Our servers are currently down as they are preparing the galaxy for the arrival of the Fleet Carriers Update, but don't worry we are making sure that you can still get your Elite Dangerous fix!
We will be going live with our Fleet Carriers Update Launch Livestream over on our Twitch channel, at 11:00AM UTC.
Fleet Carriers are massive ships used as a mobile base of operations, offering multiple landing pads and various services.
Fleet Carriers cost 5 billion credits.
Players can purchase a Fleet Carrier from starports with a Fleet Carrier Vendor contact.
Fleet Carriers come with 16 landing pads, 8 large, 4 medium and 4 small.
Fleet Carrier owners can manage docking permissions to determine who can land on their Fleet Carrier.
Fleet Carriers can jump up to 500ly.
Fleet Carriers use the new commodity, Tritium, to perform a jump.
Owners can install a variety of services on a Fleet Carrier to support their play style.
Fleet Carriers have a weekly upkeep cost which must be maintained to keep the Fleet Carrier running.
Fleet Carriers have player controlled commodity markets which the owner can use to buy and sell goods.
Fleet Carrier owners can also set tariffs on some of the services they offer to help pay their running costs.
Fleet Carriers can be customised, similar to regular ships, with items purchased from the Livery.
Fleet Carriers take 15 minutes to prepare for a jump, and have a 5 minute cool-down after.
Universal Cartographics is an optional service on Fleet Carriers.
Fleet Carrier owners can store their ships and modules aboard their Fleet Carrier by default.
When decommissioning a carrier you will receive a full refund.
Voluntary decommissioning will incur a fee equivalent to 50% of the Debt Threshold.
When cancelling the decommissioning of a Fleet Carrier, the owner will receive an inbox message to confirm the cancellation.
Fixed a crash which could occur when entering Multicrew.
Fixed a crash that would occur after the Multicrew report screen.
Fixed a disconnect issue that could occur when attempting to accept two Multicrew invites.
Fixed a crash triggered by accessing the Power Play interface while in Hyperspace.
Fixed a crash that happened when the Role Switch Panel was accessed in CQC.
Fixed a crash which could occur in the Livery after using a Fighter.
Visited stars cache data will no longer be lost if the game crashes.
Fixed an issue which could cause the game to stutter in areas of the galaxy with a high density of stars.
Improved network performance of NPC Fighters and ships to reduce network lag.
Fixed a disconnect issue that occurred when attempting to load back into an AX Conflict Zones in close proximity to an Asteroid Belt.
Fixed a crash that would occur in the training missions.
Fixed a crash that occurred when attempting to Bookmark a starport.
Fixed some incorrect planet base names.
Renamed some locations for competition winners.
59 Virginis 4 renamed to Alchemia Virginis.
59 Virginis 8 A renamed to Lapis Philosophorum.
59 Virginis, Hilmer's Gateway renamed to The Tavern.
Rhea 4 renamed to Foursyth.
Ingui, Phillips Terminal renamed to Szymanski and Usalski Hub.
LHS 2335 renamed to Faisel C.
Praea EUQ RX-U D2-101 renamed to Wheeler's Star.
Added new set of Player Minor Factions.
Added the missing text at the Technology Broker unlock screen for the Thargoid Interceptor Bobblehead.
Fixed an overlapping text issue on the Mission Board in Russian.
System State names now wrap onto a second line to avoid localised text being cut off.
Fixed localisation of Tourist Beacon text in Portuguese.
Fixed a grammar issue in Reputation Change inbox message.
Updated titles for NPCs.
Fixed an unlocalised „Signals Detected“ message that was displayed when scanning bodies.
Fixed a cut off string in the Kick Player pop-up.
Added missing text for damaged Megaships in the Navigation Panel.
Crime Victim Data is now localised in the Player Journal.
Fixed an issue which was causing some missions to fail before their expiration time runs out.
The 'Total Units Needed' will now update in the Commodity Market as Collect Missions progress.
Delivery Mission Cargo is now marked as 'Mission Specific' to prevent the Commodity Market showing the commodity as mission required.
Added a MissionAccepted event in the Player Journal for missions obtained outside of the Mission Board (eg Palin's mission).
Corrected some misleading mission text which implied that Retreat Missions would help a Faction leave a system, which was the exact opposite of what was happening. These now indicate that Retreat Missions might prevent a retreat.
Added depot support to Solo mining missions.
Megaship Turret Missions will now indicate system distance on the Mission Board.
If the player has an active Delivery mission, then the mission commodity will no longer have the mission required icon next to it on the Commodities Market.
Changed change tag name from StarSystem to SystemAddress in NavRoute data.
Added system names to Route Event data.
Reimplemented the Main Menu Music event.
Added an event for when a Fleet Carrier is renamed.
Fixed a bug where RefuelAll and RepairAll events were written with a null string as the event name.
EngineerProgress event is now correctly written when ranking up with an Engineer.
Bounty events now include localised ship names.
„latlong“ flag now set when in a station.
Fixed status flags for HUD in analysis and Low Fuel when in SRV.
Fixed loadout data written after launching a Ship Launched Fighter.
We no longer write a value for ReservePercent to the Journal if total balance is zero or negative.
We now include the body name in CarrierJumpRequest.
Added an event for cancelling a Fleet Carrier jump.
We now include Carrier Docking Restrictions in market.json file.
We now include the Body name in the Carrier Jump Request.
In addition to the Patch Notes above, here is a list of some previous changes from the Betas:
Total Ships Restocked stat is now correctly updated.
Improved fleet carrier navigation around locations like White Dwarfs, Neutron Stars, certain rings and close orbits.
Fixed timer on decommissioning Fleet Carriers.
Squadron bookmarks made for a Fleet Carrier location now move with the Carrier when it jumps.
Fixed an issue on the System Map where if selecting a destination with other Fleet Carriers present, multiple Fleet Carriers would display the jump icon.
Carrier can no longer spawn in Permit Locked systems when initially spawned.
Fixed an issues with commodities not being visible in carrier commodity board or black market screens after being transferred to a Fleet Carrier.
Fixed Fleet Carrier Codex stats for commodities imported/exported being the wrong way around.
Stored ship icons now move with Fleet Carrier when it jumps.
Fixed an exploit which allowed players to earn credits by selling to their own Fleet Carrier while in a Wing.
Fixed an issue which would cause the cargo transfer screen to overlap the other cockpit panels.
Added salvaged commodities to list of items that can be transferred to a Fleet Carrier via the Cargo Transfer Panel.
Added option to directly enter the number of credits to transfer to Fleet Carriers budget.
Fixed an issue which could cause the 'Cancel Docking' option to persist after docking on Fleet Carrier.
Added a new icon for decommissioned Fleet Carriers on the System Map.
Inbox message notifying the player that their transferred ship has arrived will now arrive at the same time as the ship, rather than being sent instantly.
The docking menu quick action options (refuel, repair, etc) will now not work if the player has anonymous access.
Fixed a bug that prevented some Hardpoints from being restocked at Fleet Carriers.
Fixed a problem that would sometimes prevent selling a commodity on the Fleet Carrier's Secure Market.
Fixed an issue when changing a commodity directly from 'buy' to 'sell' or vice versa.
Changed Codex Stats to record the full value of vouchers redeemed at the Redemption Office.
Added the Fleet Carrier Administration Service to more star systems near Colonia.