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mqwam
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Posted - 2004.04.05 18:43:00 -
[31]
Edited by: mqwam on 05/04/2004 18:46:56 It has nothing to do with jumping or at least doesnŠt have to in all cases. Modules going offline happens to me without jumping. I know this because I have a travel setup and change the equip at my destination in a station.
Either one fitting module like co-processor is going offline and therefor another usable module (message: not enough cpu) or the usable module itself (message: not online, not possible to activate in space).
And all this staying in one system while mining or npc-hunting. When I dock the module is shown as being online...
And the module works fine when I deactivate and activate it again afterwards in fitting screen.
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lickspittle
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Posted - 2004.04.06 07:57:00 -
[32]
Edited by: lickspittle on 06/04/2004 07:58:21 An update on the progress in fixing this bug.
Several people sent in information which I used to try and reproduce the problem observed (unsuccessfully). It seems to be very difficult to reproduce on my personal game server, where I can work out the exact problem.
Unfortunately, I have to get another project out of the way before I can spend the time to get make sure this gets fixed. I am hoping I finish that project this week along with some other outstanding problems that come under my domain (suggestions for additional things not taken ).
Sorry, but you'll just have to bear with it for the meantime -- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
CT BadIronTree
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Posted - 2004.04.07 07:38:00 -
[33]
Edited by: CT BadIronTree on 07/04/2004 07:39:45 lickspittle there is one other bug is small but anoying
i do agent mission and i carry cargo expander with me...
if you take out some modicles from you ship and you put them in ship hangar directly then they automaticaly get "offline"!!! when you put them back to your ship all stay offline and you have to manualy fix them...
if you put them in station hangar all normal!!! ============================================ Colossus Technologies The first and oldest corp in eve! BadIronTree Head of Production
CSM Chat Log September 25, 2003: Fuhry> Some things we simply cannot test, and therefore we just put it on Tranq. cross our fingers and then get into panic mode. --------------------------------------- playing (or beta testing)since Sat, 2 Nov 2002 16:06 (beta 5) ---------------------------------------
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Johnny Atlas
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Posted - 2004.04.07 15:52:00 -
[34]
Edited by: Johnny Atlas on 07/04/2004 15:53:58 My mods dont get effected when i jump, and it usually only effects the hi-slots.
I dont use reactor control thingys, or use the "fit to active ship" button.
It only happens when i change the setup also, i stick 8x miner2s in, at least 5 are offline as soon as i try to use them, redock, offline/online, they are all working.
This is problem which has effected both an Omen and an Apoc, not too sure about my other characters as ones an indy, and other is a pirate who hasnt found a target yet
But i do hope this gets solved soon, it can get very annoying. Im just glad i dont run 11 jumps to a belt just to find my lasers dont work |
Tyrrax Thorrk
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Posted - 2004.04.09 11:55:00 -
[35]
It seems to be less annoying after I realized that fitting modules from cargohold of a ship is a Bad Idea.
Still happens sometimes :|
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Hawk Firestorm
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Posted - 2004.04.11 17:51:00 -
[36]
This problem also occurs if a player uses the Fit to active ship option on a item.
The Item is fitted off-line by default, I've not had any problems at all with any items being off-line cept if the above is used.
Also the 95% cap is too extreme.
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Mark A
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Posted - 2004.04.11 18:46:00 -
[37]
Edited by: Mark A on 11/04/2004 19:04:37 I've had this too, without having jumped out of system (although I had warped within system). Screenshots won't help as the module appears online both when docked and in space, ie not greyed out in the UI and says "Put offline" when right clicked, but attempting to use it gives the problem.
I now try to test my modules after undocking if I've changed my loadout, but I worry about things like warp stabilizers which are hard to test, and could prove fatal if not working. So far it's only happened with high and midslot items, but then like I say, it's hard to know if some types of passive lowslot items are bugged or not. I'm hoping passive modules aren't susceptible perhaps?
I found that unfitting, repackaging and refitting the modules seems to fix it, although this could be a red herring given you need to dock/undock to do it.
