Ok that’s funny!Patch 5?
No mention of all the xbox issues?
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
The llamas have been sacked.so we have a patch that should fix the patch which were supposed to fix the previous patch related to the previous update. Almost there FD !
Now question at 10 cr : what will be broken by that patch ? Or which bug will come back ?
Microsoft.I know it's a bit early, but I'm looking forward to patch 5.
An Odyssey.2 weeks for ... this
What's going on fdev?
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™
That will all be included in Odyssey...Surface Depisits?
Tritium Avalibilty?
Carrier Fuel Management?
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
There's too many FCs in the game already, they need to come up with a scheme that encourages decommissioning ..... ohI 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.
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.
No, that would make sense. Can't have that. It's "Elite Mining 1-0-1" here.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)