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Crius Issues

First post First post
Author
CCP RubberBAND
CCP Engineering Corp
#861 - 2014-07-28 17:14:35 UTC
Arcy Tander wrote:
I submitted this as a bug on day one after the patch, and I haven't seen anyone else with the issue - but I'm unable to build a Bustard, as the blueprints can not see the Tayra ships that I have in the hanger.

I've tried putting the prints in containers, and taking them out, etc. But no luck or change. The Tayra ship is just not identified - even though I have 4 in the hanger stacked, and the print only needs 1 to build.

Screenshot: http://imgur.com/GXv4Cbz


UPDATE: Sjaandi HyShan identified the issue. The game is counting assembled T1 versions of the ship in my hanger against the available # of T1 versions that are required to build the T2 ship.


Thanks for raising this, added to the known issues and have flagged this to the team.

Feel free to poke me on: Twitter

CCP RubberBAND
CCP Engineering Corp
#862 - 2014-07-28 17:21:09 UTC
Loki Tokila wrote:
CCP RubberBAND wrote:
Irin Fidard wrote:
Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint.

please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time.

http://imgur.com/hKZEnTe


Out of curiosity how many blueprints do you have? We are aware of performance hit, but this should only affect users with tens of thousands of blueprints.


Still not fixed for me despite the latest patches. I have ~1000 blueprints and the load times are still awful, maybe 20-30% less so than a couple days ago.

Plus, it's not only the blueprint list display that takes a long time to load, but also the upper section of the UI when I select a blueprint. It's sometimes 10 to 15 seconds to load the new information regarding the newly selected blueprint. Then another 5 seconds for the button to change from STOP to START.


Noted, will follow this up with the team. Though you can expect a couple of fixes and tweaks over the next couple of days that should ease the experience a little.

Feel free to poke me on: Twitter

CCP RubberBAND
CCP Engineering Corp
#863 - 2014-07-28 17:24:28 UTC
Angie Chatter wrote:
Can i maybe get a CCP response to the "Jumping BPC install" list, since this problem drives me crazy atm.

What i mean is that i have my BPC sorted by whatever rule, most bpc have the same stats, so there is no real "sorting" needed.

1) Install a new BPC job.
2) BPC list updates and a newly "gray" unusable BPC is inserted wherever it pleases.
3) Install a new BPC job.
4) List yet again updates and adds a new "gray" and than randomly resort the list.

What this means is that if i target the next BPC i want to install after the list randomly reorders itself, the selected BPC could be on the bottom of the list now. It could also be that u have 25 "gray" unusable BPC in the front of your list, while having to scroll up&down to find usable BPC.

Maybe this is a new minigame? "Seek the usable BPC"

This is extremely annoying and i have no clue how this could go live in such a broken state.


PS: Again, i also want to filter out those "gray" entries entirely! I have a separate Job tab, so all this does is to clutter my BPC list and makes it harder to find usable copies.


A video of this would be extremely helpful. Seeing what kind of jumping/skipping you are experiencing would help us tackle the issue. The gray blueprints should insert into the browser, but this should be predictable based on the sorting of the blueprints.

On a related note, thread has been updated. A few outstanding issues are being investigated.

Feel free to poke me on: Twitter

Hashi Lebwohl
The Graduates
The Initiative.
#864 - 2014-07-28 18:35:28 UTC
Small rounding issue.

Making 1320 Quantum Microprocessors using a 10/20 Blueprint in a station required 7129 Phenolic Composites

Formula I've been using is this:

=MAX(CEILING(Base_units_required*(1-ME/100)*Product_units*Location_bonus,1),Product_units)

= 6 * (1 - 0.1) * 1320 * 1

= 7128

I do not see how the client has rounded up to 7129


Theodore Knox
Ducks in Outer Space
#865 - 2014-07-28 18:59:32 UTC  |  Edited by: Theodore Knox
CCP Greyscale wrote:


Theodore Knox wrote:
How did you manage to break the market with a patch heavy on Industry content?

Could it possibly be the Sunday night spike in Industry jobs creating server side lag as every one of these jobs runs an inquiry to calculate the market adjustedprice for setting the install cost "tax"?

Covering yourselves in glory here, CCP... really, take a bow.

Quote:
The Market is not ready at the moment. Please try again later.


Totally unrelated to all the Crius content, caused solely by certain types being moved into misconfigured type groups. Should be fixed now!

