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Issues, Workarounds & Localization

 
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[BUG?] MWD Burnout Glitch - Video

Author
Preestar
Furnace
Thermodynamics
#1 - 2015-07-24 16:58:44 UTC
http://www.twitch.tv/njjoi/v/8417548

MWD would not deactivate, would not stop burning, only thing that stopped it was a warp but by then it was too late. What do ccp?.

Still stuck in space with burnt mwd...
Sobaan Tali
Caldari Quick Reaction Force
#2 - 2015-07-25 08:35:34 UTC
Prop mods -- and, to some rare extent, other mods -- can get "stuck" trying to end cycle, especially if you try to cancel a cycle just before it reaches the end of cycle by clicking multiple times. Bug report it. Others have already, so hopefully CCP will eventually get to the bottom of this bug and squash the ever living **** out of it.

Currently, offlining the mod with depot/SMA, entering warp, logging, jumping/activating warp gate/docking, cloaking, etc. forces the mod to properly shut off. Not much you can do to prevent it from causing illegitimate OH burnouts, unfortunately, except maybe try turning off OH before ending cycle just in case it happens again.

"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."

Preestar
Furnace
Thermodynamics
#3 - 2015-07-25 11:09:24 UTC
Some corp mates mentioned you can just move the module from one slot to another and it'll let you interact with the module again. Have yet to test this.
Chainsaw Plankton
FaDoyToy
#4 - 2015-07-26 03:18:01 UTC
Preestar wrote:
Some corp mates mentioned you can just move the module from one slot to another and it'll let you interact with the module again. Have yet to test this.


that usually works, not sure if it is move it to another slot, or move another slot on top of it so they swap places.

@ChainsawPlankto on twitter