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Crius issues bugs etc.

First post First post First post
Author
fixher
Viperfleet Inc.
Official Winners Of Takeshi's Castle
#41 - 2014-07-26 18:30:57 UTC
Therefor i am wondering how cpp has verified the wormhole was collapsed? Unimatrix was able to still find the wormfole AFTER the verification!!!.
eLobotomy
Lazerhawks
L A Z E R H A W K S
#42 - 2014-07-26 18:40:06 UTC
I have one I haven't seen mentioned, related to industry and RE

When trying to install a Reverse Engineering job on the item "Intact Armor Nanobot", I get a red start button, and it tells me two different things:

1) "The selected team of workers does not match the selected blueprint activity"

2) "The selected team of workers is not in the same solar system as the current facility"

I am not seeing anywhere where there is a team of workers assigned to the job. AFAIK there weren't any teams yet for RE, so I wonder what's going on here.

This only is happening with this particular relic. Again, I haven't assigned a team to this job, and don't see how this can be undone.
ISD Cyberdyne
ISD Community Communications Liaisons
ISD Alliance
#43 - 2014-07-27 03:54:47 UTC
Added glue for visibility and support. As Corbexx stated in the beginning of his OP, please keep all comments, issues, and discussion constructive and in keeping with the forum rules.

Thank you.

ISD Cyberdyne

Lieutenant Commander

Community Communication Liaisons (CCLs)

Interstellar Services Department

corbexx
Sebiestor Tribe
Minmatar Republic
#44 - 2014-07-27 14:18:55 UTC
ISD Cyberdyne wrote:
Added glue for visibility and support. As Corbexx stated in the beginning of his OP, please keep all comments, issues, and discussion constructive and in keeping with the forum rules.

Thank you.


Thank you.

Could be a issue with reverse engineering giving all the same bpc when successful.

if this happens please post and mail me about it.
Aderoth Anstian
Pator Tech School
Minmatar Republic
#45 - 2014-07-27 15:29:59 UTC  |  Edited by: Aderoth Anstian
Getting "traffic control ... clear to jump in 160s" messages when trying to jump through whs. Only way to cancel jump animation is to log off. When we log back on, the wh we just tried to jump through thinks we did so we are polarized. We have numerous pilots in our corp experiencing this.

Wormhole type doesn't seem to matter. This morning we have a D364 static and a K162 from a C5 both of which give the traffic control bug and wont allow us to jump.
Monk Joringer
Republic Military School
Minmatar Republic
#46 - 2014-07-27 17:47:02 UTC
Here is an imgur gallery of the traffic control bug our corp is experiencing.

Wormhole Traffic Control Bug - EvE
Budrick3
Moira.
#47 - 2014-07-27 18:54:57 UTC  |  Edited by: Budrick3
CCP Fozzie wrote:
Alundil wrote:
CCP Fozzie wrote:
The passworded can protecting BPs from view is an intentional feature, I'm not sure if any alternative methods for doing the same thing might be implemented in the future.

You mentioned above that the new C6 to K-space wormhole mechanic was causing an increased spawn rate. Is this also the cause of the exceedingly long wormhole lifetimes as well? Related?

Thanks


The K-space to C6 WHs should have a 48h lifespan, we're investigating the reports that some are lasting unusually long.


I don't know if this is a bug, but there are a lot of K-Space connections showing in C5's. Within the last 6-8 hours, there have been 4 new connections in both our home wormhole and the static that we are connected too.

In the home hole / 2 low sec / 2 null sec. In the static / 2 null sec 1 High Sec 1 Low sec.

If these are intended mechanics, then I'm concerned that there will be a dramatic increase in day trippers that take the WH resources, and then just leave when there done. There will be less interest in actually living in J-Space and the risk vs reward will be hampered.

Ideally I'd like to see the WH spawn rate cut down by 3/4.

These of course are just my $.02 and I appreciate your time.

(P.S. Also makes it a pain to scan everything out when all you get is wh wh wh wh wh wh)
Yroc Jannseen
Deep Core Mining Inc.
Caldari State
#48 - 2014-07-27 22:15:11 UTC
eLobotomy wrote:
I have one I haven't seen mentioned, related to industry and RE

When trying to install a Reverse Engineering job on the item "Intact Armor Nanobot", I get a red start button, and it tells me two different things:

1) "The selected team of workers does not match the selected blueprint activity"

2) "The selected team of workers is not in the same solar system as the current facility"

I am not seeing anywhere where there is a team of workers assigned to the job. AFAIK there weren't any teams yet for RE, so I wonder what's going on here.

This only is happening with this particular relic. Again, I haven't assigned a team to this job, and don't see how this can be undone.