[edit] Correction, all the above "fixed today" things should be "fixed tomorrow"


Nice one, Greyscale. You can take a proper bow now, as opposed to my unnecessarily sarcastic earlier suggestion. Smile
Vladya Blade
Ministry of War
Amarr Empire
#866 - 2014-07-28 19:58:32 UTC  |  Edited by: Vladya Blade
I put some Fullerite-C50 in Intensive Reprocessing Array - just curious about - and got nothing - even initial Fullerite-C50 disappeared - is this normal behavior for anything else than ore?
Angie Chatter
#867 - 2014-07-28 20:07:34 UTC  |  Edited by: Angie Chatter
CCP RubberBAND wrote:

A video of this would be extremely helpful. Seeing what kind of jumping/skipping you are experiencing would help us tackle the issue.


This simply happens with BP that cant be "naturally" sorted, because they are all the same. Like component, T2, T3 BP all with the same name, ME/TE, runs remaining. Simply put 50 exactly same BP or BPC in the same division, than sort by ME/TE and now install 30 jobs.

Now watch the frustrating result.


CCP RubberBAND wrote:

The gray blueprints should insert into the browser, but this should be predictable based on the sorting of the blueprints.


It is simply not "predictable" if all BP are the same and cant be "naturally" sorted, now after each new job the list resorts however it feels, which results in a random mix of used "gray" and usable BP.

So if the list can't be naturally sorted, plz always put the "gray" items at the end. This should at least work until we get a filter to remove those entries entirely.

thx
Alundil
Rolled Out
#868 - 2014-07-28 20:22:00 UTC
Angie Chatter wrote:
CCP RubberBAND wrote:

A video of this would be extremely helpful. Seeing what kind of jumping/skipping you are experiencing would help us tackle the issue.


This simply happens with BP that cant be "naturally" sorted, because they are all the same. Like component, T2, T3 BP all with the same name, ME/TE, runs remaining. Simply put 50 exactly same BP or BPC in the same division, than sort by ME/TE and now install 30 jobs.

Now watch the frustrating result.


CCP RubberBAND wrote:

The gray blueprints should insert into the browser, but this should be predictable based on the sorting of the blueprints.


It is simply not "predictable" if all BP are the same and cant be "naturally" sorted, now after each new job the list resorts however it feels, which results in a random mix of used "gray" and usable BP.

So if the list can't be naturally sorted, plz always put the "gray" items at the end. This should at least work until we get a filter to remove those entries entirely.

thx

In that instance it is probably sorting by item id in the database. Which is, of course, not exposed in the client so it looks like a random sort. Just a guess.

I'm right behind you

Razor Z
State War Academy
Caldari State
#869 - 2014-07-28 21:34:56 UTC
I didn't see this on the known issues list on the front page, so i'm going to post it anyway just in case anyone else hasn't:

No matter what corporate hangar division the blueprint is in at a POS, the industry window always defaults to the first corporate division as the input and output. Before Crius, the window would default to the current blueprint location. However, on subsequent blueprints of the same type, the corporate division stays the same. Changing blueprint types though defaults back to the first corporate division. Rather frustrating when putting in 10 jobs with 10 different blueprints
Philosoph Tzestu
Ships with Slingshots
#870 - 2014-07-28 21:50:04 UTC
Hello,

I've seen this issue posted before but I didn't see a response to it (I might have just overlooked it).

I have Cruisers being produced at a POS; during set-up I couldn't tell them to output to the maintenence bay so I left them going to local storage. It appears that they are trying to be delivered fully deployed rather than packaged. This prevents them from fitting in the 2mil m3 bay while they should only take up about 500k m3.

Hope this gets fixed soon :)
Qinby
ImNo6
#871 - 2014-07-28 22:27:12 UTC
BLUE PRINTS STUCK IN Medium Ship Assembly Array


Have been trying to deliver 2 jobs of 2*30 VEXOR's in total since24/7 (one job at a time)

Get the reply "not enough space requires 3.448.888,99 m3" and there is only 2.000.000 m3 left , Array is empy and 2 mill m3 is the right m3 nowadays for a Medium Array.

To get 30 Vexors to have the volume of aprox 3,5 mill m3 means that 1 vexor is 115.000 m3 this is the same size as an unpacked Vexor.

Have though about trying to offline and unanchor, then repackage the assembly Array and see what pops out also to take the pos ofline and shoot the Array and hope for salvage.