BTW I'd agree this is potentially a very dangerous bug, and really needs fixed as a matter of priority. Perhaps as a temporary hotfix you could lower or remove the 95% cap limitation? ____________________________________
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Mark A
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Posted - 2004.04.11 19:11:00 -
[38]
I've been thinking about this some more, and I think the most likely explanation is that your modules aren't offline at all.
All the indications from the station and in-space UI readings is that they are online. Also (and this is from memory) the ship stats seem to indicate they are online, e.g. things like the shield/cap nerf from an MWD. Further, passive modules don't _appear_ to be affected.
So my conclusion would be that the bug is in the code which runs when you click on the module to activate it. This checks whether its online, and tries to dynamically online it if you have 95% cap, nerfs the cap, then lets the activation continue. This code will have been recently modified for the whole dynamic activation system, and if its initial localised check as to whether the module is currently online or not is bugged (and it then tries to online it unnecessarily) you'd get exactly the symptoms observed. In addition, there's probably a warning being logged in the server code somewhere about onlining a module that's already online, so that would be a good place to put a breakpoint ;) ____________________________________
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Sitar
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Posted - 2004.04.12 13:57:00 -
[39]
Quote: I had a similar problem on Friday, that still hasnt been responded too other than this petition doesnt belong in exploit.
I was unable to turn on any mid slots or warp even though the npc rats were still well out of W/S range. It reminided me of hearing everyone on TS tell you that you have crashed, But on your pc all is well. Except all was not well. I was able to watch my ship take damage and could do nothing about it. I Thought about loging off but ya know when you do that you have 99% chance of being a pod when you log back on long story short after I watched my ship lose all hull and armor but not explode and still take hits a very sad sight to see my cearbear ship to be in this position.I got a message you have lost connection with server.
After seing that I had some hope was this all just a bad dream? So I reconnect and not only was it not a bad dream the npcs poded me have they have no shame Don't get me wrong I have lost ships before and have no problem with that, but when you lose them in this manner is pooo and on top of that poo I lost all my implants.
So I petition under exploit figuring thats a valid exploit I have been exploited by the npcs. I was told not to put it there unless its a "show stoper" LOL I think it stop my guys show he ended up with out a ship or his implants. Is that not a show stoper? I hate to say it but ever patch has be pretty rough on poor old ReForMatt he gets no love.
This problem happened to me as well. I also petitioned but because I was affraid to logoff i sat there looking at my MOA destroyed but still there. Finally I logged off and back on to find myself in a pod. The catch is and for anybody else this happens to take note: your ship is not destroyed untill you do loggoff giving the devs the wrong time of death. I sat there looking at my ship for 5 mins before I logged off giving the devs a time of 5 mins after the destruction of my ship. They could not replace my ship because of this. So if this happens immeditly logoff and accect that you will be in a pod. You might have a chance to get your ship back because the Devs will have the correct time.
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GardenerOfEden
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Posted - 2004.04.13 02:46:00 -
[40]
Originally I thought this was a fittings display bug that you could work round by closing + reopening the fittings screen in order to get an accurate display of what was really online and said so here. However, this work round failed me
What I can say is that:
1. the bug occurs without jumping - you can get it undocking and warping to belt in same system; and
2. in my experience it has only occurred when you are relying on a module such as a co-processor, power diagnostic or reactor control unit to have been able to bring the (most recently installed) module online in the station i.e. it appears that the code is not handling the affect of these modules correctly when determining what is online and what is not in space.
Here's hoping that this bug can be killed quicker than SOON.
EVE is a massive social experiment of human interaction facilitated by computer technology |
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Elfangor
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Posted - 2004.04.14 16:51:00 -
[41]
I haven't had much trouble with stuff turning off when it shouldn't but I have had problems with the menu for weapons. Several times in the middle of a fight IÆve tried reloading my weapons only to turn them off because reload isn't in the menu. No idea why this happens but I suggest moving offline to the bottom of the menu.
