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blankseplocked Modules not starting from beginning of the duration timer
 
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haris99
Posted - 2011.06.27 10:28:00 - [1]
 

I have been having this issue the last 2 days that my modules(shield boosters,missile launchers and so on) when activated the duration circle doesn't begin from the start of the module but begins from about 1/4th of the duration of the module. This leads to troubles deactivating modules at the right time. Im not sure if its just lag lately but everything else seems to work fine except for the module duration timer.

Deleros Revo
Posted - 2011.06.27 11:15:00 - [2]
 

Originally by: haris99
I have been having this issue the last 2 days that my modules(shield boosters,missile launchers and so on) when activated the duration circle doesn't begin from the start of the module but begins from about 1/4th of the duration of the module. This leads to troubles deactivating modules at the right time. Im not sure if its just lag lately but everything else seems to work fine except for the module duration timer.

I always play like this, but that's becouse I have bitorrent always on. Maybe your neighbour is stealing bandwidth.

CCP Tuxford

Posted - 2011.06.27 11:32:00 - [3]
 

What happens is this
  1. You send a request for the server asking for module activation

  2. Server activates the module and sends you when the module was started

  3. Client starts the cycle timer


Now there can be a noticeable delay between 1 and 3 so the timer starts with an offset. With short cycling modules this is a lot more noticeable as it can start halfway through the cycle.

The same applies for stopping a module. You might ask the client to stop a module before the cycle finishes but if the server doesn't receive and processes that request before the module reactivates you'll have to wait another cycle for it to deactivate.

There used to be bug with cycle timer getting out of sync when duration got modified while the module was running but that was resolved some time ago


 

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