Is there anybody who have a solution to this?
Yes I have petitioned it (Think some in my corp have as well since they propably Think Im a jerk who havnt sorted it out yet)

Have to haul 800.000m3 of hulls from Jita evey day... since our ME 10 TE 20 Blueprints been stuck for 4 Days.

Annoying.

WOULD LIKE A DEV RESPONSE ON THIS:

QUESTIONS:

1. IS IT SAFE TO BUILD SHIPS IN A Medium ship assembly Array?
Ie. does it work now.

2. Is it a new feature that ships produced in an Array is delivered unpacked (I cant realy read Every Dev Blogg "its a game and i might missed a dev blogg and if so I apologise for being "ignorant"..

IF ANYBODY HAVE SOLVED A SIMMILAR PROBLEM PLEASE ADVICE

Without shooting own POS but it might be the most satisfying and easiest thing to do...


Rgds
Qinby
ImNo6
#872 - 2014-07-28 22:38:35 UTC
Philosoph Tzestu wrote:
Hello,

I've seen this issue posted before but I didn't see a response to it (I might have just overlooked it).

I have Cruisers being produced at a POS; during set-up I couldn't tell them to output to the maintenence bay so I left them going to local storage. It appears that they are trying to be delivered fully deployed rather than packaged. This prevents them from fitting in the 2mil m3 bay while they should only take up about 500k m3.

Hope this gets fixed soon :)



Ive had 60 Vexors stuck for 4 Days, dont care about the vexors just want it all to work again.
WHAT I FIND AMAZING IS LACK OF FEEDBACK

You are not alone.... (doesnt realy help though)
Propably doesnt matter where you put them, in my case is VEXOR and they have a volume as unpacked, if it in your case is Vexors to then its propably that specific cruiser.

Build 40 Ishtar a day no problem (ecccept i have to haul the Vexor's...)

New funny thing..
Was going to post this and got a "cant post within 5 min since you have a new account...." it is at least 7-8 years old....

At some Point you cant even be sarcastic you just get sad...


Rgds
CCP Greyscale
C C P
C C P Alliance
#873 - 2014-07-28 23:41:44 UTC
Hashi Lebwohl wrote:
Small rounding issue.

Making 1320 Quantum Microprocessors using a 10/20 Blueprint in a station required 7129 Phenolic Composites

Formula I've been using is this:

=MAX(CEILING(Base_units_required*(1-ME/100)*Product_units*Location_bonus,1),Product_units)

= 6 * (1 - 0.1) * 1320 * 1

= 7128

I do not see how the client has rounded up to 7129




Floating point math is basically magic.

(Nullarbor is fixing this.)

Theodore Knox wrote:
CCP Greyscale wrote:


Theodore Knox wrote:
How did you manage to break the market with a patch heavy on Industry content?

Could it possibly be the Sunday night spike in Industry jobs creating server side lag as every one of these jobs runs an inquiry to calculate the market adjustedprice for setting the install cost "tax"?

Covering yourselves in glory here, CCP... really, take a bow.

Quote:
The Market is not ready at the moment. Please try again later.


Totally unrelated to all the Crius content, caused solely by certain types being moved into misconfigured type groups. Should be fixed now!

[edit] Correction, all the above "fixed today" things should be "fixed tomorrow"


Nice one, Greyscale. You can take a proper bow now, as opposed to my unnecessarily sarcastic earlier suggestion. Smile


Done :)
Plasmin
Perkone
Caldari State
#874 - 2014-07-29 03:08:28 UTC  |  Edited by: Plasmin
Anyone having problems with crius 1.1 patching process?

i get this message that i cant download the patch from http://cdn1.eveonline.com/814124/RepairData_814124.dat

repair tool also is not able to connect SINCE the repair URL is the same.


no, my internet connection is very fine, thank you.
Decarthado Aurgnet
Imperial Combat Engineers
#875 - 2014-07-29 03:33:11 UTC  |  Edited by: Decarthado Aurgnet
What are the odds of getting an itemized list of costs in the popup for the fee when instaling industry jobs? That is, separating the base fee, the tax, and whatever else might possibly ever come into play?

Edit: whoever added the right-click option to configure tax rates on POS modules - you're amazing and you need a box of cookies. Sadly, I misunderstood what taxes are charged against when I complained about it pre-Crius and there's just no way taxes from people installing jobs will pay for POS fuel unless we charge a whole heck of a lot more than NPC's charge. We'll make it work anyway, but I just thought I should mention it since I said something and somebody later did something about it for whatever reasons may have been present at the time.

