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[FAQ
Forum Index » » General Support » » Bugged ship
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 Author Bugged ship
Coombie
Chief Marshal
Pitch Black


Joined: October 04, 2001
Posts: 149
From: Australia
Posted: 2009-10-18 17:22   
Hi My Krill has a bug where 1 of its SI wont fire at all, i have tryed relogging ,sy,voodoo,etc... can a admin fix this or compensate me with enhancemenst if i have to scrap it and make a new one Please.

1 Zlarrs
1 Benchford
6 Adv Wep Mult

Ragards Coombie
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-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2009-10-18 18:12   
I didn't think they did this anymore.
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-Shadowalker-™
Admiral
Galactic Navy


Joined: September 23, 2007
Posts: 709
From: Shadows
Posted: 2009-10-18 18:14   
they dont
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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2009-10-18 18:51   
There is a rear arc SI bro, is this the one you are talking about?
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Sliverine
1st Rear Admiral

Joined: November 23, 2006
Posts: 29
From: Singapore
Posted: 2009-10-18 19:08   
hmmm....a krill with a rear arc SI. considering most luth ships have strangely static forward facing arcs for most of their weapons this sounds pretty lame lol.
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Tommas [ USF HunnyBunny ]
Chief Marshal
Pitch Black


Joined: February 04, 2006
Posts: 581
From: Norway
Posted: 2009-10-18 19:10   
That one rear Si can kill stations!!!

lol yeh ...why do we have rear weapons?
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Coombie
Chief Marshal
Pitch Black


Joined: October 04, 2001
Posts: 149
From: Australia
Posted: 2009-10-19 03:37   
Hay guys no offence but the only answer i want is from a admin, its definatly bugged. and because its a game bug i think it either needs to be fixed or i need to be compensated asap.

Regards Coombie
_________________


Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2009-10-19 04:06   
Just a side note..

I thought that since the ship device list audit was implemented.
That it was no longer possible to have a single bugged ship, since its re-created from new gadgets every time it un-docks or uses a transfer gate..



[edit]
  • - Ships in garages are now audited against the original template when spawned into the world.
Hmm Just going by this statement, it would appear that it is not the case.
It just looks if the devices equal and are of the types that are described in the ships template.
[ This Message was edited by: Eledore ICC Massis [R33] on 2009-10-19 04:14 ]
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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2009-10-19 04:42   
Yep, everyone has that SI that wont fire, because it's rear mounted, it comes in handy when you get turned around


Eledore makes a good point, there is no way for a single ship to get bugged anymore since they all get audited against the same template every single spawn.
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Coombie
Chief Marshal
Pitch Black


Joined: October 04, 2001
Posts: 149
From: Australia
Posted: 2009-10-19 06:13   
morons its no the rear one I am talking about, duh!!
but thanks for your useless input anyway.
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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2009-10-19 06:24   
Fine, can you please show us a screenie?


(I respond very well to namecalling btw jst fyi)
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2009-10-19 06:26   
Wow ya'll really think the number one guy in the game is so stupid he can't figure a rear firing weapon from a fore? lol. No wonder he kills the hell out of you.

No, this is not the first time this has happened either. I scrapped my first Krill for this problem, but I didn't care because it wasn't modded like the one I have now with adv. enhancements. There is an issue with SI also doing no damage.

To fix that issue, fire the SI off one at a time, I have found, and they will do all damage.

But this one I have had too.
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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2009-10-19 06:39   
I'm not trying to put his intelligence in any kind of question, sorry if there was any implication of that.

A screenshot would be very nice, I'll also do some playing around with the krill myself and see if I can bug it, another good bit of info would be a way to reproduce it, do you know what you did when it stopped working?

I also understand you are waiting for an admin to respond, because this is a personal loss, obviously I can't help there, but if I get some info on the bug I can add it into the bug tracker so it can be fixed, and not happen anymore.


[ This Message was edited by: JBud on 2009-10-19 06:45 ]
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Coombie
Chief Marshal
Pitch Black


Joined: October 04, 2001
Posts: 149
From: Australia
Posted: 2009-10-19 07:18   


its still in my storage if Faust wants to see it for himself.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2009-10-19 07:34   
We can't 'view' ships. They get stored in a hex format, so looking at them in the database doesn't show much (if anything).

Just had a quick look in the resourcer too, and none of the weapons are showing signs of being 'installed' incorrectly. However, I did remove the erroneous SI's and replace them with brand-new ones to see if it might be a duplicate port issue.

To cover the 'no damage' thing, the SI is no different to other core weapons, I'm afraid it's just an issue with de-sync, and not the weapon itself.

It looks like you'll have to scrap the ship. Alternatively, try shift+clicking on the weapon, it might just be a UI lock. If it is an issue with duplicate ports, what I did would just have fixed it, so wait for an update to push, then remove it if the problem persists.

There's also a no-compensation policy for things like this, although I wish you luck with whatever you want out of this topic.
[ This Message was edited by: BackSlash on 2009-10-19 07:41 ]
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