Patch Notes Fleet Carriers Update - Patch 4 Patch Notes

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

@Bruce Garrido thanks for information.

do you plan to increase level of tritium?

In addition, LTD low prices is a problem. currently LTD is unavailable but i think LTD price to rise. if LTD can not be found okay and price must be up.
o7
 
Please can we not have patches 24 hours BEFORE PowerPlay cycle tick? A lot happens on the final day of PP, and if the patch causes a problem it can really screw things up, and if there needs to be a rollback that's a whole week of peoples work wasted. Ideally the patch would be the day AFTER the PP cycle tick, so if there is a problem, Frontier can just declare the whole week a buggy week and we can all take a break (and/or beta-test the new PP stuff).
 
3 Years ago patches worked, would it not be fair to just say..

"Next year it will be awesome and we are Excited about it" .... "We have parked this code because someting better is comming!... soon™
 
3 Years ago patches worked, would it not be fair to just say..

"Next year it will be awesome and we are Excited about it" .... "We have parked this code because someting better is comming!... soon™

And "here is a new expensive toy to play with that will break everything else. But don't worry, all will be reset when new expansion arrives."

:D S
 
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

I bought a fleet carrier yesterday and I decommissioned it today. I fail to see how I can make any money from owning a fleet carrier when the supply of tritium is abysmally low and the price so prohibitive. You need to need to fix this too.
 
As usual nothing mentioned about the fact that deposits in cracked open rocks cannot be taken off with the Abrasion Blaster after you have removed the Tritium deposits in the rock before you crack it open.

Nothing mentioned about Tritium Hot Spots will contain Tritium to be blasted using mining lasers? The same for LTD Hot Spots that contain mostly rubbish now.

Come on Frontier fix what you ruined with your patches fully, not place a band aid plaster on it and say there you are everyone all sorted.

There is still lots wrong with this game.
 
fix-all-the-things-or-at-least-the-tritium.jpg
 
Sure, they could add an extra station that only sold infinite Tritium to the Colonia region to "fix" the problem.

Or they could make carriers not require Tritium to jump and increase the "wear and tear" charge for jumping instead, which would probably be easier and more welcomed.

It's becoming pretty clear that "commodities which are actually valuable beyond their sale price" is not a concept that most players actually want.


I think it can be fairly safely said that if Frontier intended Tritium to be available in large quantities at 4k/tonne for the purpose of carrier refuelling, they'd just have given it a 4k/tonne base price in the first place, rather than tying it to some rare and short-lived BGS states.

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)
 
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)
No, that would make sense. Can't have that. It's "Elite Mining 1-0-1" here.
 
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