These forums have been archived and are now read-only.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.
Previous page12
 

Module timer UI headaches: a list of erratic behaviors I've observed

Author
Noddy Comet
Lysdexic Agnostics - Thier is no Dog
#21 - 2013-07-07 13:23:22 UTC
James Amril-Kesh wrote:
The Retribution 1.0.8 patch on January 4th, which claimed that "the module activation timer UI has been made considerably more accurate, especially after jumping", actually caused significantly more issues than it solved.

The behavior of the module timers is at times unpredictable and makes it difficult to manage ammo, or analyze when modules will actually deactivate, etc.

Issues I've observed:

  • The white timer indicator for the module will often start at a position on the circle that's not at the bottom (the "zero" position)
  • The timer indicator always disappears at the bottom if the module is deactivated manually, however this doesn't actually indicate the module has been deactivated as the module will continue to pulse red for several seconds
  • The timing indicator will often run significantly faster on the first cycle and then slow down on subsequent cycles, especially if there is any network latency
  • Modules will sometimes remain active for an extra cycle after having been deactivated - this is especially noticeable on weapons with a long cycle time where a gun is manually deactivated yet several seconds later the ammo indicator decrements and another full cycle completes before the gun finally deactivates. When this happens the timer indicator stops yet the module icon pulses red for the entire duration of the cycle
  • Concurrent use of the EVE monitor (Ctrl+Alt+Shift+M) shows that the server had received the command to deactivate the module yet the module continues for an extra cycle
  • Modules deactivating automatically (conditions such as out of ammo, target unlocked, target destroyed, out of cap, etc.) cause the timing indicator to terminate at some other point than the "zero" position at the bottom of the circle
  • These issues are present with minimal to no latency, any latency beyond normal severely exacerbates the problem.


I would really like to see these issues addressed. I believe the UI timers before the 1.0.8 patch were more accurate than the supposedly "more accurate" UI timers.



I having been experiencing this heavily over the last few months myself, and got to the point last night I had to hit F1 at least 3 times after the module for my grouped missiles had stopped the timer and flashing red before it would activate again on a new target. (fwiw.. grouped T2 Cruise missiles on a CNR with mostly maxed relevant missile skills that affect shorter volley times.)

I'd like to concur with ALL of the above and give this a shove to the top.

Btw.. the Search function actually brought me to this thread,.

Shocking, I know.



[i]"The biggest problem with quotes on the Internet, is that just because it's on the Internet too many believe them to be real" -[/i]Abraham Lincoln's "Berlin Wall" speech at the 1984 Winter Olympics.

Previous page12