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Hanns
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Posted - 2004.07.20 13:34:00 -
[1]
Ok this is kinda getting annoying, does anyone else have these problems, sometimes when i reload my guns/launchers they just flash forever, and the only remedy is a relog? and i also nearly blew up a buddy when two of my launchers got "stuck" activated, and were still firing when the were red?
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Hanns
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Posted - 2004.07.20 13:34:00 -
[2]
Ok this is kinda getting annoying, does anyone else have these problems, sometimes when i reload my guns/launchers they just flash forever, and the only remedy is a relog? and i also nearly blew up a buddy when two of my launchers got "stuck" activated, and were still firing when the were red?
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XpoHoc
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Posted - 2004.07.20 13:45:00 -
[3]
Edited by: XpoHoc on 20/07/2004 13:46:30 Packet loss is my guess. Your client sends the order to reload and is waiting for the signal back that it has reloaded, but never receives it (it doesn't reload at all). Try draggin ammo manually over it. And that stuck gun is prolly the same, try using F-hotkeys, usually you can deactivate a turret that already shows up red.
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XpoHoc
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Posted - 2004.07.20 13:45:00 -
[4]
Edited by: XpoHoc on 20/07/2004 13:46:30 Packet loss is my guess. Your client sends the order to reload and is waiting for the signal back that it has reloaded, but never receives it (it doesn't reload at all). Try draggin ammo manually over it. And that stuck gun is prolly the same, try using F-hotkeys, usually you can deactivate a turret that already shows up red.
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jason hill
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Posted - 2004.07.20 14:34:00 -
[5]
Hanns ...one of my corp mates had the same problem last night .. all i can tell you is that he logged a petition with the devs ...but i dont know what the outcome was ...sorry
"THE HUMAN SHIELD" |

jason hill
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Posted - 2004.07.20 14:34:00 -
[6]
Hanns ...one of my corp mates had the same problem last night .. all i can tell you is that he logged a petition with the devs ...but i dont know what the outcome was ...sorry
"THE HUMAN SHIELD" |

FuPhal
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Posted - 2004.07.20 15:49:00 -
[7]
Ive had this problem, docking / relogging / jumping through a gate fixes it for me though.
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FuPhal
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Posted - 2004.07.20 15:49:00 -
[8]
Ive had this problem, docking / relogging / jumping through a gate fixes it for me though.
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Cortex Reaver
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Posted - 2004.07.20 18:07:00 -
[9]
Originally by: XpoHoc Edited by: XpoHoc on 20/07/2004 13:46:30 Packet loss is my guess. Your client sends the order to reload and is waiting for the signal back that it has reloaded, but never receives it (it doesn't reload at all). Try draggin ammo manually over it. And that stuck gun is prolly the same, try using F-hotkeys, usually you can deactivate a turret that already shows up red.
Wrong, wrong, wrong, and wrong!
-CR
/* Cortex Reaver crtxreavr at trioptimum dot com
"They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety." -Benjamin Franklin, 1759 */ |

Cortex Reaver
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Posted - 2004.07.20 18:07:00 -
[10]
Originally by: XpoHoc Edited by: XpoHoc on 20/07/2004 13:46:30 Packet loss is my guess. Your client sends the order to reload and is waiting for the signal back that it has reloaded, but never receives it (it doesn't reload at all). Try draggin ammo manually over it. And that stuck gun is prolly the same, try using F-hotkeys, usually you can deactivate a turret that already shows up red.
Wrong, wrong, wrong, and wrong!
-CR
/* Cortex Reaver crtxreavr at trioptimum dot com
"They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety." -Benjamin Franklin, 1759 */ |

Cortex Reaver
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Posted - 2004.07.20 18:17:00 -
[11]
I encountered this for the first time last night. One of my five named 250 rails did this on an agent kill mission. Was stuck flashing and manually loading in space failed. . . both the right-click and the drag methods. Docking and manually loading in-station resolved the issue for the remainder of my play that evening.
Is anyone getting the random scanner object from last warp location stuck in scanner problem? That's been an annoying one.
-CR
/* Cortex Reaver crtxreavr at trioptimum dot com
"They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety." -Benjamin Franklin, 1759 */ |

