Not sure if this is a bug or intended. Can not recall fleet ships to a station but all other commands still function if station in mothership
Description
Details
- Task Type
- Bug
- Affected Gamemode(s)
- Single and Multi
- Reproducible
- Yes
- Category
- Fleets
- OS-Specific
- No
- Hardware-Specific
- No
- Video Card Vendor
- NVIDIA
- Video Card Model
- 860M GTX
- Username/Profile on Steam
- FirePhoenox
- Make station
- In build mode make fleet
- add fleet ships
- dock each ship to mark recall location
- send fleet to mine or just move
- recall fleet. they do not return
Running on thread: ClientThread
Adapter: igdumdim64
Driver Version: 10.18.15.4256
Vendor: NVIDIA Corporation
OpenGL Version: 4.5.0 NVIDIA 364.72
Renderer: GeForce GTX 860M/PCIe/SSE2
GLSL Ver: 4.50 NVIDIA
Starmade System Checker Report
Sat 04/02/2016
14:53:17.19
RESULTS:
Windows version: Windows 10 64-bit ....PASS
Processor: Intel(R) Core(TM) i7-4700HQ CPU @ 2.40GHz (8 CPUs), ~2.4GHz
Memory: 16384MB RAM
Graphics Card name: NVIDIA GeForce GTX 860M ....UNKNOWN
Java version: ....
WORLD = World0 //set world to use (set 'old' for using the old world). if no world exists a new one will be set automatically PROTECT_STARTING_SECTOR = false //Protects the starting sector ENABLE_SIMULATION = false //Universe AI simulation CONCURRENT_SIMULATION = 10 //How many simulation groups may be in the universe simultaniously (performance) ENEMY_SPAWNING = false //Enables enemy spawing SECTOR_SIZE = 10000 //Sets the size of sectors in the universe **WARNING** scaling the size of an existing universe down may cause issues BLUEPRINT_DEFAULT_PRIVATE = true //If true, set blueprints private as default (else they are public) FLOATING_ITEM_LIFETIME_SECS = 240 //How much seconds items floating in space should be alive SIMULATION_SPAWN_DELAY = 420 //How much seconds between simulation spawn ticks SIMULATION_TRADING_FILLS_SHOPS = true //Trading guild will deliver stock to shops SECTOR_INACTIVE_TIMEOUT = 20 //Time in secs after which sectors go inactive (-1 = off) SECTOR_INACTIVE_CLEANUP_TIMEOUT = 10 //Time in secs after which inactive sectors are completely removed from memory (-1 = off) USE_STARMADE_AUTHENTICATION = false //allow star-made.org authentication REQUIRE_STARMADE_AUTHENTICATION = false //require star-made.org authentication (USE_STARMADE_AUTHENTICATION must be true) PROTECTED_NAMES_BY_ACCOUNT = 10 //How many player names a player may protect with his account (if exceeded, the player name, that was logged in the longest time ago gets unprotected) DEFAULT_BLUEPRINT_ENEMY_USE = true //Default option for blueprints not in catalog yet DEFAULT_BLUEPRINT_FACTION_BUY = true //Default option for blueprints not in catalog yet DEFAULT_BLUEPRINT_OTHERS_BUY = true //Default option for blueprints not in catalog yet DEFAULT_BLUEPRINT_HOME_BASE_BUY = true //Default option for blueprints not in catalog yet LOCK_FACTION_SHIPS = false //If true, ships of other factions cant be edited, activated, or entered DEBUG_FSM_STATE = false //transfer debug FSM state. Turning this on may slow down network PHYSICS_SHAPE_CASTING_TUNNELING_PREVENTION = false //Makes a convex cast for hight speed object to prevent clipping. High