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Thread Statistics | Show CCP posts - 21 post(s) |

Raynaar
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Posted - 2006.06.13 08:57:00 -
[31]
Originally by: Dessix Draxen Edited by: Dessix Draxen on 12/06/2006 04:06:38
Originally by: zoolkhan bug submitted long ago related to maintenance arrays:
i dont now if it is 100% reproduceable but this is how it happeneds:
fit a ship that contains launchers in space at a maintenance array. (perhaps mount launchers)
go into belt and discover that full loaded and online launchers claim to be empty. (i submitted screenshot showing full launchers and the message on screen)
only workaround is to stuff your ship into the maintenance array and pull it out again, after that the launchers work as supposed to.
unloading/reloading/offlining/onlining/logging - has been tested and did not work.
leaving 0.0 and dock in empire might work and couse ship loss on a rainy day.
this has happened to my corp mate multiple times, also theres a cosmetic bug for mining barges. when you put the stip miner or ice harvestor mods on a mining barge, the graphic when used does not show up. in other words, your ship is mining but you do not see the mining lasers from your ship. the only way to fix it is to put the ship back in the ship array and re-board it.
The work-around is actually ANY session change. Ie., jumping out of system and then back in fixes it as well. But yes, still an annoying bug.
-Ray
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RoMUF
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Posted - 2006.06.13 09:17:00 -
[32]
Ship doesn't show correct space available and doesn't seems to know how much it can carry. Ship doesn't show right turret models. Ship doesn't show the module/hp/speed hud. All from the ship maintenance array.
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Umbriele
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Posted - 2006.06.13 11:50:00 -
[33]
1) Sometimes fuels are not calculated correcty, in systems with soveregn, especially heavy water and liquid ozone, this happens especially if the DT is more than 60 minutes so the tower happen to do 2 cycles during DT. This fact mess the fuels. 2) Silos bunus doesnt work - but we know already dont we? 
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Jallen
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Posted - 2006.06.13 13:17:00 -
[34]
Edited by: Jallen on 13/06/2006 13:18:12
Originally by: Admiral IceBlock When you said OVERHAUL I maybe thought you were going to change POS. 
Same here, thought they were going to look into their survivability.
But, bug fixes are always welcome as well. 
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G'veth
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Posted - 2006.06.14 00:34:00 -
[35]
Towers in systems which spend a good part of the time offline only consume isotopes whilst the system is offline and not the other trade goods and ice products. I've observed this on two separate small towers in remote locations, both continue to mine and consume isotopes at the expected rate.
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Estan Drake
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Posted - 2006.06.14 03:16:00 -
[36]
Ok I have confirmed that my POses arn't the only ones doing this: POS defenses blast non-corp members *with* password and *with* high standings.
I'm not sure where the bug would be found, but I do have a suggestion: Perhaps hardcode it into the POS AI that it doesn't shoot at gang members unless aggressed?
It would prevent people from using POSes to kill people without losing Sec status and also (more importantly ) allow you a quick and reversible way to prevent POS from attacking your gang members without all the muddling about with standings.
The "unless agressed" stipulation would prevent abuse of this system (i.e. infiltrate a corp, gang up with a dread, and fly him to your corp's POS for an easy kill and loot.)
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Estan Drake
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Posted - 2006.06.14 04:50:00 -
[37]
Heres another one to add to the list, sorry too tired to check and see if its on there already but.....
- Medium Turrets can be taken offline and unanchored with amunition still in them (tested with Med Pulse laser, 3 Standard L crystals in it) the ammunition is destroyed
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Umbriele
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Posted - 2006.06.14 08:32:00 -
[38]
Edited by: Umbriele on 14/06/2006 08:34:36 The implementation of the "gate traffic management" i.e. system is offline until someone try to jump into it for the first time after DT, affect the fuels calculations. If a system containing a POS is offline because no one still jumped in or its offline because of traffic advisory, the fuels of that/those POS will be messed. Tested several times also another proof of this its that before the implementation of the traffic management, the fuels were calculated correctly, at least the NPC ones.
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Zarch AlDain
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Posted - 2006.06.14 10:52:00 -
[39]
Not experienced directly but a number of members of my alliance where shot while inside the shields of a POS. The current theory is that this was possible because no password was set on the shield.
-- Zarch AlDain The Blackwater Brigade Huzzah Federation
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Simon Illian
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Posted - 2006.06.14 12:17:00 -
[40]
warping inside a shield cloacked don't decloack you, but when you want to recloack ... you can't cause you are in the shield
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Mesuno
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Posted - 2006.06.14 19:45:00 -
[41]
The calculation of minerals consumed in the rapid equipment assembly array is inconsistent.
If you have a perfect BPO you get zero wastage.
If you have an imperfect BPO you get wastage of 20% of the base minerals + the BPO wastage. According to the description it should increase "wastage" by 20%, not "mineral consumption"
So either a perfect BPO should still be wasting 20% minerals, of the imprefect BPO should be wasting a lot less.
