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Ruffles
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Posted - 2003.10.13 10:09:00 -
[91]
Edited by: Ruffles on 13/10/2003 10:14:32 Nasty refocus of other windows:
If you happen to have the factory window open, monitoring the progress of a particular factory, and are doing something else at the time (I was typing a message to be sent to someone), and a batch completes in the background, then focus is snapped back (I have no control on this) to the Local chat window, or its stack.
So for the duration of the message typing, I had focus snaped to another window at the end of every batchi, which coincided with the batch progress refresh of data.
Its not really nice to force another window to have focus away from user request.
Issolated, but very annoying. I wonder if similar things happen with other windows like market view?
Corporation Window, Votes Tab:
There is a vertical scrollbar, but the text in any of the votes windows does NOT wrap. If you actually want to read a long paragraph, you have to copy the text out into clipboard and paste it into something like notepad and force a wrap to read it. This is incredibly inconvenient, and I would say borders on show-stopping for most people to read votes with any length. Either that or it only happens on nVidia Fx5800 cards.
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Dylythium
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Posted - 2003.10.14 10:29:00 -
[92]
When switching from Full screen mode to Window mode, i get CTD 100% of the time. If i then look at the processes running on my XP Pro pc, i can see that Eve is still using resources, as if it was running. Have Geforce 4 MX with latest drivers. |
Cain Calzon
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Posted - 2003.10.14 22:54:00 -
[93]
Edited by: Cain Calzon on 14/10/2003 23:00:03 drone repair is not working, if you get a damaged drone and try to repair it only a "repackage" button shows up. try to push repackage and you will get an error message stating that item needs to be repaired before repackaged.
removing and adding loot from loot containers is isnt getting updated. dragging a loot item from a loot container to your cargo hold, then drag back the item to another loot container. your cargohold dosent get visually updated so the item stays in your cargohold.
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Jolo
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Posted - 2003.10.17 07:55:00 -
[94]
Systems Visited is still borked. ---------------------------------------
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Eva Luna
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Posted - 2003.10.18 19:37:00 -
[95]
Build 1238:
Clearing the Cache Folder sometimes results in Character Portraits becoming distorted and twisted.
This appears to be Client-side - Re-Logging, Cache Clearing, or Reinstalling does not fix it. WTB: Ewok Hangglider Blueprint! |
Fedaykin Naib
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Posted - 2003.10.23 07:28:00 -
[96]
Didnt recieve bounty after podding playing pirate with a bounty
"Long Live the Fighters!"
"The weak come and go with time. The strong have remained" - v ger
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Ruffles
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Posted - 2003.10.24 09:23:00 -
[97]
Inconsistency between interface multi-select:
When you deploy drones, if you want to multi-select some drones, you have to hold down the SHIFT key and then click on them to select multiple items.
In all other aspects of the User Interface, multi-selecting is done with the Control key.
I know about this, and I still fall foul of it.
Would, perhaps, be wise to choose one method only.
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Eva Luna
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Posted - 2003.10.24 15:14:00 -
[98]
Build 1238:
Thorax: the Turrets on its right side (looking from engine to nose) are positioned wrongly - right on the wings edge instead of on the texture with the turret placement spots.
Nice-looking Ships in EVE but a few need "cleaning up".
WTB: Ewok Hangglider Blueprint! |
Doc Brown
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Posted - 2003.10.24 19:34:00 -
[99]
When looking at the port (left) side of a dominix, there is a texturing error. Instead of a nice gentle curve between 2 textures, there is a squared area. _________________________________________________
There are no bad ideas, only bad implementations. |
Cruise
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Posted - 2003.10.25 14:53:00 -
[100]
Edited by: Cruise on 25/10/2003 14:55:40 Never had these problems until just recently, as in the last week, but here goes:
1. While fighting a 30k Blood Arch Reaver in Genesis I repeatedly got an audible 'You do not have sufficient power...' notification whenever I'd try to start a weapon or a mid-slot item (such as a shield booster). Fine, only I always had at LEAST 2/3 of my cap available on my ship readout!
I fly a thorax with 2x250mm rails (one proto, one standard), a Focused Medium Laser and two Medium Autofocal Masers (Same setup for weaps I've had for over a month now), a cold-gas AB, a 11.8% med cap boost, and a C5-L medium shield boost.
When I tried to relog and clear the cache and return, the problem seemed to clear up, only to reoccur again within another 20 minutes. The items I would try to start/operate would not come on and I would get the message repeatedly, again with PLENTY of cap available.