Cost. (Bugged right now, so dont turn it on) CATALOG_SLOTS_PER_PLAYER = -1 //How many slots per player for saved ships (-1 for unlimited) UNIVERSE_DAY_IN_MS = -1 //how long is a 'day' (stellar system rotation) in milliseconds (-1 to switch off system rotation) FORCE_DISK_WRITE_COMPLETION = true //forces writing operations of raw data to disk directly after operation. For some OS this prevents raw data corruption ASTEROIDS_ENABLE_DYNAMIC_PHYSICS = true //enables asteroids to be able to move in space ENABLE_BREAK_OFF = false //debug (don't activate unless you know what you're doing) COLLISION_DAMAGE = false //colliding into another object does damage COLLISION_DAMAGE_THRESHOLD = 2.0 //Threshold of Impulse that does damage (the lower, the less force is needed for damage) SKIN_ALLOW_UPLOAD = true //if off, skin uploading to server is deactivated CATALOG_NAME_COLLISION_HANDLING = false //if off, saving with an existing entry is denied, if on the name is automatically changed by adding numbers on the end SECTOR_AUTOSAVE_SEC = 300 //Time interval in secs the server will autosave (-1 for never) PHYSICS_SLOWDOWN_THRESHOLD = 40 //Milliseconds a collision test may take before anti-slowdown mode is activated THRUST_SPEED_LIMIT = 75 //How fast ships, etc. may go in m/s . Too high values may induce physics tunneling effects MAX_CLIENTS = 32 //Max number of clients allowed on this server SUPER_ADMIN_PASSWORD_USE = false //Enable super admin for this server SUPER_ADMIN_PASSWORD = mypassword //Super admin password for this server SERVER_LISTEN_IP = all //Enter specific ip for the server to listen to. use "all" to listen on every ip SOCKET_BUFFER_SIZE = 65536 //buffer size of incoming and outgoing data per socket PHYSICS_LINEAR_DAMPING = 0.05 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown PHYSICS_ROTATIONAL_DAMPING = 0.05 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown AI_DESTRUCTION_LOOT_COUNT_MULTIPLIER = 0.9 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none AI_DESTRUCTION_LOOT_STACK_MULTIPLIER = 0.9 //multiply amount of items spawned after AI destruction. use values smaller 1 for less and 0 for none CHEST_LOOT_COUNT_MULTIPLIER = 0.9 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none CHEST_LOOT_STACK_MULTIPLIER = 0.9 //multiply amount of items spawned in chests of generated chests. use values smaller 1 for less and 0 for none USE_WHITELIST = false //only names/ips from whitelist.txt are allowed FILTER_CONNECTION_MESSAGES = false //don't display join/disconnect messages USE_UDP = false //Use 'User Datagram Protocol' (UDP) instead of 'Transmission Control Protocol' (TCP) for connections AUTO_KICK_MODIFIED_BLUEPRINT_USE = false //Kick players that spawn modified blueprints AUTO_BAN_ID_MODIFIED_BLUEPRINT_USE = false //Ban player by name that spawn modified blueprints AUTO_BAN_IP_MODIFIED_BLUEPRINT_USE = false //Ban player by IP that spawn modified blueprints AUTO_BAN_TIME_IN_MINUTES = 60 //Time to ban in minutes (-1 for permanently) REMOVE_MODIFIED_BLUEPRINTS = false //Auto-removes a modified blueprint DEBUG_SEGMENT_WRITING = false //Debugs correctness of writing of segments (costs server performance) TCP_NODELAY = true //Naggles algorithm (WARNING: only change when you know what you're doing) PING_FLUSH = false //flushes ping/pong immediately (WARNING: only change when you know what you're doing) RECIPE_BLOCK_COST = 5000 //How much blocks have to be invested to create a recipe (min 0) SHOP_SPAWNING_PROBABILITY = 0.1 //(must be between 0 and 1): 0 is no shops spawned in asteroid sectors, 1 is shop spawned in everyone (default: 8% -> 0.08) RECIPE_REFUND_MULT = 0.5 //how much blocks are refunded from selling a recipe (must be between 0 and 1): 0 no refund, 1 full refund RECIPE_LEVEL_AMOUNT = 4000 //On how much created blocks will a recipe level up (base value) (min 0) DEFAULT_SPAWN_SECTOR_X = 2 //DEFAULT Spawn Sector X Coordinate DEFAULT_SPAWN_SECTOR_Y = 2 //DEFAULT Spawn Sector Y Coordinate DEFAULT_SPAWN_SECTOR_Z = 2 //DEFAULT Spawn Sector Z Coordinate MODIFIED_BLUEPRINT_TOLERANCE = 0.1 //Tolerance of modified blueprint trigger (default = 10%) TURNING_DIMENSION_SCALE = 1.1 //Scaling of tuning speed VS ship dimension (default = 1.1) DEFAULT_SPAWN_LOCALPOINT_X_1 = 0.0 //First Rotating Spawn: Local Pos X Coordinate DEFAULT_SPAWN_LOCALPOINT_Y_1 = -6.5 //First Rotating Spawn: Local Pos Y Coordinate DEFAULT_SPAWN_LOCALPOINT_Z_1 = -8.0 //First Rotating Spawn: Local Pos Z Coordinate DEFAULT_SPAWN_LOCALPOINT_X_2 = 7.0 //Second Rotating Spawn: Local Pos X Coordinate DEFAULT_SPAWN_LOCALPOINT_Y_2 = -6.5 //Second Rotating Spawn: Local Pos Y Coordinate DEFAULT_SPAWN_LOCALPOINT_Z_2 = 0.0 //Second Rotating Spawn: Local Pos Z Coordinate DEFAULT_SPAWN_LOCALPOINT_X_3 = 0.0 //Third Rotating Spawn: Local Pos X Coordinate DEFAULT_SPAWN_LOCALPOINT_Y_3 = -6.5 //Third Rotating Spawn: Local Pos Y Coordinate DEFAULT_SPAWN_LOCALPOINT_Z_3 = 7.0 //Third Rotating Spawn: Local Pos Z Coordinate DEFAULT_SPAWN_LOCALPOINT_X_4 = -8.0 //Forth Rotating Spawn: Local Pos X Coordinate DEFAULT_SPAWN_LOCALPOINT_Y_4 = -6.5 //Forth Rotating Spawn: Local Pos Y Coordinate DEFAULT_SPAWN_LOCALPOINT_Z_4 = 0.0 //Forth Rotating Spawn: Local Pos Z Coordinate PLAYER_DEATH_CREDIT_PUNISHMENT = 0.1 //players credits lost of total on death (must be between 0 and 1): 1 = lose all, 0 = keep all PLAYER_DEATH_CREDIT_DROP = false //drop credits lost on death into space instead PLAYER_DEATH_BLOCK_PUNISHMENT = false //player will drop all his blocks into space on death PLAYER_DEATH_PUNISHMENT_TIME = 300 //Time interval in seconds after death of a player in which the player is not punished PLAYER_DEATH_INVULNERABILITY_TIME = 5 //Time the player is invulnerable after death in sec PLAYER_HISTORY_BACKLOG = 30 //how many login history objects (with name, IP, account-name, and time) should be saved by player state PROJECTILES_ADDITIVE_VELOCITY = false //initial projectile speed depend on relative linear velocity of object fired from PROJECTILES_VELOCITY_MULTIPLIER = 1.0 //multiplicator for projectile velocity IGNORE_DOCKING_AREA = false //ignores docking area size ALLOW_UPLOAD_FROM_LOCAL_BLUEPRINTS = true //enables clients being able to upload their pre-build-blueprints to the server SHOP_NPC_STARTING_CREDITS = 10000000 //how much credits do shops start with SHOP_NPC_RECHARGE_CREDITS = 100000 //how much credits do shops gain about every 10 min AI_WEAPON_AIMING_ACCURACY = 10 //how accurate the AI aims (the higher the value the more accurate vs distance. 