Just got interdicted while going through the jump animations.

So i'm jumping into a system. BEFORE i even have control of my ship i get interdicted and dropped out of hyperspace. I got dropped out in under a second..... I STILL DONT HAVE CONTROL OF MY SHIP and i'm getting scanned. My ship is still going through the animation from the jump. By the time i was able to control my ship the fail messages were already coming up.

This is pathetic

Devs about time you hard code some limitations to the NPCs eh?
 
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I hate to agree but it's ruined this game for me too. Such a cool game but the AI is just so broken. Really hope they fix soon or turn things down a little. I just take 4 missions and it's hell some trips. I just had to turn it off. Enough ED for me for now. It's becoming a broken arcade game.

Still love ED but getting tired of the bugs.. That's my only complaint.
 
Still don't understand how some can smuggle for months without issues whilst others are constantly seeing problems. I've done thousands of runs, never been in a situation that I couldn't get out off, and I mainly stack 12+ missions in a slow ship.

Have experienced scan situations that require quick thinking and zero room for error, but never a case of being in a hopeless situation.

Perhaps lag is causing some of the issues, hard to tell without video evidence.
 
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I and many others have experienced the Interdictions as we are exiting witchspace. While I might not have seen the insta-scan, I heard about it enough to be convinced that it happens.

It would be frustrating to say the least. Even if it's a slim chance, a chance should exist to get out of any situation. Being at the mercy of the RNG gods doesn't add to the game at all. If that was what I wanted, I'd play slot machines.
 
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Think it is lag, been losing comms with the servers all weekend, usually after I've docked. Last one was really wierd, docked on a planet, handed in the mission. Then lost contact with server, rebooted launcher and ended up 20 km above port so game state wasnt saved either. Got into port, mission no longer listed so it had accepted my completion just hadne remembered i was docked!
 
Unfortunately, at this time ( and since 1.4 ) , this is a feature of the interdiction mechanic.

It started when ED allowed npc ships to engage in interdictions while you were engaged in FSD jumps.

They've had at least 3 patches where they have "adjusted / fixed" npcs interdicting you while you are jumping / spooling up your FSD. Each time it did absolutely nothing. It really wasn't that bad though, because the odds of an npc interdicting you at all while chain jumping was extremely low.

Come 1.4 with the "updated" A.I. , events, and interdiction system. Now ships don't need to chase you down to interdict, they instantly spawn on top of you while immediately interdicting. This is a "feature" of event resolutions, most notable when taking on missions that spawn npcs via event triggers ( Any smuggler knows this well ). Since the background sim for npcs no longer functions and has been instead replaced with event triggers / spawns, the previous issue with FSD interdictions is clear as day; and notably that they have still failed to fix it a year and a half later.

They could fix it with a single yes/no flag, giving players / npcs "immunity" to interdictions while the FSD is going or has been counting down after a while ( which they stated they actually *did*, but didn't ). But even so, if their coding for npc interdictions doesn't take into consideration anything ( as apparent from all the issues involving interdictions ) ...then it wouldn't matter anyway ( which could be a case for why any or all of their "fixes" do nothing ).


So really, this is only going to be "fixed" if they decided that instantaneous interdictions / spawning is no longer a reasonable mechanic, and/or npcs being allowed to ignore coordinates / position in order to activate an interdiction ( allowing them to do it in the middle of a jump, right afterwards, through a star, etc. ). Clearly this a symptom / extension of poorly designed ship behavior, like eagles being able to keep up with you through 20+ ly jumps, and instantaneous FSD recovery during low / high waking. ( or just having another entirely different ship interdict you as soon as you jump back into supercruise. )
 
If you're interdicted during the hyperspace countdown, and during the minigame you manage to align with the target system (this can happen accidentally while evading), you'll enter hyperspace and there's a good chance you will be instadicted the moment the jump completes. You won't stand a chance at evading it and you'll wind up with either an emergency drop when you hit the coronal exclusion zone or an uncontrolled FSD exit when the NPC wins the interdiction. Either way you're looking at a long cooldown, some heat damage, scans if it's an authority ship, and possibly combat.

I can't be certain this is what happened to the OP but it's happened to me enough times. Now if I'm interdicted during the countdown I tend to cancel the jump, submit and either boost (if smuggling and it's a cop) or fight. It's annoying, and risky if I'm stacking shadow missions, but at least I stand some chance of getting away. Successfully evading and making the jump only to be instadicted by a "cheating" NPC (really just a bug) is like a kick in the plums.

Hopefully this is something else we'll see the back of in 2.1.
 
I had no control over the minigame. It showed me the minigame however i couldnt turn my ship, i couldnt do anything. It just showed me the interdiction minigame and dropped me out a sec later.
 
If you're interdicted during the hyperspace countdown, and during the minigame you manage to align with the target system (this can happen accidentally while evading), you'll enter hyperspace .

This happens to me at least a few times on every run, in fact timing an align with the escape vector is part of my evasion technique. It's strange that experiences differ so much between cmdr's - I have never been interdicted at the next star after jumping during the minigame.

Closest I've seen is evading an interdiction from a cop, than immediately being interdicted by another.
 
This happens to me at least a few times on every run, in fact timing an align with the escape vector is part of my evasion technique. It's strange that experiences differ so much between cmdr's - I have never been interdicted at the next star after jumping during the minigame.

