General More Consistent Fleet Carrier Jumps

o_o As it currently stands, when I am able to 'schedule' a fleet carrier jump, it takes 70+ minutes from when fleet carrier jumps used to only take 20+ minutes. (That wouldn't be so bad if i didn't have to spam requests ten or more times before I am able to get a Time Slot. Don't get me wrong. A lot of us don't mind the wait, we just want to be able to get in the queue.

From a lore perspective, it doesn't seem to coincide with the ability/inability to jump when you receive a "No Free Time Slots" error... NFTS for what exactly?
<.<

Are we waiting for the Far Gods to grant us permission to travel between the stars? o_O

Did a LaGrange cloud obscure your jump telemetry and now you must recalculate? ._.;

O_O* Did an unstable massive-class FSD have to be safely down-spooled for a 'quick repair' aboard my carrier that i get charged checks notes 32mil a week for? (FSD maintenance comes at a premium ^_~)

There are many lore-backed reasons why "stuff happens"... but 'No Free Time Slots' Isn't one of them. (v")
 
Fleet carrier class FSDs are two complex to run through allowed mobile computer systems so jump requests go through Brewer Corporations data processing facility, unfortunately thanks to their sales team overselling FCs there are often more requests for jumps than the system can schedule within the two hour window their systems can safely predict navigation paths.

Something like that?
 
Tbf, I’d rather FDev work on streamlining the system than making up Lore to justify a short coming in the game mechanics. 🤷‍♂️
Me too! The FC jumps could be more consistent all around. And the whole jab at the lore is just because of the immersion-breaking 'No Time Slots' error when you program a jump, is mostly what I was aiming at. Cause getting kicked back to the fleet carrier management screen after selecting a system to jump to is a bit on the annoying side.
 
Queuing aside, I believe this is the most consistent FC jumps have ever been, ironically!
In the past, it could have been any time between 15 minutes and an hour. In the past couple of weeks it's always been 75 minutes for me!
Agreed, but the point I am attempting to make is in regards to the 'No Time Slot Available' error code when you cant program a jump. The time i wait is negligible, the time i waste on trying to get a jump to go through is the problem. One shouldn't have to make 20+ arduous requests for one jump.
 
Please make the FC's usable again. I represent The Hive squadron and have 8000 hours and have always played on patch day, but this is a deal breaker.
You cannot go from 15 minute jumps to 100 minute jumps and pretend it's not happening.
Gosht
kickass-chew gum.jpg
 
Then we need them to recognize the problem. And i hope we can get it acknowledged here.

When the jumps were set to the current length of time after repeated player demands FDEV warned that they were pushing the jump times to the absolute limit and any shorter would cause big problems, this has led to the current situation where 10x as many players all wanting to jump at once leads to extended queues and even lack of available jump slots. If I recall jump times were 2 hours in the Beta with a 15 minute cooldown, it's been a few years, it may have actually been longer at first. The problem we need to recognise is that the extended jump times are the result of players demanding the shortest time possible in the first place and FDEV have to make provisions for larger than normal numbers of players trying to jump fleet carriers, hence the queue system.
 
What is the actual limiting factor for moving a digital object from one virtual place to another? Why is there a limit at all? Limited processing power? Limited storage? Surely none of those factors can play a real role.
I've been trying for days to jump my carrier, but it's useless the way it works now.
 
What is the actual limiting factor for moving a digital object from one virtual place to another? Why is there a limit at all? Limited processing power? Limited storage? Surely none of those factors can play a real role.
I've been trying for days to jump my carrier, but it's useless the way it works now.
A simple single object should be easy enough but space stations with variable facilities fitted along with stored modules, ships, items for sale, tritium, buy or sell orders, visiting commanders are not simple single items.
They need to be extracted from all the location pointers and links in one system without breaking it or losing anything then written in to the equivalent locations in the destination system without losing anything that time or breaking the new system.
All while doing the same thing for hundreds and more other commanders at the same time.
 
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