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Slawomir Venera
Minmatar
Hidden Agenda
Deep Space Engineering
Posted - 2010.06.09 16:50:00 - [721]
 

The Assets API does not include assets in new PI locations.
It does not include assets in Planetary customs offices.
It does not show assets that are still in the colony storage, and I just realized that I didn't check any launched to orbit... But I guess that they don't show either.

The PI materials in planetary storage and customs should be included in the API.

Im Blue
Posted - 2010.06.09 17:25:00 - [722]
 

setting a password protected pos;

i set the password, i uncheck corp use and alliance use. i then hit apply.

guess what the alliances box check itself and im screwed for stopping anyone from entering this pos.

add this pos issue to the other 2 ive mentioned, not being able to trash items in corp hangers and not being able to take out of offline corp hangers.

maybe 1 day they might be added to your issues page, i wont hold my breath though

Letrange
Minmatar
Red Horizon Inc
Cascade Imminent
Posted - 2010.06.09 20:27:00 - [723]
 

Originally by: Im Blue
setting a password protected pos;

i set the password, i uncheck corp use and alliance use. i then hit apply.

guess what the alliances box check itself and im screwed for stopping anyone from entering this pos.

add this pos issue to the other 2 ive mentioned, not being able to trash items in corp hangers and not being able to take out of offline corp hangers.

maybe 1 day they might be added to your issues page, i wont hold my breath though

I had this issue too, it fixed itself after a downtime.

Hjerre
Minmatar
Viperfleet Inc.
Posted - 2010.06.09 20:57:00 - [724]
 

I live in w-space. When I'm probing for new signatures I open the map using F10. Sometimes I use ALT+ENTER to go to windowed mode or back to full screen. Often, but not always when I finish probing and hit F10 to close the map all the windows on my right side are on top of eachother. So the selected item, overview and drones windows are stacked. Especially in the case of hostile activity this is very annoying. I haven't figured out the exact steps yet to reproduce this issue with probing, using the map and switching between full screen and windowed mode that causes the problem yet, but I wonder if there are more players experiencing the same problem.

William Mill3r
Posted - 2010.06.09 21:06:00 - [725]
 

PI major issue, many have reported a 23 hour cycle taking more than 30 hours to complete, that change everything cause either we loose an entire day (and huge missing of ressources that day), or have to wake up in the middle of the night, while we were suppose to start everything once a day...

No need to tell you that the problem come from the Downtime...

This needs to be fixed asap, cause personnaly I won't bother doing anything till 23 hours means 23 hours...

Im Blue
Posted - 2010.06.10 10:17:00 - [726]
 

Originally by: Letrange
Originally by: Im Blue
setting a password protected pos;

i set the password, i uncheck corp use and alliance use. i then hit apply.

guess what the alliances box check itself and im screwed for stopping anyone from entering this pos.

add this pos issue to the other 2 ive mentioned, not being able to trash items in corp hangers and not being able to take out of offline corp hangers.

maybe 1 day they might be added to your issues page, i wont hold my breath though

I had this issue too, it fixed itself after a downtime.


its odd installed a 2nd pos set the alliance tab off during onlining rather than when it was onlined and it worked fine.

wish they woudl fix this stuff, just so anoying when it worked pre patch

onemoon
Posted - 2010.06.10 20:35:00 - [727]
 

PI All 4 of my planets extractors are not finishing after 23hours, which I set them for. They have somehow added an extra 12 hours to the cycle times? making 35hour cycle times? [did not see this on sys]

Ekrid
Amarr
Imperial Academy
Posted - 2010.06.11 08:21:00 - [728]
 

The jukebox will skip halfway through a song to the next song. sit around in a station, each song will skip at an exact point, such as 1:20, or 2:11, and if you manually replay that song, it happens again.

jukebox suck/fail.

