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Spc One
Gallente
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Posted - 2009.10.29 02:35:00 -
[1]
Edited by: Spc One on 29/10/2009 02:35:33
Hi, When i go to fitting my cap shows sustainable at 54% but when i turn on the modules it's about 6% and dropping. Is this a bug in new patch for sisi ??
Here's the picture: Fitting:
http://www.netsky.org/capbug1.png
Space:
http://www.netsky.org/capbug2.png
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Spc One
Gallente
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Posted - 2009.10.29 03:08:00 -
[2]
Tested drake in exact same fitting as on the real server and it has the same bug in space.
On the TQ it sustains the cap at 35% (DRAKE) but on the sisi it caps out.
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HeliosGal
Caldari
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Posted - 2009.10.29 03:15:00 -
[3]
but report filed Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.10.29 03:16:00 -
[4]
While in space, check your ships stats for cap, make sure your skills are being applied. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Spc One
Gallente
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Posted - 2009.10.29 03:53:00 -
[5]
Yes all the skills and implants are applied. It went to 0% cap but it didn't turn off the modules so this is a bug.
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Siigari Kitawa
Gallente The Aduro Protocol
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Posted - 2009.10.29 03:53:00 -
[6]
Originally by: HeliosGal but report filed
Keep filing those excuses.
;3
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Spc One
Gallente
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Posted - 2009.10.29 04:35:00 -
[7]
If someone is on sisi please test this "cap bug" out. Fit your ship .. and check how much % of cap is sustainable then go to space turn on modules and check the real cap.
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Wacoede
Amarr Allied Combat Team
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Posted - 2009.10.29 09:10:00 -
[8]
Edited by: Wacoede on 29/10/2009 09:11:04 noticed this aswell on my zealot for me it was armour reppers and MWD using way more cap than their supposed to MWD was using around 300 cap per cycle and armour repper around 400 per cycle
i did submit a bug report with pics and log file ___________________________________________________
Originally by: Avery Fatwallet when someone sez "eve is too tuff" standard reply is "can i have stuff?"
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HeliosGal
Caldari
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Posted - 2009.10.29 09:18:00 -
[9]
i think theres some changes perhaps elsewhere that have thrown the perma tank of the drake off Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
Spc One
Gallente
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Posted - 2009.10.29 13:45:00 -
[10]
Well these are not changes but clearly a bug. This is because when cap reached 0% the modules don't turn off but continue reloading and you don't get a message capacitor is empty (because it isn't). This means that even if cap shows at 0% there's still cap available but it doesn't show it.
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IHaveTenFingers
Caldari ADVANCED Combat and Engineering Violent Society
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Posted - 2009.10.29 19:58:00 -
[11]
Originally by: Spc One Well these are not changes but clearly a bug. This is because when cap reached 0% the modules don't turn off but continue reloading and you don't get a message capacitor is empty (because it isn't). This means that even if cap shows at 0% there's still cap available but it doesn't show it.
This is just clock skew. Read the dev blog about desync. Clear your cache and relog, problem solved.
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