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Modules starting at random %'s in cycle?

Author
Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#1 - 2012-01-19 02:03:08 UTC
Anyone else noticing that as of late, all 'activated' modules have been starting their cycle at random places in the cycle?

This is only a slight annoyance when dealing with guns and knowing when i'm going to be able to activate them on next target, i discovered today how this is extremely wrong on mining lasers. (not cool when your strip miner is actually cycling when the 'bar' is at 60% cycle progress)

Just wondering if me and my brother are the only ones having this issue...

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

Pandorium9
Pandorium Prime
#2 - 2012-01-19 02:06:57 UTC
Panhead4411 wrote:


Just wondering if me and my brother are the only ones having this issue...




I too have the same issue.
Alara IonStorm
#3 - 2012-01-19 02:07:28 UTC
Yes mine do as well and it is very annoying. Sad
Pillowtalk
Republic Military School
Minmatar Republic
#4 - 2012-01-19 02:08:41 UTC
I've had it on modules. My strip miners seem to be fine though. There have been delays in the last few days on the time it takes from when the cycle ends to when the ore actually shows up in the cargo hold.

Don't violence me bro!

Tanya Powers
Doomheim
#5 - 2012-01-19 02:16:06 UTC
Alara IonStorm wrote:
Yes mine do as well and it is very annoying. Sad


+1
Phenethylamine
Nex quod Principatus
#6 - 2012-01-19 02:20:30 UTC  |  Edited by: Phenethylamine
I'm surprised to even see a thread about this. This has been a common occurrence for years, now, and it only became much more common after they included a "fix" for it in a patch (I find many of these issues never happen to me at all until someone mentions fixing it in patch notes).

Here's a fun scavenger hunt for you: let me know when one of your modules like a microwarpdrive becomes stuck in the "on" mode and can't be toggled off. That's been going on too.
Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#7 - 2012-01-19 02:20:37 UTC
Pillowtalk wrote:
I've had it on modules. My strip miners seem to be fine though. There have been delays in the last few days on the time it takes from when the cycle ends to when the ore actually shows up in the cargo hold.


As was the case with me, until i was mining this morning and noticed the ore didn't dump until about 60%...then i started pulsing my survey, and turns out it wasn't pulling from the rock until 60% either...

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

Serge Bastana
GWA Corp
#8 - 2012-01-19 02:26:16 UTC
I've had this as well, it's not particularly a major issue but a bit odd.

WoW holds your hand until end game, and gives you a cookie whether you win or lose. EVE not only takes your cookie, but laughs at you for bringing one in the first place...

DarthNefarius
Minmatar Heavy Industries
#9 - 2012-01-19 02:28:29 UTC
Before the emergency reboot our fleets were having all sorts of activation problems with modules
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Freelance Services
#10 - 2012-01-19 04:13:47 UTC
confirming problem exists and not just in the last 24hrs

Elite Incursion Fleets | Wormhole Space Tours | Nullsec Holidays | NOT A CORP http://www.freelanceservices.website.org

W1rlW1nd
WirlWind
#11 - 2012-01-19 04:19:13 UTC
It's been like that forever, and yes I hate it too.

I reported it in the "little things" sticky to get on the fix list, please add your own post of it there as well.

Covert Kitty
SRS Industries
#12 - 2012-01-19 05:13:35 UTC  |  Edited by: Covert Kitty
This is likely due to the server being on a 1 second cycle, mix lag in with that, and the server needing to respond that "yes you did just activate that module". Once that gets done your client likely interpolates the current accurate location of your cycle and starts it there.

The client could instead assume that when you click the button that the server will start the cycle there and just start showing the animation right away.... however it will need to correct it when the actual information comes back from the server. A 1 second internal cycle would make such interpolation not a very pretty sight.

In other-words, what your seeing is likely more accurate than what your asking for. So if I'm correct about the above, then I would rather have things stay the way they are then attempt to visually compensate for it.
DarkAegix
Center for Advanced Studies
Gallente Federation
#13 - 2012-01-19 08:00:44 UTC
It ALWAYS happens to me.
*Australia*
326 ping with Tranquility -.-

Ping 87.237.38.200 with your command prompt. The winner has the lowest ping!

Damn kangaroo intestines make terrible internet infrastructure.
okst666
Federal Navy Academy
Gallente Federation
#14 - 2012-01-19 08:39:08 UTC
I thinknit has to do with different boni you get from fleet and other boosters...

[X] < Nail here for new monitor

Renarla
#15 - 2012-01-19 08:50:38 UTC
It's been like since the implemented the damn things ages ago.
Sphit Ker
Ministry of War
Amarr Empire
#16 - 2012-01-19 09:45:27 UTC
It seam to be coupled to your ping time.

It knows what you think.

Marcus Harikari
#17 - 2012-01-19 10:27:16 UTC
CCP and Mittani have collaborated with Sansha's forces in order to wreck havoc on your ship controls!
Shpenat
Ironman Inc.
#18 - 2012-01-19 10:33:49 UTC
Covert Kitty is correct. The situation is caused by server running on 1s tics coupled with your connection latency.

Let me describe the situation on an example. You activate module X with 3s cycle time and effect delivered at the end of the cycle. You expect that you will see cycle start right when you activate the module and effect delivered 3s later.

What actually happens is this: Your client sends information to the server that module X was activated. It takes some time for information to reach the server (latency). Server then sends back confirmation of module activation. So the client may get confirmation about module being started after 1s+latency after real activation.

Server knows your cycle time so he adds cycle time to your module and determines in which next tic should the effect be applied. When that moment comes it applies the effect and sends notification to your client. it again takes some time for the information to arrive to you.

So in worst case scenario you will get 1s+2x latency lag between your action and real response (assuming no server overload).

In the end the cycle timer has to be out of sync with effects.
Dbars Grinding
Dark Venture Corporation
Kitchen Sinkhole
#19 - 2012-01-19 10:37:56 UTC
old news

I have more space likes than you. 

March rabbit
Aliastra
Gallente Federation
#20 - 2012-01-19 10:38:54 UTC
Panhead4411 wrote:
Anyone else noticing that as of late, all 'activated' modules have been starting their cycle at random places in the cycle?

yes. the same is here.

Looks like it is only animation. Cycle time isn't affected. However this is very annoyng...

The Mittani: "the inappropriate drunked joke"

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