Just got interdicted while going through the jump animations.

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.


Explain to me how you escape scanning during the rotation of the platform before you takeoff from the ramp on a dock station?


How you escape scanning interdicted while facing the sun just after hyperspace and drop out of supercruise the ship lies 900m in front of you starting the scan and you have to face it because you are between the sun taking heat damage, theoretically I should sustain heat damage hit the ship with my weapons while spinning to stop the scan and turn and accelerate away from sun but I don’t have 4 hands
 
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 ).

Hey Joe, Yeah i've seen some of those things happen - Interdicted whilst jumping, not so much an issue, feels more like a lucky escape at times, other times I've managed to force the align on purpose..tricky but doable.

interdicted immediately upon jump to next sector - Yet to see this happen, could be pure luck but I've done thousands of runs. Clutching at straws but wondering if perhaps ship type could be a factor.

including being pulled immediately out of supercruise without an interdiction minigame - Yep, seen that happen, interdiction bar swings full right and you emergency drop.

including having an interdiction attempt happen...and neither ship going into normal space - Never seen that happen, have seen opposite cases of the one above, the bar swings full left and I win without trying.

Have you ever experienced what the Op describes? A scan fails while you have no control over your ship?
 
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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.

Yes, the client runs the instance. But that doesnt mean lag cannot be induced. Every jump your computer connects to the servers to download system info. What *might* happen is that if there is a problem here the client is already running the instance (while you are seeing the tunnel). By the time you get the data from the server (which should be very rapidly but may not be so for everyone) the NPC has already been in your instance with you for some time. You just didnt get the visual representation of it.

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 ).

Unfortunately, thats not quite how it works. Its not about the quality of your connection in general, but the quality of the connection between you and the Amazon server you're connected to. And that can be spotty for all kinds of reasons, even for those with high-speed internet. Its totally possible that you do everything correctly on your end, with high-speed connections and well-maintained proper hardware, but you simply dont live close enough to a server. Luck unfortunately plays a role here. I'm having great luck so far, but its almost inevitable that at some point I run into a game where my connection is bad, and your connection will be great.

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Explain to me how you escape scanning during the rotation of the platform before you takeoff from the ramp on a dock station?

Check left-hand panel if sys-auth is nearby. Select and check distance. Dont leave the dock until its far enough. Dont launch, just go back up. If its clear, launch. If not, go back down.
 
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.

Sorry but I don't think you quite understand how the heat mechanic works. Your ship is not at it's lowest temperature when docked, your ship is running at the ambient temp according the amount of power your modules are consuming at that time, hence why you can still go cold by powering down modules.

Silent running was disabled whilst docked because some cmdr's kept accidently blowing up their ships on the pad.. That goes as far back to the Gamma phase of testing. Heatsinks and chaff don't work whilst docked for obvious reasons.

Icing up a ship (due to powering down modules) assists in masking your signature whilst docked.

As far as NPC's go, the hanger is supposed to shield you from scans (only rare cases of reported scans), same deal if you try to scan a NPC inside a hanger. It is a totally different story with Cmdr's, they can see and scan you unless you go cold.
 
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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.
I used to try to align to escape, too, until as a reward for my efforts I got two instadictions one after the other. I stopped after that.

Some interesting speculation that it might be network related. Is the suggestion that the NPC you see on arrival isn't the same one that "chased you" through hyperspace, but rather a new NPC that happened to spawn in your instance before you got to the star? It's a nice theory, but I'm almost certain I've had the same NPC "follow me" from the previous system and instadict me. Of course that could just be the result of ED pulling the same old names from a limited pool over and over.

I had an absolute doozy the other evening, and went straight to ShadowPlay to extract the evidence and submit a bug report, only to discover that the drive I was recording to had run out of space. Cheating NPCs are like UFOs; loads of people claim to see them but they always avoid getting caught on tape. :)
 
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.

I'm running a comcast connection with 10ms ping 75mbit down 12mb up

i7-4790k
gigabyte gaming 7 z97 mobo
24gb ram
gtx980 primary driver
gtx560ti running the secondary monitors.
Running the game from an SSD.

And i'm talking about the interdiction starting after i jump during the cutscene of the wormhole.
 
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Sorry but I don't think you quite understand how the heat mechanic works. Your ship is not at it's lowest temperature when docked, your ship is running at the ambient temp according the amount of power your modules are consuming at that time, hence why you can still go cold by powering down modules.

Silent running was disabled whilst docked because some cmdr's kept accidently blowing up their ships on the pad.. That goes as far back to the Gamma phase of testing. Heatsinks and chaff don't work whilst docked for obvious reasons.

Icing up a ship (due to powering down modules) assists in masking your signature whilst docked.

As far as NPC's go, the hanger is supposed to shield you from scans (only rare cases of reported scans), same deal if you try to scan a NPC inside a hanger. It is a totally different story with Cmdr's, they can see and scan you unless you go cold.

I'm not talking about "the heat mechanic". Your ship can "silent run" while docked, try it. It also runs at "infinitely cold" , meaning that it runs as if it is not generating any heat according to silent running incremental increases, or that your ship is producing heat via thruster usage / etc. For all intent and purpose, the ship acts in an identical manner as to if you were using shields, putting you "at your best", or for that matter...you are under the effect of a permanent heatsink while docked.

