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Issues, Workarounds & Localization

 
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Failed target lock and pre-activated modules

Author
Daemun Khanid
Corbeau de sang
#1 - 2015-03-28 18:10:19 UTC
In the last month or so myself and at least one other pilot I regularly fly with have encountered increasing instances of "failed target lock" and pre-activated modules like scram/disruptors not activating properly once lock has been achieved.

Example: Got in a small fleet gang fight a few nights ago and upon warp in immediately started locking a worm as primary. Was flying a caracal and worm was at 18km, well within targeting range. Locking timer starts counting down then as it completes and target should be locked I instead get a message "target lock failed" and I have to start the lock process all over again. Needless to say that when being primaried by a worm, 3 tristans and 3 algos's, being set back that long before I can even open fire ended up not ending well for me. Instead of alpha'ing targets off field I sit there dying while waiting for a second lock cycle.

Example: Attempting to tackle wartargets coming through jump gates, the target decloaks well within point range and I begin locking and pre-activate my long point. Lock completes, the target readout appears but instead of the module activating on the target it just continues to sit there with the crosshairs on screen as if it's waiting for me to select a target to apply the module to. I select the target and nothing will happen till I activate the module again. Most times the target is simply gone by then and even when they stay to fight valuable time has been lost in the engagement.

Both examples have happened on multiple occassions to both myself and other individuals and seems to have started with one of the patches that landed in the last month or 2. I wish I could be more specific about when it started but initially we simply assumed it was a one off thing due to server lag. Recently however it only seems to be getting worse. I don't even bother to try and pre-activate modules any more as it ends up taking longer than just waiting for the lock to complete.

Known issue or solutions?

Daemun of Khanid

Daemun Khanid
Corbeau de sang
#2 - 2015-03-29 14:12:43 UTC
Same issue's yesterday. Problem seems to just happen when spamming lock on a target when you have an invuln. timer.

Example: Targets are in plex or on the opposite side of a gate, I enter plex/gate and when arriving on the other side immediately select primary target, set my ship into motion and start spamming lock. Once invuln. warning goes away and lock cycle begins I pre-activate my modules...3,2,1... lock failed (or) ..3,2,1...lock...module fails to activate.

It may be happening when the role is reversed and the target is entering a plex that I already occupy but the 2 times I experienced it yesterday both occurred when I was the waiting party.

Something wrong with the server and client communicating the invulnerability status of the target perhaps? My client thinks the target is lockable so begins the cycle only to have the server respond at the end of the cycle that the target was un-lockable at the time the cycle began. Or something to that effect, perhaps reversed as I don't know the actual server/client communication process.

Daemun of Khanid

Triksterism
Aliastra
Gallente Federation
#3 - 2015-03-29 14:49:00 UTC  |  Edited by: Triksterism
I've been having the same issues, especially with the pre-activated modules not activating upon target lock and it's quite frustrating. As for the failed target lock, that only seems to happen to me when trying to nab people entering FW deadspace acceleration gates. I once tried to lock a plated vexor who landed, started initiating the acceleration gate, he took a good 6+ seconds to actually get into warp but I couldnt even start locking him for w/e reason.

>>> EDIT <<<

Just had it happen again. I warped to a large FW site, there was an Armageddon sitting (not moving). I landed (completely, I was 100% out of warp), spammed target lock, nothing....nothing....nothing....'geddon starts moving....cant lock, cant lock, geddon warps

>:C
Daemun Khanid
Corbeau de sang
#4 - 2015-03-29 23:49:13 UTC
Triksterism wrote:
I've been having the same issues, especially with the pre-activated modules not activating upon target lock and it's quite frustrating. As for the failed target lock, that only seems to happen to me when trying to nab people entering FW deadspace acceleration gates. I once tried to lock a plated vexor who landed, started initiating the acceleration gate, he took a good 6+ seconds to actually get into warp but I couldnt even start locking him for w/e reason.