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0seeker0
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Posted - 2004.04.18 13:04:00 -
[42]
Christ yeah, i get this ALL the time, it sucks, with all sorts of modules at random times, even when i cycle them on and off at the station, this so tottally sucks, its my biggest grips. im not to sure on how to do screenshots and all that, but if you really need me to take a screenshot of specific times ill figure it out.
But it happens consistently and randomly if you know what i mean, over a period of two weeks, and its getting WORSE, which sucks great amounts of eggs.
0seeker0 Character "Widescreen" is a scammer; beware.
Check my bio for a list of known scammers.
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Brobro
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Posted - 2004.04.18 18:46:00 -
[43]
Got it too.
Armageddon, 7 miners. (I hate mining btw.) I undock in a system, warp to a belt to check if miners are still online. OK. 7 miner II's online
Now I go to the system I want to mine in.. 0 miner II's online..
ah well, crap I hate mining anyway, So I dock jump into a real ship and start doing some PvP. But it still is VERY annoying.
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General Cane
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Posted - 2004.04.20 23:34:00 -
[44]
Happened to me too this morning. was on route with my mammoth. had 2 afterburner and overdrives and nanofibers as low. so no energy modules like some suggest to be the fault. same appearance as the others described below.
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lickspittle
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Posted - 2004.04.21 07:49:00 -
[45]
Can anyone consistently reproduce this? -- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
Hazara Khan
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Posted - 2004.04.21 11:48:00 -
[46]
Originally by: lickspittle Can anyone consistently reproduce this?
Richard - just a thought - it might be worth EVEmailing some of the 'it happened to me' folk on this thread, asking if it happens consistently. A lot of people fire-and-forget me2 posts. --------------=o0O+O0o=-------------- CEO, Grand Pasha and Mighty One Hazara Khan's Haphazard Bazaar The Finest Camels in all EVE! O0o=------------------+------------------=o0O |
Saladin
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Posted - 2004.04.21 22:32:00 -
[47]
If you want to consistently reproduce this issue follow these steps carefully (i did this with a quad lif):
1. Place the module in your cargo hold. 2. Undock and dock at a different station 3. Place the module directly from your cargo hold to the appropriate slot (i.e. do not let it pass through your item's hangar 4. It will go into the slot and remain offline. Turn it online. 5. Undock and attempt to use module. It is offline.
No matter how many times you dock and attempt to turn it on, when you undock it is off. The only remedy is to repackage and refit from your items hangar.
Hope that helps. --------------------------- (c) Copyright Saladin, 2005. Any editing of this post by a third party will be in violation United States Internet Copyright law 46525 of 2003. |
Tadius Rhain
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Posted - 2004.04.22 01:53:00 -
[48]
The module appears online in the fittings screen, and on the inflight IU but when you try to activate it you see a specific message stating that you will have to dock and use the fittings screen to activate the module.
Instinct tells me this is a bad cache data issue. The module is, say, offline according to cache but online according to tranq. So when you toggle the module at the inflight UI, you toggle both the cache and tranq... Could this be the case? Does it only happen with modules that can have an auto-repeat attribute?
That might make it difficult for you to reproduce. ____________________________________________ Ideas Lab - Forum Search Feature - Sign me! |
Imhotep Wade
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Posted - 2004.04.22 14:17:00 -
[49]
1. I was podded in hoarder who's warp refused to activate and shilds wouldnt come up. but i was too new to reproduce, and did not want to try...
2. Whenever in space, if you try to turn on a module that does not hve enough resources to turn on, it will immediately say "not enough X", but the module will flash and ding anyway and the icon will change to the online icon. You can right click again, and tell it to go online again, and it will do the same thing.
a. state that it can not come online b. flash and ding as if it just came online c. icon changes to online icon.
then I go and turn stuff off so I can turn this module on, and try again, and it comes online just fine.
So for me my only problem is the online-icon is used even when the module is offline. But I always get the correct info in the right click menu.