2. While doing agent missions through Placid my MWD would drain my cap rapidly (three cycles and ALL of cap would be drained!), and warping would excessively drain cap as well (670 cap drained from near full to nothing warping just 8 au!). This seemed to happen intermittently, returning to normal cap drain in some systems, and excessive in others (no real pattern noted).
I relogged and would try to remove and reinstall the MWD and the cap drain would seem to be fine, only to show up problematic again within an hour. I had to repeatedly log out and back into the game to get the cap drain to stabilise!
3. On the same day I was experiencing the excessive cap drain problem, people in a Gallente newb corp suddenly began to pop up in my corp window! No one else in my corp saw them, and none of the people popping in appeared to say anything, but about 5 players showed up in about 30 minutes' time.
Once again I had to relog to get this problem to clear!
It seems like these problems are occurring more frequently, particularly within the last week that I've noted. I've got two PC's linked to a router/ADSL modem, each PC having different graphics cards, motherboards, cpu's, sound cards, etc., and the problems occur on BOTH PC's.
------------------------------------------- Catapultam habeo. Nisi pecuniam omnem mihi dabis ad capul tuum saxum immane mittam.
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Ruffles
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Posted - 2003.10.30 11:49:00 -
[101]
Defender missiles no longer defend against any incoming missiles, but seem to only react to missiles directed at your ship.
This does kind of seriously affect support role vessels from acting as defence for their corp, group, or anyone in the area they may be trying to assist.
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shakaZ XIV
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Posted - 2003.11.03 18:17:00 -
[102]
Quote: Defender missiles no longer defend against any incoming missiles, but seem to only react to missiles directed at your ship.
This does kind of seriously affect support role vessels from acting as defence for their corp, group, or anyone in the area they may be trying to assist.
yes, they should just go for any "hostile" missiles...imho.
its also quite annoying that if you use multiple launchers with defenders that they all go for the same missile :P so that is useless. Once the first defender blows the missile up, the others just fly around aimlessly (instead of refocusing on other missiles?)
hmm ... it would have been nice if you could point out the defenders' target yourself :P Sort of like what happens if you try to activate a gun without having locked anything...a "manual targeting" option or so. just an idea :)
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Will McBlack
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Posted - 2003.11.08 23:00:00 -
[103]
Secure Cargo Cans to not show a 'cargo-meter' whilst in space, like they do inside a station. It would be nice to have that feature back :)
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Basilisk Bonita
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Posted - 2003.11.10 15:55:00 -
[104]
Edited by: Basilisk Bonita on 10/11/2003 15:59:29 Edited by: Basilisk Bonita on 10/11/2003 15:58:37 Do not know if this has been mentioned before, but this is urgent for deep space miners!
When you eject from your ship and board another ship ALL LOW SLOTS remain INACTIVE! This is very serious. Is this known? Will this be adressed with the upcoming patch? Look at this scenario (as it affects us now):
- Mining Deep Space with several Giant Secures anchored. - After mining a time, flying to a safe place (in that system), where an indu is floating in space. - Ejecting from the ship (f.e. a BS) and boarding the indu to get the stuff out of the belt to the Secure Cans - After hauling, ejecting from the Indu and getting back into the BS. - Now all Low Slots are INACTIVE. This you can reproduce any time.
When boarding the indu you do not recognize this, because there are Cargo Expanders in the low slot, which are operational even when offline. When boarding a BS who has CPU Units equipped these are inactive, therefore you have not enough cpu for activating the other stuff. Damage Modifiers donŠt work too. So you have to fly back to a station and bring all units online. Thats annoying, when you are 40+ jumps away from the next station....
(or did i miss something???)
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Serge
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Posted - 2003.11.11 13:32:00 -
[105]
Bug or feature?
build 1238: Approx 2 weeks ago a corpmate of mine collected minerals for his Scorpion. Our builder (PE5) then picked the stuff and started production. Then he logged. Some 15 mins later HALF of the mins + the bp dropped out of the fac slot back into the corp hangar. Jep, half of the minerals! Rental period of the slot seemed to have ceased exactly at this time :/
It seems this is a feature because Customer support didnt react to the petitions of my corp mate - he petitioned this 2 weeks ago!
However: If it is a feature then please please remove it! Its really not funny to see minerals in worth of 20 Mio vanish into oblivion ... ***********************************************
... "we suddenly have a good 2 dozen Chicken Littles running about proclaiming tha |
lickspittle
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Posted - 2003.11.14 10:54:00 -
[106]
Quote:
When you eject from your ship and board another ship ALL LOW SLOTS remain INACTIVE! This is very serious. Is this known?
(or did i miss something???)
