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Issues, Workarounds & Localization

 
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OGB / Logistics Capaciter Issue

Author
Scarlett IX
Super Squirrel Omni Jump League
#1 - 2015-12-28 01:11:43 UTC
Hi Guys,

Currently Logistics that are cap stable in the fitting window aren't cap stable when an OGB is applied and the Fitting window doesn't update to the correct Cap level to notify the pilot this is happening.

If CCP could fix the fitting window to show correct capacitor levels with an OGB present this would be helpful.

A scimitar with 52.8% cap sustained in the eve fitting window capped out with a Claymore applying all 3 siege boosts to it.
Scarlett IX
Super Squirrel Omni Jump League
#2 - 2015-12-28 01:24:13 UTC
On further inspection I've identified that the

Module Siege Warfare Link - Shield Efficiency II

Isn't applying to ships at all.

This module is Broken!
Eklipz Badawan
Hideaway Hunters
The Hideaway.
#3 - 2015-12-28 09:34:54 UTC
Bump as this needs to get fixed
Xylem Viliana
homeless bum
#4 - 2015-12-28 10:39:00 UTC
Whoops CCP.

Hopefully its an easy fix for you guys.
Scarlett IX
Super Squirrel Omni Jump League
#5 - 2015-12-28 12:52:07 UTC
I spent along time testing the issue it seems to occur like this please watch the video hopefully you can put up with my annoying voice.

https://drive.google.com/open?id=0B48SlXciGdh5ZktsOUN1Y3JlS1E

Seems to be when you lower the booster from a wing to a squad booster in the fleet window the

Module Siege Warfare Link - Shield Efficiency II

Doesn't adjust to the new settings and doesn't affect the squad. The main problem I've found is if you change your booster to a Fleet booster in your fleet then both the wing and squad fail to function. The only way around this issue is disband the fleet and build a new one.

In our community we often uses different peoples boosters as people can only be on at certain because of family issues / RL.
Kal'Han
Kador Trade Company
#6 - 2015-12-28 16:37:06 UTC
did anyone create a ticket? like a bug report or a support ticket? link this post for them in the ticket if you don't want to retype everything but they don't read this forum (probably not true, but they won't act without a ticket)
Xylem Viliana
homeless bum
#7 - 2015-12-28 17:56:56 UTC
There has been a BR sent from what I have been informed Kal'Han
Cassiel Seraphim
Imperial Academy
Amarr Empire
#8 - 2015-12-28 20:52:19 UTC
Scarlett IX wrote:
I spent along time testing the issue it seems to occur like this please watch the video hopefully you can put up with my annoying voice.

https://drive.google.com/open?id=0B48SlXciGdh5ZktsOUN1Y3JlS1E
I'm afraid your video doesn't really show much. You don't show that your fit was cap stable to begin with, nor does the ~2 minute video show much in terms of you running out of cap, just dropping. You're also not staggering your modules, meaning you have a disproportional large drain when all your modules cycle at the same time, dropping you way below peak recharge.

Scarlett IX wrote:
Seems to be when you lower the booster from a wing to a squad booster in the fleet window the

Module Siege Warfare Link - Shield Efficiency II

Doesn't adjust to the new settings and doesn't affect the squad. The main problem I've found is if you change your booster to a Fleet booster in your fleet then both the wing and squad fail to function. The only way around this issue is disband the fleet and build a new one.
Whenever you change boosters you need to revoke and reset the boosts from the top-down.

If you add a fleet booster (which requires someone with the appropriate skills in fleet command if you weren't aware, it doesn't work unless you have a valid fleet commander in fleet) you'll need to revoke all wing and squad commanders and reset them wing commanders first, then squad commanders. If you don't, then you'll see such errors are you describe above, with boosts not being passed along properly throughout the fleet.

I did some testing myself, prompted by your claim. Sadly found nothing wrong. Here are some screenshots.

http://i.imgur.com/nN6v6jw.png - My tweaked setup, barely cap stable.
http://i.imgur.com/LidN6Y4.png - Modules staggered I drop to predictable 33 - 40%, never below (ran this for several minutes).
http://i.imgur.com/t3PNI49.png - Cost without any links running is the base.
http://i.imgur.com/2qtquBL.png - Turning on just the shield efficiency link makes the cost drop.
http://i.imgur.com/Cr9BC5y.png - Predictably, my cap remains much higher with the lower activation cost.
http://i.imgur.com/c6ZGqHF.png - Turning on the active shielding link reduces the cycle time.
http://i.imgur.com/EHu237z.png - I let this run for several minutes and predictably remained at the usual 33 - 40% levels.

So as far as I can tell, the shield efficiency link works just fine, alone as well as combined with the active shielding link. Most likely this glitch of yours is the result of something else, your lack of staggering or an erroneously setup fleet.
121209
Dirty Sanchez Squad
#9 - 2015-12-29 21:08:19 UTC  |  Edited by: 121209
tested this and can replicate it by having a squad commander in fleet as squad booster running all 3 siege links, then move em to wing command and back to SC. You will see activation cost at 101 instead of 75. Revoking boosts and moving the booster some around can result in a totally broken fleet where that ogb cant function and fleet has to be disbanded. In below pic ull see a perfect stable scimitar run dry in a minute due to the activation cost bug.

http://i.imgur.com/k7kHfZF.jpg
Cassiel Seraphim
Imperial Academy
Amarr Empire
#10 - 2015-12-29 21:33:24 UTC
Posting again to concur with Scarlett about a bug, after having spoken to a friend who've experienced it too and explained the steps to reproduce it.

Scarlett IX wrote:
Seems to be when you lower the booster from a wing to a squad booster in the fleet window the

Module Siege Warfare Link - Shield Efficiency II

Doesn't adjust to the new settings and doesn't affect the squad. The main problem I've found is if you change your booster to a Fleet booster in your fleet then both the wing and squad fail to function. The only way around this issue is disband the fleet and build a new one.

In our community we often uses different peoples boosters as people can only be on at certain because of family issues / RL.
Did some more testing, doing exactly that, moving the booster from Squad Command to Wing Command and back, encountered the very bug you're describing. It's reproducable every time doing this:

Use two characters, one in any kind of ship (A) and another in a boosting ship (B).

1) Put B as Squad Commander (they automatically get Squad Booster) and A as a regular squad member. Valid fleet structure.
2) Test links, they all work fine.
3) Move B to Wing Command (they automatically get Wing Booster) but links aren't passed because you don't have a valid Squad Commander anymore.
4) Move B back to Squad Command (they automatically change to Squad Booster) but now you encounter the bug.

The bug seems to make a ghost link of one of your active links at the time. It was the resist link in my case, but I tried it a few times and it wasn't always the position or cycle stage that seems to determine it. Either way, it's not bound to the shield efficiency link per se, it's just that something breaks the fleet's entire boosting chain at that point.

This "ghost link" remains active even though you revoke boosts, move the booster around, turn off the actual link in question on B ... nothing has an effect. In my case, the resist boost persisted until I kicked the booster from fleet. At that point, the ghost link effect disappeared.

Keeping the same fleet, inviting the booster did not fix the issue, as Scarlett pointed out; It's broken for the fleet and can only be fixed by simply disbanding the fleet and making a completely new fleet.

Hopefully with a step-by-step reproduction guide the devs can trace the errors occurring and fix it.
Max Kupaptakov
AEGIS Contest Corporation
#11 - 2016-01-04 18:37:16 UTC
Bump for this. Yesterday almost died with half of fleet because of it.