Cortex Reaver
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Posted - 2004.07.20 18:17:00 -
[12]
I encountered this for the first time last night. One of my five named 250 rails did this on an agent kill mission. Was stuck flashing and manually loading in space failed. . . both the right-click and the drag methods. Docking and manually loading in-station resolved the issue for the remainder of my play that evening.
Is anyone getting the random scanner object from last warp location stuck in scanner problem? That's been an annoying one.
-CR
/* Cortex Reaver crtxreavr at trioptimum dot com
"They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety." -Benjamin Franklin, 1759 */ |

Kalki Nibiru
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Posted - 2004.07.20 18:19:00 -
[13]
Yeah, I have had that problem a bunch of times. I cant seem to reproduce it though, it just happens randomly it seems.
Taken from the May 29th 2003 Devchat at EveGate . <Muaddid> Q: When will sentry gun and station and similar construction pods be introduced on the market? <Hellmar> we have various player owned entities already implemented. Sentry guns, power/shield generators, field repair mini-stations, mobile refineries. We are still working out the last tidbits of how they can be over taken, what is the penalty of having a sentry gun kill a n00b etc. and we have been a bit busy with plugging the holes that people have found.I would say that you'd start to see these items on the market in about 2-3 weeks, very expensive to begin with |

Kalki Nibiru
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Posted - 2004.07.20 18:19:00 -
[14]
Yeah, I have had that problem a bunch of times. I cant seem to reproduce it though, it just happens randomly it seems.
Taken from the May 29th 2003 Devchat at EveGate . <Muaddid> Q: When will sentry gun and station and similar construction pods be introduced on the market? <Hellmar> we have various player owned entities already implemented. Sentry guns, power/shield generators, field repair mini-stations, mobile refineries. We are still working out the last tidbits of how they can be over taken, what is the penalty of having a sentry gun kill a n00b etc. and we have been a bit busy with plugging the holes that people have found.I would say that you'd start to see these items on the market in about 2-3 weeks, very expensive to begin with |

Malfunctionv2
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Posted - 2004.07.20 18:30:00 -
[15]
Yes I encountered the reloading bug yesterday for the first time. Docking fixed it (gating DID NOT HELP) , but I had to finish my mission with 1 less gun.
As for the stuck scanner object, that has to be one of the most annoying things ever, introduced with the latest patch afaik. What's even worse, the stuck object will mask the real first object and gating DOES NOT CLEAR IT. Opening and closing the thing every time is not for me 
2004.08.25 23:39:52combatYour 720mm Prototype I Siege Cannon perfectly strikes Rogue Pirate Escort, wrecking for 496.8 damage. |

Malfunctionv2
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Posted - 2004.07.20 18:30:00 -
[16]
Yes I encountered the reloading bug yesterday for the first time. Docking fixed it (gating DID NOT HELP) , but I had to finish my mission with 1 less gun.
As for the stuck scanner object, that has to be one of the most annoying things ever, introduced with the latest patch afaik. What's even worse, the stuck object will mask the real first object and gating DOES NOT CLEAR IT. Opening and closing the thing every time is not for me 
2004.08.25 23:39:52combatYour 720mm Prototype I Siege Cannon perfectly strikes Rogue Pirate Escort, wrecking for 496.8 damage. |

XpoHoc
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Posted - 2004.07.20 18:52:00 -
[17]
Edited by: XpoHoc on 20/07/2004 18:54:19
Originally by: Cortex Reaver
Originally by: XpoHoc Edited by: XpoHoc on 20/07/2004 13:46:30 Packet loss is my guess. Your client sends the order to reload and is waiting for the signal back that it has reloaded, but never receives it (it doesn't reload at all). Try draggin ammo manually over it. And that stuck gun is prolly the same, try using F-hotkeys, usually you can deactivate a turret that already shows up red.
Wrong, wrong, wrong, and wrong!
-CR
What exactly is wrong? Your gun does NOT reload, even that it is blinking, and your gun is not offline even that it shows up red. Using hotkeys to disable them works for me, reloggin/docking helps to unstuck the reloading process.
 |

XpoHoc
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Posted - 2004.07.20 18:52:00 -
[18]
Edited by: XpoHoc on 20/07/2004 18:54:19
Originally by: Cortex Reaver
Originally by: XpoHoc Edited by: XpoHoc on 20/07/2004 13:46:30 Packet loss is my guess. Your client sends the order to reload and is waiting for the signal back that it has reloaded, but never receives it (it doesn't reload at all). Try draggin ammo manually over it. And that stuck gun is prolly the same, try using F-hotkeys, usually you can deactivate a turret that already shows up red.
Wrong, wrong, wrong, and wrong!
-CR
What exactly is wrong? Your gun does NOT reload, even that it is blinking, and your gun is not offline even that it shows up red. Using hotkeys to disable them works for me, reloggin/docking helps to unstuck the reloading process.
 |

