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That did it. Had to delete the bookmark, then it worked :)
Thx!
By the way, jumping directly to the same body from itself is possible, too. Previously, this wasn´t an option, so one had to jump from body A to body B, then back to A in order to attempt resetting the position.
Curious, because each body can have a max of 16 carriers parked around it. Or are the first 3 carriers always placed in the same 3 locations?
What I mean is that each carrier has 3 dedicated parking locations per body, regardless of whether there are other carriers present around the body. Say you find a planet with 15 carriers already parked around it (and you would be the 16th), and you try jumping to this planet multiple times. You will find that your carrier will consistently occupy the same 3 fixed positions: (x1, y1, z1), (x2, y2, z2), (x3, y3, z3) and a unique facing vector for each of these positions that determines where the bridge of your carrier points.
I´m pretty sure parking locations are carrier-bound, and there is no body-specific array of 16 bundles of 3 fixed parking locations that anyone can land at. This means that no two carriers would end up in the same spot ever, if, for instance, their respective CMDRs decided to take turns jumping to an empty body.
I suspected this sometime after the FC release and expected potential "competition" for orbital parking spots around popular planets. I was looking for one such spot near one particular planet, which wasn´t exactly sought after but had a handful of carriers coming, going and a few, like me, intending to stay. A couple of carriers had prime spots with great views, so I monitored them, waiting for them to leave to take their spot. One eventually departed, and I "re-jumped" my carrier immediately, expecting to take the desired spot. To my disappointment, my carrier ended up in one of the 3 spots it had already been cycling through previously. I repeated the process with the other carrier, and again, the game assigned me one of my usual 3 parking spots.
More recently, I´ve noticed that when departing from one of my "hub planets" multiple times, and returning after various lengths of absence, my carrier consistently ended up in one of the same 3 spots. During my time away, other CMDRs have rotated through, arriving and departing from that particular planet - surely someone would´ve taken "my spot" by then, effectively blocking it for me and prompting the game to offer another parking location instead. Yet, my carrier still reliably returns to one of the same 3 positions.
Interesting. I have 6 accounts with a carrier on each (although one is based in Colonia) so when this little fracas has resolved I can do some experimenting around my home system.
It´s a pretty tedious endeavour for something so specific, but at least carriers can now jump to the same planet they are already parked at, so it should be easier to play around with. I had to wait twice as long (sometimes with jumps completely failing) when I was testing various carrier logistics. If you ever get to doing this, with 6 carriers no less, perhaps you can even get two of them to land relatively close to one another if you´re lucky. I almost can´t imagine the sheer tedium of rolling the dice on that though.
On the other hand, there is a better chance to land a carrier close to a station´s orbit, as close as within a few hundred kms away from the orbit (or maybe even less, who knows). If that happens, at some point the station will pass the carrier at that distance as it continues its orbit. Such proximity has actually caused errors in the past.
Even so, a carrier won’t necessarily be at the same distance from the planet as the station. A notable example is Robert Aitken Orbital, which is basically hugging the gas giant it orbits, while the carrier orbit zone around that giant would be a good number of Ls away. There are many such gas giant cases, this being the extreme one. Though I still don´t understand the mechanism behind why carriers are parked so much farther from some ELWs than even gas giants, while tightly orbiting other ELWs. The factors that determine a carrier´s distance from celestial bodies seem to make sense in some cases but are unclear overall.
What´s the idea behind all of this, other than pure knowledge of the mechanics? - epic views and short distance to the surface, and nearby orbital amenities. I personally feel more connected with civilisation when my carrier is set up like that. It compensates to some extent for the dead silence of supposedly populated systems when my carrier bridge overlooks a landable atmospheric planet with ports and settlements or the webs of city lights on an Earthlike world.
So that´s why some posts consistently rack up 6 clown awards.
Yep, if your departure station and your carrier are less than 1Mm apart, the carrier will be a speeding bullet when you arrive there.
I managed to catch it up and land using a Cutter, but when I lifted off I shot backwards at high speed and exploded.
You can get this special in-game event at either Carrington Hub or Ambartsumian Port in Croatigae. (Can't remember which, it's a few years ago now.) The carrier parks in orbit which is slightly smaller than the station's orbit, and transits at a faster rate (obviously). When it's approaching, you can lift off from the station and supercruise to it when it's under 1Mm. Fun ensues.