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Issues, Workarounds & Localization

 
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Issue boarding Covert Frigate in Space

Author
Tigh Edatosmi
Dromedaworks inc
Test Alliance Please Ignore
#1 - 2016-03-04 14:46:09 UTC  |  Edited by: Tigh Edatosmi
I am hoping someone can point me in the direction of an answer on this.

I did try to google the issue to no avail, I am probably lacking some vernacular that would enable an more productive search.

I have a Helios fit up with various modules, exploration based, so launcher, analyzers, scanners, probe help. I have it fit in both Eve fit and in game when in a station, and I have plenty of CPU.

If I park it at a POS ship maintenance array, board another ship, then board back into it, the client tells me I do not have enough CPU to run all the modules.

Except, in the very same screen, I can see that, while I need 20Tf for the last module to fit, There are 60 ish Tf left. Ergo, it is as if the checks for my implants/skills/co-processor II in low slot do not happen in the correct order in space versus a station.

Clearly, based on where this ship is (cough, WH), going back to a station just to get it to fit correctly and have everything on is not practical, nor is wasting time jumping all over the system and back trying to get it all to fit. It is senseless to be in a covert ops frigate if I have to keep cloaking/uncloaking.

If this is working as intended, then I will just keep skilling up. But if this is some sort of actual bug I should write a ticket over, I will.

EDIT: I did try to rip out all the modules and reload them in various orders, and I always get the same problem : not enough CPU, even though the meter says one thing and the error message says another about how much CPU is left.

TL;DR : Covert Op Frigate in WH CPU terraflops are messed up when using ship maintenance array.

(I did try looking into this through searching, but was unsuccessful).
Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#2 - 2016-03-05 14:10:51 UTC
Tigh Edatosmi wrote:
I am hoping someone can point me in the direction of an answer on this.

I did try to google the issue to no avail, I am probably lacking some vernacular that would enable an more productive search.

I have a Helios fit up with various modules, exploration based, so launcher, analyzers, scanners, probe help. I have it fit in both Eve fit and in game when in a station, and I have plenty of CPU.

If I park it at a POS ship maintenance array, board another ship, then board back into it, the client tells me I do not have enough CPU to run all the modules.

Except, in the very same screen, I can see that, while I need 20Tf for the last module to fit, There are 60 ish Tf left. Ergo, it is as if the checks for my implants/skills/co-processor II in low slot do not happen in the correct order in space versus a station.

Clearly, based on where this ship is (cough, WH), going back to a station just to get it to fit correctly and have everything on is not practical, nor is wasting time jumping all over the system and back trying to get it all to fit. It is senseless to be in a covert ops frigate if I have to keep cloaking/uncloaking.

If this is working as intended, then I will just keep skilling up. But if this is some sort of actual bug I should write a ticket over, I will.

EDIT: I did try to rip out all the modules and reload them in various orders, and I always get the same problem : not enough CPU, even though the meter says one thing and the error message says another about how much CPU is left.

TL;DR : Covert Op Frigate in WH CPU terraflops are messed up when using ship maintenance array.

(I did try looking into this through searching, but was unsuccessful).

It's definitely a bug. It seems when the ship is taken out of a Ship Maintenance Array your client doesn't correctly calculate the bonuses on it. Specifically the reduction in cloaking device CPU cost gets ignored by your client. On the server everything is still working though. Even though it says some modules are offline they are actually online and usable. The main issue is how it will give you the CPU use error every single time you jump through a wormhole.
Tigh Edatosmi
Dromedaworks inc
Test Alliance Please Ignore
#3 - 2016-03-11 16:41:28 UTC
This has actually gotten worse/better in the recent patches.

now, if i jump from one ship to another, it tells me (three times) that a particular module is offline. good thing is, they generally are not offline. It is just annoying to clear the messages, especially if I am trying to rapidly change ships ... for normal reasons that aren't related to killing tourists.

I am hoping this all clears up with a little more fitting training.
Helios Anduath
The Scope
Gallente Federation
#4 - 2016-03-11 17:02:46 UTC
This is one of the ongoing Brain-in-a-box bugs and is worth bug reporting in-game when it happens, with a screenshot of the popups and as much detail as you can give. Doing it as an in-game report gives them more logging, etc. than doing it through the website.
Tigh Edatosmi
Dromedaworks inc
Test Alliance Please Ignore
#5 - 2016-03-11 18:11:11 UTC
Helios Anduath wrote:
This is one of the ongoing Brain-in-a-box bugs and is worth bug reporting in-game when it happens, with a screenshot of the popups and as much detail as you can give. Doing it as an in-game report gives them more logging, etc. than doing it through the website.



Ok. So this is "make a ticket" worthy. I will do so next time it happens. Its weird, now, lets suppose I have module A on ship A, and I jump into ship B, but ship B does not have module A, the client will tell me 3 times that it can't turn on module A in ship B, when it doesn't exist. Clearly the sequencing is probably parallel, and there is an odd race condition happening due to the vagaries of my particular skill level/implant combination.