Orange Sidewinder in CG systems

Okay, so what makes you say the below then, when FDev apparently haven't said anything of the sort to you?
Because they release a patch alleady in past updates designed to reduce the bandwidth used instead of increasing server capacity they all ready did it once. they can do it again instead of making servers better they used tech to lower the bandwidth... this required the client do more work on its side instead of servers doing the work with more raw data...
The tech was allready patched in to the game client we allready have it on our consoles and PC client...
 
Orange Sidewinder
The Orange Sidewinder error in Elite Dangerous is what Frontier refer to as a “generic error” with your connection to the Elite server. This message typically refers to errors when your CMDR cannot be loaded.

In order to fix this, Frontier recommend restarting your router as well as your machine (PC / Xbox / PS4) in order to fully refresh the connection. Wait at least five minutes and then try and log in once more. If this doesn’t fix things, Frontier will usually move your CMDR into another system to get you back into the game, and you should log a support ticket.
Orange Sidewinder seems, anecdotally at least, to be related to the volume of traffic in a system, possibly exacerbated by a large volume of carriers. "Smuggling yourself in" in to the system and docking in solo, then "re-emerging" in open at stardock seems to mitigate it somewhat.
 
Because they release a patch alleady in past updates designed to reduce the bandwidth used instead of increasing server capacity they all ready did it once. they can do it again instead of making servers better they used tech to lower the bandwidth... this required the client do more work on its side instead of servers doing the work with more raw data...
The tech was allready patched in to the game client we allready have it on our consoles and PC client...
The problem is the p2p architecture of the game. If a mob is only as intelligent as it's dumbest member, a p2p network can only really perform as fast as the slowest member, and if the servers are trying to instance you with a dozen other players in your shard of supercruise when you jump in to system, and that system was already stretched with just player to player matchmaking, hence the chronic rubberbanding juddery ships in suercruise. If you then stick another 40 player-owned "carrier" asset statuses to keep track of, plus the real time - or as close to it as can be managed - tracking of that other dozen ships, and its not hard to see why one or more of the dozen CMDR's in your allocated instance netcode's might forget to "handshake" you, causing your local networking code to throw up an error.
 
On the last CG there were ~9000 participants, this time there are ~6000 participants, but the difference is that the 9000 bringing rares for Haralds funeral would only have spent ~10% of their CG time in the CG system, the other 90& doing ~200LY treks to go and get the goods, so effectively 900 CMDR's in system. Whereas on this CG, that 6,000 CMDR's are all likely to be the one system at the same one time, doing their shuttle runs from CZ to starport and back again. As such that is effectively 6000 CMDR's in system, 6.5x the player density, so the small reduction of the number of carriers is probably being offset by the increased increased effective player density?
 
On the last CG there were ~9000 participants, this time there are ~6000 participants, but the difference is that the 9000 bringing rares for Haralds funeral would only have spent ~10% of their CG time in the CG system, the other 90& doing ~200LY treks to go and get the goods, so effectively 900 CMDR's in system. Whereas on this CG, that 6,000 CMDR's are all likely to be the one system at the same one time, doing their shuttle runs from CZ to starport and back again. As such that is effectively 6000 CMDR's in system, 6.5x the player density, so the small reduction of the number of carriers is probably being offset by the increased increased effective player density?
I don't think it was harold, maybe cemiess(station attack/rescue).
Point is, if p2p, it would happen in shinrarta because no carriers.
So, just asking for feedback in that regard.
 
Because they release a patch alleady in past updates designed to reduce the bandwidth used instead of increasing server capacity they all ready did it once. they can do it again instead of making servers better they used tech to lower the bandwidth... this required the client do more work on its side instead of servers doing the work with more raw data...
The tech was allready patched in to the game client we allready have it on our consoles and PC client...
I can only think of two ways to lower bandwidth, compression and optimisation. Compression would give the client and the server more work, in that case your theory would be wrong. Optimisation would give the client and the server less work, in that case your theory would be wrong as well. This is generally a good thing.
Maybe it would help if you clarify what you mean by 'using tech'.
 