No, this was not known. And you didn't miss much, you were pretty thorough
What is happening here is that when you board another ship, or just eject from the one you are in into a capsule, as your skills no longer effect the ship, there is less power and cpu available, so the ship takes modules offline to achieve a balance with cpu and power supply and usage.
The algorithm was to just check to see whether the ship was in balance and if it wasn't, to pick for all intents and purposes a random module to take offline. This was done repeatedly until the ship was in balance.
I've changed it to a better algorithm that should never take modules offline that do not use the resource in question and that picks the ones that use the most of the resource first over those that use the least.
I've been testing this with a Thorax fitted with 4 reactor control units, 2 medium shield boosters, a Capacitor Regenerator and 4 assorted hi-slot weapons. It went from taking most of the modules offline before the change, to now taking only one of them offline - one of the shield boosters.
This fix should come out in the next Gemini patch. -- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
Basilisk Bonita
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Posted - 2003.11.14 11:21:00 -
[107]
Is this on the Chaos-Server? I may test this new behaviour with my layout, so you have some more proofs on this. Nice support, good work guys!
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lickspittle
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Posted - 2003.11.14 11:53:00 -
[108]
Yes, for the meantime, until the patch (another week or so), this will only be on the test server/chaos. Keep in mind that you need to make sure that between the time I posted and when you test it, that the test server has been updated. Otherwise, you will of course be testing the old behaviour.
If you could report back that this behaves better for you there, that would be a great help. -- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
Basilisk Bonita
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Posted - 2003.11.14 14:20:00 -
[109]
Edited by: Basilisk Bonita on 28/11/2003 13:01:03 [forget this post...]
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Ralek
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Posted - 2003.11.15 19:28:00 -
[110]
Any possibility of changing the algorithm so that it doesn't disable low slot modules unless absolutely necessary? The reason for this is that if you are far away from station and need to change ships in space, when you reboard you can turn all modules online again (by activating them) except low slot modules, which can't be activated
Ralek Executive Vice-President Frontier Exploration & Trade |
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Dark Elf
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Posted - 2003.11.17 00:06:00 -
[111]
Edited by: Dark Elf on 17/11/2003 00:09:18 Thought I would post this in this thread
Cap usage is definatly bugged.
Have done repeated test and as long as the log utility isnt running all devices use much more cap then they are meant to.
E.g. Hardeners should use 20 are using 89/90 MWD should be using 50 is using over 200 Xl Shield booster s/b using 400 is using over 2K
Also damage from NPC rats seems to not be affected by shield res for laser - I seem to be taking a lot more damage than the log shows (almost as is res is either working in reverse or not being taken into account)
Last problem - have started playing in window mode to check system time vs eve time and eve time seems to change by over 6 mins in 30 seconds when hunting rats in belt.
Check system time against eve and it will be correct then its 3 mins slow (eve time) then its upto 3 mins fast.
This means that NPC rats that where over 80K away are suddenly less than 20K away.
Cap recharge is going nuts recharging at a very very fast rate or a very very slow rate
e.g I should charge at 25 cap per sec with my config this varies from .1 cap/sec to over 100 cap per sec as eve try to catch up with system time.
I have checked my system time against a digitial clock and it is stable
only seem to have had this problem since the latest client install.
I am intending to install the slighly older version alongside the new and do some further testing.
Wish the problem would occur when the log utility is running but it seems that as soon as I run the utility everthing starts behaving it self.
RE log and its straight back.
Tried playing for over a hour with the log running and no problems at all
Sorry for the long post
Sorry if this rambles a bit but havnt had much sleep recently and it rather late here
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Ruffles
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Posted - 2003.11.17 14:36:00 -
[112]
Quote: Cap usage is definatly bugged.
Indeed it is. Since installing the new semi-official patch things have gone somewhat crazy.
Whilst using speed boosting things I notice it the most (afterburners/MWD). Some devices use way more cap then they state, quite massively so.
Sometimes the cap, even though showing completely drained, doesnt' seem to be taken into account and you can still run modules. Either that or the display data is incorrect, and the actual data in the background seems to be correct but not displayed so.
Worse still, I have had cap pool NOT update at all. You are using cap, but it doesn't display the changes, and it just complains when you try to use modules when the actual pool is depleted, but your cap still displays 100%.
I have had capacitor do a Negative Recharge. Yes, thats right. It goes backwards whilst you are in warp, draining until empty then magically appearing completely full again and starting to work down again.
