Elite: Dangerous - Bug discussion

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Hi FD
So many known issues and tickets opened with confirmed bugs - why not release a proper "known issues" lists on every patch release to save the so many duplicate forum posts and duplicated tickets which generate more work for the support.

Please consider , it will benefit to everyone.

Thanks.
 
Got a federal rank mission (currently my rank is lieutenant) to kill a "bad" general.
after finding him he starts to attack - when shooting him i get a wanted status, when killing him i get 5000cr for murder.
 
My ship rolls left when I look left - other directions are fine.

360 controller

Headlook: Right stick click
Roll left: Right stick left
Look left: Right stick left
 
After taking my viper and adding my ship to storage, my cobra teleported in another station in a nearby system.

Ships with cargo do not drop cargo when hatch is damaged/destroyed, they do not drop cargo on dead with laser and other small weapons.
 
First trip with a new Hauler. Entered the station with permission to land on pad 16. Like an idiot I hit J and jettisoned all my cargo instead of L for landing gear. I could see the pad number before I looked at the right cargo screen, but not when I looked back.


The pad was clearly visible on entry through the letterbox, but I rolled the craft and when I pitched down, I could see the pad, but couldn't see the yellow surrounding wall or number showing it was 16. At the time I was near the center line of the station. I rolled all the way around, but no pads were indicated anywhere.


I went all the way down the interior and turned around. There it was clear as day, #16 along with several others. Went to it directly without losing sight of it and began descending. Just as I came over the pad a 30 second loiter timer started. It reached zero with me trying to get in the center, but no good.


Lost the Hauler and cargo. Total loss was 4-5,000 Cr, but I'm not really concerned about that as I was able to buy it back. I usually record the game on FRAPS but didn't get that landing. I did get another pad indicator disappearing on video later though.


Edit: Here's some screenshots from Bulgarin Dock showing a landing on Pad 19. 19 is there (#1), I pitch forward and back (#2), it is gone. I roll around and there it is again (#3). It then stays for the landing (#4).


I know it vanishes when you get closer, but I was not that close for it to do that as you can see comparing pic#2 and #4.

Clarity note: Pad 16 was the original pad that killed the hauler. Pad 19 is the one I caught on video later.

Support ticket 30482 raised.

image29.jpg
 
Couple Bugs

Just noticed this one, the heat display that pops up when fuel scooping does not always match the normal heat level display. This was not a quick screen shot when they were mismatched and then they synced back up. I held steady at that heat level for several seconds before thinking I should screenshot it to report it.
cZArFMP.png

This other bug I noticed while exploring. If you select a multi-star system in the Galaxy map, it will explode out the extra stars to give a general idea of their orbits
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Star shows relative orbit radius.
If you plot jumps through several systems, it will auto-select the first system. It will not-and this is where I believe the bug is-explode out the mutl-stars of the system that was auto-selected, or any other system on the route.
QBihXcK.png

This can be very dangerous for explorers who are a long ways from home...like I currently am :) It's frustrating to have to select a different star, and then select the one the route plotting is taking me through to confirm there are not any close orbiting stars to jump inside of.
 
Recycling scheme - ship part exchange bug (feature)

Not sure if this has been posted before, but it's probably worth repeating.
When you trade in a ship you only get 90%$ of the value, which is all fine - a bit a battle damage, scraping from the docking letterbox, full ashtrays etc. The issue is with any upgrades you've applied. You can sell/exchange upgrades in the outfitting screen for the full value normally, but any that are installed when you sell your ship are subject to the 10% fee/margin/tax or whatever.
This doesn't matter much in the early days so I didn't really notice, but when it came time to sell my fully upgraded Type 7, the difference between the part exchange and my 'assets' value was huge - we're talking millions here!
My advice - when you part exchange or sell a ship, strip it to the bare metal before you do.
In fact, even just selling the parts that a new ship comes with tends to offset the 10% loss somewhat.
 
NPC ship rotation and Docking computer bug

Has anyone noticed this, when heading towards a destination station the npc ships are flying along rotating clockwise and the docking computer is now stuffing up its final landing. My ship will enter the station ok but will then try to land off to the left of the pad or just hover.
This bug has just appeared up since the last patch. 1.06
I am currently in Empire space around the Herengul system.
 
There is a bug when a sidewinder npc is defending a merchant ship from a pirate. When the merchant ship jumps out of the system the npc sidewinder stops fighting and does not move. Free kill for the npc pirate.
 

Deleted member 38366

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Has anyone noticed this, when heading towards a destination station the npc ships are flying along rotating clockwise and the docking computer is now stuffing up its final landing. My ship will enter the station ok but will then try to land off to the left of the pad or just hover.
This bug has just appeared up since the last patch. 1.06
I am currently in Empire space around the Herengul system.

I've noted those permanently "aileron rolling" NPC ships as well in V1.06... No clue what causes this.

