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EVE Online: Odyssey 1.1 Issues

First post
Author
Haifisch Zahne
Hraka Manufacture GmbH
#181 - 2013-09-04 02:56:35 UTC  |  Edited by: Haifisch Zahne
Oh, perfect, the only dev to respond to the Odyssey 1.1 Issues forum thread is concerned by an auto-targeting missiles issue, while literally a hundred posts that no one can patch Eve go unanswered.

CCP TomB wrote:
Sandeep wrote:
2. Auto-targeting missiles de-activates when the missile's target is untargeted. Workaround: Don't target it in the first place.


Verified and will fix, thanks man.
Secksitime
Perkone
Caldari State
#182 - 2013-09-04 03:31:51 UTC
Non launcher issue (worked fine for me)

From the patch notes: Some Elite Frigates have been removed from Sanctums and replaced by NPC Battlecruisers to increase the isk gain and reduce the time they take to complete for battleships. For real this time.

Nope. Same amount of Dire frigates as before. No changes noticed
Tygre Sunji
Perkone
Caldari State
#183 - 2013-09-04 03:50:08 UTC
I find that when windoze chokes on any install or update, check your User Account Control settings. This controls the 'feature' that gives you all them 'Do you want to do that?', 'Do you really want to do that?' and 'Are you really really sure you want to do that?' requesters. Sometimes it 'knows' you don't want to do that and quietly Fails. I set mine to 'Never Notify' never had a problem updating Eve since.
DovannaG
Miner's Revenge
#184 - 2013-09-04 04:21:29 UTC  |  Edited by: DovannaG
The command bonus for the skirmish mindlink does not appear to be giving the right amount of boost. I could very well be wrong, but the federation navy mindlink is giving the same amount of bonus as the t2 skirmish mindlink for a web range of 46km. Before the patch, the web range was 52km.

Nevermind, I found the mistake.
Laendra
Universalis Imperium
Goonswarm Federation
#185 - 2013-09-04 04:24:42 UTC
Went to fuel some POS (ugh)...first one was fine, no problems. Second one, I opened up the fuel bay of an online POS, and it was empty (I expected about 2k+), went to Manage the POS, and it showed no fuel on the fuel tab either. I tried to add fuel, it wanted to accept 7k (a gallente small, just like the other one), but wouldn't accept it when I clicked OK.

Thinking it was a cache problem, I reset all cache and logged back in. Still no luck. Going to jump out, and back in and see.
Laendra
Universalis Imperium
Goonswarm Federation
#186 - 2013-09-04 04:28:28 UTC
Laendra wrote:
Going to jump out, and back in and see.


And it now works. *sigh*
Syrinx Arktemis
Viziam
Amarr Empire
#187 - 2013-09-04 05:15:54 UTC
Same deal as many others. Cannot patch, not are the Eve repair tool or bug report section of the forums worksing.
Pic'n dor
Sebiestor Tribe
Minmatar Republic
#188 - 2013-09-04 05:21:40 UTC
Pic'n dor wrote:
fleet broadcast don't work anymore


BUMP

only "Align to" broadcasts are affected

https://forums.eveonline.com/default.aspx?g=posts&t=274842&find=unread

COUCOU TOUCHE TOUCHE

Oraac Ensor
#189 - 2013-09-04 05:47:49 UTC  |  Edited by: Oraac Ensor
Modules mounted in second high slot on Badger don't show on ship and the module activation effects don't function.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#190 - 2013-09-04 06:13:17 UTC
The fix to the log in script that was causing long log in times to verify server status is back. Took me 10 min to log in earlier.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Vjorn Angannon
Lazerhawks
L A Z E R H A W K S
#191 - 2013-09-04 07:13:23 UTC
MiKasha Duan wrote:
Using the Mac client.

While scanning in a wh I noticed that the markerson the map which identify items like wormholes do not match the green markers of those locations when scanned to 100%. (I have a screen shot if you need it).

This may be link to the problem of not being able to warp to sites that have been scanned to 100%.
Example: I am in a wormhole and am using sisters combat probes to scan exits. I have 5 sites on my scanner tab:
HGA-989 Wormhole -->
HOE-431 Gas Site 1.0%
HRH-110 Wormhole 100%
JOW-849 Gas Site 100%
ZOR-487 Wormhole -->

I select ZOR and click "warp to" but my ship does not move, acting like I am already at that location. I click HRH to warp there instead and "warp to" is not an option, all I have are "ignore result", "ignore other results", and "clear result".

I pull my probes back and relaunch then in pinpoint formation. Center them on my location and scan again. Now the green marker lines up with my position on the map and I can right click to save the location.

I move the probes to the HRH location in pinpoint formation, no change. I widen my probes to cover the large red sphere that is displayed when clicking on the HRH item in the scanner menu, probes at 64 AU, and not I can warp to the location.

I retract my probes. On the map, the white markers showing the wormholes still do not march with the green markers. When I save the location, the pin is placed at the white marker. (just fyi)

It seems there are some other oddities as well, I have clicked "warp to within 10" and been warped to 0, I have also clicked "warp to 0" and been warped 10 or more clicks out. Also, the red markers (dot, circle, and sphere) do not seem to march properly with the scanned item. For example, I was scanning a location and though centered on the red dot and a result showing in the menu, the % never changed from zero. Another example is right now I have all but one site green, a gas site at 2.3% currently. Yet ther are three red spheres on the map. This is a bit confusing.

