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Badshah
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Posted - 2005.04.06 12:42:00 -
[1]
I have a lot of trouble with my mining lasers. When an asteroid is depleted they do not shut off. Of course the targetted roid disappears, but the lasers keep flashing green. It makes it very hard to work as I have to manually turn off allllll the lasers and restart them each time one quits.
Does anyone else have this issue and how did you solve it?
Just me, Bad |

Go Daigo
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Posted - 2005.04.06 17:33:00 -
[2]
I have the same problem 1 out of my three lasers keeps flashing and I have to manually shut it down.
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Badshah
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Posted - 2005.04.06 18:11:00 -
[3]
its worse with eight lasers. sometimes none of them will shut off even when 1 or 2 roids pop.
I've taken to attaching to roids in a 2 - 1 - 2 - 1 - 2 pattern so that I can look at the targets to determine which lasers shut off. Sometimes it works but sometimes several roids pop at a time and the pattern becomes impossible to interpret. I wish they'd fix it.  Just me, Bad |

ElfeGER
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Posted - 2005.04.06 22:19:00 -
[4]
the lasers just finish the started cycle
so you have a roid with 120m¦ ore the first miner removes 80m¦ ore and starts a new cycle the seconds miner removes 40m¦ ore and the roids plops - miner shuts down
and the first miner flashes green for a minute without getting any ore
so distribute the miners on the roids like: roid1 roid2 roid3 or roid1 roid1 roid2 roid2 roid3 roid3
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Matthew
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Posted - 2005.04.07 11:01:00 -
[5]
While this is annoying, it's not actually a bug. Events only happen on certain triggers. In this case the events for a mining laser are:
Event: Module activation Triggers: Capacitor drain, starts cycle timer
Event: Cycle Timer Complete OR Module Deactivation Triggers: Ore draw-down, roid-pop check, autorepeat check
So the mining laser doesn't do anything at all between module activation until manual deactivation or end of cycle. Hence, a miner that is mid-cycle when a roid pops won't find out about it until the cycle ends.
There is one way this could be "fixed" without increasing server lag. The server already issues a notification to the client when a target lock is lost and/or a roid pops (hence how you see it happening). It wouldn't be hard to put an extra bit in the client handling of these notices to have it check if any other modules were active on that target, and deactivate them all. This is safe to put in the client, as it doesn't allow any exploits...the only hack that could be done is to not deactivate the modules, in which case we get the current situation, and the server will prevent any erroneous module activations. Also, the mining laser is about the only module you can actually deactivate mid-cycle anyway....if you try it with pretty much any other module, you have to wait the rest of the cycle (with it flashing red).
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Andrue
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Posted - 2005.04.07 11:28:00 -
[6]
What I find most annoying is the repeated notifications that "the asteroid is depleted" when the remaining lasers are manually switched off. -- (Battle hardened miner)
[Brackley, UK]
WARNING:This post may contain large doses of reality. |

Badshah
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Posted - 2005.04.07 12:56:00 -
[7]
Originally by: El***ER the lasers just finish the started cycle...
so you have a roid with 120m¦ ore the first miner removes 80m¦ ore and starts a new cycle the seconds miner removes 40m¦ ore and the roids plops - miner shuts down
Ok, this make good sense, and if it were true I would not have posted otherwise. The fact of the matter is exactly as I stated in my initial post. The miners do not shut down, not after 1 minute, not after several. It is as if they miss the event entirely and will not shut down until I explicitly give the command. I have waited them out. The targets show 7 lasers locked and functioning, while all eight continue to flash. Unless I use the pattern-locking that I mentioned above, there is no way to determine which laser has ceased to function.
And yes, it is annoying to get the repeated, "Asteroid is depleted" messages. What is more annoying though is having to shut down all my lasers in order to shut off the one that is no longer functioning. There is no way this can be justified or not classed as a 'bug'.
I hope I've made my point clear this time...
Just me, Bad |

Andrue
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Posted - 2005.04.08 13:13:00 -
[8]
Originally by: Badshah What is more annoying though is having to shut down all my lasers in order to shut off the one that is no longer functioning. There is no way this can be justified or not classed as a 'bug'.
I hope I've made my point clear this time...
The workaround for that is to use systematic and staggered targetting. The way I do it is target half my lasers at one roid and half at another. Furthermore I have several roids targetted awaiting my attention and I start targetting at opposite ends of the target icon row. This means that when a roid pops it's obvious which group of four lasers needs to be reset. When a roid is popped I target a fresh one.
An additional refinement is to fire lasers in pairs and leave fifteen seconds between firing. This usually means that of each set of four lasers two will deactivate and two will stay on. Once a new roid has been targetted you can repeat the firing sequence and typically that means starting the two inactive, deactivating the others then after a delay activating that final pair.
Example: R1 R2 R3 R4 R5
Initially I target R1 and fire L1,L2. Then I target R5 and fire L8,L7
After a fifteen second delay I fire L5,L6 then target R1 and fire L3,L4.
If R1 pops at least one of the first four lasers (L1 - L4) will deactivate and that immediately tells me which of the other lasers needs manually deactivating. In fact because of the stagger I usually find that L1,L2 deactivate and L3,L4 stay on.
-- (Battle hardened miner)
[Brackley, UK]
WARNING:This post may contain large doses of reality. |
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