poor excuse. DAYS where people can't move their carriers. Unacceptable.There’s definitely other threads on it where people explain the mechanism that causes the issue. It’s a problem whenever lots of people are using their carriers.
What I do is, I copy the destination system and keep trying until I get a slot. Jump times are over an hour though.
Sorry I don’t have better news for you. When I was carrier trading as Ascendancy dropped I just started hauling cargo the old fashioned way while I waited for the carrier to jump. - a possible workaround, but not a fix I’m afraid.
Care to link one or two and save me the search time? I keep reading these reports and I'm genuinely interested in what is going on under the hood.There’s definitely other threads on it where people explain the mechanism that causes the issue. It’s a problem whenever lots of people are using their carriers.
It's probably the usual suspects. But people have a violent allergic reaction to valid critique here. All of these games have those people whose identity is defined by this stuff, so everything is personal.I would also like to see the explanation. I have been unable to participate in colonization because my carrier was near Colonia. Going to take actual irl weeks to get it back to the bubble with the current state of the game. Every time I mention it I get generic responses about it being "hard to fix" and that it's "better than it used to be". But never explanations as to why. Every time I suggest a jump queue/multi jump routing, people say "no that's bad they don't want that"... I fail to see how that's worse than having to click "request jump" 50 times every 1.5hrs
Hi dude, I had the same issue - to get around it, make sure you initiate the jump on the minute (i.e. whatever time it is, make sure you hit the initiate jump once the clock hits 60 seconds. I haven't had any issues since doing that. Give it a try and let us knowHaven't been able to move tonight either, four days now
Hi dude, I had the same issue - to get around it, make sure you initiate the jump on the minute (i.e. whatever time it is, make sure you hit the initiate jump once the clock hits 60 seconds. I haven't had any issues since doing that. Give it a try and let us know![]()
I hope so very soon, I'm building a Coriolis by myself (yes, made a rod for my own back there) and an FC really helps!Last week it was fine. No issues with slots and 15-20 min jump times.
Guess the update got people jumping again. It will calm down again.
I hope so very soon, I'm building a Coriolis by myself (yes, made a rod for my own back there) and an FC really helps!
FC comes in handy for faraway construction sites. The Cutter is terrible at SCO.I have a FC, but helping my squadron mate out without using it. Just about everything needed is 1 or 2 jumps away, so i just go there in the Cutter and make round trips rather than spend hours just loading a FC, waiting for a jump, and then unloading.
Even if the Cutter was good at SCO, the time saved by using the carrier is appreciable. Less than 7 mins to load if the carrier/source station are close, and about the same for unloading.FC comes in handy for faraway construction sites. The Cutter is terrible at SCO.
I'm loading up for 3 construction sites that I have at 150k ls ... having to unload the carrier seems like its worth it instead of fighting SCO in a cutter for hours.