10 = about 99% accuracy at 10m) BROADCAST_SHIELD_PERCENTAGE = 5 //percent of shields changed for the server to broadcast a shield synch BROADCAST_POWER_PERCENTAGE = 50 //percent of power changed for the server to broadcast a power synch (not that critical) ADMINS_CIRCUMVENT_STRUCTURE_CONTROL = true //admins can enter ships of any faction STAR_DAMAGE = true //suns dealing damage to entities SQL_NIO_FILE_SIZE = 256 //megabyte limit of .data file when to use NIO (faster) (must be power of 2) PLANET_SIZE_MEAN = 225.0 //Planet size mean (normal gaussian distribution) (min 50) PLANET_SIZE_DEVIATION = 85.0 //Planet size standard deviation. Note: normal gaussian distribution graph scaled horizontally by 1/3 (min 0) PLAYER_MAX_BUILD_AREA = 1000 //max area a player may add/remove in adv. build mode NT_SPAM_PROTECT_TIME_MS = 30000 //period of spam protection ASTEROID_SECTOR_REPLENISH_TIME_SEC = -1 //seconds until a sector that is mined down to 0 asteroids is replenished (-1 = never) NT_SPAM_PROTECT_MAX_ATTEMPTS = 30 //max attempts before refusing connections in spam protect period (default is 1/sec for 30 sec) NT_SPAM_PROTECT_EXCEPTIONS = 127.0.0.1 //ips excepted from spam control (separate multiple with comma) (default is localhost) NT_SPAM_PROTECT_ACTIVE = true //enables connection spawn protection (flooding servers with login attempts) USE_PERSONAL_SECTORS = false //will spawn a player in a locked sector sandbox (warning, don't use unless you know what you do) BATTLE_MODE = false //turn on battlemode (warning, don't use unless you know what you're doing) BATTLE_MODE_CONFIG = battleSector=0,0,0,Physics.smsec;battleSector=15,15,15,Physics.smsec;countdownRound=300;countdownStart=30;maxMass=-1;maxDim=300;maxMassPerFaction=-1; //General config for battlemode BATTLE_MODE_FACTIONS = [TeamA, fighters, 500,500,500, 0.5,0.1,0.9];[TeamB, fighters, -500,-500,-500, 0.5,0.9,0.2];[TeamFFA,ffa, 0,0,-500, 0.2,0.9,0.9];[Spectators,spectators, 0,500,0,0.8,0.4,0.8] //Faction config for battlemode LEADERBOARD_BACKLOG = 24 //time in hours to keep leaderboard backlog (the more time, the more data has to be sent to client) ANNOUNCE_SERVER_TO_SERVERLIST = false //announces the server to the starmade server list so clients can find it. Hostname must be provided for HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST! HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST = //this must be a valid hostname (either ip or host, e.g. play.star-made.org) SERVER_LIST_NAME = NoName //max length 64 characters SERVER_LIST_DESCRIPTION = NoDescription //max length 128 characters MISSILE_DEFENSE_FRIENDLY_FIRE = true //can shoot down own or missiles from own faction USE_DYNAMIC_RECIPE_PRICES = true //use recipe based prices (the price is the price of the parts it is made out of in crafting) MAKE_HOMBASE_ATTACKABLE_ON_FP_DEFICIT = true //Home bases become attackable if a faction's Faction Points are in the minus and the faction doesn't own any territory PLANET_SPECIAL_REGION_PROPABILITY = 240 //one out of thisValue chance of a special region spawning per planet plate (cities, pyramids, etc) (changing