Make CG systems permlt locked. Said it before, will say it again.
It's more fair to late-comers, to pirates, and traders and combat pilots can still jump their carriers in the next closest systems.
And it will gank those orange sideys.
Just to clarify, do you mean permit locked but everyone has a permit or permit locked and everyone needs to grind the permit before taking part?

Have to say neither sounds great but maybe I'm missing something.
 
Just to clarify, do you mean permit locked but everyone has a permit or permit locked and everyone needs to grind the permit before taking part?

Have to say neither sounds great but maybe I'm missing something.
They should change it so that you can get in the CG from everywhere (or a new menu) and as soon as a system is designated a CG system it gets permit locked for everyone except participants.
 
They should change it so that you can get in the CG from everywhere (or a new menu) and as soon as a system is designated a CG system it gets permit locked for everyone except participants.
Sounds OK.

Of course, my preference would be to fix the net code so there are no connection issues. More of a root cause fix than a reactionary development change.

I had no issues with this since the last patch. Attended both CGs.
 
Sounds OK.

Of course, my preference would be to fix the net code so there are no connection issues. More of a root cause fix than a reactionary development change.

I had no issues with this since the last patch. Attended both CGs.
A net code fix won't change the fact that a system has finite carrier parking spots and my personal view about fairness is not one where those people who don't have to work at the
start of a CG will get the spots and the people who work or do something else are shafted.
 
A net code fix won't change the fact that a system has finite carrier parking spots and my personal view about fairness is not one where those people who don't have to work at the
start of a CG will get the spots and the people who work or do something else are shafted.
What advantage to people get by being 'first to park'?

1) For Trade CGs you get an advantage by being able to move in and out of the system - so getting a parking spot is not useful.
2) For Combat CGs sure there is an advantage in being able to rearm / repair close to the CGs ... but I've just been using the closest FC to the CG. Having rearm 1.05Mm away was very nice. I guess if I was planning on swapping ships a lot, but is that common?
3) For Pirates. Yeah, there is ad advantage to being parked first ... but they're not actually doing the CG anyway, just following their prey. I guess there is an advantage to being able to stash your loot.

I guess I just don't see the advantage of having your own FC parked up for CGs - what am I missing? 🤔
 
In order to fix this, Frontier recommend restarting your router as well as your machine (PC / Xbox / PS4) in order to fully refresh the connection. Wait at least five minutes and then try and log in once more. If this doesn’t fix things, Frontier will usually move your CMDR into another system to get you back into the game, and you should log a support ticket.

That's way over the top.
It is enough to quit to desktop. A quit to menu will not refresh your connection to the servers
Sometimes a single quit to desktop will not be enough, but at most i had to go through 3 iterations of quit-to-desktop / restart the game
Then it was stable for hours.

Valid for consoles too - with the mention that on XB there is no quit to desktop.
From the home screen one needs to have the game icon selected, press menu on the controller and select Quit.
No idea how it is on PS4, but it should be close enough.
 
That's way over the top.
It is enough to quit to desktop. A quit to menu will not refresh your connection to the servers
Sometimes a single quit to desktop will not be enough, but at most i had to go through 3 iterations of quit-to-desktop / restart the game
Then it was stable for hours.

Valid for consoles too - with the mention that on XB there is no quit to desktop.
From the home screen one needs to have the game icon selected, press menu on the controller and select Quit.
No idea how it is on PS4, but it should be close enough.
Ps4 has a "close app" option from a quick menu that can pop up without interupting gameplay much
 
Thanks for all the replies, the issue isn't anything to do with my connection, it's only a problem in systems with a lot of carriers present when you try to enter SC the game will pause for a moment then you'll enter the SC tunnel indefinitely, well until it finally gives the error message. A workaround is to high wake to another system and back. It has been reported by a lot of players on the discord server I play so I'm certain it's not my PC or router.
 
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