Help us understand the nav-lock mechanic.

Hello, I've recently started playing in a wing with three more CMDRs and we can't figure out how to make the nav-lock work when low waking.

Our idea is to have a wing leader and have the rest of the CMDRs to auto follow him when he activates the FSD, but so far we haven't managed to make it work correctly.

This is what we do:

Wing leader selects a destination and enables wing beacon.
Wing members enable the wingman nav-lock to slave their FSD to the wing leader FSD.
Wing leader low wakes into supercruise.
As soon as the leader low wakes the other three FSD start charging automatically.

And here is when everything fails. Most of the time when everyone low wakes the three wing members drop out to normal space again after 2 or 3 seconds in supercruise. Why?

I'm sure we are doing something wrong, but we can't figure it out.
 
I have this problem too, it seems to come from loading or latency. You may also notice that in supercruise, if you're navlocked to someone and they drop, you may drop hundreds of km away where they pushed the button, not the area they finally stopped at. The way around it is to wait for their wing icon text to change from their location/target, to 'supercruise', then to their location after the wake. I give it a count of 2 after that for good measure. I've jsut gotten into the habit of disabling it as soon as I drop so it doesn't mess me up jumping again
 
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Since wing's came out for me anyway, its pretty much as you describe. Having wingman nav lock on, pulls me back into my wings instance, if they have left or not/jumping away etc.

I just turn it off, coodinate a jump, then turn it back on once in supercruise now. But even that is bugged, many a time, as Adelind says above, there is a chance one of the wing members will drop many hundreds, if not more, of light seconds away. Meaning the fix is to jump back into supercruise... and drop in often manually... to your friends beacon, or the instance your trying to drop into (say RES)!

Then... sometimes... it works great!
 
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It's basically safe to assume that the nav lock mechanic is borked.
indeed, there are a few ways it works.

The following works for me most of the time.
Navlocked dropping on my mates in open space, so clear from stations, outposts or rings.

navlocking to a ring/RES is a 50/50 chance of failing and ending up 150ls from target.

navlock highwaking works fine.

navlocking to a big station is a NOGO.. the station glitches out, being able to request docking, but once inside the station it keeps turning (no rototianal correction).
 
Nav-lock works when Nav-Lock wants to work.
Sometimes it works well. Sometimes it fails.

And if you really want to have some fun:

Wing Leader: Activate Beacon
Wing 1: Nav-Lock to Leader
Wing 2: Nav-Lock to Wing 1.
Wing 3: Nav-Lock to Wing 2.
Wing Leader: Nav-Lock to Wing 3 and initiate jump.

All: Enjoy ensuing chaos.
 
I haven't tried the "everyone locked to one CMDR" mechanic.

I kinda see what you're trying to do. But I always seem to be in wings that have an asymmetry of skill and a loose equality other than that.

I mean - we work together well, but we time our breaks differently. I won't work a CZ below 70% hull, so I'm always running away to lick my wounds. But the vibe is that you'll always have someone coming or going to cash in and heal. And there will usually be a crew getting dirty. So wing lead kinda moves around. Someone's calling it, but only on a "Conda here" "I got a Python". Wing undermining was the best thing about PowerPlay. Uh. I'm not making sense and I had a point to make about switching around who you're nav locked to. I've got wingman select on F1-F3 then select their target is F4 and disengage nav lock is F5. I always thought F5 should be a toggle, but I seem to have to use a menu to activate it.
 
Nav-lock works when Nav-Lock wants to work.
Sometimes it works well. Sometimes it fails.

And if you really want to have some fun:

Wing Leader: Activate Beacon
Wing 1: Nav-Lock to Leader
Wing 2: Nav-Lock to Wing 1.
Wing 3: Nav-Lock to Wing 2.
Wing Leader: Nav-Lock to Wing 3 and initiate jump.

All: Enjoy ensuing chaos.
Sounds like a circle jerk?!
 
Thanks for the replies.

It's a shame it doesn't work properly, flying like a wing is pretty cool and useful at the same time. Hope FD will take the time to polish this kind of stuff.
 
Yeah, it's pretty wonky. The only time I use it is when racing to drop on a wingmate who has been interdicted and needs support. In that role it has never failed me.
 
navlocking to a big station is a NOGO.. the station glitches out, being able to request docking, but once inside the station it keeps turning (no rototianal correction)navlocking to a big station is a NOGO.. the station glitches out, being able to request docking, but once inside the station it keeps turning (no rototianal correction)

yeh , ive had massive issues with stations not rendering correctly.

i remember when you could use this nav lock feature to skip the supercruise trip from the star. if wingman is navlocked you could teleport straight to them. Im assuming they borked it trying to fix that exploit.
 

Deleted member 115407

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My wingmate, Xabaras (Xabaras, are you out there?! :( ) and I use it pretty effectively. You hit the only exception that causes it to screw up.

1. If you are both in supercruise and you nav-lock, it works fine.
2. If you are both in realspace, you navlock, and he H-jumps, it works fine
3. If you are both in realspace, and he low-wakes, someone inevitably gets dropped back into realspace.

The solution is simple - if a low-wake is involved, disengage nav lock until you are both back in supercruise. Then re-nav lock and everything should work out OK.
 
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