New starters - PLEASE enter hangar as soon as you dock

Frequenting an outpost with a medium ship, I get a request denied and next thing I see if the mein pad light up and an asp or whatever is there leave, so once a player wants in vs an NPC the NPC gets kicked out
 
I hope that isn't true, otherwise we are completely screwed with 3 pads available and 32 ships in an instance.

Everything I have read to date seems to indicate you leave the instance if you enter the hangar. Can anyone confirm that this is not the case?

I've been playing with friends around a station, entered the hangar, stayed there for a few minutes, and come out and never left their instance.
 
Frequenting an outpost with a medium ship, I get a request denied and next thing I see if the mein pad light up and an asp or whatever is there leave, so once a player wants in vs an NPC the NPC gets kicked out

I think you were just lucky as I have been sitting for ages waiting for NPC's to leave regularly, while have also seen NPC's leave and take off immediately.

There doesn't seem to any correlation to whether or not someone requests docking. It's completely hit and miss.
 
so there's no reason why that lift can't service a number of levels of parking (depending on the 'thickness' of the staion hull, which seems to be HUGE).

Doesn't this solve a problem but at the same time create one? Instead of waiting for a pad to be free to land, you could be waiting for a pad to be free to leave.
 
Slightly off-topic but does the Fuel Scoop make anyone else jump when they trigger it by accident by getting too close to a star?

No, but I've deliberately set my music prefs to be much higher than my sound prefs just so I can hear it playing as I fly around, so that offsets any sudden change in ambience when the scoop kicks in.

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Doesn't this solve a problem but at the same time create one? Instead of waiting for a pad to be free to land, you could be waiting for a pad to be free to leave.

I think the only way pads should work is to allocate one ship per pad, as it is now, and simply have larger stations where appropriate. The design of the stations is such that only the "topmost" level is devoted to the actual ships that utilise the station, with the remaining levels of the station devoted to business, commercial and residential zones for the population. If you're on a landing pad, that pad is yours to use whether you are in the hangar or not.

Any solution to the queue issue that plagues heavily populated systems will end up creating other problems. It doesn't affect me of course (I play solo) but I would hate to have to deal with it on the occasions I do go to open play.
 
There should be high end stations in the most populated areas that act like parking garages. Basically everyone flys up to a couple specific ports (based on ship size) and then you would latch your ship onto a series of hooks and it would pull your ship into a "parking spot". When you leave it will pull you out and release you from a port in the back of the station. That way there is always room and you don't even have to deal with dodging other craft coming in to land.
I'm not saying this to "make things easier" because I honestly want even more challenging landing scenarios, but I think it would help with traffic congestion and would make sense since the stations in the most populated regions should be the largest and most advanced.
 
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Doesn't this solve a problem but at the same time create one? Instead of waiting for a pad to be free to land, you could be waiting for a pad to be free to leave.

This I don't quite understand, if you log-off having docked.

Has anyone noticed or confirmed if you always log back in at the same pad as you logged out at?

If yes, one must obviously always be put into an instance where there is no player at the pad. So are there an infinite (or very large) number of instances to cater for people logging in to the same pad at any one moment? I've not had to wait to log-in at any stage and I tend to log-out at a station.
 
Having multiple hangers per-pad is precisely what I always expected to be the case as well, so do most people it seems, otherwise it makes the entire garage a rather redundant feature.

Although the rest of the threat is old, I would just like to confirm; entering the hanger does not free up the pad. So if a player is hogging the pad it really doesn't matter if he's sitting on the surface or in the garage.

This is especially frustrating for medium pads at outposts. Yesterday I reached Bain outpost in Anlave only to see another player land on the medium pad. After waiting for more than 20 minutes I eventually had to quit to solo mode - and then had to wait a further 5 for an NPC to get out of my way.

Very frustrating.

Personally I think that if a request to dock is made and there are no free pads, then it should do a timer check on docked players. If they've been on the pad (or garage) for more than a few minutes then they should be sent to a different instance freeing up the pad.

If it's an NPC hogging the pad then the second a player requests docking the NPC should be ejected.

That would completely solve the issue.

This has already been implemented IIRC. One of the changelogs for Beta 2 or 3 (I don't remember which right now) included an entry specifying that if no pads were free and a player wanted to dock, an NPC would be instructed to request launch clearance in order to free up a pad.
 
These stations all look modular. I think Frontier should use traffic counts to expand some of them.

Or create competing stations, with competing markets-and factions...plot hook.
 
I've been waiting outside heartsfield plant in the portriti system for 20 mins now, keep getting denied. I'm switching to solo for now, this 'realism' annoys the hell out of me.

the same here....18 minutes waiting and no automatic cue
 
These stations all look modular. I think Frontier should use traffic counts to expand some of them.
I was thinking the same. Especially the radial stations, I would think those would not be too difficult to expand and they could even link expansion of stations to development of the station based cumulative activity. I.e. more trade over time expands the station. Also, could base condition/appearance based on current trade levels in relation to station development. Well expanded, once bustling trade centers would start to look run down as trade decreases (reduced maintenance funds) and perhaps some pads become shutdown; but still exist in game, just unusable; and it could take less increased trade to bring such a pad back online than initially spawn new pads.

Perhaps, if as some have suggested, separate refueling docks are introduced, their count/proportion could based on fuel commerce as related to overall commerce.
 
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I hope that isn't true, otherwise we are completely screwed with 3 pads available and 32 ships in an instance.

Everything I have read to date seems to indicate you leave the instance if you enter the hangar. Can anyone confirm that this is not the case?

I play in Solo mode. I have been refused docking a few times at one of my favourite trade posts, and upon waiting I have seen ships emerging from the hanger and launching, then being granted docking permission.

Hope this helps.
 
Ï'd say that you don't leave the instance, I was able to continue chatting with CMDRs while docked in hangars a few times
 
The game must be able to create a new station instance with an available pad when you log in.
Otherwise if all the pads are full how `can` you log in?

The fix for the crowded pad problem would be a queing system like ATC.
When you request landing clearance if busy the voice says `You are ship number 7` and then alerts you when your pad is available.
Cancelling your request if you do not respond or land within X mins.

The biggest issue is not that the pads are full but that you have no way of knowing when they are empty.
So you may have been waiting 10 minutes to have someone who just arrives grab your pad.
 
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