Closest I've seen is evading an interdiction from a cop, than immediately being interdicted by another.

My guess: during witchspace the client prepares for the new system, creates an instance and gets some info from the server. People with poor connection to the server will have a few seconds delay. During this delay the player sees the witchspace tunnel, but the client already is calculating the new instance. Once they enter the system they are immediately interdicted, but from the perspective of the NPC they have been lining up the interdiction for a bit already. My connection seems pretty solid as I never have this, and rarely have any lag-induced bugs either.
 
My guess: during witchspace the client prepares for the new system, creates an instance and gets some info from the server. People with poor connection to the server will have a few seconds delay. During this delay the player sees the witchspace tunnel, but the client already is calculating the new instance. Once they enter the system they are immediately interdicted, but from the perspective of the NPC they have been lining up the interdiction for a bit already. My connection seems pretty solid as I never have this, and rarely have any lag-induced bugs either.

Can't seem to rep you, yeah it must have something to do with networking. I can't see how some of us can do thousands of runs and never have problems. If it was simply an AI problem we would all being having this issue.
 
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My guess: during witchspace the client prepares for the new system, creates an instance and gets some info from the server. People with poor connection to the server will have a few seconds delay. During this delay the player sees the witchspace tunnel, but the client already is calculating the new instance. Once they enter the system they are immediately interdicted, but from the perspective of the NPC they have been lining up the interdiction for a bit already. My connection seems pretty solid as I never have this, and rarely have any lag-induced bugs either.

As far as I know, the P2P system means that the instance runs on the client computer itself. Hence why people can play solo with a trickle connection. This is, presumably, also why jumping to an empty instance usually has NPCs spawning after you get there. Since the whole thing is pretty much run by the client, there's no real room for lag to be a factor. I imagine the issue is either an interdiction holdover mentioned by Jack Schitt above, or perhaps an unforeseen result of other additions. NPC's usually take a good dozen seconds at least to spawn, but perhaps mission-specific NPC's are given an earlier spawn routine?
 
Wait, I was scanned while down in the hangar of an outpost. Was it a bug?

According to the devs, NPC's shouldn't be able to scan you whilst in a hanger. I know for sure that cmdr's can scan you, I always ice up the ship if I'm docked in the hangar for more than a few minutes.
 
Can't seem to rep you, yeah it must have something to do with networking. I can't see how some of us can do thousands of runs and never have problems. If it was simply an AI problem we would all being having this issue.

I have a perfect connection, and have no issues loading screens on my PC in any other game ( and ED 100% of the time outside of hyperspace jumps )

That being said, I have run into many ( but not necessarily multiples ) kinds of interdiction issues;

including being interdicted as I'm jumping...jumping..and still in the interdiction minigame
including being interdicted immediately upon jump to next sector ( with having no ships following me prior, having just escaped an interdiction attempt, as well as submitting and "immediately" jumping )
including being pulled immediately out of supercruise without an interdiction minigame ( and/or instantly failing it ). This goes for both me being interdicted as well as me instigating said interdiction.
including having an interdiction attempt happen...and neither ship going into normal space ( interdiction just ends as if it never happened ).


I actually only had my first "networking" issue with ED after the 1.4 patch, in which me and many others ( admitted as an issue by Frontier ) were running into countless hangups during hyperspace jumps ( lasting upwards of several minutes before it finalized the jump ).

That could certainly be a "culprit" of the interdiction misinformation, except that the times I've seen it happen were not during a "hangup". My hyperspace jumps typically take 1-4 seconds to load; which leaves barely any time for the servers to "sneak" a ship spawn on me from a normal gameplay standpoint. Ships typically don't / shouldn't spawn in a system near you until after your ship has "engaged" the star after loading into it ( as a time reference in regards to asset loading ). In the event that I *did* have a prolong loading time ...nothing actually loads ( ships, stars, signals, etc. ) until after my ship ( and me ) loads into the system.

If there *was* a discrepancy in the server vs client handshakes and loading of ships, etc. it may lie in Open vs Private/Solo instances of the game. Or simply during a server maintenance / issue period of time. (which could account for a lot of variance in who and when people experience these issues. Depending on their play schedule. )

I'm more inclined to believe its much more mechanical to the game's engine / code than it is someone's network connection ( be it their fault or Frontier's ). Like game crashes and other issues, It could easily ( and cliche ) be merely the phenomenon of some people experiencing issues that a large group of people do not, at no fault of their own. I'm not hasty to believe that any interdiction issues are related to an outdated driver or old pc hardware either; except for in the case of the game clearly running under spec ...in which case they would have more issues than just interdictions plaguing you.

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According to the devs, NPC's shouldn't be able to scan you whilst in a hanger. I know for sure that cmdr's can scan you, I always ice up the ship if I'm docked in the hangar for more than a few minutes.

You don't need to "ice up" before entering a hanger / landing on pad. Like the change to shield recharge a while ago that instantly makes your shields 100% charged, your ship heat / signature should be at its lowest possible level while docked ( which is why your ship doesn't blow up while you have silent running on; and you can't use sinks while docked ).

The scanning while docked though has been mentioned before ( players and devs ). Not sure when they'll get around to fixing it.

One could always just jump into a private / solo instance either way as soon as they dock to alleviate that issue; and then go back into open when they are ready to leave.
 
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