These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Issues, Workarounds & Localization

 
  • Topic is locked indefinitely.
 

[BUG] Missile Guidance Computers

Author
MicDeath Titan
No Mans Corp
#1 - 2015-09-13 20:27:42 UTC
The Missile Range Script doesn't work at all. The module treats the script like nothing is equipped. A google search raised the possibility it was a display issue, but in-game, the torps will disappear at the stated range on the module, and there is no damage that shows up to indicate it is also a visual bug.

The precision scripts work just fine.

Steps to reproduce:
1.) Fit out a Nemesis
[Rig]
Small overclocking
Small ionic field projector
[Low]
Missile Guidance Enhancer II x2
[Mid]
Missile Guidance Computer II x3 - Missile Range Script x3
F-90 Positional Sensor Subroutines - Targeting Range Script
[High]
Covert Ops Cloaking Device II
Torpedo Launcher II x3 - Inferno Javelin Torpedo


Fleet boosted range: 160km
Base Torpedo range without scripts: 138km http://i.imgur.com/xCsBowr.png
Torpedo range WITH range scripts: 138km http://i.imgur.com/ZZ64QIc.png

Torps always disappear at that range.


2). Activate MGC without scripts
3.) Avtivate MGC with range scripts.
4.) Math, shoot something at the supposed range. In my case Torp range ~160-164km.
MicDeath Titan
No Mans Corp
#2 - 2015-09-17 19:27:22 UTC
-Bumb- This needs to be fixed. Range scripts not working is a very bad bug.
Sobaan Tali
Caldari Quick Reaction Force
#3 - 2015-09-20 08:48:25 UTC
Missiles, for one, have a separate bug giving them a nasty habit of sometimes vanishing at near-to-max ranges, even when you should hit due to how the server calculates range.

I haven't seen this on anything I've used, though I don't fly bombers, so it could be an issue with them. I'll keep an eye out for it, but I don't really use them often enough as is, so I may see nothing anyways. Tooltips were for a while not long ago buggy with having false numbers, so it may be a weird combination of that cropping up again and the missile "falloff" (name seems rather fitting actually) bug. Shame, bombers seem like one place that vindicates these otherwise worthless-to-marginally-useful mods.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Nika Mikakka
Divine Enterprise
#4 - 2015-09-29 01:07:48 UTC  |  Edited by: Nika Mikakka
Bump. Just had this myself. Torpedoes without script go for 38km, with script they go for 40, the same as using the Guidance Computer II without any scripts. And yes, i am sure i leaded it in.

I even tried orbiting a rat at 50 to see if it was just showing the wrong number, but torps dissapeared before they hit.

Not sure how to reproduce it though. Don't exactly have any other characters with enough skills in missiles to see if they get the bug too.
MicDeath Titan
No Mans Corp
#5 - 2015-10-06 20:57:56 UTC
Bump. Still needs a fixin'.
Kirobacsi
Doomheim
#6 - 2015-10-14 01:57:49 UTC
had the same problems
MicDeath Titan
No Mans Corp
#7 - 2015-11-03 14:30:29 UTC
le bump, still needs a 'fixin.

would it help if I post a video of the bug?
neovita
Cyber Collapse.
Fanatic Legion.
#8 - 2015-11-11 07:47:28 UTC
It would help if all of you submit BUG REPORTS ingame or here on the website like the devs are asking everyone to do all the time