Not in a wormhole but I am also getting this error when trying to do invention on a rig bpc, submitted a petition, have not heard anything.
CCP Nullarbor
C C P
C C P Alliance
#49 - 2014-07-27 22:30:27 UTC
Yroc Jannseen wrote:
eLobotomy wrote:
I have one I haven't seen mentioned, related to industry and RE

When trying to install a Reverse Engineering job on the item "Intact Armor Nanobot", I get a red start button, and it tells me two different things:

1) "The selected team of workers does not match the selected blueprint activity"

2) "The selected team of workers is not in the same solar system as the current facility"

I am not seeing anywhere where there is a team of workers assigned to the job. AFAIK there weren't any teams yet for RE, so I wonder what's going on here.

This only is happening with this particular relic. Again, I haven't assigned a team to this job, and don't see how this can be undone.


Not in a wormhole but I am also getting this error when trying to do invention on a rig bpc, submitted a petition, have not heard anything.


If you reset your client settings it will fix it for now, until we can get things patched this week.

CCP Nullarbor // Senior Engineer // Team Game of Drones

corbexx
Sebiestor Tribe
Minmatar Republic
#50 - 2014-07-28 12:22:17 UTC
From the patch notes for today.

Quote:
FIXES:
Exploration:

Wormhole C391 has had its mass per jump corrected.
K-space to C6 wormholes have calmed down a little and are now appearing at a more relaxed rate.
Senn Denroth
Lazerhawks
L A Z E R H A W K S
#51 - 2014-07-29 06:23:52 UTC
I think these were already posted but here are a few suggestions in terms of player owned station issues/ideas.

> Industry menu does not remember division, eg constructing from a certain division to another division is remembered sometimes but not all the time after loading a new blueprint.

> Corp wallet access needed, and charged large amounts for using corp equipment that we've already paid for and continue to pay fuel for. I can understand getting charged in an NPC station to use the facilities, but seriously? Our own equipment as well?

> Some sort of refining breakdown would be great so people can see what they could train to get further improvements, percentages of loss etc just like what is presented in NPC stations.
Zara Arran
Overload This
Escalation Theory
#52 - 2014-07-29 07:58:26 UTC
I've got the idea overheating changed during Crius. To me it seems overheating module(s) generates extra damage after Crius than before. The overheated module and surrounding modules seem to get damage faster. This was experienced not just in wormholes, also on nullsec roams etc.

At the moment it's more of a gut feeling than having real numbers/evidence. Anyone else experiencing the same issues?
Paranoid Lunatic
Sebiestor Tribe
Minmatar Republic
#53 - 2014-07-30 13:33:15 UTC  |  Edited by: Paranoid Lunatic
I like how now I can fit T2 rigs or other rigs and don't have skills for it. Working as intended?
ExookiZ
The Dark Space Initiative
Scary Wormhole People
#54 - 2014-07-30 19:51:01 UTC
Paranoid Lunatic wrote:
I like how now I can fit T2 rigs or other rigs and don't have skills for it. Working as intended?



working as intended it was a feature of Crius

Event Organizer of EVE North East

Phyrike
Lethal Injection Inc.
#55 - 2014-07-31 04:44:23 UTC
I recently ran 90 runs of a wrecked weapon subroutines and noticed that out of the 55/90 that failed, I got nothing back from those. Ive been doing RE for several months before Crius as well, so I am familiar with the process. Maybe I missed a change in the patch notes, but aren't you supposed to get something back when there is a failure? As in R.Db. - Hybrid tech, or datacores?
Prikazchik
Viziam
Amarr Empire
#56 - 2014-08-01 11:40:15 UTC
wormhole sites now have a small chance of spawning on top of previously spawned sites it seems

https://forums.eveonline.com/default.aspx?g=posts&t=361926&find=unread
Susitna
League of Gentlemen
The Initiative.
#57 - 2014-08-03 17:10:30 UTC  |  Edited by: Susitna
Opps wrong thread
Kann Du
Embers Children
#58 - 2014-08-05 14:04:09 UTC
CCP Fozzie wrote:
Alundil wrote:
CCP Fozzie wrote:
The passworded can protecting BPs from view is an intentional feature, I'm not sure if any alternative methods for doing the same thing might be implemented in the future.

You mentioned above that the new C6 to K-space wormhole mechanic was causing an increased spawn rate. Is this also the cause of the exceedingly long wormhole lifetimes as well? Related?

Thanks


The K-space to C6 WHs should have a 48h lifespan, we're investigating the reports that some are lasting unusually long.



Any update on the C6 to k-space WH's having greater that 48h lifespan. We are still seeing C248 last over 98 hours?
umnikar
Fishbone Industries
#59 - 2014-08-06 13:41:20 UTC
Lost a ship today and was able to loot it multible times while it still shows as wreck with content in space...
corbexx
Sebiestor Tribe
Minmatar Republic
#60 - 2014-08-06 13:44:24 UTC
i'll try get some more info on the above two.

can you please both put in bug reports about them with as much info as possible