Princess Nimotehp
Red Eye Brigade
Posted - 2010.06.11 09:15:00 - [729]
 

The extraction-timers on the processors are completely crazy Shocked

Only timers that seems to be workin is the 30min timer.
Both 5h and 23h intervals are bugged. Sometimes the 23h takes well over 30h to complete and sometimes it takes a lott less than 23h.. Neutral

Example: Yesterday (before i went to bed) at aprox 22.00 eve-time i set the 23h-timer on all my extractors since i dont have time for that at work today. But ofc i had to check the progress and find that 3-4 extractors have stopped already and the rest has between 4h to 16h left..? Shocked Shocked

Can this please be fixed QUICK as it ruins the whole PI Confused

Sybil Chemise
Posted - 2010.06.11 12:58:00 - [730]
 

Planet-side Management Issues:
My experience confirms the Extractor Time issue noted by Princess and William Mill3r above. One planet set to complete at 8:00am EDT today still had 11.5 hours remaining at that time. The 4 extraction time period options are good, but a daily timer should be 24hrs, not 23hr.

Many others' earlier requests for a PI Asset Inventory, either separate or incorporated into the existing Station inventory is definitely needed. While thinking about this, don't forget that POS Asset inventories need similar attention.

PI Processor Routing needs to automatically drop previous processor routing when changing production schematic. After 1 or 2 changes, the routed link is over-clogged and needs to be re-linked.

Finally, PI Command Centers need to be upgradeable. PI bases are not that expensive, but time to rebuild and re-set production after an upgrade is totally unreasonable.

Akira Aronnis
Posted - 2010.06.11 22:05:00 - [731]
 

Fitting screen is not working 100% of the time now, earlier today it was running at 30% accuracy, leaving mods behind is the main problem, also i notice now it strips all mods off then puts them back even if they are used again - was this intentional? i'm sure it only used to change the ones that changed with the new fitting - could be wrong though.

But it's definitely not working right all the time, like it used too.


Shidhe
Minmatar
The Babylon5 Consortuim
Posted - 2010.06.11 22:32:00 - [732]
 

Edited by: Shidhe on 12/06/2010 09:47:01
Anyone else been having problems seeing other player's structures on planets? The switch to see / not see them doesn't seem to work for me. Reported on Mac and Windows.

* Update - checked with a friends windows machine - CC can be seen on that machine, but are very hard to see. Mac doesn't show CC even on close inspection. PS this is in wormhole.

Also I have had the verrrryyyy starry sky view again - very pretty to have thousands of rapidly twinkling stars, but a little distracting... This was on Mac. One clue - it can depend on camera orientation...

Anyway, pretty good so far.

Brethgar
Posted - 2010.06.12 08:53:00 - [733]
 

I am having an issue where I cannot access any of the structures on my planet colony. I set everything up the first day, did about 3 30 minute extractions and then set it for 23 hrs. I came back the next day and cannot click on any of the buildings to change them, look at them, re-route them, nothing! I can access the customs office and export to the hangar there and remove the few things that did get produced, but I cannot restart my extractors or anything.

I have cleared my cache and settings. I have tried in windowed mode, changed different settings on graphics, changed resolution in game and out of game (I had the 1680x1080 probe issue also). I am using Windows XP, ATI Radeon 9550 256Mb graphics card.

I have no idea what might have changed on my system. It works the first day, then nothing. That night, my computer did perform an automatic windows update. Could that have changed something?

Is anyone else experincing a problem like this?

Thanks,
Brethgar

onemoon
Posted - 2010.06.12 12:22:00 - [734]
 

PI. Still problems with extractor cycle timings.

This time the 5 hour extractor cycle times have been working great up to down time...Very Happy [having great fun with PI thanks]

But now after down time, all 4 planets have different finishing times some had finished and others still had an hour to run.

I had set all the planets to 5hour cycles at the same time.

There is a problem with down time,YARRRR!! when reloading it is not reseting the timers correctly.

Keith Eaton
Posted - 2010.06.12 16:13:00 - [735]
 

PI: I had one colony's extractors set on a 96-hour cycle. Before that time was up, I added more extractors and set them on a 5-hour cycle. Evidently (and I did not catch this until after the 5-hour cycle was over, and downtime had passed), when I submitted the 5-hour cycle on the new extractors, the already-running extractors, which had not yet finished, re-started their 96-hour cycle at that point. This has got to be a glitch, I should think.

Aeila Goch
Minmatar
Posted - 2010.06.12 18:34:00 - [736]
 

PI: I also have the cycle timer extend bug.
What I havent seen mentioned is that you do not have the option to 'Access Customs Office' from a personal bookmark, this option is avaible by selecting it in the Overview & by click on the Customs Office in space. (I'd rather not have my overview further cluttered just to do this!)

