Pathfinding Problems With Large Group Jumps

During one of my recent games, I noticed how group jumping with large fleets is still fundamentally broken due to pathfinding issues. The problem stems from the fact that ships automatically begin preparing for phase jump as soon as they reach the perimeter of the outer ring of the gravity well. When large fleets are thrown into the mix, this effectively pretty much causes a catch-22 scenerio: Due to pathfinding issues, this idle front group of the fleet blocks the remaining parts of the from leaving the barring influence of the gravitational pull behind. I've seen this cause delays lasting up to 10 minutes. Manually ordering the fleet to move to the edge of the well before giving them the order to jump speeds up the process considerably.
3,196 views 3 replies
Reply #1 Top
Since 1.03 I have never seen anywhere close to a 10 minute (or even a 2 minute) jump delay due to formation forming, and I've been playing with maxed out fleet points. You are running 1.03, correct?

Reply #2 Top
Yes, I'm using 1.03. I must admit that the ten miinutes mentioned only happened to me once, maybe factors influenced it, so I might have been a bit hasty mentioning it, but delays of around two minutes are quite common for me.
Reply #3 Top
Next time it happens, send the replay (or if you catch it in progress, a save game) to [email protected] and describe where/when/what to look for. They want to see this kind of stuff. :)

I know there's an issue with too much Z-axis variation causing some mess-up with jumping, so watch to see if that's the case for you.