Not entirely sure that the afterburner skill to reduce power use (fuel XXX) is working correctly, but with the other things happening I can't tell for sure. I can tell you that on at least one occasion when I was training up power related skills, this happened immediately after training had completed for one of them. Energy Systems Operations I think it was, but might have been Management.
Another very nasty one. When you are being attacked you do seem to be taking somewhat more damage then normal, so I think the resists on shields have some issue, I agree there.
Worse is that when your shields get very very low they can sometimes instantly gain some shield in the display (1/3 to 1/2 I have experienced), but you start taking armour/hull damage whilst it appears you have plenty of shields left. This isn't very good in a combat situation sadly. Activating shield boosters obviously doens't affect the artificial displayed shield hits for a few iterations, then suddenly starts to increase them again.
I haven't spotted exact patterns for them, sorry to say, but at least you know what the signs might appear like whilst playing
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Basilisk Bonita
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Posted - 2003.11.17 16:35:00 -
[113]
Edited by: Basilisk Bonita on 28/11/2003 13:01:34 [forget this post...]
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Will McBlack
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Posted - 2003.11.17 16:55:00 -
[114]
Quote: Cap usage is definatly bugged.
Indeed it is X 2.
As I as was happily hunting this afternoon, my Large Shield Booster suddenly wasnt content anymore with 40% capacitor of a Dominix (which is with a MWD fitted about 3000). A Large Shield Booster should only use about 160 Energy. Thus I would say 1200 cap should be enuff to power a 160 energy shieldbooster.
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Basilisk Bonita
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Posted - 2003.11.18 02:16:00 -
[115]
I managed to get a version of 1303 running. Here my results from your changed algorithm with my config.
1x Tempest
6x 1200mm 1x H-50 1x S-110
1x Quad Lif Fuled Booster Rocket 1x Large Shield Booster 1x Type-E Power Core 1x Survey Scanner 1x Secondary Parallel
2x Pneumatic Stabis 2x Gyrostabis I 1x Nano CPU 1x Basic CPU
After Ejecting and boarding again i was able to activate the modules which are not online automatically. These were:
1x 1200mm 1x S-110 1x Large Shield Booster
At station i could see that these modules are offline, but when using them in space when enough power and cpu is there these modules come online again. So this algorithm works fine in this config. Should do also in other configs, since the CPU Units will not go offline. Hope this helped. Good job lickspittle!
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Ends
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Posted - 2003.11.19 17:33:00 -
[116]
When putting ore into secure containers that are inside an indy the canisters do not display the ore inside. Refreshing won't bring it up either.
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Fedaykin Naib
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Posted - 2003.11.27 12:48:00 -
[117]
When i jumped from one system to another with my ingame web browser open, I would come out in the next system but all my windows, the tabs on the side of the screen, the chat window, the scanner button, and all the stuff at the bottom of the screen(the console for turning on modules on my ship) disappeared. I could still see my ship, the space around it, and the radar.
This is very annoyoing as i would like to keep my in game browser open. Please fix this.
Thanks :)
"Long Live the Fighters!"
"The weak come and go with time. The strong have remained" - v ger
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Cain Calzon
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Posted - 2003.11.27 21:02:00 -
[118]
Edited by: Cain Calzon on 27/11/2003 21:05:22 a bug that has been with us for several builds is the scroll down buttons on such as webpages, people and places where you have a list of options.
to reproduce, "goto people and places" and move the mouse over which type you want to search, people, corporation, etc. just click so you get the list up, now instead of using the scroll bar, use the arrows instead. and move up or down in the list, after you release the mouse button the window with which type you want to search closes up before you can select which type you want
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Cain Calzon
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Posted - 2003.11.27 21:03:00 -
[119]
Edited by: Cain Calzon on 27/11/2003 21:04:20 *DOUBLE POST*
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Amicus
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Posted - 2003.12.02 01:46:00 -
[120]
Bug: In-station Buying
When trying to buy an item on the Market Panel for the station at which you are currently located (using the procedure of right-clicking on the item in the table view), the market will frequently buy the cheapest item in the Region instead. I have had this happen to me over four times on Tranquility in the last two months, and just yesterday I confirmed that it is still a problem on the latest version of Chaos (1318). This happens even though I check to be sure that the confirmation dialog is showing the station that I am at and the price for that station. I can work around the bug by setting the range on the market panel to just the station I am at, however, it is frustrating whenever it happens and I have to repeat the purchase with the station-only setting, paying twice for the item. On Chaos yesterday, the Market Panel not only confused the location of my purchase but it gave me the price for the location that I was at; thus, I ended up getting neither the cheapest price nor the nearest location.
I have not seen anyone else griping about this. Am I the only one?
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