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Active Modules bug - fails to deactivate

First post
Author
Legion40k
Hard Knocks Inc.
Hard Knocks Citizens
#1 - 2011-11-20 22:00:44 UTC  |  Edited by: Legion40k
Just installed the new build and have been unable to switch scripts in tracking computer or sensor booster modules because they are refusing to deactivate, constantly 'wheeling' red without stopping for several minutes now.

http://i1114.photobucket.com/albums/k522/Aids40k/AAAGHHH.jpg

I suspect the Armour-Blaster fitting of the Naga might cause a few laughs, there's clear irony that modules are breaking on such a setup Smile

*EDIT new uploaded image, also the weapons cannot deactivate while a target is still alive and it is not exclusive to the Naga hull - confirmed problem with the Oracle too
CCP Habakuk
C C P
C C P Alliance
#2 - 2011-11-20 22:23:21 UTC  |  Edited by: CCP Habakuk
The current build on Singularity has a critical bug, which causes all repeating modules to fail to deactivate. We have already identified the problem and are working on a fix, which will be deployed tomorrow.

We are sorry for the inconvenience.

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Eru GoEller
State War Academy
Caldari State
#3 - 2011-11-20 23:47:21 UTC
Would turning off auto-repeat be a temporary workaround?
Ohh Yeah
Jerkasaurus Wrecks Inc.
Sedition.
#4 - 2011-11-21 02:24:49 UTC
Which hilariously had led to me being able to point out to 250km since the modules don't deactivate