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Thread Statistics | Show CCP posts - 1 post(s) |

j0sephine
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Posted - 2003.07.13 23:05:00 -
[1]
It appears whenever the player logs in, the game performs fresh start-up of equipment installed on their active ship. This startup routine begins with high slots, then middle slots and finally the low slots.
Problem is, when ship setup relies on extra energy derrived from the RCU and similar modules, at some point the activation sequence is bound to fail because there isn't enough energy available yet. The activation routine simply gives up at this point, leaving number of modules disabled.
If that's indeed the cause, the simple and fast fix would be to reverse the activation order -- start with low slots, then the medium and high ones...
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Tyr Guann
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Posted - 2003.07.13 23:29:00 -
[2]
I really doubt that that is the only cause for it, if indeed it is part of it.
I don't use any upgrades for my power system or CPU, and i still have start up deactivation problems.
Another possible factor could be skills not being taken into account, when the character is reactivated.
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j0sephine
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Posted - 2003.07.13 23:38:00 -
[3]
Hmm i see. this is how it worked in my case (no problems without RCU in the setup, on startup all high slot modules and some middle slot modules activated, but not all because the low slots were left disabled) so i thought it's worth to point that out. Too bad it seems more tricky than that, after all :/
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Entity
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Posted - 2003.07.13 23:55:00 -
[4]
*cough*
http://oldforums.eveonline.com/?a=topic&threadID=19470
Edited by: Entity on 13/07/2003 23:55:33
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Yggdrassil
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Posted - 2003.07.15 12:06:00 -
[5]
Think the "easy" fix goes like this:
First: lookup ship basic power/cpu. Second: add cpu/power from skill Third: check power/cpu req for ALL items loaded (-discount for skills) Fourth: activate low-slots Fifth: activate med-slots Sixth: activate high-slots
This is about the only "sure" way I see for the power/cpu needs to be checked properly.
The "hard" part, I guess, is to first check the power/cpu need for modules AND deduct whatever gained from skills....
Yggdrassil Yggdrassil |

Blinder
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Posted - 2003.07.15 12:51:00 -
[6]
Better still would be to simply store the on/off state for each module, either in prefs.ini or server-side. Then just load that up on login, instead of trying to activate all the modules. I'd actually suspect this is what they were trying to do, but that the loader is choking on something, rather than that they're trying to figure out what people did and didn't have active when they logged off simply by what they can power.
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Von Thoma
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Posted - 2003.07.15 12:57:00 -
[7]
Hhhhhmmm .... sometimes I am out in the 0.0 systems hunting and so I am logging out near a planet AND NEXT DAY STILL ALL MODULES ARE ONLINE. But if I am at a station logging out, modules are offline.
Maybe this hleps the devs
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Lithorus
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Posted - 2003.07.15 13:49:00 -
[8]
I don't use any power/cpu increasing modules and I still log in with 3 guns offline. So I doubt it's that.
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Raj Whitehall
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Posted - 2003.07.15 15:12:00 -
[9]
yes. this happens to me also. bad is I didn't log out. I just sat next sentry gun talking to it for 1/2 hour waiting on my team mates to arrive. then when went use only gun installed on ship it was deactivated, as the lower slot power core device had been deactivated. This wouldn't be so much of a problem IF the game was as stated in description. ya all know the one that says "Players choose where they use power/cpu. players can turn modules on and off as needed". of course they left out the fact that you have to dock to do this
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Mr nStuff
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Posted - 2003.07.15 17:03:00 -
[10]
Every time I login and goto the fitting screen, I have disabled modules. Most of the time when I undock, dock again, and goto the fitting screen, I have disabled modules. Whenever I ignore the fitting screen completely bypassing it, all my modules are active.
The thing is.. If you don't goto the fitting screen to turn on your deactivated modules, they are never really deactivated anyways.
So if you just logon and go about your busyness.. All your modules will work. But if you login and goto the fitting screen, that turns some of the modules off so you have to reactivate them again before leaving the fitting screen.
I don't know.. Maybe you guys are actually having disabled modules.. But me. My modules never disable unless I actually goto the fitting screen. So it's possible you all are just setting yourself up for failure.
5 R&D Agents, 10months, Zero BPO Offers.. Onboard navigational [Planetary Avoidance] computer.
My account will be suspended at the end of the current play period. Expires on 19. September 2004 |

Dragon Emperor
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Posted - 2003.07.15 17:21:00 -
[11]
If you have deactive mods in high or medium slots, that doesn't matter in most case because even disabled mods will be active if you click on it. However, if the deactive mods are in low slots, then you have some serious trouble there.
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Paul Dubois
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Posted - 2003.07.15 23:46:00 -
[12]
Tell me about it!
I was trying desperately to figure out why I was having so much trouble with the cruisers I usually fight, head back to station to change a gun and then notice that all 3 of the enhanced gyrostabilisers are offline :-( In other words my damage rate was probably about half what it should have been. (the ones i use give 9.8% increase in damage and about 11% increase in rof).
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