Waste of memory .. Ship hangers ( dev note ) .,.. OG post in com tec sup. <-- was told you never read it but hey .. i have more faith but seens I was asked to post it here.. sure why not. discussion Today at 12:58 pm OK so I Just got some time to understand something INSANE that I think is being overlooked by the dev team here. When calling a ship I am given the hanger of the ship I call from outside on the Fleet manager, Yet if I wanted to call my largest ship from INSIDE my hanger it wont allow me because of the hanger size.. I think someone is not connecting some very basic dots here... The ship database is NOT talking to the calling of the SHIP that is linked to the account correctly. First of all this is wasting Massive amounts of memory by keeping the NONE needed other hanger in memory and second of all WHY on earth would you allow multiple call functions on one account? You Really need to fix this as it makes NO sens and also is memory killing.. Make the largest ship the ONLY hanger you can call.. Do not allow small ships to be called and match hangers. As for stations.. just build bigger hangers in future and only let players call ships that fit the stations ( for now ).. annoying yes.. but it will save tons of the bugs we are getting and most of them are memory / account bound as far as I can tell. Call functions are broken . FACT Ya welcome oh btw if you think testing this game is bad try game testing the spice girls.. -_< https://www.youtube.com/watch?v=P91yUEXoX6M&ab_channel=ShippingError quick helpful vid i just made I want to make some things clear before anyone gets to crazy.. I started off game testing at sony when i was 16 years old. I started out 3d modeling using 3DSMAX v3 .. i can use houdini and a host of other apps such as maya, blender, unreal etc.. i been doing this for a LONG ass time. so trust me when i say HANGERS ARE BROKEN ) ok but you aint told us why really ( .. If you are going to allow a memory entity to stay in the game and take memory that happens for every single player that is going to one , mess with the game code that is calling said function.. I want to call a box for my BIG hanger.. the call function is going to see 2 lines of code .. for 2 different entities the hanger small and hanger large thus killing the memory alone and also bricking its self because it does not know what hanger its meant to be sending the box to .. the small one or the big one.. and even if it DID know the code is still checking the line of code that should NOT exist. *(see video above) point is.. we should NEVER EVER be seeing 2 hangers in the lift, and im pretty sure this is breaking the hangers way more than you think. i mean it with the best help in the world for the devs.. dont get mad. :heart: o7