Remove T2 BPO's or make them inventable at extreme cost.

Chjna
the Goose Flock
#876 - 2014-07-29 04:53:49 UTC  |  Edited by: Chjna
Over the last days I have been doing a lot of reverse enginering and every time I invent on Malfunctioning Power Cores I get the result Legion Engineering - Supplemental Coolant Injector Blueprint. So far the chanse of this hapening is 1 / 17 179 869 184 (1 / 17b) and counting. Wrecked stuff works as it should.

Bug or just a bad random generator?


Edit:
looks to be true for more Malfunctioning parts:
Propulsion only yields Interdiction nullifier
Weapon only yields Covert ops
Electronics only yields Tactical targeting

First batch after patch turned out well, but today and yesterday have been like this.
Only tested with amarr so far.

Remove T2 BPOs

superjita
International Research Labs Ltd.
#877 - 2014-07-29 05:49:58 UTC  |  Edited by: superjita
Chjna wrote:
Over the last days I have been doing a lot of reverse enginering and every time I invent on Malfunctioning Power Cores I get the result Legion Engineering - Supplemental Coolant Injector Blueprint. So far the chanse of this hapening is 1 / 17 179 869 184 (1 / 17b) and counting. Wrecked stuff works as it should.

Bug or just a bad random generator?


Edit:
looks to be true for more Malfunctioning parts:
Propulsion only yields Interdiction nullifier
Weapon only yields Covert ops
Electronics only yields Tactical targeting

First batch after patch turned out well, but today and yesterday have been like this.
Only tested with amarr so far.



CCP said that they will fix this problem today.
Dareth Astrar
Astrar Logistics and Engineering
#878 - 2014-07-29 07:31:12 UTC
CCP Paradox wrote:
In the main industry view, the Team is at the top above the blueprint. Move your cursor over the team and click the X that appears to remove them from the current job setup. If you are still having issues please submit a bug report in game and send screenshots showing exactly your setup and how you are selecting teams.


Whilst it might seem smooth, the downside with this type of hidden interface element is if people don't know it's there, until they actually move their mouse over it they won't find it. It's not intuitive in a new interface. I would suggest you rather leave the X visible all the time, to prevent this type of question becoming a regular FAQ. Smile
Dareth Astrar
Astrar Logistics and Engineering
#879 - 2014-07-29 07:35:49 UTC
Sara Tosa wrote:
Victor Helion wrote:
Yeah if the level of taxes I'm seeing to run my T3 production lines is intended I'm just going to have to shut down my production and find some other way to make ISK. Completely pointless when 75%+ of my profits are being eaten by these ridiculous fees.

so raise prices.
everybody else has the same costs so everybody else will raise prices.


Hehehe, you really don't know Eve that well do you?

Sadly I've already seen prices of capital modules, where they've cut the production times from around 18.5 hrs to only a few hours, plummet by 10% in Sell Price already, despite there being obvious additional costs (installation costs at stations being taxed, and/or constant running costs for POS' structures).

It will take a while before people realize they aren't actually seeing an increase in wallet balance over a month or two before they realize they aren't making a profit.

I've said it so many times before, people that see harvested resources as free also and most people can't do maths well in Eve. Looking at Fighter Bomber prices recently also staggers the imagination, as obviously some people didn't see the base cost increases in recent releases and are still selling them at prices pre-Bill of Materials change. Just now we can't buy those off the market and reprocess them to minerals and sell them back to the market to at least remove them from dragging the market prices down. Smile
Dareth Astrar
Astrar Logistics and Engineering
#880 - 2014-07-29 07:42:45 UTC
Oma Lorche wrote:
I put 10 t2 manufacturing jobs today morning. By mistake I set to produce 1 of 10 runs available to me..
Came back from work delivered those jobs.
And now all those blueprints which have 9 runs left are kind of faded, when I choose that blueprint and hover mouse over START button it says "installed blueprint already in use".
Which is not true they all are in my item hangar. No jobs left to deliver.
By clicking show info on those blueprints I can see there are 9 runs left.
Same blueprints in industry window are shown as 10 run, only difference is they are faded like they were still produced.


That is because the UI interface doesn't currently refresh as quickly as the old one did. I'm guessing the Comm's with the Cache server don't refresh these items held in the local cache regularly or as quickly as the old UI did.

Others have reported if you log out and log back in these are once again accessible.