The Docking Computer's failure to land correctly in Stations is actually as old as early Beta days.
Reason : before making its final down Thruster movement, it is actually and always slightly displaced to the left.
Upon thrusting downwards, the Docking Computer makes an overcorrective movement to the right - effectively missing its engagement point a bit to the right (just outside catch envelope).
After this happens and the Craft is slammed onto the Pad right off the engagement limits - it will scratch towards the left in a vain attempt to correct, but which will not result in a successful catch.

This way, it will oversteer far to the left (most pronounced on the Type-9), actually hitting obstacles left of the Pad.
Then again trying to steer to the right, it usually gets stuck on something that prevents its sliding back to the right.

Unless your Shields are depleted before it frees itself for the final move to the right again (results in successful catch), this is usually where the "Docking Desaster" a.k.a. Docking Computer finishes its absymal and dangerous work.
The root of these problems is in the Rotational Correction not working 100% inside Stations. All ships, when using vertical Thrusters, will encounter some rotational error, resulting in a small undesired offset to the right (when docking). This is essentially what is causing the Docking Computer to permanently miss its touchdown point.
It slamming the Craft onto the Pad like a druken sailor has been bug-reported a long long time ago - never got fixed.


Overall, the Docking Computer's performance is plain.... absymal. This is early Alpha material and has no reason to exist in a V1.06 Release version.

To make things worse - it (and other issues) has been bug-reported countless times since half a year. But nothing happened...
 
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New bug reported...

I saw a WANTED NPC Python interdict another CMDR. I locked on to the FDS wake and dropped out of SC. When I dropped I could see the other CMDR ship, but not the NPC Python. The Python was there as I could see the CMDR shooting at him and his shields go down but the Python did not appear on my scanner or out of the window. I had a few words with the CMDR to explain that I could not help. A few mins later I was told some police turned up, but while I was scanned by them they did not appear on my scanner either. I had an "all clear, you can proceed" message from [] in the chat window. Looks like this is related to the "ghost" interdictions.
 
I stopped at a USS in the Frey system while looking for the target of my assasination mission and encountered a Federal Dropship which scanned clean. He then proceeded to shoot me and didn't get wanted status. Of course I shot him back got 200cr fine for shooting and 6000cr fine for killing him. Jeez, thanks.
 
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Got a federal rank mission (currently my rank is lieutenant) to kill a "bad" general.
after finding him he starts to attack - when shooting him i get a wanted status, when killing him i get 5000cr for murder.

Very similar situation happened to me last night. Same type of mission - Ferderal Rank Progression - to kill Gen Kingsley.

However, I had battled with him earlier, was loosing and so I jumped to nearest system to repair damage, rearm, refuel etc. Second time I found him, I immediately fired two missiles and received 100 fine for each hit. My Federation status then turned to Wanted, (was previously friendly). I checked and mission was still valid. Every hit on his ship resulted in a fine, so I stopped, went to SOL with a bounty on my head, made it inside station without being scanned and docked. I paid the fine for Warrant and called it a night.
 
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Im having problems with 2 things:

1- The map doesnt show me "Realistic" when I click on the option, and it always shows me the same trade routes for "superconductors" even when I select another thing, when I reopen it Superconductors
is selected again, something like it freezed on that option.

2- I cannot change "Report the crimes bla bla" to OFF, also I cannot change the hud gamma dunno whats happening.

Anyone knows something of this?
 
Typo: SUMMERLAMD SYSTEM PERMIT

Doing the Empire rank progression, accepted the Imperial Summons mission to report to Summerland and received the permit. However, it states SUMMERLAMD SYSTEM PERMIT in the mission dialog and permit listing. Also, the mission keeps reappearing as unavailable (already have the permit), sometimes multiple times on the same board.
 
Not a game breaker but I often find the generation of stellar bodies to be unrealistically close to one another.

Examples being stars as close as 3ls apart, moons that are similarly close.

This would not happen in reality as the bodies would rip each other apart with the gravimetric tidal forces.

A change needs to made to make sure that no two bodies are within the Roche limit of either of them. Of course this limit is based on mass.

http://en.m.wikipedia.org/wiki/Roche_limit
 
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Just updated to 1.06 but still have major problems with game crashing to desktop while jumping to Hyperspace.

This time I was not even able to kill the task in Task Manager as every time I time I pressed a mouse button to select the process I lost the mouse cursor.
I had to eventually hold the power button down as this was the only way to turn the PC off, Not good.

This has only been an issue since 1.05, hope it gets fixed soon as I miss playing this game although it is giving me more time to play Assetto Corsa.
 
Just submitted a ticket with my hardware and software config.

Strange thing is that I have no issues in any other games just ED.

NVIDIA Geforce GTX970
Intel Core i5-2500k
8GB RAM
1920x1080, 144Hz
Nvidia Driver 347.25
Windows 8.1 Pro
 
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