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bUBbLeS
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Posted - 2006.05.17 09:40:00 -
[1]
Any ETA on a fix for fighter AI
Atm they go really slow on returning to you, dont "return and orbit" and generally seem buggy
also the carrier corp hanger that you cant access in a station and has the wrong capacity?
thx
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Sharkbait

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Posted - 2006.05.17 10:54:00 -
[2]
can you check these are still an issue on sisi 3906 and bug report if it is please
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Miss Overlord
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Posted - 2006.05.17 11:38:00 -
[3]
seems ok but havent had a lot of testing time. Anyone else tested this yet
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bUBbLeS
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Posted - 2006.05.17 12:23:00 -
[4]
yay
return and orbit works
but they now come back at 200m/s
and they orbit at 250m/s
still seem broken
and still get stuck to rocks
Corp hanger fixed though
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Steppa
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Posted - 2006.05.17 15:53:00 -
[5]
How in the world are you able to tell how fast they are going?
A-way back when...sigh, back when I could fly 15 ogre II's from an Ishtar...you could monitor their speed if you added drones to the overview. The Blood patch ended that. You can still add them to the overview and they still show the proper distance, but velocity, trans, radial are all blank.
In response to the dev, the corp hangers on SISI seems to be working perfectly now and I've not gotten one single undocking bug...yet.
However, the fighters still take forever to return to the ship after combat. They are no faster in this respect than on TQ. In my opinion, this makes the carrier combat ineffective.
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Zarch AlDain
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Posted - 2006.05.17 16:02:00 -
[6]
Apparantly there is an overview setting that turns them back on - I can't remember what it was as I don't use it but it was mentioned on one of the earlier threads.
-- Zarch AlDain The Blackwater Brigade Huzzah Federation
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Steppa
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Posted - 2006.05.17 18:13:00 -
[7]
?????????????????????????????
Where?
And I thought I had this overview thing down pat...
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Steppa
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Posted - 2006.05.17 18:18:00 -
[8]
Ah found it...
Overview settings --> 'Apply to ships only'
Uncheck that tab and you can see drone speeds again :)
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Misses Gap
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Posted - 2006.07.04 10:53:00 -
[9]
Is there any chance to get a status display for hitpoint status on the fighters when they are not next to the carrier's grid please `?
Obviously they can transmit whether they are fighting or idling or whatnot, so sending their HPs shouldnt be too much of a hassle and giving the carrier pilot a chance to decide whether those 20 M units need to be recalled or not.
Cheers
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FawKa
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Posted - 2006.07.04 14:02:00 -
[10]
From quite an old topic, but has these been fixed? 
Quote: Edited by: FawKa on 28/06/2006 15:24:26
'Ello
I want to hear which of these bugs that has been solved, by dev or not. (bug info has been taken from this)
so here goes:
[7.1] û Undocking Causes Crashes 9/10 times when you undock your Carrier, you will Black screen or crash. IÆve not been able to pin down an exact cause for this problem, but it seems to be related to having Ships in your Ship maintenance array which contain Cargo.
[7.3] û Jump Radius on Universe Map is Incorrect When using the Universe Map (press f10) the range of your jump drive is overlaid on top of the map. If you use the æFlatten MapÆ option, this visual indicator is incorrect, this means that you may not be able to jump to systems at the extreme edge of your range because the flattening process makes the system appear closer than it is.
[7.4] û Fighters do not MWD back to the Carrier When you recall your fighters to the drone bay, they do not use their MWD, which can take up to 5 minutes for them to get within ædockingÆ range.
[7.6] û Screen Freezes when Pilots access the Corp/Ship Arrays When other players are refitting and or adding modules to the corp hangar array, the carrier pilot experiences temporary screen lockups during the whole process. So itÆs best to do this in a quiet place away from the combat front. The lag generated during this process seems to vary greatly for no discernable reason.
[7.8] û Cynosural Field Generators Conflict with Cloaking Devices You cannot fit both a Cyno field generator and a cloaking device of any variety on a ship. Whilst you can fit both of these modules, they are both classed as æCloaking devicesÆ and activation of either will cause an error saying that you can only fit one cloaking device on a ship.
and is it possible to have the cloak offline, and the cyno. field online (or the other way around) and still being able to activate one of em.
[7.9] û Corporate Hangar Array cannot be viewed in Station While the Carrier is docked, the pilot is completely unable to see or access any items in the Corporate Hangar Array. He can however drop items into the Array. There is no fix for this problem, the only way to access these items is to undock.
Edit:
[7.10] û Corporate Hangar Array shows incorrect Capacity information The Corporate Hangar Array will rarely show the correct information concerning the volume of items stored or the actual capacity. Re-logging seems to fix this problem temporarily but there is no constant solution.
FIX BEFORE FEATURE BRIGADE! |