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VoxDei
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Posted - 2004.04.26 12:30:00 -
[50]
I had this for the first time ever yesterday. I've got a pretty good idea what I did, so I'll try and replicate it this evening.
I was flying my Scorp between two stations, and carrying some stuff with me. I couldn't use my heavy cap injector and XL booster without a couple of power diags, and because I was in safe space and carrying cargo I replaced the power diags with expanders, turning off the cap injector and booster to do it (but leaving them fitted). I flew to my new station, unloaded my cargo hold, removed the expanders and re-fitted the power diags (and a few other mid-slot modules - I was changing from ECM to shield tank setup), and then got a kill mission from my agent. I flew two jumps to the mission site and then this bug occurred on the third of my three 425 rails - the first two I activated were fine. Like I said, I'll try and reproduce it this evening.
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VoxDei
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Posted - 2004.04.26 19:11:00 -
[51]
OK, I replicated the bug, pretty much as I said above - switch off the two modules requiring a lot of grid, swap out the power diags, fly somewhere else, remount the diags and reactivate the modules, then go try and shoot something. I've emailed [email protected] with details (a bit more in-depth than what I just wrote )and screenshots, give me a shout if you want anything else.
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Gresin Ganor
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Posted - 2004.04.29 00:04:00 -
[52]
This ALWAYS works (to reproduce the bug that is):
Gallante Maulus 2 x miner II 2 x scanners 2 x power diagnostic core
Electronics lvl 3 Electronic grid upgrade lvl 2
Engineering lvl2 (the skill wich lowers the cap req on energy things, like the diagnostic core)
put the modules in order like this: cores first scanners second miners last
You get green lights all over the place. When you leave the station one of the miners is down.
This happends ALL the time.
Regards,
Gresin Ganor
================================================ Win The Crowd... |
Gresin Ganor
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Posted - 2004.04.29 00:07:00 -
[53]
the diagnostic power cores are the Power Diagnostic Core I
sorry i didn't mentioned it before
================================================ Win The Crowd... |
lickspittle
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Posted - 2004.04.30 13:54:00 -
[54]
Originally by: Gresin Ganor
2 x miner II 2 x scanners 2 x power diagnostic core This happends ALL the time.
Can you give the exact type names you are fitting please. -- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
Gresin Ganor
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Posted - 2004.05.01 06:02:00 -
[55]
yes, ive been looking again :)
2 x Miner II 1 x Cargo scanner I 1 x Survey Scanner I 2 x Power Diagnostic System I
Normally this wouldn't fit on a maulus except with electronics and engineering skills. So in addition to the layout of the Maulus i got these skills: Electronics lvl3 Engineering lvl3 Sensor Upgrades lvl1 Energy Grid Upgrades lvl2
Hope this helps a bit more then my first and second post
BTW: you can also use 2 x 1mn Afterburners instead of the scanners, gives the same failing minerII whenever you leave a station.
================================================ Win The Crowd... |
Reloaded INC
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Posted - 2004.05.02 11:05:00 -
[56]
it always happens with miner 2's and it has only happend scince the last patch
i cant recreate it but to fix it when u fit a module to the ship u just simply turn offline turn online turn offline turn online
it also dosnt give me the option to turn offline it just says turn online even when it is classified online it still says "turn online" when i right click
i have this happem commonly to me when i mine in isenan *(which i am not doing ANY more)*
and it is always my miner 2's
I am the bad guy the kriptonite the green cronic.
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lickspittle
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Posted - 2004.05.07 15:49:00 -
[57]
Originally by: Gresin Ganor
yes, ive been looking again :)
I managed to reproduce it consistently using the information you gave. Thanks
Two fixes have been made. One, out on chaos now, if anyone wants to try and confirm it is fixed is that the modules will stay online - the server no longer wrongly decides that they cannot be brought online. The second, which should be out in the next client update for chaos, is that modules which go offline in this manner will now be recognised as offline rather than wrongly appearing online.
This should come out in the next Castor patch. The date that that patch may or may not come out is provisionally the 18th, but delays to it are very possible. -- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
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