it's something to do with server side limitations on data or bandwith or how the code is written for consoles when traffic surges.
IIRC FD introduced some networking compression code in one of the pre-carriers patches.
I wonder if they did it on PC only - and consoles are really struggling now in carrier heavy systems.
IIRC FD introduced some networking compression code in one of the pre-carriers patches.
I wonder if they did it on PC only - and consoles are really struggling now in carrier heavy systems.
That's an interesting question indeed and it might explain the differences between the platforms (to a certain extent), but there must be more to it than that since there are problems on PC as well.
The cap it seems is a hard coded 255 units in system... including Stars Planets and Stations, that in itself is enough of a shortsighted problem.Maybe if there was no cap on fleet carrier count per system...
Last night XB was unplayable. Took minutes to log in followed by Mauve Adder.
I did managed to play for like an hour - late in the night - but even then there were some really long supercruise transitions and some long (20-30s or more) freezes in normal play, that is in Carrier management screen or simply in flight
While PC was perfectly playable (no colored snakes at all) I did had the same freezes, but on PC they lasted 3-5 seconds.
Hence me thinking they did some netcode optimization on PC but not on Consoles.
Although I don't own a carrier or trade in popular commodities, (LTDs and so on) I am on PS4, my home system is Colonia which is rammed with carriers, including 4 decommissioned ones, I have had no log in issues for months. I log in, I float around, I'm done.
It appears to me to be somehow linked to the activity of the CMDR. Most people having troubles are on consoles, mainly X-Bone, but all appear to be trying to buy/sell LTD's (or similar) in bulk in Carrier heavy stations. I can be in a Carrier heavy station, not be trading and have no issues. I'm not seeing many people say they are in a similar position to me (non carrier owners, non-trading) saying they are getting these Adder issues.
Watch them all roll in now, obvs.
I disagree. At the time it was made it was probably fair cap. You can only say that it is no longer a reasonable cap but then the needs of the system have changed dramatically over the years.The cap it seems is a hard coded 255 units in system... including Stars Planets and Stations, that in itself is enough of a shortsighted problem.
Now, if Fleet Carriers were Ships it would be different.
Probably!
Not sure how many carriers were in your home system in colonia, but the problem appear in systems that are packed (no slots available) with carriers: last night i had troubles in NewBorann (after more than 1.5h of retries i managed to jump out of that system) and Areklici - LTD sale system.
I also had troubles in a system nearby Areklici that was also fully packed with carriers.
So while it may also be related with activity, it certainly is related with the max number of carriers in the said systems.
As I understand it, fleet carriers are orbital stations with some additional features. The stations are persistent, then so are fleet carriers. Since FCs share most of the same characteristics as stations it makes sense to reuse the code. Perfectly acceptable code reuse.It might be time for FDev to rollback on some of the decisions they made, and it would seem that making the Fleet Carrier a 'perma object' is one of those things that just ain't working out as thought... I didn't say as planned because it's pretty clear to me that the Fleet Carrier was intended to be used 'vary' sparingly as a support vessel for Squadrons, though that plan changed to give the masses 'something' 'anything' to keep em quiet for the relatively 'barren' two years they've had, and it seems to have caused more trouble than it was worth.
What should happen?
It might upset a few players but sometimes there's too much shell in too many fried egg sandwichs and you have to lob them out and make another batch.
If FDev had have made the Carrier a 'ship' it could have served more players virtually trouble free, we don't need floating markets and sales depots, we don't need extra ways to make money either... we did 'need' a scaled credit sink and that was easily fixed... Pay your Bl**dy TAX, and berthing/storage fees.
I'm sorry but to people getting these errors it is probably a problem on your side. I have yet to experience an error after the fleet carrier update, and I regularly travel between systems that have the maximum amount of carriers and daily traffic in the tens of thousands.