this value migth change some plates, but won't change any plates that are already modified by a player) NT_BLOCKUPDATE_QUEUE_SIZE = 254 //how many blocks are sent per update. Huge placements will shot faster, but it will consume more bandwidth and is subject to spamming players CHUNK_REQUEST_THREAD_POOL_SIZE_TOTAL = 50 //Thead pool size for chunk requests (from disk and generated) CHUNK_REQUEST_THREAD_POOL_SIZE_CPU = 7 //Available threads of total for CPU generation. WARNING: too high can cause cpu spikes. About the amount of available cores minus one is best BUY_BLUEPRINTS_WITH_CREDITS = false //buy blueprints directly with credits SHOP_USE_STATIC_SELL_BUY_PRICES = false //shop buy and sell price change depending on stock (shop prices will always stay the same if true) SHOP_SELL_BUY_PRICES_UPPER_LIMIT = 1.2 //maximum of base price a shop will want depending on its stock (e.g. max 120 credits if the normal cost is 100) SHOP_SELL_BUY_PRICES_LOWER_LIMIT = 0.8 //minimum of base price a shop will want depending on its stock (e.g. max 80 credits if the normal cost is 100) MINING_BONUS = 1 //general multiplier on all mining MAX_COORDINATE_BOOKMARKS = 20 //coordinate bookmarks per player allowed ALLOWED_STATIONS_PER_SECTOR = 1 //how many stations are allowed per sector STATION_CREDIT_COST = 50000 //how much does a station or station blueprint cost SKIN_SERVER_UPLOAD_BLOCK_SIZE = 256 //how fast should skins be transferred from server to clients (too high might cause lag) [default 256 ~ 16kb/s] ALLOW_OLD_DOCKING_BEAM = false //enables old docking beam WEIGHTED_CENTER_OF_MASS = true //if on, the center of mass for each structured will be calculated based on block mass. On 'false', the center of mass is always the core position SECURE_UPLINK_ENABLED = false //dedicated servers can be registered on the StarMade registry SECURE_UPLINK_TOKEN = //uplink token, provided when registering a dedicated server USE_STRUCTURE_HP = true //ships and other structures use the hitpoint system. if off, a ship will overheat when the core gets taken out (old) SHOP_REBOOT_COST_PER_SECOND = 100.0 //Cost to reboot a ship at a shop (per second it would take to reboot in space) SHOP_ARMOR_REPAIR_COST_PER_HITPOINT = 1.0 //Cost to repair a ship's armor at a shop MAX_SIMULTANIOUS_EXPLOSIONS = 10 //the more the faster explosions at the same time are executed (costs in total about 20MB RAM each and of course CPU because it's all threaded) (10 is default for a medium powered singleplayer) REMOVE_ENTITIES_WITH_INCONSISTENT_BLOCKS = false //This will remove ships that have blocks that are normally disallowed (e.g. space station blocks on ships) OVERRIDE_INVALID_BLUEPRINT_TYPE = true //If a loaded blueprint is invalid, it's type will be overridden FACTION_FOUNDER_KICKABLE_AFTER_DAYS_INACTIVITY = 30 //Days of inactivity after which a founder may kick another founder DEBUG_BEAM_POWER_CONSUMPTION = false //server will send notifications on power consumed (not counting power given from supply) on server (costs performance, so only use for debugging) DEBUG_BEAM_TICKS_DONE = false //server will send notifications on ticks done on server (costs performance, so only use for debugging) DEBUG_BEAM_POWER_PER_TICK = false //server will send notifications on beam power per tick on server (costs performance, so only use for debugging) DEBUG_MISSILE_POWER_CONSUMPTION = false //server will send notifications on missiles on server (costs performance, so only use for debugging) BLUEPRINT_SPAWNABLE_SHIPS = true //enables or disables blueprint spawning from item BLUEPRINT_SPAWNABLE_STATIONS = true //enables or disables blueprint spawning from item USE_OLD_GENRATED_PIRATE_STATIONS = false //enables spawning of old style pirate stations CARGO_BLEED_AT_OVER_CAPACITY = false //cargo is ejected every minute if storage is at over capacity ALLOW_PERSONAL_INVENTORY_OVER_CAPACITY = false //Personal Inventory can go over capacity ONLY_ALLOW_FACTION_SHIPS_ADDED_TO_FLEET = false //only allows faction ships to be added to fleet MAX_CHAIN_DOCKING = 25 //maximal deepness of docking chains (may cause glitches depending on OS (path and filename length) at high numbers) SHOP_RAILS_ON_ADV = true //Advanced shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe) SHOP_RAILS_ON_NORMAL = true //Normal shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe) ALLOW_FLEET_FORMATION = true //Allows fleet formation
C_USE_NEW_PLAYER_MODEL_ = true CONTROL_HELP = false C_MOUSE_BUTTOM_SWITCH = false G_RESOLUTION = 1920 x 1080 G_FULLSCREEN = true G_VSYNCH = false G_FOV = 85.0 G_MAX_SEGEMENTSDRAWN = 200000 G_DRAW_SURROUNDING_GALAXIES_IN_MAP = false HIT_INDICATION_NUMBERS_LIFETIME = 0.4 D_LIFETIME_NORM = 30 G_WINDOWED_BORDERLESS = false S_SOUND_SYSTEM_ENABLED = true S_SOUND_ENABLED = true S_SOUND_VOLUME_GLOBAL = 4 N_TRANSMIT_RAW_DEBUG_POSITIONS = false C_SELECTED_JOYSTICK = -1 ICON_BAKERY_BLOCKSTYLE_ROTATE_DEG = -90.0 MOUSE_WHEEL_SENSIBILITY = 7.0E-4 BUILD_MODE_SHIFT_SPEED = 25.0 ORBITAL_CAM_SPEED = 0.5 G_DAMAGE_DISPLAY = 600 G_STAR_COUNT = 4096 G_VBO_BULKMODE_SIZE = 4 G_DRAW_FOG = false G_DRAW_BEAMS = true G_DRAW_EXHAUST_PLUMS = true D_INFO_CONTROLMANAGER = false D_INFO_SHADER = true T_ENABLE_TEXTURE_BAKER = false D_INFO_DRAW_TIMES = false D_INFO_DRAW_SPACE_PARTICLE = false G_SPACE_PARTICLE = true G_DRAW_MOUSE_COLLISION = false G_ATMOSPHERE_SHADER = normal G_SHADOW_QUALITY = ULTRA G_DRAW_SHIELDS = true G_DRAW_WATER = true G_DRAW_BACKGOUND = true G_WATER_USER_MIPMAPS = false E_NAVIGATION_FILTER = 869 G_DRAW_ENTITIES = true G_FRUSTUM_CULLTING = true G_DRAW_EFFECTS = true G_SHADER_RELOAD = false G_FRAMRATE_FIXED = -1 G_SHADERS_ACTIVE = true G_DEBUG_DRAW_GRID = false G_DEBUG_DRAW_LINES = true F_FRAME_BUFFER_USE = false T_TERRAIN_DRAW = true T_TERRAIN_WIREFRAME_DRAW = false G_CULLING_ACTIVE = true G_TEXTURE_ARRAYS = false G_AUTO_NORMALIZATION = true G_DRAW_BY_SIDES = true G_WIREFRAMED = false G_NORMAL_MAPPING = true G_TEXTURE_COMPRESSION_BLOCKS = false G_TEXTURE_ARRAY_COMPRESSION = true G_TEXTURE_ARRAY_MIPMAP = true G_TEXTURE_MIPMAP = true G_SHADOWS = true G_SHADOWS_VSM = false S_PAUSED = false S_SETTINGS_SHOW = false MINIMAP_MODE = SMALL SECTOR_INDICATION_MODE = INDICATION_ONLY S_KEY_ALLOW_DUPLICATES = true G_PROD_BG = true G_PROD_BG_QUALITY = 2048 G_TEXTURE_PACK = Default GIF_WIDTH = 640 GIF_HEIGHT = 640 GIF_FPS = 15 GIF_GUI = false G_DEBRIS_THRESHOLD_MS = 4 G_TEXTURE_PACK_RESOLUTION = 256 