X1aLpha
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Posted - 2004.07.20 18:59:00 -
[19]
this happened to me only when autoreload was on. so i disabled autoreload and it seems to be fixed for me 
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X1aLpha
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Posted - 2004.07.20 18:59:00 -
[20]
this happened to me only when autoreload was on. so i disabled autoreload and it seems to be fixed for me 
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Lyela
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Posted - 2004.07.20 19:35:00 -
[21]
Originally by: Hanns Ok this is kinda getting annoying, does anyone else have these problems, sometimes when i reload my guns/launchers they just flash forever, and the only remedy is a relog? and i also nearly blew up a buddy when two of my launchers got "stuck" activated, and were still firing when the were red?
Its not a bug, its a sign from God, your buddy was supposed to die.
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Lyela
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Posted - 2004.07.20 19:35:00 -
[22]
Originally by: Hanns Ok this is kinda getting annoying, does anyone else have these problems, sometimes when i reload my guns/launchers they just flash forever, and the only remedy is a relog? and i also nearly blew up a buddy when two of my launchers got "stuck" activated, and were still firing when the were red?
Its not a bug, its a sign from God, your buddy was supposed to die.
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Reptar
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Posted - 2004.07.20 19:36:00 -
[23]
happened 3 times,
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Reptar
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Posted - 2004.07.20 19:36:00 -
[24]
happened 3 times,
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Bobby Wilson
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Posted - 2004.07.20 19:39:00 -
[25]
I've had the "stuck while on" modules happen a few times. If you think it sucks with weapons, try it with an XL shieldbooster :/ As for the problem with autoreload, it happens when 2 or more guns/launchers go dry simultaneously and try to hit the same stack at the same time. For a work-around turn off autoreload or split ammo piles into 2 stacks at least, if not a stack per weapon.
Usually when I get the stuck-on modules, it's because I've pressed the module, got no response, so I pressed it again just as the client was updating to show me it was activating. Never happens once I can see the module is running though, just when I try to activate the module twice (if that makes any sense at all).
BW
Originally by: Selim
Cool, congrats.
Oh, stupid idea by the way.
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Bobby Wilson
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Posted - 2004.07.20 19:39:00 -
[26]
I've had the "stuck while on" modules happen a few times. If you think it sucks with weapons, try it with an XL shieldbooster :/ As for the problem with autoreload, it happens when 2 or more guns/launchers go dry simultaneously and try to hit the same stack at the same time. For a work-around turn off autoreload or split ammo piles into 2 stacks at least, if not a stack per weapon.
Usually when I get the stuck-on modules, it's because I've pressed the module, got no response, so I pressed it again just as the client was updating to show me it was activating. Never happens once I can see the module is running though, just when I try to activate the module twice (if that makes any sense at all).
BW
Originally by: Selim
Cool, congrats.
Oh, stupid idea by the way.
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Mr nStuff
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Posted - 2004.07.20 19:43:00 -
[27]
Might try turning the auto-reload options to off as a precaution.
5 R&D Agents, 10months, Zero BPO Offers.. Onboard navigational [Planetary Avoidance] computer.
My account will be suspended at the end of the current play period. Expires on 19. September 2004 |

Mr nStuff
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Posted - 2004.07.20 19:43:00 -
[28]
Might try turning the auto-reload options to off as a precaution.
5 R&D Agents, 10months, Zero BPO Offers.. Onboard navigational [Planetary Avoidance] computer.
My account will be suspended at the end of the current play period. Expires on 19. September 2004 |

Ukiah
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Posted - 2004.07.20 19:52:00 -
[29]
I had this happen to me a couple times right after the patch that introducted the 'autoreload feature'. Once it was with siege launchers and once with a turret. I had to relog to fix. The seige launcher screw up was in the middle of a pvp battle and REALLY freaked me out.
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Ukiah
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Posted - 2004.07.20 19:52:00 -
[30]
I had this happen to me a couple times right after the patch that introducted the 'autoreload feature'. Once it was with siege launchers and once with a turret. I had to relog to fix. The seige launcher screw up was in the middle of a pvp battle and REALLY freaked me out.
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