Elite: Dangerous - Bug discussion

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LHS 5307 7, this gas giant seems to have a ring so thin as to be invisible to the naked eye yet big enough to cause proximity and impact warnings well before reaching the nearby station. At first I thought maybe it was some anomaly or there was a black hole nearby but after fitting an advanced scanner, the only conclusion is that it is indeed a planetary ring.

Screenshot_InvisRing.jpgScreenshot_InvisRingSys.jpgScreenshot_ImpactInvis.jpgScreenshot_InvisProx.jpg
 
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Targeted an anacondas power plant sub-system. It died due to that sub system going to 0 integraty (hull was still in the 70's). No bounty was awarded.

Please fix this. It is a known bug for how long??
 
i was not going to post this as i am now questioning if maybe i got my maths wrong and i loaded up before loggin of but i am 90% sure my insurance / death glitched out on me.

i was doing a quick 30 mins at tenche before tea. The mrs shouts that it is out, but i just wanted to do 1 last drop off :(

in my rush i hit boost out of the letter box, and somehow missed seeing a type 9 ship coming in.

type 9 with shields beats naked type 7. so that was 1.5 million in goods and 800k in insurance, however, on going back in after tea to assess the damage to my wallet, although i have been deducted the insurance costs and almost worst of all it shows on my stats as an insurance claim, my ship is loaded up still.

is this a bug, or has it been changed that you get your cargo back with your insurance??

like i said I am 90% sure i didnt reload up with goods after crashing.

PS is the type 7 meant to be better on fuel than the type 6? mine costs me 1 credit per tenche luxury run
 
Landing issues with NPC's may be to do with rotational correction not being added/added when it shouldn't be - judging by the motion of some of them before they get blown up, or they could be behaving as if they are outside the station.

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Hi

I am in LHS 380 and have a 200cr bounty, I landed at a Federation system at Ray Enterprise, a federation station, I am listed as wanted by the factions, I am listed as wanted in the map by the system, yet I cannot pay or collect bounties.

Repeatedly trying to dock to pay a bounty which is not just a fine is a real risk and this is causing me frustration, especially as it was for a Federation black Ops hit in Federation space, on a ship requiring a Federation rank, who for some reason wasn't listed as wanted. I would expect the bounty to be waived after a period of time or something.
 
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I am in LHS 380 and have a 200cr bounty, I landed at a Federation system at Ray Enterprise, a federation station, I am listed as wanted by the factions, I am listed as wanted in the map by the system, yet I cannot pay or collect bounties.

Once again, this is a known bug since last patch, just log out and in again and the bounty should be gone.
 
Targeted an anacondas power plant sub-system. It died due to that sub system going to 0 integraty (hull was still in the 70's). No bounty was awarded.

Please fix this. It is a known bug for how long??

This happens fairly frequently, and happened to me just a few minutes ago. I ticketed it back in December. Neither bounty awarded no objective completed.
 
Well, I don't think this is a bug in the traditional sense, but I've run into some conflicting information while exploring.

V639 Cassiopeiae is listed as a B2 I type star in the galactic map, however when the star is scanned it lists itself as an A-class star.
 
  • Using version 1.07 of the game
  • handed in 2 imperial ascension missions at same station
  • both hand in faction messages show empire as ALLIED, bit ship display shows UNFRIENDLY
  • was on SERF rank before handing in, and on MASTER now. which is only a single level increase (from what i've read)
  • persists through disconnect/reconnect
  • about to hand in 2 assassination missions at beta sculptoris. im picking the same thing will happen. and yes. i handed in 2 more ascension missions 1 after the other, i even logged off and on again, and it still only went up 1 rank.
 
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rootsrat

Volunteer Moderator
Unable to claim bounties from Patron's Principles minor faction. I'm sure this was raised before (not necessarily with the same faction), just reporting another instance of this issue.

I have the bounties listed in left panel, I am in the station controlled by the faction and yet in Contact/Local Security Office (or whatever the actual name is, I cannot recall now) "No Bounties To Collect" message is displayed.
 

Deleted member 38366

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NPCs performing Kill-Warrant Scans - general oddity and notes

As we know, both Fighter-type Clean NPCs and of course System Authority/Police ships routinely conduct Kill-Warrant Scans on all other ships i.e. at NAV points.

I have some comments on that :
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- Clean NPCs scan even System Authority/Police Ships when in range

That always looks awkward, like the citizen checking if their own Police is actually clean - which we all know they always are and stay, even if they accidentally hit someone clean while engaging a Wanted ship.

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- Repeated Scanning within very short timeframes by the same ships

Pretty self-explanatory. Often enough, with no or few other contacts in Range, I get scanned over and over within a fairly short time.
IMHO re-scanning by NPCs could use some cooldown timer (i.e. 5 Minutes).

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- Behaviour of Clean NPCs accidentally getting fined/becoming Wanted

This is proably the biggest point.
If you just stay long enough i.e. at a NAV point, where multiple ships engage a Wanted NPC, you'll eventually see one of the Clean NPC ships (non-police) accidentally hitting another clean ship or the Police.