>>> EDIT <<<

Just had it happen again. I warped to a large FW site, there was an Armageddon sitting (not moving). I landed (completely, I was 100% out of warp), spammed target lock, nothing....nothing....nothing....'geddon starts moving....cant lock, cant lock, geddon warps

>:C


That sounds more like your invulnerability timer keeping you from locking and a ship that was probably aligned and starting warp the moment you warped in. The problem I'm talking about results in an actual "target lock failed" message coming across the screen AFTER the entire lock cycle is completed and should be resulting in a successful lock. Also make sure when you exit a gate or enter a plex you actually set your ship in motion. If you are just sitting there you'll be stuck waiting for your own invulnerability timer to finish before it will allow you to lock. Once you initiate a piloting action with your ship you essentially void the invulnerability timer you get upon entering the plex.

Daemun of Khanid

MachineOfLovingGrace
V0LTA
New Eden Alliance 99013733
#5 - 2015-04-06 14:00:11 UTC
This exact thing is happening a lot to me lately. Locking animation finishes, then the locking fails, and I have to lock all over again. Usually loses me something between 8 and 12 seconds, depending on how quickly I understand what's happening. In a frigate fight, that's ages.

Just now:


[ 2015.04.06 13:06:03 ] (notify) Interference from the warp you are doing is preventing your sensors from getting a target lock on *target*.
[ 2015.04.06 13:06:04 ] (notify) Interference from the warp you are doing is preventing your sensors from getting a target lock on *target*.
[ 2015.04.06 13:06:04 ] (notify) Interference from the warp you are doing is preventing your sensors from getting a target lock on *target*.
[ 2015.04.06 13:06:07 ] (notify) Your attempt to target *target ship* failed. <-- why? what happened?
[ 2015.04.06 13:06:10 ] (combat) 125 from *target* - Glances Off
[ 2015.04.06 13:06:13 ] (combat) 153 from *target* - Hits
[ 2015.04.06 13:06:16 ] (combat) 192 to *target* - Small Focused Beam Laser II - Hits <-- finally I got a lock


The target was closer than 10km, so no range issues there as far as I can tell.

Why did it fail? At least write some indication into the logs so I can understand what happened (some timer not yet expired, no range, ...). It's okay if this is a network error, Eve can't do magic, I know, but at least give me a meaningful error message! This is very, very frustrating.
Daemun Khanid
Corbeau de sang
#6 - 2015-04-06 14:06:22 UTC
MachineOfLovingGrace wrote:
This exact thing is happening a lot to me lately. Locking animation finishes, then the locking fails, and I have to lock all over again. Usually loses me something between 8 and 12 seconds, depending on how quickly I understand what's happening. In a frigate fight, that's ages.

Just now:


[ 2015.04.06 13:06:03 ] (notify) Interference from the warp you are doing is preventing your sensors from getting a target lock on *target*.
[ 2015.04.06 13:06:04 ] (notify) Interference from the warp you are doing is preventing your sensors from getting a target lock on *target*.
[ 2015.04.06 13:06:04 ] (notify) Interference from the warp you are doing is preventing your sensors from getting a target lock on *target*.
[ 2015.04.06 13:06:07 ] (notify) Your attempt to target *target ship* failed. <-- why? what happened?
[ 2015.04.06 13:06:10 ] (combat) 125 from *target* - Glances Off
[ 2015.04.06 13:06:13 ] (combat) 153 from *target* - Hits
[ 2015.04.06 13:06:16 ] (combat) 192 to *target* - Small Focused Beam Laser II - Hits <-- finally I got a lock


The target was closer than 10km, so no range issues there as far as I can tell.

Why did it fail? At least write some indication into the logs so I can understand what happened (some timer not yet expired, no range, ...). It's okay if this is a network error, Eve can't do magic, I know, but at least give me a meaningful error message! This is very, very frustrating.


That's the one. As for pre-activated modules not turning on there's no way I know of to capture a log of that and continues to be a problem. The only thing that's worked for me is to simply not preactivate. Losing 1 sec waiting for another server tick is better than the mess that occurs when those crosshairs show up on screen and nothing happens. Still though, I'm tired of JUST missing point on targets because I can no longer pre-activate my modules.

Daemun of Khanid

Moac Tor
Cyber Core
Immediate Destruction
#7 - 2015-06-09 02:49:59 UTC
I've been getting this problem of modules which have been pre activated not activating when the lock is achieved.