Wingman nav lock keeps wiping route

Well, apparently creating an Issue Tracker thing was a COMPLETE WASTE OF TIME for this!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Multiple people joined in to add info to it, yet somehow it gets "expired" as "not confirmed in time". How it that a thing? They wonder why people are trashing Odyssey...............

Any issue on the Issue Tracker needs 10 confirmations - so it doesnt expire, then it needs to be voted to be pushed up the queue

In theory this process would help bug/issues that are affecting more people to get prioritized faster.
In practice, not so much.

I guess a such system would work if it was ingame and benefited from a simpler submit process.
 
As a work around, disabling Team Beacon can help. In your case, if you are leading the route, ask your teammate to disable their Team Beacon.
Yes it's disabled. The issue is with the team nav lock so they can follow me while I plot the route. In Odyssey only, if you don't open the galaxy map in each system after the other team member(s) arrive in system but before jumping to the next, the rest of the route is wiped out. You must open the galaxy map after each jump right now in Odyssey. Extremely annoying since we're currently 1/3rd of the way to Colonia with plan to Beagle point and back after and we want to do it in Odyssey due to the better overall graphics.
 
There is a keybinding I use when I have targeted something other than my route.
Controls->Targeting->Target next system in Route : <your key binding>
Have you tried this? (Sorry if I missed it, I couldn't see anyone mentioning it in previous posts).
It probably wont work it the route has been wiped, but if it's just de-prioritized it should work.
Well, apparently creating an Issue Tracker thing was a COMPLETE WASTE OF TIME for this!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Multiple people joined in to add info to it, yet somehow it gets "expired" as "not confirmed in time". How it that a thing? They wonder why people are trashing Odyssey...............
 
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I'm partially takling on the boundaries of my Knowledge here. I'm. not sure why replotting route by toggling galmap open/closed is necessary. My understanding is one cmdr leads the route, and holds the route setup. Others just wait until that cmdr jumps and fly towards the blue square (at which point their ship targets the system that the lead cmdr jumped to, and engages the jump)


I'm not sure if this is related to the issue that you are experiencing but the Fuel Rats have been experiencing issues with Navlock for several months. I am one of the rats who have been following and analysing the issues. We use Navlock to rapidly drop on client's locations. I logged an issue about the initial problem - It was reported as fixed in the Ody U10 - in fact they hardcoded one part of the issue to indicate navlock was on, and totally failed to fix navlock itself!!! The issue affects the third and fourth team members. (i.e. the 2nd and 3rd to join the team). Another rat has since opened a second issue to report the failed fix.

Notes: A secondary effect of this issue is that Target Teammate keybinds do not work for affected team members (but targeting a wing beacon from the contacts tab on LH panel does work). Additionally Navlock drop does not work for affected team members - I'm not sure if this fsiliure extends to cause a navlock jump failiure for affected team members.

Regarding toggling beacons. For our navlock drop issue, toggling the beacon off-on does restore functionality for all team members.

The current issue is: https://issues.frontierstore.net/issue-detail/47611 ( if you can spare an issue tracker vote, please help the rats by voting this issue up)
The first issue was: https://issues.frontierstore.net/issue-detail/42457
 
I'm partially takling on the boundaries of my Knowledge here. I'm. not sure why replotting route by toggling galmap open/closed is necessary. My understanding is one cmdr leads the route, and holds the route setup. Others just wait until that cmdr jumps and fly towards the blue square (at which point their ship targets the system that the lead cmdr jumped to, and engages the jump)

Because it's broken in Odyssey which is the whole issue I've been posting about and created the Issue Tracker for that apparently expired similar to another one I found from December on the same issue.

Everything works fine in Horizons.

It's Odyssey that is the issue. We both have the beacon off. I plot a multi-system route and when I drop into the currently targeted system the next hop in the route is targeted as expected. Then if you look over to the left at the Nav panel it will tell you the destination and how many jumps left as expected. As soon as a team member then arrives in the system, the Nav Panel loses that info.

The next system is still targeted because the ship already auto targeted it on arrival, but the route is gone. If you open the galaxy map it automatically recognizes you had a destination and automatically generates the route all over again. However, if you jump before opening the galaxy map to allow the replotting, then in the next system you have to put your destination in again and actually plot the route the usual way of hitting the routing button.

