Very long Hyperspace jumps since Ascendancy update?

Yes, sometimes jumps take very long lately.
Not giving me errors tho.
Servers are pretty busy with bouncing everyone around trying to get their merits?
 
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The new update is popular. People are jumping a lot, both in carriers and normal ships. The more people are jumping, the longer it takes for the server to put you in your new instance, even in Solo. And the more carriers are jumping, the long you have to wait your turn. So that's why a jump that a carrier can do in 0:15 normally will take 1:15 now.

There's basically a traffic jam in Hyperspace.
 
I think OP refers to regular hyperspace jumps, and yes, I experienced the same thing.

The hyperspace jump animation is at this time taking longer to complete, for sure. I thought this might be because it's weekend and a lot of players fired up the game to check out Ascendancy. I haven't had a crash or snake code so far.
 
I noticed it too. Some jumps take pretty long, making me fear an imminent disconnect, but so far all of my jumps completed eventually. Looking at the dreaded steam charts, we're having over 9k peak players on steam alone - been a while. So yeah, the update is pretty popular, maybe the server deployment doesn't catch up quickly enough.
 
Fdev should activate more servers.
If it were a scaling issue they may have/could have done it already. Its not just the FC Jump system though, that system basically has to fit into the main loop of the game code with everything else.

Maybe it doesn't scale at all to begin with. IIRC FDev may have planned for far fewer fleet carriers in total because they didn't intend for everybody to have one, but for squadrons and large groups to have them, or so I've read anyway. So if they planned the carrier jump system and determined a lifetime max number of carriers and built it with a static limit, then that may be why it hasn't been changed. I mean, all depending on what the design requirements were, the project management decisions at the times it was planned and built and the code that the programmer wrote, that is.

This is all just guesswork though...

On the other hand, they may have already adjusted the scale for best performance to resource balance.
 
Seeing long jump times too outside of the bubble with regular mauve and black adder error codes. Starting to wonder if the transactional servers are getting hammered because of power play changes.
 
Whatever the reason, I hope FD can do something about it quickly. No point in drawing players back into the game only to chase them away again with server problems.

Even cynical old me, who was furious about FD charging for early access ships, just bought $60 worth of arx because of the recent good development news. Elite can be a winner again if they don't blow it.
 
I’ve noticed mine are a bit longer but I have noticed when out in uncharted space they are sometimes a bit longer. I always assumed it was the system being rendered for the first time? Not sure if that’s how it really works though
 
Since the expansion I have a "jump lag" in excess of plus 1 hour inside or outside the bubble, (before expansion 40 mins was longest usually corresponding to next Titan target),. Coincidently I believe 1 hour was the jump time at original inception of Fleet carriers. For me this effectively neuters the reason for having a carrier in 1st place. I wonder if the projected new system "station builder ships" will in future take preference over individual owned carriers regards jump allocation.
 
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Jumps took a long time for me last night, and got booted with adder messages a few times as well.
Looks like fDev has some kinks to work.
 
Very long jump time 2min at this hour. Which makes a 30 jump trip a +1hour vs before where jumps generally were 1min for a hyperjump and refuel(from star) so sub 30min.

I feel sorry for those going further.
 
Since the expansion I have a "jump lag" in excess of plus 1 hour inside or outside the bubble, (before expansion 40 mins was longest usually corresponding to next Titan target),. Coincidently I believe 1 hour was the jump time at original inception of Fleet carriers. For me this effectively neuters the reason for having a carrier in 1st place. I wonder if the projected new system "station builder ships" will in future take preference over individual owned carriers regards jump allocation.
I've done all my FC jumps from 8am UK time recently, then getting 'normal' 15-16 minute waits. By the afternoon this can already be in the region of 40 minutes.
If you can plan those sort of times, it might help, but, timezones being what they are, may be a non-starter.

(The original jump time for FCs, if memory serves, was to have been 2 hours)
 
Seeing long jump times too outside of the bubble with regular mauve and black adder error codes. Starting to wonder if the transactional servers are getting hammered because of power play changes.
Probably the same reason why limpets refuse to work properly.
hey may have already adjusted the scale for best performance to resource balance.
Yeah, low resources are probably in perfect balance with the abysmal performance.
 
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