I realize that this may have not been the case in the past ( I didn't personally use silent running until after 1.3 ) , but since the patch / update that made it so shields recharge instantly at hanger...so did I notice silent running having the same beneficial effect.

Now, whether or not the act of being in "silent running" while docked is actually affecting scanner range is beyond me, as the only anecdotal evidence I have is that I have never once been scanned while docked and carrying contraband. Nor have I made it a habit of systematically manually powering down modules; so I would not have an idea if it functions in the same manner as having 0% heat / heat sink effect ( I would presume it works identical, otherwise it's a really odd mechanic )
 
I'm not talking about "the heat mechanic". Your ship can "silent run" while docked, try it. It also runs at "infinitely cold" , meaning that it runs as if it is not generating any heat according to silent running incremental increases, or that your ship is producing heat via thruster usage / etc. For all intent and purpose, the ship acts in an identical manner as to if you were using shields, putting you "at your best", or for that matter...you are under the effect of a permanent heatsink while docked.

I am aware that you can now engage silent running when docked, however it doesn't actually cause the ships vent's to close or mask the signature. If there is no internal heat buildup you are still visible.

The only way to lower your signature whilst docked is to actually shut down modules, a cmdrs ship is running at normal temps unless they reduce heat output. Do you fly in open? This can easily be tested at outposts and stations.

Anyway, this is stuff I have tested in depth with other cmdr's. Now if you are saying they released an additional update that allows you to run silent (docked) without any internal buildup, can you at least point me to the notes that explain those change, it makes absolutely no sense.
 
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Unfortunately, thats not quite how it works. Its not about the quality of your connection in general, but the quality of the connection between you and the Amazon server you're connected to. And that can be spotty for all kinds of reasons, even for those with high-speed internet. Its totally possible that you do everything correctly on your end, with high-speed connections and well-maintained proper hardware, but you simply dont live close enough to a server. Luck unfortunately plays a role here. I'm having great luck so far, but its almost inevitable that at some point I run into a game where my connection is bad, and your connection will be great.

I was more mentioning that my connection "as a whole" is perfect, be that my physical connection or my pings to each server in line. More to the point though, the points you and 777 made about "networking" was about lag, or presumably something wrong on "their end" since neither of you are experiencing the same things. I tried to cover both sides of the table in my post; that it wasn't my actual connection / issue ( as is usually the first person blamed for having issues ), and that it was more than likely an issue on Frontiers end, that involved the "handshakes" / connection between their server(s) and the players client. ( As noted about the sudden hangups ).

I've never had "hickups" pertaining to my client, but only when the client has to receive particular "chunks" of information from the server ( hyperspace jumps and bulletin board as of note ); and in particular only since after 1.4 when they inadvertently changed something in the server code ( when they were doing efficiency patches every other day ). I have not run a chain of jumps in months though ( been on hiatus since horizons ), so I do not know if that particular hangup still exists. Bulletin board is still just as slow as ever though, but not exceedingly so.

Luck, invariably, may be the biggest factor; like I mentioned in my post as well. Which, of course, make's it hard to have critical discussions on things like this because there is always someone who claims "this never happens to me" and thus dismissing any claim. ( Not that you or 777 are ).

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I am aware that you can now engage silent running when docked, however it doesn't actually cause the ships vent's to close or mask the signature. If there is no internal heat buildup you are still visible.

The only way to lower your signature whilst docked is to actually shut down modules, a cmdrs ship is running at normal temps unless they reduce heat output. Do you fly in open? This can easily be tested at outposts and stations.

Anyway, this is stuff I have tested in depth with other cmdr's. Now if you are saying they released an additional update that allows you to run silent (docked) without any internal buildup, can you at least point me to the notes that explain those change, it makes absolutely no sense.

Which is why I said "Try it". It's also why I was saying "similar to how hangers recharge your shield".

No though, I haven't any patch notes on hand that mention it, since I also don't remember seeing it mentioned at all. That said...I can run silent all the way to docking and as soon as I do..my heat disappears (as if it's "Recharging" like the shields do as soon as you dock ). And like I said, I am not sure if it is actually affecting scanner range. I just know that all things observed...the ship is silent running ( audio cues and all ).
 
Which is why I said "Try it". It's also why I was saying "similar to how hangers recharge your shield".

No though, I haven't any patch notes on hand that mention it, since I also don't remember seeing it mentioned at all. That said...I can run silent all the way to docking and as soon as I do..my heat disappears (as if it's "Recharging" like the shields do as soon as you dock ). And like I said, I am not sure if it is actually affecting scanner range. I just know that all things observed...the ship is silent running ( audio cues and all ).

Yes I have tried it, as I explained, SR engages on the display but actually does sweet FA. Are you also aware that you can scan other commanders whilst docked? it don't matter if they have SR enabled, they have to ice up the ship to be invisible.

Btw, what do you mean by your heat disappears? I'd like to test that part, as far as I am aware your internal heat display is invisible whilst docked. Are you saying it also displays in another location on the UI?
 
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Yes, the client runs the instance. But that doesnt mean lag cannot be induced. Every jump your computer connects to the servers to download system info. What *might* .......




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Check left-hand panel if sys-auth is nearby. Select and check distance. Dont leave the dock until its far enough. Dont launch, just go back up. If its clear, launch. If not, go back down.

Thanks

left panel if you tag target gives you distance
 
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