and Adder...Are You trying to tell Us that removing the "unwanted characters" from Your inputField is so hard it couldn't have been fixed on Your end?
- if you're using it as a base for exploration, well, you're going to be mining to fuel that carrier at some point, so why not start now. Your choice as to whether buying in Colonia (and so being closer to the rest of the galaxy) or buying in the bubble (and so being able to fill the hold with Tritium before departure) is what you want.
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If your plan is a direct there-and-back trip to some pre-decided destination, yes. Not sure how common an exploration style that is, except for passenger missions which are easier done without the carrier at all.If tritium could be bought in both the Bubble and Colonia, most of the galaxy would be within range, even allowing fuel for the return journey. There was a diagram someone posted, which showed about 80% coverage IIRC. So it should be (and was, until recently) possible to go exploring into deep space without having to mine at all, even from Colonia (from the Bubble, it still is).
Regeneration rates for supply are generally roughly proportional to the galactic average price of the good.Who at Frontier decided that our fuel supply should regenerate at one-tenth the rate of Agronomic Treatment?
I do wonder where all that supply is going - from looking at how often carriers are jumping (not that much) I tend to think it's Tritium market speculators - in which anything less than infinite won't be enough.But as above, if Tritium should regenerate quickly enough that it might as well have infinite supply, why not just use Credits as fuel instead?