I bug reported this a week or so ago, it was promptly swallowed by the black-hole or bug eating. Tin-foil hat is on order.
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Verite Rendition
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Posted - 2006.06.14 20:36:00 -
[42]
Originally by: Mesuno The calculation of minerals consumed in the rapid equipment assembly array is inconsistent.
If you have a perfect BPO you get zero wastage.
If you have an imperfect BPO you get wastage of 20% of the base minerals + the BPO wastage. According to the description it should increase "wastage" by 20%, not "mineral consumption"
So either a perfect BPO should still be wasting 20% minerals, of the imprefect BPO should be wasting a lot less.
I bug reported this a week or so ago, it was promptly swallowed by the black-hole or bug eating. Tin-foil hat is on order.
It should be 20% of the total minerals. The way it's supposed to work is that there's a 1.2 multiplier on mineral usage, but I'm guessing this bug is held over from hold the old efficient array worked(the .8 multiplier only affected waste minerals). ---- AUS Corp Lead Megalomanic |

Dessix Draxen
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Posted - 2006.06.14 21:01:00 -
[43]
Originally by: franny I think this goes with POS testing retreiver(med barge) mining ice, 1 expander
yet still it gave the error about cargo full when the 2nd laser cycled 1 sec later but still deposited the ice in cargo maybe I was delusional at the time as I was mining ice, but I was getting the error with no expanders and figured i'd try 1 to see if it stops....
thats because ice is 1,000 m3 and it requires that much space to continue mining, since if it completes its cycle like that you will get nothing. its an annoying "feature" especially in the smallest barge but with a retriever you can fix it by spacing out your miners a bit, just long enough to get extra room in your cargo. ___________________________________________
"Ten out of ten poeple die, so don't take life too seriously" |

Jallen
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Posted - 2006.06.14 21:53:00 -
[44]
Question! How we supposed to test the stealth emitter arrays when they aren't even seeded?
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Baldigan Joackim
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Posted - 2006.06.14 23:54:00 -
[45]
some constellation force us to live in POS (15 jump from the nearest station and NPC sovergnty (like est-venal for exemple).
So if you want to run a corp inside a pos, you need a way to secure and be playable ship stockage.
Ship maintenance array are good for 1 2 ppl, but when ennemies comes, you can't wait for you'r ship to be jetisson for you, and if you leave ship in space ...
yes i know, you need to trust you'r member, but for me it's THE problem, you NEED to trust them they will not stteal you'r ship.
before Rmr given the righ "corp" to online a module can give the right for any member to do it (ship mainteannce array ...), but after the patch, they need to have the online/offline right on the tower now
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franny
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Posted - 2006.06.15 09:39:00 -
[46]
more things missing / needed mods, Moon Harverster 2s!!
useless mods, Small Aux Power Core thingy it looks cool and all... but I don't think that justifys it (agents are/were giving them as mission bonuses, I got 2 that way but havn't run missions with that agent in a while) ----------------------------------------- TCC Diplomatic core + combat pilot talk or shoot, makes no difference to me :) |

Prof Bob
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Posted - 2006.06.15 10:41:00 -
[47]
Thought of another one.
Silo m3 race bonus. Its been broken for ever.
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Mesuno
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Posted - 2006.06.16 11:29:00 -
[48]
Originally by: Verite Rendition
Originally by: Mesuno The calculation of minerals consumed in the rapid equipment assembly array is inconsistent.
If you have a perfect BPO you get zero wastage.
If you have an imperfect BPO you get wastage of 20% of the base minerals + the BPO wastage. According to the description it should increase "wastage" by 20%, not "mineral consumption"
So either a perfect BPO should still be wasting 20% minerals, of the imprefect BPO should be wasting a lot less.
I bug reported this a week or so ago, it was promptly swallowed by the black-hole or bug eating. Tin-foil hat is on order.
It should be 20% of the total minerals. The way it's supposed to work is that there's a 1.2 multiplier on mineral usage, but I'm guessing this bug is held over from hold the old efficient array worked(the .8 multiplier only affected waste minerals).
Which ever it is meant to be it isn't right at the moment and needs to be looked at.
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Mesuno
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Posted - 2006.06.16 11:31:00 -
[49]
Originally by: Baldigan Joackim some constellation force us to live in POS (15 jump from the nearest station and NPC sovergnty (like est-venal for exemple).
So if you want to run a corp inside a pos, you need a way to secure and be playable ship stockage.
Ship maintenance array are good for 1 2 ppl, but when ennemies comes, you can't wait for you'r ship to be jetisson for you, and if you leave ship in space ...
yes i know, you need to trust you'r member, but for me it's THE problem, you NEED to trust them they will not stteal you'r ship.
before Rmr given the righ "corp" to online a module can give the right for any member to do it (ship mainteannce array ...), but after the patch, they need to have the online/offline right on the tower now
Agreed. Something like a 'Personal Secure Hangar' would be great. Assign it to an individual corp member and let people store repackaged ships and modules etc inside it.