Caldorous
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Posted - 2006.07.04 17:19:00 -
[11]
everything except 7.4 and 7.3 has been apparently fixed -----------------------------
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Spathi
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Posted - 2006.07.05 01:50:00 -
[12]
Edited by: Spathi on 05/07/2006 01:50:54 7.8 still is an issue as they both cannot be online and usable. Checked this yesterday (Monday 3rd July).
As Caldorous said, 7.3 and 7.4 are still an issue too. Also checked recently.
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Hawk Firestorm
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Posted - 2006.07.05 03:38:00 -
[13]
Fighter control is still a big issue and needs lots of smart design lovin.
Not to mention the problems associated with disco's etc all of which need to be addressed.
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sr blackout
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Posted - 2006.07.05 05:18:00 -
[14]
everything can be fixed with these features... and balance on the drone/fighter tracking with these additions
Linkage
why we dont have this yet is beyond me if we have one or 2 why cant we have more 
its about time IMO esp since carriers are out and motherships... oh boy would you hate having stupid drones/fighters on a 20B ship... thats just not right 
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Everlyn
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Posted - 2006.07.06 11:05:00 -
[15]
Edited by: Everlyn on 06/07/2006 11:06:14 I have another issue: I've lost 9 fighters today because of a connection loss, thats about 200 mill ISK.
They disapeared from where they were. I think the folowing:
Carrier had disconect Carrier warped away Fighters followed carrier Carrier loged back in Fighters stayed at the spot the carrier warped to
They are about 1.000.000 km from carrier away to an point you cant warp to, so it would take about 50 hours to fly in this direction with an fast interceptor and you cant probe for fighters.
Have petitiont it as reinbursment, hope i get them back because this suck...
You should be at least able to order them to return back to you when you logged back in. Everlyn
Brave New World - Founder OPUS Alliance German Gaming Community |

sr blackout
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Posted - 2006.07.07 02:50:00 -
[16]
have they fixed that when you make cyno if your being attacked by npcs that they stop attacking you when your in cyno feild 
i havent gone on test server but would be nice if that was fixed... didnt lose my ship cause it was bs but still had to have someone come in and kill the npcs who knows if bs spawn would keep attacking because of current spawn
thats just not cool 
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sr blackout
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Posted - 2006.07.08 20:28:00 -
[17]
also when will we have option to see more info
like when fighter is idling, if its taking dmg we need to see that, and if its attacking it should say also if taking dmg or not...
and an over all hp % this is for remote becaues atm you see idle, following, fighting/attacking
but nothing to tell you of health or if taking fire
which is lame for the "mind link" thing they talk about
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Steppa
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Posted - 2006.07.11 12:46:00 -
[18]
I don't remember who it was, but it seems like one of the devs responded that we'll never see delegated drone damage because of the way the grids in the game are done...something like that.
If my fighters would simply MWD back to the carrier when I give either the Return And Orbit command or the Return To Drone Bay command, I'd be a happy camper. And oh, yeah, give me back my damned 10% per level damage as the Thanatos was advertised as having.
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Just Smith
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Posted - 2006.07.11 14:18:00 -
[19]
not been able to view your own ship corp hangers if you don't have that role in the corp
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sr blackout
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Posted - 2006.07.12 05:32:00 -
[20]
Cant we get at least a display like we have fallowing, idle.. something that will indicate them taking fireà in to options IMO while idling and while attackingà
That is very crucial information to the carrier pilot, esp when they warp and fallow a target, you have no idea if they are being attacked or notà and if you should let them keep trying or call them back
Another option would be maybe make them like gang members? So we can warp to them at least or the group of fightersà could be like pilots nameà then fighter under it and you select and warp to it
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Kyoko Sakoda
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Posted - 2006.07.14 04:54:00 -
[21]
Does anyone know if carrier size ratios have been fixed? Is the Chimera still smaller than a battleship and the camera fixated in the wrong place? I can't test this as I can't fly them and don't see them around. 
Learn what it means to be Caldari - www.omertasyndicate.com |

bodycollecter
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Posted - 2006.07.14 08:05:00 -
[22]
The Chimera is still small 
well if not a hp tracker how about something simpler like a note beside the fighting idle following icons thats says shield ,armor ,structure as per what the fighter is in. that way a keen eyed pilot could tell if they needed to bring that investment back.
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sr blackout
Minmatar
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Posted - 2006.07.15 07:25:00 -
[23]
i dont know if this has been fixed on test server... but i would like to see the light and day of fighters having chance to hit small ships... regardless of the chance they should hit if they are cruiser sized or have gun scan res of that? then they should hit small things far better then bs... atm they are bugged that they will never hit small ships esp if the ship is not moving  tested for long long time... its quite pathetic...
also fighter get stuck in space... when target warps many diff areas.. the fighters simply do not follow the person and do not return to carrier in appropriate time... took me few min to get my fighters back... this also happens when you assign and recall the fighters... or if you assign fighters while they are in mid warp to carrier or to a pilot...
very very annoying... as this can be quite costly if your pilot that you assigned fighters is expecting them to come in and be there firepower and not seeing them... 
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EVIL PALPATINE
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Posted - 2006.07.15 09:28:00 -
[24]
Originally by: sr blackout i dont know if this has been fixed on test server... but i would like to see the light and day of fighters having chance to hit small ships... regardless of the chance they should hit if they are cruiser sized or have gun scan res of that? then they should hit small things far better then bs... atm they are bugged that they will never hit small ships esp if the ship is not moving  tested for long long time... its quite pathetic...
also fighter get stuck in space... when target warps many diff areas.. the fighters simply do not follow the person and do not return to carrier in appropriate time... took me few min to get my fighters back... this also happens when you assign and recall the fighters... or if you assign fighters while they are in mid warp to carrier or to a pilot...
very very annoying... as this can be quite costly if your pilot that you assigned fighters is expecting them to come in and be there firepower and not seeing them... 
Try templars. I've popped 2 inties wiv em - one on local grid that was webbed (crow) and another that they chased thru warp (gallente one that everyone uses).
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Aenean sed
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Posted - 2006.07.16 02:06:00 -
[25]
Edited by: Aenean sed on 16/07/2006 02:06:31
Tiny is the carrier I fly !
http://img139.imageshack.us/img139/7453/sizeloldn3.jpg
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