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Annoying missile bug

Author
Aoki Ayumi
project HAVEN
#1 - 2011-12-14 16:08:09 UTC
Missile cycles are not synchronized since yesterday, and they end and begin qhen it is not supossed to.
Anyone more with this problem?
Kilrayn
Caldari Provisions
#2 - 2011-12-14 16:59:06 UTC
I assume you mean the circular cycle around your mods when they're active? If so, then none of them are accurate after about 30 sec to a minute, not just missiles. I only use them to see if the mod is active or not.

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Minister of Death
Doomheim
#3 - 2011-12-14 17:41:31 UTC
same with target painters

it is very weird and I hope it is put back the way it was.
Averyia
Garoun Investment Bank
Gallente Federation
#4 - 2011-12-14 18:45:26 UTC
They have never been accurate. Only extremely slow modules get anywhere near proper cycling. Most modules start at a semi-random position then circles at a semi-constant rate.

I just use them for mining lasers to tell me the deadline to move stuff to the can is nearing.

All warfare is based on deception and logistics. Battles and soldiers are secondary priorities.

Cliffords Dad
Doomheim
#5 - 2011-12-14 18:48:00 UTC
If the OP wasn't crystal clear enough (which it is), it's a bug that was introduced with the last patch and definitely not something that has always plagued the calamari.
Pierced Brosmen
The Scope
Gallente Federation
#6 - 2011-12-15 08:47:23 UTC
I've noticed, when activating my shield hardeners (haven't flown a ship with armor hardeners since expansion), I've noticed that the visual cycle indicator now starts in mid cycle (at the 50% point at the top) upon activation and not at the starting point where it's supposed to.

Might be tied to the same issue
seany1212
M Y S T
#7 - 2011-12-15 09:00:49 UTC
Cliffords Dad wrote:
If the OP wasn't crystal clear enough (which it is), it's a bug that was introduced with the last patch and definitely not something that has always plagued the calamari.


As it has been said, assuming the OP means the cycle indicator for modules it has never been accurate since the day it was released, there was patch notes a while ago saying they had fixed it but they hadn't. As previously said its only with slow cycling modules such as cyno, siege and triage that seem to be the closest sync'd
Aoki Ayumi
project HAVEN
#8 - 2011-12-15 14:20:18 UTC
Pierced Brosmen wrote:
I've noticed, when activating my shield hardeners (haven't flown a ship with armor hardeners since expansion), I've noticed that the visual cycle indicator now starts in mid cycle (at the 50% point at the top) upon activation and not at the starting point where it's supposed to.

Might be tied to the same issue


This
Aoki Ayumi
project HAVEN
#9 - 2011-12-15 14:33:41 UTC
FIXED
Aoki Ayumi
project HAVEN
#10 - 2011-12-16 15:21:22 UTC
Nope, still working bad... cycles start in middle... about to end... and when they deserve to begin.
CCP fix this
Aoki Ayumi
project HAVEN
#11 - 2011-12-16 15:27:18 UTC
In example, for making this clear:
It does not make sense that my launchers fire when the wheel cycle is about to end.

Please allmighty CCP, FIX IT.
Alexandros Balfros
Liberty Rogues
Aprilon Dynasty
#12 - 2011-12-16 15:29:34 UTC
seany1212 wrote:
Cliffords Dad wrote:
If the OP wasn't crystal clear enough (which it is), it's a bug that was introduced with the last patch and definitely not something that has always plagued the calamari.


As it has been said, assuming the OP means the cycle indicator for modules it has never been accurate since the day it was released, there was patch notes a while ago saying they had fixed it but they hadn't. As previously said its only with slow cycling modules such as cyno, siege and triage that seem to be the closest sync'd


^this

Been broken for ages i gave up caring about it lol
Vertisce Soritenshi
The Scope
Gallente Federation
#13 - 2011-12-16 15:31:36 UTC
This has been an issue since as far back as I can remember. Click on a module to turn it off halfway through it's cycle and it will still go for another cycle while red after that.

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Aoki Ayumi
project HAVEN
#14 - 2011-12-16 15:54:45 UTC
It was working perfectly for me 5 days ago...
Aoki Ayumi
project HAVEN
#15 - 2011-12-19 15:18:41 UTC
Still working bad
Ager Agemo
Rainbow Ponies Incorporated
#16 - 2011-12-19 15:21:19 UTC
i m having a similiar but different issue, when artillery finishes a firing cycle, it goes to about half cycle before stopping so i can fire again, which is about 10 seconds later than it should.
Croth Waters
Brutor Tribe
Minmatar Republic
#17 - 2011-12-19 15:30:54 UTC  |  Edited by: Croth Waters
Has been like that since forever and not only with missiles or arties but with most modules.
Morganta
The Greater Goon
#18 - 2011-12-19 15:35:32 UTC  |  Edited by: Morganta
all of em are screwed up

cooldown timers don't even start and stop in the same place consistently anymore

on one cycle a mod may finish the cycle while the cooldown indicates 50%, on another cycle 80%, the next 15%

makes it kind of hard to manage reps when you cant rely on your cycle times, well it makes it harder to manage anything if the cooldown is inaccurate
Aoki Ayumi
project HAVEN
#19 - 2011-12-19 15:35:53 UTC
Nope, It wasn' for me 7 days ago, now i click on my module and the green circle begins in middle, about ending, or wherever It desire to start the cycle again
Riley Moore
Sentinum Research
#20 - 2011-12-19 15:38:01 UTC


The "circle" timers on modules take into account the latency. Always have. Whether the latency displayed correctly is a different matter.

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