The fittings screen now seems to strip all modules & fit the ones that were in your hanger but not refit the ones it removed, that are part of the fit selected.

Princess Nimotehp
Red Eye Brigade
Posted - 2010.06.13 08:10:00 - [737]
 

PLEASE FIX THE EXTRACTOR-CYVLETIMES!!!!!!!! Mad

God damn it, how is one supposed to do PI when the cycle-times are all wrong after DT?? Shocked
I don't even see this issue is being addressed by CCP? Do that mean it is only some of us experiencing this or that CCP doesn't give a flying f...? ugh

Mortimer Civeri
Gallente
Federal Navy Academy
Posted - 2010.06.13 17:03:00 - [738]
 

To all those having trouble with PI extractor cycle times. Relax, this is as intended. PI resources will be replenished at a certain rate at downtime. that is what is screwing with your depletion timers. Tested and confirmed myself. Cycle times depleat normally if not interupted by a downtime, 93 hour depleation timers will run practically forever due to DT PI reseeding of resources.

onemoon
Posted - 2010.06.13 18:41:00 - [739]
 

PI: The flaw with it being intended... which i think not. there would be a button to finish any active cycle, so that you can activate shorter cycle times. as you said the 96 hour cycle runs practicaly forever = bug.


How are you supposed to play an online game when the cycle times could end at any point .. like when you are at work or asleep... they introdeced skill planer to make game better to play becaues of this same problem.

Fit cancel button to extractors, cycle timer.. then no problem, no bug.

I would like to hear official word on this

Talla Vrin
Posted - 2010.06.14 04:55:00 - [740]
 

Edited by: Talla Vrin on 14/06/2010 04:57:12
Originally by: Brethgar
I am having an issue where I cannot access any of the structures on my planet colony. I set everything up the first day, did about 3 30 minute extractions and then set it for 23 hrs. I came back the next day and cannot click on any of the buildings to change them, look at them, re-route them, nothing! I can access the customs office and export to the hangar there and remove the few things that did get produced, but I cannot restart my extractors or anything.

I have cleared my cache and settings. I have tried in windowed mode, changed different settings on graphics, changed resolution in game and out of game (I had the 1680x1080 probe issue also). I am using Windows XP, ATI Radeon 9550 256Mb graphics card.

I have no idea what might have changed on my system. It works the first day, then nothing. That night, my computer did perform an automatic windows update. Could that have changed something?

Is anyone else experincing a problem like this?
Originally by: Brethgar


Update: I updated my drivers, ran a virus scan. No change, still can't access my buildings on my planet colony. I logged on on a different computer and it worked fine so something is wrong with this computer. I tried a building a colony on another planet with my second account. No dice on this computer.

Any suggestions? Anyone else having trouble with Windows XP?

Brethgar

edit: stupid character default, argh!

Arizona Rayne
Posted - 2010.06.15 04:21:00 - [741]
 

Originally by: Keith Eaton
PI: I had one colony's extractors set on a 96-hour cycle. Before that time was up, I added more extractors and set them on a 5-hour cycle. Evidently (and I did not catch this until after the 5-hour cycle was over, and downtime had passed), when I submitted the 5-hour cycle on the new extractors, the already-running extractors, which had not yet finished, re-started their 96-hour cycle at that point. This has got to be a glitch, I should think.


Same thing happened to me. (And I was hoping to change those 96-hour cycles to 5'vers!!!)

inza onoa
Cruentus Invicta
Posted - 2010.06.16 07:10:00 - [742]
 

I noticed since tyrannis, when I check my missile damage on the fly with the fitting screen -> charge info, it used to say 370 hp dmg per scourge fury missile, but now after tyrannis it says 346 hp dmg.

I am using a Tengu, 4 dread guristas ballistic control systems, accelerated ejection subsystem with all the missile skills and the offensive subsystem skill at lvl5.
Also I use the 5% missile implants.

Since I trained a long time to maximize the Tengu's performance, its kinda sucky to see this stealth nerf bring the dmg down. Hope you guys can fix it.

