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Impact of Disconnect During a Burner Mission

Author
Zarek Kree
Lunatic Legion Holdings
#21 - 2017-03-22 01:42:55 UTC
guigui lechat wrote:
4:15 = 60*4+15=255s. when your ping delay overflows a byte you time out.


Ah...that makes perfect sense. I knew 255 seemed like a familiar number. That's the TTL of a ping packet.
DeMichael Crimson
Republic University
Minmatar Republic
#22 - 2017-03-23 01:48:07 UTC
Zarek Kree wrote:
TL;DR: All offensive modules regardless of slot position immediately deactivate as soon as the server declares you logged off (immediately in the case of a manual log off or after exactly 4:15 in the case of a disconnect). All other modules, regardless of slot position, continue to function until you disappear from grid exactly 5 min later.


***UPDATE***

I ran some additional testing with a second character watching my main. As suggested below, I had my alt simply jump into the mission room in a cheap frigate, get destroyed and then observed my mission ship from the pod. I ran several tests against both the Burner Serpentis Daredevil (2 point scram) and the 3 Burner Talos (1 point disrupt) using cap stable ships. The Talos mission also requires the use of a prop mod to speed tank. My observations follow - some of which appear to be new information:


1. Log off detection: If you log off manually, the server immediately declares you logged off and you drop from fleet and disappear from local. If you get a disconnect (that I simulated by simply turning off my wifi), the server declares you logged off exactly 4:15 later. I know 4:15 is an odd number, but it was perfectly consistent across numerous runs.

2. Module functionality prior to log off: Until the server declares you logged off, ALL modules continue to function as you left them and your ship continues following your last command. Your guns will continue to fire until they run out of ammo. Obviously, this only applies to a disconnect since log off is immediate if done manually.

3. Module functionality after log off: Once the server declares you logged off, all offensive modules, to include guns, webs and scrams immediately deactivate. However all other tested modules, to include shield boosters, armor reppers, hardeners and prop mods continue to function until the 5 min aggression timer elapses.

4. Ship status if pointed: If you're scrammed (2 points) OR disrupted (1 point), you stay in the mission pocket after log off until the 5 min aggression timer elapses (with all defensive and prop mods functioning). At that point, you simply disappear from grid. If you log back in before 5 min elapses, you come back to your ship in the pocket just as you left it with defensive modules and prop mods functioning and the ship following the last commands given.

5. Ship status if NOT pointed: If you are NOT scrammed or disrupted, then you immediately align and auto-warp out of the pocket as soon as the server declares you logged off (which happens immediately in the case of a manual log off or 4:15 later in the case of a disconnect). If you log back in before 5 min elapses, you subsequently auto-warp back into the pocket - at which point, defensive modules will continue to operate, but prop mods will not be active and your ship will come to a stop.

6. NPC actions: The NPC continues to engage as long as your ship is on grid regardless of your log in status. It moves back to the mission beacon once you disappear from grid or auto-warp away.

7. Actions when aggression timer elapses: The 5 min aggression timer begins when the server declares you logged off. When it elapses, you ALWAYS disappear from space regardless of where you are (at the auto-warp point or in the mission pocket) or whether you're being scrammed or disrupted. This means that, in the case of a disconnect, it takes exactly 9:15 to disappear from space (4:15 for the server to declare you logged off plus the 5 min aggression timer). In the case of a manual log off, it takes 5 min to disappear.

8. Logging back in: If you log back in after the aggression timer elapses, you reappear at the acceleration gate with all modules deactivated. If you log back in before the timer has elapsed, you either rejoin your ship in the mission pocket (if pointed) or auto-warp back into the pocket (if not pointed).

I know there's a lot of information there, but I tried to make it as clear as possible.

Wow, sounds like you did a good job of testing to gather important facts to share with the community, thanks. Gotta say you did an excellent job of compiling the info into an easily understandable list.

I've bookmarked this thread for future reference. Thanks again.



DMC
Ploing
Blue Republic
RvB - BLUE Republic
#23 - 2017-03-23 22:13:27 UTC
thx zarek for the good work.Smile
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