S_INITIAL_SETTING = Single Player S_GAME_MODE = Sandbox G_BONE_ANIMATION = true P_NT_DEBUG_ACTIVE = false P_PHYSICS_DEBUG_ACTIVE_OCCLUSION = false P_PHYSICS_DEBUG_ACTIVE = false P_PHYSICS_DEBUG_MODE = 0 G_DEUBG_LINE_DRAWING_ACTIVATED = false G_WINDOW_START_POSITION = center G_DRAW_GUI_ACTIVE = true G_DRAW_NO_OVERLAYS = false G_PARTICLE_SORTING = true P_PHYSICS_ACTIVATED = true G_SMOKE_QUALITY = false G_DRAW_STARS = true G_DRAW_PASTE_PREVIEW = true G_USE_SPRITE_VBO = true S_TUTORIAL = false G_AUTOSELECT_CONTROLLERS = true S_INFO_DRAW = FPS_AND_PING G_VBO_FLAG = STATIC N_LAG_COMPENSATION = true N_IGNORE_SAVED_UPLINK_CREDENTIALS_IN_SINGLEPLAYER = true N_SERVER_TIME_UPDATE_FREQUENCE = 2000 M_TEXTURE_PACK_CONFIG_TOOL = ./data/textures/block/Default/64/ G_MULTI_SAMPLE = 0 G_MIPMAP_LEVEL_MAX = 3 M_MOUSE_SENSITIVITY = 0.5 G_HIT_INDICATION_SIZE = 1.0 F_BLOOM = false F_BLOOM_INTENSITY = 0.4 S_MOUSE_LOCK = true G_DRAW_ADV_BUILDMODE_BLOCK_PREVIEW = true G_DRAW_ALL_CONNECTIONS = false G_SHOW_PURE_NUMBERS_FOR_SHIELD_AND_POWER = false S_FLIP_HOTBAR_MOUSEWHEEL_WITHOUT_CTRL = true S_ZOOM_MOUSEWHEEL = SLOTS S_MOUSE_SHIP_INVERT = false S_MOUSE_ALL_INVERT = false S_USE_REGION_SIGNATURE_TEST = false G_PREVIEW_TO_BUILD_BLOCK = true S_EXIT_ON_ESC = false G_USE_HIGH_QUALITY_ACKGROUND = false G_DRAW_POPUPS = true G_USE_VBO_MAP = true G_DRAW_JUMP_OVERLAY = true G_MAG_FILTER_LINEAR_BLOCKS = false G_MAG_FILTER_LINEAR_GUI = false G_MAX_BEAMS = 1024 SEGMENT_REQUEST_BATCH = 64 CLIENT_BUFFER_SIZE = 65536 ICON_BAKERY_SINGLE_RESOLUTION = 150 G_RAYTRACE_COUNT = 64 ICON_BAKERY_SINGLE_ICONS = false G_MUST_CONFIRM_DETACHEMENT_AT_SPEED = 50.0 G_USE_SHADER4 = true O_OCULUS_RENDERING = false G_USE_VERTEX_LIGHTING_ONLY = false CLIENT_TRAFFIC_CLASS = true G_DRAW_SELECTED_BLOCK_WOBBLE = true G_USE_TWO_COMPENENT_SHADER = false A_FORCE_AUTHENTICATION_METHOD = -1 MIN_FFA = 2 B_UNDO_REDO_MAX = 30 N_ARTIFICIAL_DELAY = 0 SEGMENT_PIECE_QUEUE_SINGLEPLAYER = 32767 G_MAX_MISSILE_TRAILS = 128 G_USE_OCCLUSION_CULLING = false C_AUTOASSIGN_WEAPON_SLOTS = true G_DRAW_NT_STATS_OVERLAY = false CLIENT_CUSTOM_TEXTURE_PATH = ./customBlockTextures SECRET = none USE_OPEN_AL_SOUND = true LIMIT_FPS_UNFOCUS = true GUI_USE_DISPLAY_LISTS = false USE_GL_MULTI_DRAWARRAYS = true USE_GL_MULTI_DRAWARRAYS_INITIAL_SET = true CHAT_CLOSE_ON_ENTER = true A_FORCE_LOCAL_SAVE_ENABLED_IN_SINGLE_PLAYER = false G_SHIP_INFO_ZOOM = 0 G_SINGLEPLAYER_CREATIVE_MODE = true G_DRAW_LAG_OBJECTS_IN_HUD = false G_SHOW_SYMMETRY_PLANES = true LANGUAGE_PACK = english DELETE_SEVER_DATABASE_ON_STARTUP = false G_BASIC_SELECTION_BOX = false
Microsoft Windows [Version 10.0.10586]
(c) 2015 Microsoft Corporation. All rights reserved.
C:\Users\Tim>java -d64 -version
java version "1.8.0_73"
Java(TM) SE Runtime Environment (build 1.8.0_73-b02)
Java HotSpot(TM) 64-Bit Server VM (build 25.73-b02, mixed mode)
Event Timeline
-Rejected-
This is a missunderstand on your part
the carrier recall calls the ship back to the mother ship wich is a part of the fleet ... the Station itself isnt part of a fleet (and as of now not intended to be), so you cant recall to it. you also cant recall them to a mothership that is docked to a station (intended i think ... not sure there)