You don't have to have the galaxy map open long for it to fix itself, literally just press the keybind twice, but it shouldn't be occurring in the first place. Again this doesn't happen in Horizons.
 
Ok, we're up to Update 12 and this garbage is still going on (but hey at least they fixed facial hair really quickly :rolleyes: )

Soooo, I have created a new issue tracker since the last one was expired due to not enough confirmations apparently. Please add to it to confirm so it can be upvoted and hopefully fixed. This seriously makes multi-thousand LY expeditions with friends a royal pain and is going to wear out my Galaxy Map keybind at this rate.

Link to Issue Tracker https://issues.frontierstore.net/issue-detail/50545
 

sallymorganmoore

Senior Community Manager : Elite Dangerous
Hello Commanders! Jumping in a bit late to the party on this one now I'm back, squirming about (ew...could have thought of a better word, sorry).
I was approached at Lavecon about this and it's been stuck in my head ever since.
I'm currently running investigations more deeper with this ticket https://issues.frontierstore.net/issue-detail/47611 as well as cross referencing this one https://issues.frontierstore.net/issue-detail/50545.
I'll have this flagged in all known issues lists we might include in up coming posts and just wanted to let you know it's under the wing.
 
Not sure if this works as a work around, as I'm on Horizons still, but I find the whole navlock thing a bit of a pain. I have to wait for him to jump before I can start the process. Instead, i have target wingman* and select wingman's target bound to keys. When I arrive I target him, and then get his next target. With the two keys next to each other, this is very quick. And this way we can jump simultaneously, so it's a faster way to travel.
---
*I saw someone post above that target wingman key binding doesn't work, I'm not sure if this is just related to the navlock issue, or in general.
 
Hello Commanders! Jumping in a bit late to the party on this one now I'm back, squirming about (ew...could have thought of a better word, sorry).
I was approached at Lavecon about this and it's been stuck in my head ever since.
I'm currently running investigations more deeper with this ticket https://issues.frontierstore.net/issue-detail/47611 as well as cross referencing this one https://issues.frontierstore.net/issue-detail/50545.
I'll have this flagged in all known issues lists we might include in up coming posts and just wanted to let you know it's under the wing.
Thank you sooo much, I just saw this reply! This is encouraging since my first attempt at an issue tracker failed, and I noticed while browsing the tracker I wasn't the only one to report the route disappearing issue :)
 
Hello Commanders! Jumping in a bit late to the party on this one now I'm back, squirming about (ew...could have thought of a better word, sorry).
I was approached at Lavecon about this and it's been stuck in my head ever since.
I'm currently running investigations more deeper with this ticket https://issues.frontierstore.net/issue-detail/47611 as well as cross referencing this one https://issues.frontierstore.net/issue-detail/50545.
I'll have this flagged in all known issues lists we might include in up coming posts and just wanted to let you know it's under the wing.

Hoping the cross referenced one (purpose of this thread) hasn't fallen off the radar. I noticed the problem is still there, and that ticket which is my 2nd attempt at it after my original expired is expired as well now.
 
I just started off on my second expedition with a small group of friends around the galaxy, but first time in Odyssey.

I'm also having this issue. My plotted route vanishes when I'm in system with someone else from my team.

What I would really like is the ability for one CMDR to plot a route and then share that entire route with the team.
 
As a workaround you could always use EDMC and the SpanshRouter plugin. Share the .csv file of the route with your friends and SpanshRouter will copy the next waypoint to your clipboard to paste into GalMap after each jump.
The only problem with using Spansh is that it can only plot with systems that are already discovered (my understanding at least). So if you're on an expedition to discover stuff, you don't want to just go through systems that are already discovered. In my case, the expedition we were doing was a "Sightseeing from the Bubble to Colonia" type list we found on EDSM. While the POI's are discovered of course, we've found LOTS of systems on the way that aren't and we'd have missed out on a TON of $$$ if we had just been going through systems that were known to get there. I also found out that apparently certain star types are more likely than others to have ELW's so I've been filtering our route plotting in game on those star types, and Spansh can't do that as well.
 
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