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Crius Issues

First post First post
Author
Just a Hick
#1301 - 2014-08-22 02:41:18 UTC
I've been noticing the last few weeks (since Crius release) that occasionally my Overview lies. Just now I was at my POS and two corp members came to pick up some things from me. Both were in BS's and my Overview is set to show all ships. One of them showed up, the other one didn't. So I reloaded my Overview and it stayed the same with one of them not showing up. I tried switching to a different view and both showed up on that view. I went back to the first view and again, the one didn't show up.

I've seen this happen occasionally where a particular ship fails to show up on my Overview, even when it is set to show that particular type of ship. Yet at the same time, other pilots in the same type of ship will show up!

Note that this is not specific to a particular type of ship. I've had this happen with several types of ships ranging from frigates to industrial haulers to BS's.

Something is broken in the new Overview code and needs to be fixed.
Darkblad
Doomheim
#1302 - 2014-08-22 05:47:36 UTC
Just a Hick wrote:
I've been noticing the last few weeks (since Crius release) that occasionally my Overview lies. Just now I was at my POS and two corp members came to pick up some things from me. Both were in BS's and my Overview is set to show all ships. One of them showed up, the other one didn't. So I reloaded my Overview and it stayed the same with one of them not showing up. I tried switching to a different view and both showed up on that view. I went back to the first view and again, the one didn't show up.

I've seen this happen occasionally where a particular ship fails to show up on my Overview, even when it is set to show that particular type of ship. Yet at the same time, other pilots in the same type of ship will show up!

Note that this is not specific to a particular type of ship. I've had this happen with several types of ships ranging from frigates to industrial haulers to BS's.

Something is broken in the new Overview code and needs to be fixed.
You might want to take a closer look at the "states" filter (not colortag/background setting). Remember that if a hidden state applies to something, that specific object doesn't appear in the overview.

Example:
All states are set to visible, except "Pilot has bounty".
Corp Member A has no bounty, is shown in the overview.
Corp Member B has bounty, is hidden from the overview.

NPEISDRIP

Just a Hick
#1303 - 2014-08-22 05:55:30 UTC
Darkblad wrote:
You might want to take a closer look at the "states" filter (not colortag/background setting). Remember that if a hidden state applies to something, that specific object doesn't appear in the overview.

Example:
All states are set to visible, except "Pilot has bounty".
Corp Member A has no bounty, is shown in the overview.
Corp Member B has bounty, is hidden from the overview.


I went beyond this in that I did a total clear/reset of settings. Problem still happens, on all three of my alts. Doesn't happen frequently, but does happen occasionally.

Oddly enough I never see it happen with NPC ships.
Darkblad
Doomheim
#1304 - 2014-08-22 06:00:44 UTC
Just a Hick wrote:
I went beyond this in that I did a total clear/reset of settings. Problem still happens, on all three of my alts. Doesn't happen frequently, but does happen occasionally.

Oddly enough I never see it happen with NPC ships.
What Tab preset (overview profile) is active? State filters are bound to the active profile, not the general overview settings. That means that a reset of the overview settings has no effect on the filters, when the active profile is one with states filtered out. If no states are filtered and you still see this happen, it's definately an issue.

NPEISDRIP

Servanda
Liga Freier Terraner
Northern Coalition.
#1305 - 2014-08-22 13:13:58 UTC
From Patch notes for Crius 1.9

Quote:
FIXES:

Industry

Industry will no longer accept un-packaged ships as part of the material requirements for a job.


Could you maybe unfix this again or give us the ability to repack ships at a POS as there is no way to build Jumpfreighters in a POS now.
Terminator 2
Omega Boost
#1306 - 2014-08-22 19:45:23 UTC
Any news at which date the science interface will be patched usable again?
a.k.a make the upper half of the science interface shrinkable or collapsible...

It is a true sign of commitment from all sides CCP when many many users request it in the respective threads and never get any response on it...
Angie Chatter
#1307 - 2014-08-23 11:03:53 UTC  |  Edited by: Angie Chatter
Crius 1.10 Issues:

1) Blueprints are displayed as "usable" in the list, while in reality they just got installed, resulting in the "start" button to return those error messages. This results in a frustrating "try and error" approach until u find the blueprints that are not in use, most frustrating if all blueprints are identically.

2) Still no option to remove/hide "installed/in use" blueprints from the selection list. U need to scroll around to find usable blueprints, since the "gray's" are blocking the window list. This results in the need to make the industry window as big as possible, so you get as much list space as possible.

3) The sorting of identically blueprints still changes after each new refresh of the list, so if u have a mixed list of identically installed and usable blueprints, the position of the next possible usable blueprint may change after each new install and subsequent list refresh.

