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We are looking into a problem with the remote servers whereby clients (players or NPCs) in hyperspace will sometimes get stuck there due to conflict between the client and the server both updating the hyperjump timer (as viewed in VDD/VID). This can cause clients to get stuck in hyperspace or show incorrect timer countdown values.

This problem does NOT affect local LAN servers; only remote servers (which are subject to infrequent packet updates).

We have found the problem and are currently investigating a fix.

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