Also in eft (2.12.4) I noticed it says the dmg per charge should be 470 hp. Whats up with that, why the huge difference between eft and ingame?


inza onoa
Cruentus Invicta
Posted - 2010.06.16 07:17:00 - [743]
 

Also since tyraniss, when I have 3 clients open, sometimes when I close one of them, my computer seems to be generating hard interrupts very very quick. In other words, the computer hardly responds and you can see that its cycling between "something" very very fast.

I can press the window key, or click on anything, but the computer is so busy with "something" that it hardly responds or hardly can close or start programs.

Princess Nimotehp
Red Eye Brigade
Posted - 2010.06.16 11:02:00 - [744]
 

WHEN WILL CCP SAY ANYTHING REGARDING THE EXTRACTOR CYCLE-TIME BUG?????

Jebus Krist.. I used to laugh at all those people complaining about things that didnt work and that they didnt get any response from CCP.. Now i finally know that i was wrong, and they where right.. CCP do suck at responding to the customer-base...

aaaaarrrrggggghhhh....[emorage] ggggggghhhhhhhnnnnnnnggggg.... Evil or Very Mad

Argat Bogotsch
Posted - 2010.06.16 15:20:00 - [745]
 

Getting problems with AlienFX. Not only on one laptop but two. The keys turn off and a restart is required to turn everything back on. EVE obviously just hates Alienware, which is weird for a space mmo :P

But seriously, AlienFX don't work, boss.

William Mill3r
Posted - 2010.06.17 02:44:00 - [746]
 

Edited by: William Mill3r on 17/06/2010 02:52:54
Originally by: Princess Nimotehp
WHEN WILL CCP SAY ANYTHING REGARDING THE EXTRACTOR CYCLE-TIME BUG?????


I dunno if I'm being lucky, but for a second day in a row my 23h cycles are ticking right on all my planets, at the exact minute. I'm little by little going to grind one hour to get back to my prefered timeframe. Second downtime in a row everything is going right, and I had this problem every day since june 8th, so there is improvements on my side.
Anybody else feeling lucky this way ? or have they really applied a fix ?

I'm still having this bug where the other day I lost an entire P4 during DT (no misscount on my part), not sure if they fixed that. I'm gonna start to count again every pieces.

Silen Boon
Posted - 2010.06.17 09:18:00 - [747]
 

The Extractor Depletions times Bug is very annoying. I currently have several planets with extractors stuck on 3 days.

I found that in some cases, the depletion time is reset during downtime, if you've performed any action on a planet that requires a submit. The depletion time seems to be reset to a time as if the extraction was started at the time of the last submit.

I had 3 planets all with extractors extraction rates set, before downtime, for 5 hour depletion. On one planet I added another processor, which requires a submit; after downtime this planet's extractors showed a depletion time as if the extraction started at the time I submitted the change when adding a processor. The other two planets seemed to work fine.

I've not had time to reproduce the bug, and I was wondering if other people have seen similar behaviour?


zxza
Caldari
Perkone
Posted - 2010.06.17 11:00:00 - [748]
 

Lag- a miracle I know, but this expansion has made it even worse than the last one. When expansions are taking the game further away from your false advertising trailers, something is wrong.


inza onoa
Cruentus Invicta
Posted - 2010.06.17 15:50:00 - [749]
 

I agree, they should take care of old issues before releasing new gimmicks.

Durin Sarga
Posted - 2010.06.17 19:34:00 - [750]
 

An official word on the extractor times would be of HUGE help to end the debate going on across multiple forums/posts.

If,

A) This is a bug, then please let us know you are fixing it and when we can expect it to be fixed. Then we can all reference said quote, end of problem.

B) This is working as intended, then please let us know that it is working as intended so we can get on with figuring out PI. FYI: If this scenario is true, then you will have even MORE people requesting the 'stop extractor' button so we can switch extraction rates.

Please let us know either way.

For the record my corp is running 12 entire colonies on 96-hr TTD and ALL extractors are in the 'endless loop' situation. We like it that way, and would prefer this NOT to be a bug. Less clickfest, ftw.

Also I know of two other corporations who upon learning this trick have set all their extractors to 96-hr as well.

Those of you reporting this are not alone. There are just those of us who don't see it as a bug, but a bonus.

Thanks.


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