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Monetta Hark
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Posted - 2006.06.19 12:03:00 -
[50]
Somethings I have seen problems with which you might want to add to your test plan:
* Move a structure between POSes in the same system without repackaging it, does the structure still work?
Seen this a couple of times with a mobile lab; needed to unanchor, repackage and reanchor the lab before any jobs could be installed in it
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Achurai
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Posted - 2006.06.22 00:34:00 -
[51]
Edited by: Achurai on 22/06/2006 00:35:51 POS on Singularity in 0.6 with Mobile Laboratory, Corprate Hangar Array, Large Ship Assembly Array, and Ship Maintenance Array that is deployed by Corp A. Corp A is in an Alliance and sets permissions for all modules to be "Alliance".
Corp B of same alliance cannot "Access Resources" on any module with storage, and gets an error stating "2002.01.19 12:37:43 info You have been denied access for the following reason: This office does not belong to your corporation.."
Corp B does a copy job at the station in the same system as the POS. Job finishes and is delivered. Corp B member cannot access the print at the POS module, due to the above mentioned problem. Also, Corp A can no longer unanchor the module, because the BPC is in Corp B's side of the module. Corp A cannot see the BPC in the module, therefore it cannot be removed by anyone.
I suggest that Alliance POS module program code be completely reviewed by a capable developer.
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Simon Illian
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Posted - 2006.06.22 07:20:00 -
[52]
When you want to build in a POS-factory (medium ship in my exemple) in the same system : 1¦ You select the instalation 2¦ Pick the free slot 3¦ Try to select the Blueprint (corp section)
You got an error, you need to be 1500m from the factory to see the blue print, little arsh.
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Serena Hennessy
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Posted - 2006.06.22 20:24:00 -
[53]
Originally by: Simon Illian When you want to build in a POS-factory (medium ship in my exemple) in the same system : 1¦ You select the instalation 2¦ Pick the free slot 3¦ Try to select the Blueprint (corp section)
You got an error, you need to be 1500m from the factory to see the blue print, little harsh.
Also, it would be really, really nice to be able to see blueprints from corporate hanger arrays. Right now this only works if the bp is in the whatsit or another whatsit, don't work in corp hanger array.
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Abslom Daakk
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Posted - 2006.06.23 17:13:00 -
[54]
Edited by: Abslom Daakk on 23/06/2006 17:15:03 Regardless of the level of scientific networking skill you possess, you cannot enter a BPO into research ( mobile lab) from your corp hangar in a station within your "range". Attempt to do so, and the job will always hang on the calculating costs step.
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Simon Illian
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Posted - 2006.06.26 08:23:00 -
[55]
find another "funny" things with pos :
our pos have been set to "allow alliance/corp member" a password i set
now i've changed the setting to : "Dissalow Allianc/corp member" and changed the password.
Now ... 15 ships (40% by number) of the ship eject from the shield up to 150Km .... no pilot in them, not all ship, strange
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Shar Tegral
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Posted - 2006.06.26 13:36:00 -
[56]
Originally by: Achurai Corp B does a copy job at the station in the same system as the POS. Job finishes and is delivered. Corp B member cannot access the print at the POS module, due to the above mentioned problem. Also, Corp A can no longer unanchor the module, because the BPC is in Corp B's side of the module. Corp A cannot see the BPC in the module, therefore it cannot be removed by anyone.
I recently had to have a gm fix this problem for me. Kind of sucks when you want to make something available to others... and it doesn't work. Another aspect to this problem: Once the bpc is delivered the mobile lab can not be unanchored except by an act of god. So for people who may find themselves having to do a sudden relocation.. tough.
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Gravedancer
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Posted - 2006.06.26 13:52:00 -
[57]
Sometimes if you have checked "Atack if aggression" the POS will atack me or my corp members if they are flagged. Since the subject has the name "overhaul" would love a change: gallente tower was intended as industrial POS due his bonus of 100% for silos capacity, and it's the only control tower who has an industrial bonus. But his bonus it's bugged, and everyone use caldari control towers for industrial POS due his high CPU (7500 vs 6750 galklente one). Proposition: boost gallente tower CPU and fix the damn bonus, or apply a working bonus for industrial POS'es to caldari towers .
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Saldun Zexu
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Posted - 2006.06.28 21:00:00 -
[58]
First time I builded small amarr POS, I don't now its a bug or not. Crystal dissapeared from Access Active Crystal when I added another crystal in Access Crystal Storage.
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High Sierra
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Posted - 2006.07.02 15:02:00 -
[59]
Based on what I've been told in another topic in this forum, I think it might be worth adding something that allows you to upgrade/replace your control tower without having to unanchor every thing you have there.
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Simon Illian
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Posted - 2006.07.03 10:09:00 -
[60]
when pos get out of reinforcemetnt, ship maintenance array apear onlinf, but it ask 95% capa for putting a mods online
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