Cheers,
Mikasha


PC, WIN 7HP, SP1

Confirming that you cannot warp to sigs that are scanned to 100% except for the last one scanned to 100%. Once you scan a sig to 100%, get the arrow indicating you can warp to it but continue scanning instead of warping, the arrow is lost. In a system with say 30-50 sigs, it can be very time consuming to scan a sig, decide whether to keep it, BM it that instant, then move on to the next sig.

We in w-space often come across systems I just described. This issue will get very old, very quickly. Please fix Big smile
Malou Hashur
Enterprise Holdings
#192 - 2013-09-04 08:02:43 UTC  |  Edited by: Malou Hashur
I mentioned an issue with the launcher after the last Patch, and surprisingly, nothing has been done about it. I’ll try again.

I have EVE installed on 3 PC’s & 1 laptop, so downloading a big patch on all these machines is a complete pain in the ass. In the past, I download it on one, export the patch and update the others. This has worked fine until the last patch when it did not. After importing the patch, the launcher just stopped and did nothing. This happened again yesterday.

Please can you stop trying to make the launcher overly fancy and just make it WORK.

CCP Philosophy ==>>

  1. If it works, break it. If it’s broken, leave it and break something else.

  2. Ignore all Forum comments that raise issues and concerns about our "features", and bring said "features" in anyway.

Rhianna Ghost
Ghost Industries Inc.
#193 - 2013-09-04 08:59:05 UTC
To be honest, I have not bothered to read everything, so I don't know, if someone already mentioned this:

Every skill and item description (e.g. Basilisk, Capacitor Emission Systems, etc.) still refer to "Energy Transfer Arrays" and "Shield Transports" respectively, as it happens often when CCP renames modules.

BTW. I am ok with "Remote Shield Boosters", but "Remote Capacitor Transfer" is plain stupid. It does not transfer Cap remotely. It transfers Energy, or capacitor, but it does not transfer it remotely. "Remote Cap Booster", "Remote Cap Recharger" or "Capacitor Transfer Array" (without Remote) would be more sensible.
Ockeghem
The Scope
Gallente Federation
#194 - 2013-09-04 09:07:19 UTC
This was the first since I switched to Windows 8 that didn't want to complete on a limited user account which I normaly use. It got to 100% and stayed there (without using system resources anymore, except for RAM, of course). Closing the launcher and running it within admin credentials let me finish the process.
My Postman
Royal Amarr Institute
Amarr Empire
#195 - 2013-09-04 09:11:03 UTC
Tried downloading 3 times. Always got stuck at "applying patch 0,0 %. Restarting the laucher makes it downloading again and nothing happens. My 2 GB download volume is already used up, so CCP cost me RL money to my provider.

Repair tool not working getting stuck at 3/7 - recipes bla bla - initializing.

This occures only on my Laptop, as my main machine patched smoothley yesterday evening (eutz).

FIX YOUR DAMN LAUNCHER CCP - or even better get rid of it.
Optimo Sebiestor
The New Eden School of trade
Organization of Skill Extracting Corporations
#196 - 2013-09-04 09:59:45 UTC
Found that hovering mouse over mwd when overloading module does not show overload stats for that module.
Freelancer117
So you want to be a Hero
#197 - 2013-09-04 10:25:08 UTC
Did we get maybe new a new library with the 1.1 patch and is it optimized ?

Currently having some heat problems with my laptop, got i7 core with 570 card, pushing over 60c atm Sad

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

May O'Neez
Flying Blacksmiths
#198 - 2013-09-04 11:03:45 UTC
Launcher:
- under Seven, still requires admin rights on each major change else it go totally nuts
- doesn't display images half the time
- sometimes doesn't detect the network where it should, so we have to relaunch or bypass it

Overview:
- I still have some stations & gate icons which are plain yellow in some systems, even after a cache cleared

Commands & targetting
- each time a ship is destroyed I have a message telling that I cannot use my modules any more

Eve Gate
- the bug of the "player in pod" is still here
Lallante
Blue Republic
RvB - BLUE Republic
#199 - 2013-09-04 11:45:01 UTC
CCP TomB wrote:
Sandeep wrote:
2. Auto-targeting missiles de-activates when the missile's target is untargeted. Workaround: Don't target it in the first place.


Verified and will fix, thanks man.


TomB how long have you been back? I still have very fond memories of ******* around in HLW-HP local in curse with you in 2003. Spawning 100s of Angel Serephim on top of us then despawning them again, moving us into the Sun etc.
Eraza
Fuzzyness Enterprizes
#200 - 2013-09-04 11:48:49 UTC  |  Edited by: Eraza
Crosi Wesdo wrote:
Drone issue;

When im engaging someone and they are shooting my drones. As my drone reaches structure it sometimes disappears from my drone window but its sat stationary in space. These drones can be recovered in the normal way a few moments later.

Happened twice in the space of an hour earlier.


not a bug, it's actually a feature, on day 1(back in 2003) the tutorial tought you how to CAPTURE drones, by disabling them that way
i still have the "tutorial attack drone" that thing made me capture
it has 30EHP and does 0.5dps of undefined damage, yay!

they never removed the feature that when drones take heavy hull damage, they get disabled, and you lose control of the drone
they just stopped telling anyone that this mechanic was still in, and usually the HP band of "disabled" is so narrow, that it almost always gets killed in one shot, so you rarely ever see it happen

no clue if the patch made this happen more frequently though