No free time slots

There's been a big update so things will be slower, I get that, lots of people jumping about the place

It's been three days since I've been able to move though. Is there an ETA on when this getting fixed?
 
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.
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.
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.

You'd think that it should be easy enough to build a queue system - I don't think there should be issues with just recording player carrier requests, the game is already able to write to table all sorts of things, market quantities, ships visiting systems, depleted asteroids... Unless there's a design decision to "never let a player wait more than 24h" or similar, in which case it means the queue is limited/small and always full...
 
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
 
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
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.
 
Haven'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 :)
 
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 :)
☝️ This
I jump my carrier as the in game clock seconds reach 00, works every time, jump times are around 1h 15 atm.

O7
 
It's gone crazy again now, it's supposed to be a quiet period at this time as the Americans are in bed, but still no free time slots, even when using the clock trick.
 
This may help the understanding factor. I'm gonna try to use my own words from memory, so go easy... A carrier is considered a star port, when you move your carrier 15 mins is needed for the jump time to synchronize all of the servers and the bgs, also there is a finite amount of carriers that the server can handle at a given time. Basically it takes a fair amount of time for all of servers to get on the same page. So when there's thousands of requests for jump times you get the wait in line for an hour and a half jump time, or when its real bad and there's no more room in the server for jump requests you get the no time allocated message.

Side note- I gave up and haven't moved the carrier in three weeks. Still having fun though. (y) :cool:
 
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.
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.
 
I've been doing my system pretty solid for the last several weeks. The FC is an invaluable tool for getting needed commodities.

What might easily be missed - especially when you have several smaller builds going at the same time (settlements, hubs, etc) - The FC REALLY shines when you use it for storing/resorting the materials for efficient in-system delivery.
 
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.
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.
 
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