The situation with Fleet Carriers being unable to jump is beyond a joke!

(And even for that exploration thingie, I feel like fleet carriers are just too slow. I can travel from the bubble to colonia in less than 2 hours. How long does it take for a fleet carrier to get there?)
So you gret to Colonia in your jumper ship, and then want to do some mining, bounty hunting, exploration, but all those ships are back in the bubble....
You do exploration 50klys away from the bubble. Sure is nice to hand in explo and carto data in case of crash landing without having to return to the bubble.
Hmm emergency power cells needed but in a very restricted area. Load up my cutter with 784T and put them on my fleet carrier, along with H.E suits, Fruit & vegetables, Muon Imagers, Insulating Membranes, etc. etc. Then when I build something that needs 20 of them I can just get them off my FC without having to fly all over the place to source them every time.
Plenty of ways that an FC enriches gameplay. Absolutely necessary, no, but very useful, and therefore important, yes.
 
That depends on how far away your colony is.
Then it's down to choosing to make things difficult for yourself to some extent. Nobody is forcing people to go 100 ly from the nearest well stocked station.

Sure, I agree it shouldn't be a thing, but it is. Who's paying for the additional server capacity given that this happens every update and every update nothing changes? We, and FDev, knew this would happen, because it always does, as it will continue to happen because FDev knew when they first implemented carriers that they could never commit to a guaranteed jump window of 15 minutes. Initially the jump times were way in excess of that before we as players (rightly TBF) asked them to find a compromise.

We'd have had additional capacity well before now if it was going to happen, so I choose to work with the limitations we have.
 
Grrr...

Commander Biscuit - you were correct! I can immediately jump straight away to a destination 500 ly away in the middle of nowhere, but not to my target system in the bubble.

Worse yet. I can also immediately jump to the system next to my target system in the bubble.

So dear FDev, looks like you did a good job of the carrier jump system after all.

I never doubted you for a moment.

Except for the stupid error message.

There are only 7 carriers in my target system but I get the "No slots available" message which I am pretty certain I got on an earlier jump to a different system but then later on I was able to jump to my target.

As there are only 7 carriers I thought that "slots" could not possibly refer to there being too many carriers already in system, so in the light of my previous experience I "assumed" (always a bad idea) that it referred to time slots.

I still have no idea why I cannot jump to LTT 4337 as there does not appear to any reason this would be so.

So please could we have a more meaningful series of error messages such as "No time slots, try again later", "Too many carriers already in system", and maybe something like "Not allowed, we won't tell you why but have a go at trying the system next door".

Ta lots and keep up the (mostly) good work!
I read funny tip that actually works. First don't select stations, select particular planets (provided there is 15 or less carriers around it) and then before clicking on carrier jump button, wait for the system clock seconds to go to 00 (start of next minute) and click then.
For me this works 99% of the time - actual jump time vary depending on server load.
2 weeks ago it went always to 1h15min, but lately it is usually around 30min
 
One of the most important ways a carrier enriches gameplay is that you never get pad loitering warnings on your own carrier so you can do the most outrageous approaches and never get shot at. I have a cutter with 4k of shields and I love just piling nose down into the deck at full tilt then sorting the docking on the thrusters, makes for a much faster approach!

Also I don't know what it is about LTT 4337 but whenever I land on the carrier there is laser fire from the NPCs and the carrier all over place! Looks very pretty but I keep getting hit in the crossfire when sitting on the deck.
 
I read funny tip that actually works. First don't select stations, select particular planets (provided there is 15 or less carriers around it) and then before clicking on carrier jump button, wait for the system clock seconds to go to 00 (start of next minute) and click then.
For me this works 99% of the time - actual jump time vary depending on server load.
2 weeks ago it went always to 1h15min, but lately it is usually around 30min
Look at my next post. Discovered some of that but thanks for the clock tip.
 
Nobody is forcing people to go 100 ly from the nearest well stocked station.
Except for the lack of available systems.

I was lucky to find the following awesome system inside the Bubble, in the vicinity of super well stocked stations:
1742304969257.png

:LOL:
 
So a question for FDev - WHY OH WHY OH WHY OH WHY OH WHY CAN I SELECT A STATION AS A VALID CARRIER JUMP TARGET IF SELECTING A STATION DOES NOT ACTUALLY APPEAR TO BE A VALID CARRIER JUMP TARGET???????????
The 'no slots' error messages during high traffic post-update periods have nothing to do with invalid carrier jump target locations.
The message says 'no time slots'. In other words, there's only a limited time window (a few seconds every minute) when the servers are willing to accept your jump request (and the jump time will be way more than the usual 15 minutes, but that's another question).
 
The 'no slots' error messages during high traffic post-update periods have nothing to do with invalid carrier jump target locations.
The message says 'no time slots'. In other words, there's only a limited time window (a few seconds every minute) when the servers are willing to accept your jump request (and the jump time will be way more than the usual 15 minutes, but that's another question).
In hindsight I thought that might be the case but in the middle of my hissy fit I wasn't really thinking it through. No fault but my own. Although the question above still stands.

And just to make it even weirder I can target a System Colonization ship for a carrier jump. Be nice if we ended up a few clicks apart.
 
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Except for the lack of available systems.

I was lucky to find the following awesome system inside the Bubble, in the vicinity of super well stocked stations:
View attachment 421896
:LOL:
Others seem to have different experiences, by maybe some areas are more popular than others.

Although perhaps this at least means that the complaints about quantities of cargo required to build stations is massively overblown if every system in the bubble with planets has been colonised after only a couple of weeks.
 
Others seem to have different experiences, by maybe some areas are more popular than others.

Although perhaps this at least means that the complaints about quantities of cargo required to build stations is massively overblown if every system in the bubble with planets has been colonised after only a couple of weeks.

Well, what I built was the cheapest outpost. It was bad enough, I'd totally never try and build a large station. :)
 
More reasons for carriers. I'm not usually on it when it jumps but I sat on the command deck for the first time. Cool view when it jumps.

And alas I ended up 21Mm from the colonisation ship as opposed to right next to it.
 
So a question for FDev - WHY OH WHY OH WHY OH WHY OH WHY CAN I SELECT A STATION AS A VALID CARRIER JUMP TARGET IF SELECTING A STATION DOES NOT ACTUALLY APPEAR TO BE A VALID CARRIER JUMP TARGET???????????
Oh wow, that's very bananas. I have made most mistakes it's possible to make in ED but have never experienced that, so maybe they only recently "broke" the UI to make this possible...?
For sure it should not be possible to select a station as a jump target if that's never gonna be a valid jump (almost certain to remain the case).
And just to make it even weirder I can target a System Colonization ship for a carrier jump.
OMFG, yup that is most certainly weirder.
 
If it's a game feature, it should work properly. Whether it's "necessary" is irrelevant. dysfunctional game features reflect badly on the game service and frustrate players. In real life, if my flight is delayed an hour beyond what was advertised, I'm not particularly happy about it, but I get it. In a game, which genuinely exists solely for players' amusement, it is unacceptable. Every jump failure is FDEV's failure to provide an advertised service, not a failure of players to manage their entertainment demands properly. It's critical to gameplay because it's part of the game, and the game is live. It doesn't need any other reason to be important.
 
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