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Modules not properly deactivating.

Author
The Larold
This is an anagram of itself.
#1 - 2017-06-25 09:20:15 UTC
Hello!

First things first - while experiencing this problem, I have confirmed my client is connected just fine. I can issue movement commands to my ship, I can view market info, etc.

Often times when clicking active modules in my low or mid slots, they do not deactivate. There is no red glowing aura around them, and when they come around for the next cycle, they continue to run and drain capacitor. (And take / produce heat damage if they are over-heated.)

So far, I can't seem to repro this problem with any high slots. (However, the highs are currently grouped. Maybe that makes a difference?)

This has happened to Tech 1, Tech 2, Faction, and Deadspace modules. Propulsion, armor hardeners, armor repairers, etc. I can't find a common thread - seems to happen to everything.

Just FYI.
Timmy Vortex
Kessel Run Industries
#2 - 2017-06-26 09:32:47 UTC
Had the same thing happen to me as well. Only reason everything kept running was because it was cap stable :)
Wombat65Au Egdald
R I S E
#3 - 2017-06-26 10:38:26 UTC
I had the same thing happen to me several times this weekend with mid and low slot active modules. I'd activate a module, and when I tried to deactivate it I'd get a message that the module was already active and it just kept running. Some of those modules stayed active after jumping through a gate.

One thing I tried that seemed to solve the problem was to use the mouse to drag the HUD icon for a mid or low slot module onto an empty high slot position on the HUD, then drag the icon back to it's original position on the HUD. After doing that, the mid and low slot modules would activate and deactivate as normal for that login session. If I logged out and logged in again, the deactivation problem returned.

There have also been problems with the in-game fitting simulator on Sisi this weekend, so if CCP haven't changed the current build on Sisi yet, there are several problems with it at the moment.
The Larold
This is an anagram of itself.
#4 - 2017-06-26 11:26:09 UTC
Wombat65Au Egdald wrote:
I had the same thing happen to me several times this weekend with mid and low slot active modules. I'd activate a module, and when I tried to deactivate it I'd get a message that the module was already active and it just kept running. Some of those modules stayed active after jumping through a gate.

One thing I tried that seemed to solve the problem was to use the mouse to drag the HUD icon for a mid or low slot module onto an empty high slot position on the HUD, then drag the icon back to it's original position on the HUD. After doing that, the mid and low slot modules would activate and deactivate as normal for that login session. If I logged out and logged in again, the deactivation problem returned.

There have also been problems with the in-game fitting simulator on Sisi this weekend, so if CCP haven't changed the current build on Sisi yet, there are several problems with it at the moment.


Good call. I completely forgot to mention the 'already activated' message, and I forgot about trying the drag-then-drag-back work-around. Thanks for the response.
Wombat65Au Egdald
R I S E
#5 - 2017-06-26 12:32:24 UTC
Sisi was restarted a little while ago. I just logged in and was able to start and stop various active modules without any problems. The fitting simulator on Sisi also appears to work correctly again, based on a brief test I just did.