4) After a jump there is a chance that your skills/fittings do not work anymore. This also means your cargo space is reduced to the lowest possible default value for this ship type, not taking fittings/skills into account. This results in the inability to warp/dock, since a error is thrown that your cargo is over its limit. U now either need to try relog or if unlucky jettison your cargo and repackage your "bugged" ship.

5) Sometimes job "delivery" is near instant even for 100+ jobs and sometimes it takes 1 second per job, resulting in a long delay.
Leu Ga
Astrar Logistics and Engineering
#1308 - 2014-08-24 11:52:13 UTC
The number pad on an ordinary keyboard fails to work at random periods after launching the game.

Initially it might work on first launch of a client, but any quit and start of a new client might then result in the key pad being ignored. It's not that the num-lock key is not on, as I have tried multiple combinations of settings of these and it just does not seem to work.

Irritating, as it's a regular form of my interaction with trading order values.
Sobaan Tali
Caldari Quick Reaction Force
#1309 - 2014-08-25 06:43:24 UTC  |  Edited by: Sobaan Tali
Anyone else had modules not deactivate when trying to turn them off?

I've had several afterburners on several ships continue cycling after having commanded them to turn off, even a Bastion Module do the same thing earlier a couple hours ago. Other modules continue to cycle on and off correctly, but sometimes one module fails to turn off. I even had to use an MDU to offline the Bastion Module, thus forcing it to end cycle so I could leave a mission. I had cleared my cache, then later had an afterburner on my Golem do this a couple days ago and after entering bastion, the afterburner continued to glow red for several minutes until I did that MDU trick. Not sure how to reproduce, it's random it seems.

Affected modules continue to apply their effects, both positive and negative, and continue to draw cap for modules that do. Bug seems to have persist after clearing cache. Bug report has been sent in under "Technical".

"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."

CCP Claymore
C C P
C C P Alliance
#1310 - 2014-08-26 16:38:32 UTC
Hey everyone that is still looking at or using this thread,

Please use the shiny new Hyperion Issues thread that is stickied.

We might miss some important issues if you post them here as we will after today no longer be checking this thread at all.

Thanks for all the great feedback and issues that have been raised.

Quality Assurance Analyst Team Psycho Sisters

MOL0TOK
NOCTURNAL TORTURE
#1311 - 2014-08-28 08:15:00 UTC  |  Edited by: MOL0TOK
Power of some industrial skills per lever in Crius was changed, but Material Efficiency skill was modified to "Advanced Industry" with new bonuse "build time reduction of 3% per level".
I'am not manufacturer, but "Material Efficiency" was trained for few production jobs in some time, which I want make more effective for used materials. Now it's 768k skillpoints or ~12 day for training and parasitic additional cost for medical clone, which I don't need.
Why you not were given to choose appliance for this skillpoints? Now I'am and many other players have absolutely new skills, which many of us not need and you not sent this skillpoints back to "retained" by petition.
I think that its just disregard to EVE players!

Бил, бью и буду бить! / to Kerzhakoved /

Darkblad
Doomheim
#1312 - 2014-08-28 08:23:16 UTC
MOL0TOK wrote:
Power of some industrial skills per lever in Crius was changed, but Material Efficiency skill was modified to "Advanced Industry" with new bonuse "build time reduction of 1% per level".
I'am not manufacturer, but "Material Efficiency" was trained for few production jobs in some time, which I want make more effective for used materials. Now it's 768k skillpoints or ~12 day for training and parasitic additional cost for medical clone, which I don't need.
Why you not were given to choose appliance for this skillpoints? Now I'am and many other players have absolutely new skills, which many of us not need and you not sent this skillpoints back to "retained" by petition.
I think that its just disregard to EVE players!
It got increased to 3 % manufacturing and research time reduction per level. I guess that won't make you less unhappy with this change, but you should just adapt. You had occasions in the past where you did profit from the skill bonus you received back then. You already spent the 12 days of training. If you continue to manufacture stuff every once in a while, you save 15 % of time.

NPEISDRIP

MOL0TOK
NOCTURNAL TORTURE
#1313 - 2014-08-28 09:59:07 UTC  |  Edited by: MOL0TOK
Darkblad wrote:
If you continue to manufacture stuff every once in a while, you save 15 % of time.

Its can be important only if you produce many items and do it regular.
But now for me this changes seems as replace something bonus from gunnery skill to missiles skill...

Unfortunately ССP spit on opinion of subscribers and theirs small objectively requests...

Бил, бью и буду бить! / to Kerzhakoved /

elitatwo
Zansha Expansion
Brave Collective
#1314 - 2014-08-29 16:36:55 UTC
My overview settings disappeared and I didn't patch on Crius release day but on Crius 1.1 release day, so am I screwd?

It's not that it took me about 6 years to have a perfect overview for my tasks, ready to choose from. Some did change over the years, some were added, some deleted but the 'all gone' option isn't much to my liking, at all

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever