Capital Ship Fleet Navigation frustrations in Rebirth

General discussions about X Rebirth.

Moderator: Moderators for English X Forum

Scoob
Posts: 10036
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob » Wed, 15. Mar 17, 00:10

Observe wrote:
UniTrader wrote:Drop me a note if its certainly an oddity of the Arawn (or other specific Ships) only, i may look into its behavior in more detail then...
I don't see the point. Egosoft is well-aware of the problem and it's very easy to reproduce. I'm not looking for mods to correct the errant behavior, because the fix belongs in the core game.

It's quite simple in principle: Order a ship to move to a location and it should respond accordingly. If it doesn't, the game is broken and needs fixing at the source - not by mod band-aids.
While it's certainly not UT's responsibility to fix this for the devs, if he can identify the issue - assuming it is something exposed to modding - then this might help the devs. A fix would be welcome from whatever source, but I do agree a proper fix rolled into the 4.10 update would be preferred.

As an aside, the Arawn was the original "beast" ship I aspired to own as my flagship. So much detail has gone into it, from the nacelles that deploy for combat, to the various doors that open for Drones - and fighters if you mod. It even has internal defences, and was evidently designed to have Fighters originally. Seems odd that a vessel that had so much time spent on it for such details, can't even fly properly.

Edit: My Arawn seems to be navigating between Zones OK when it has no following ships...I'll continues flying around though to see if that remains consistent in 4.10.

Scoob.

User avatar
Observe
Posts: 5079
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe » Wed, 15. Mar 17, 01:25

Scoob wrote:A fix would be welcome from whatever source, but I do agree a proper fix rolled into the 4.10 update would be preferred.
I agree and I am the last person to discourage fellow modders from pursuing a solution. However, in this case, Egosoft knows fully well that this is a very long-standing issue and an easily reproducible one at that.

Since they haven't fixed it thus far, it seems reasonable to consider that this is a deeper problem than any modder banging their head against it, can solve without lots of band-aids and bailing wire, any more than one can fix the engine of a car without access to the hood. Nevertheless, if UT has interest in working on it for his own pleasure, then all the more power to him. :)

User avatar
Observe
Posts: 5079
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe » Fri, 17. Mar 17, 19:43

I'm finding things working fairly well in public beta version.

My setup is:

1x Arawn (Carrier)
1x Taranis (Destroyer)
1x Sucellus (Destroyer)
1x Olmekron (Destroyer)

If I want the ships to follow my commands, the best case is when all four are in my squad directly. Worst case is when Arawn is escorted by the four destroyers in terms of following position orders.

Definitely, Capital ship Fleet navigation is much improved over previous game versions, but still much to be desired in terms of Fleet operations involving escorting.

Another thing, is navigation works best when ships are far apart (10-20km or more) and far away from station proximity.

Those are my observations at least.

jkflipflop98
Posts: 279
Joined: Tue, 5. Oct 10, 22:41
x4

Post by jkflipflop98 » Mon, 20. Mar 17, 07:23

I agree, this is easily the biggest issue in the game for me right now. The terrible fleet mechanics and capital ship movement systems need completely overhauled. Having a fleet of capital ships is nothing but an exercise in frustration currently. Everything about it is setup wrong. The ships shouldn't be trailing behind the squad leader, they should all be keeping formation and moving as one single unit. Not boosting into each others paths at random intervals.

User avatar
Observe
Posts: 5079
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe » Mon, 20. Mar 17, 08:03

Even so, in spite of flaws, version 4.10 (public beta) is a vast improvement. I'm running with the new Transcend 'Hunted' gamestart, controlling 4 Destroyers and an Arawn navigating around Xenon space. It gets a bit cumbersome at times, but generally quite do-able.

jardail
Posts: 74
Joined: Sat, 11. Apr 09, 16:28
x4

Post by jardail » Fri, 21. Apr 17, 04:29

hisazul wrote:Id way for next patch before playing XR, they are supposed to fix some of the god awfully broken behaviours introduced in 4.0

Atm, your Arawn isn't worth a damn thing. I watched >>>I+Arawn+Fulmekronx2<<< lose to a single K. It took about 5 hours but yeah they did lose eventually.
They fixed the running into asteroids bit. At least the asteroids now explode. But the pathing that the ships take are still not worth spit.

Basically

It's still not working as it should work.

User avatar
surferx
Posts: 1184
Joined: Wed, 6. Nov 02, 20:31
x4

Post by surferx » Sat, 22. Apr 17, 15:05

jardail wrote:

Basically

It's still not working as it should work.
This.
After 3.5 years.
:D I didn't waste time and money on this game
:( it was targeted to wrong platform, changed and rushed to production
:evil: About 1 ship and trying to make it a FPS game and the senseless repetitive missions/tasks and many other oddities that many have complained of.
:? as to why
:?: about the future.
If you want to go fast, go alone.
If you want to go far, go together.

Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB

Evildweeb
Posts: 8
Joined: Sun, 20. Jul 14, 05:46

Post by Evildweeb » Wed, 3. May 17, 02:41

Funny I would "stumble" on this topic today ... lol.

Here is my take on ordering/commanding fleet movements.

I was running four caps 1 Taranis, 1 Olmekron, 1 Lyranea, and 1 Titurel.

I discovered they will all follow the orders anywhere you give them - BUT their proximity to one another or stations, or other NPC caps makes for a definite problem.

At the time I was running the Olmekron as my flagship, the other 3 were in FOLLOW mode - so, I could just give the OL captain the order and all was peaches.

Until they got bundled up coming out of a jumpgate. They exited the gate and just stayed right there without moving into the zone as per usual movement.

The next order to go to so-and-so showed me they were all just sitting there picking their respective noses.

This is an instance where I changed all of their orders to "pick your nose" while I went forward to the next zone - then BROADCAST fly to my position.

All four ships showed up at the exact same time practically in formation ... LOL.

To test this further, I went to the next seperate system, and broadcast FLY TO SYSTEM/ZONE and all 4 showed up appropriately.

This tells me there is some sort of clearance difficulty which may be tied to the order/command, and the hierarchy of the fleet (as previously mentioned IIRC).

Until I see different, from here on I will not set caps to follow unless we are just leisurely cruising around (which never happens).

FOLLOW seems to work well for the lesser sized ships, though I havent tested THAT one yet, as well as keep in mind any physical proximity issues.

Thanks & Cheers

User avatar
Nikola515
Posts: 3187
Joined: Fri, 4. May 12, 07:40
x4

Post by Nikola515 » Wed, 3. May 17, 07:30

Last time i assigned Balors to my Arawn they started firing missiles from behind it destroying it's engines in process. That was first time that i lost Arawn to Xenon K do to friendly fire :roll: I hope they fixed this....
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

Post Reply

Return to “X Rebirth Universe”