The goods news is the broken part of jump coordinate randomness is fixed. People reported appearing 100+ K from their target points and this was not intended. The system has been changed so that jump coordinates will be more accurate when created with higher level hyperspace scanners. The highest level will create coordinates good for approximately 25 K and the lower level scanners around 90 K.
The bad news is that jump coordinates have a life time of approximately 10 days after which they become unsafe to use. This function was always intended to work but had been broken.
The very bad news is that all existing jump coordinates are no longer supported. You'll have to make new ones. The new ones are 52 characters long excluding the '-' symbols. The old coordinates were 48 characters long.
Player ship docking has been updated to fix a number of bugs associated with ships undocking in the wrong places.
The player owned bases have been updated to fix a fault whereby people could sell items to bases when the max stock was set to 0.
There possibly have been other changes but they can't have been very important.
Proud member of "the most paranoid group of people in the community"
Right. Are there any further changes when it comes to jump trading?
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Thanks for the work, Cannon. But it's possible to keep coordinates in 30 days on survey mk3?
10 days is far enough "jump for credits" who is doing it only between A and B points, but use jump technology for POB's not usable for now. I've had about 10-15 coords, it's impossible to keep them alive for now.