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Wade Barrett
Tails Of Dragons
1
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Posted - 2016.04.28 10:42:42 -
[1] - Quote
After the path i have noticed that whatever i do in my loki laggs alot. When i assembled it i had to relog 5 times for it to be fully assembled because the subsystems didnt properly go onto the ship. And then when i run hardeners from gate to gate they just kept cyceling through the gate and i could not turn them off other then relogging. This happends for all my modules and this is a really easy way to lose a fight. |
Kqwaard
The Dutch East India Company Fidelas Constans
0
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Posted - 2016.04.28 10:51:48 -
[2] - Quote
Having this exact same issue - I can't deactivate modules when in space, the only way to stop a running module is to jump or dock. Really frustrating. Another thing is that my camera will shift away from my ship onto an object that isn't there - I have to right click and select 'Look at My Ship' to get the camera to refocus.
All these problems have arisen since Wednesdays patch. CCPls |
Maximus Aerelius
PROPHET OF ENIGMA
1338
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Posted - 2016.04.28 14:03:24 -
[3] - Quote
Also experiencing these issues.
For the modules not turning off (Cloaking for example): go into General settings, tick the checkbox for 'Try the new camera' then uncheck it immediately. Voila. Saves docking\logging.
[b]Fast Character Switching "XP Stylee"
Undocking - More Routes Out of Station[/b]
Here's my tear jar > |_| < Fill 'er up!
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Lugburz
Mind Games. Suddenly Spaceships.
14
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Posted - 2016.04.28 14:17:14 -
[4] - Quote
Maximus Aerelius wrote:Also experiencing these issues.
For the modules not turning off (Cloaking for example): go into General settings, tick the checkbox for 'Try the new camera' then uncheck it immediately. Voila. Saves docking\logging.
is that meant to be a quick fix cus that's gonna be real awkward to do each time I try and pull a gang off a gate.. or does it solve the issue completely? |
Maximus Aerelius
PROPHET OF ENIGMA
1338
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Posted - 2016.04.28 14:43:54 -
[5] - Quote
Lugburz wrote:Maximus Aerelius wrote:Also experiencing these issues.
For the modules not turning off (Cloaking for example): go into General settings, tick the checkbox for 'Try the new camera' then uncheck it immediately. Voila. Saves docking\logging. is that meant to be a quick fix cus that's gonna be real awkward to do each time I try and pull a gang off a gate.. or does it solve the issue completely?
More of a quick fix I'm afraid bud. Trust me, it's causing me untold issues too.
[b]Fast Character Switching "XP Stylee"
Undocking - More Routes Out of Station[/b]
Here's my tear jar > |_| < Fill 'er up!
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Kqwaard
The Dutch East India Company Fidelas Constans
0
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Posted - 2016.04.28 15:30:47 -
[6] - Quote
Maximus Aerelius wrote:Also experiencing these issues.
For the modules not turning off (Cloaking for example): go into General settings, tick the checkbox for 'Try the new camera' then uncheck it immediately. Voila. Saves docking\logging.
Cheers mate, despite it being a quick fix that's helped a lot. **** the new camera and this buggy as hell patch. |
Algarion Getz
Aideron Corp
174
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Posted - 2016.04.28 20:06:03 -
[7] - Quote
I have this bug too. My cap transfers freeze in active state and cant be turned off. It says the cap transfer is active, but the target is not receiving any cap. Other fleet members had the same bug. This is a serious problem. Fix it ASAP pls. |
Arengor
Eternium.
0
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Posted - 2016.04.30 18:09:06 -
[8] - Quote
Algarion Getz wrote:I have this bug too. My cap transfers freeze in active state and cant be turned off. It says the cap transfer is active, but the target is not receiving any cap. Other fleet members had the same bug. This is a serious problem. Fix it ASAP pls. Experiencing the same problem with cap transfers. |
Harmony Seraph
Campus Security
0
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Posted - 2016.04.30 18:20:58 -
[9] - Quote
The cap transfer bug occurs as follows:
Two fleetmates in Nightmares throw cap on each other. They fly around, and if one happens to fly out of cap transfer range of the other while the modules are still actively cycling - then the cap transfer modules get 'stuck' in the red flashing deactivation cycle. The little rectangular pop up notification that used to appear when this happened 'Your capacitor transfer deactivates... blah blah' no longer appears either.
The only way to resolve the bug at present, is for the ship with the stuck modules to return into cap transfer range of the ship he had been giving cap to, and click on the small 'cap transfer' icons that are under the locked target portrait. This stops the 'red flashing' mode of the deactivating modules and finally puts them into an 'off' state. |
Starlord Pratt
X-PERTS Static Collapse
0
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Posted - 2016.04.30 21:06:52 -
[10] - Quote
Posting to confirm that my entire group of friends are having issues with cap transfers, we have posted bug reports since Citadels release and have heard nothing back. |
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Sophos Mileghere
Ars Goetia Corporation Static Collapse
25
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Posted - 2016.04.30 21:50:57 -
[11] - Quote
Really sucks - same as everyone else. Cap transfer freezing, modules flashing red and not working. Problem started post patch. CCPleeeeeeease... |
Gary Webb
The Walking Deads Limited Expectations
13
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Posted - 2016.05.02 18:31:58 -
[12] - Quote
Harmony Seraph wrote:The cap transfer bug occurs as follows:
Two fleetmates in Nightmares throw cap on each other. They fly around, and if one happens to fly out of cap transfer range of the other while the modules are still actively cycling - then the cap transfer modules get 'stuck' in the red flashing deactivation cycle. The little rectangular pop up notification that used to appear when this happened 'Your capacitor transfer deactivates... blah blah' no longer appears either.
The only way to resolve the bug at present, is for the ship with the stuck modules to return into cap transfer range of the ship he had been giving cap to, and click on the small 'cap transfer' icons that are under the locked target portrait. This stops the 'red flashing' mode of the deactivating modules and finally puts them into an 'off' state.
if it is stuck flashing red, drag the module to a new slot for a quick fix |
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