When that happens, these Clean NPCs become fined and Wanted (i.e. 400Cr bounty).

Now, all other clean Fighter-type NPCs as well as the Police instantly start attacking that guy who helped them out all the time, sometimes over 30 Minutes. Chances are, this ship was actually the one being attacked by a NPC Pirate and was just firing back - accidentally hitting someone else as well.

The reaction of that "Clean", now Wanted NPC is : stay and fight!
While the remaining Clean NPCs and Police act if this was an outright criminal - the affected "Clean" now Wanted NPC clearly transmits the comments of a ship that is under unwarranted attack.

This doesn't make any sense.
I'd prefer to see such ships retract hardpoints & jump away as soon as possible - simply because that's exactly that a Clean Player would do, instead if attacking all the other Clean NPCs which just increases their undesired and accidental bounty.

Of course, the perfect solution would be to cut Players as well as NPCs the long-requested and long-recommended slack, coupled with meaningful escalation stages when it comes to Friendly Fire.
Needless to say - NPCs with Turrets and Projectile Weapons on them suffer the same consequences as Players ;)
(Turrets still do more harm than they are any good, they're overly expensive, suffer from ridiculously poor aim, are thus generally useless and often downright dangerous Equipment to the ship that carries it into combat arenas like NAV Beacons, Extraction Sites or even Conflict zones)
 
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1. Cargo is respawning with ship after destruction

2. You can not collect CMDR bounties at the moment.

3. Fines are disappearing after log out.
 
With the friendly fire issue, I thought maybe another way is to request ships that accidentally hit SAV's have 24 hours to dock at a local station, after which the recorded data and outcome (ie target selected at time, accuracy of firing relative to target position, proximity of SAV to target and proximity to line of fire, as well as whether a SAV was killed or seriously damaged) determines the size of any fine, from 200Cr for a minor strike with little recorded reason for recklessness, to a massive fine for recklessness with serious injury.

Not attending within 24 hours and you are wanted

Perhaps you could add a Elite ranking of Reckless for stupid harmless, almost harmless or novice commanders who do a lot of damage through friendly fire (A kind of dunce cap with a warning avoid element)
 
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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.

Had the same issue yesterday - and ticketed it. I could only see the CMDR but not his opponent. Wanted to help, because the CMDR's shields went down, but had to leave doing nothing.
 
Ok, gotta report one that just happened to me just now. Returning to Titan city to complete a mission in the SOL system... dropped out of super cruise like I have done hundreds of times... except this time it didn't drop me out 8 or 9km, it dropped me out about 10 feet from the station, and I collided right into it. Shields saved me and i was able to make it.. but it scared the crap out of me!

(EDIT, ok i think i figured out what happened. I think you get dropped out of super cruise ahout 8km from the mailslot... but I came out of SC right at the butt end of the station, on the opposite side, and titan city is 8.x Km long... so I dropped out literally right on top of the station... Please fix that crap... gotta go change my shorts)

This happened to me at an Ocellus starport as well-- well, I didn't hit the station, but still pretty scary--it was literally in my face. I had to fly perpendicular to the station for a bit for fear of hitting invisible walls or something between the solar panels (I've read of such things).
 
Nonlocatable ship

Since the update this morning, I stored my Viper in exchange for my Adder in order to make a voyage some 21Ly. Anyways, when I finished my objective, I jumped back to the system with my Viper (Duamta). I searched all five stations there, but no luck. It still says I have the ship stored in Duamta somewhere. :S
 

Deleted member 38366

D
Some niffnaff :

Undocking HUD animation - displayed too long under some circumstances

Since the HUD animation for undocking isn't very important, I never pay attention to it anyway (after all, it's not like you could reconsider your Launch and settle back down).

The only issue with this is the following :
Under certain conditions, i.e. especially when leaving the Pad left forward/upward or right forward/upward, it gets displayed for quite a long time - all while the ship is moving towards the Station's center to line up for departure.

This can lead to close calls or even collisions (especially when other Players are undocking - those often do not use the fixed paths NPCs use).

After reaching not more than about ~25m from the Pad's Center by any means - I'd really like to see my Scanner display instead.
For Departures, the Scanner display IMHO is 1000x more useful than the Takeoff HUD Pad animation - and much safer.

In fact, just sitting on the Pad - I often wish I could see the Scanner instead of the Station logo - to have a look around before launch...
So for all I know, I wouldn't even need the HUD Takeoff animation. Scanner instead (just retain the Audio from the Takeoff HUD animation for situational awareness) would be fine with me...
Maybe that's an Option to consider (or something for the Ship's Functions Menu to Dis-/Enable, which would work like a charm).

Anyway, taking off in a Type-9 with the HUD animation still showing has often caused me trouble already - I needed the Scanner display to show up much earlier at these times.

Scanner Range resets everytime SuperCruise left

Just a small annoyance, but I'd really like to have the Ship store and maintain my preferred Scanner Range. Just like it remembers the Pips setting.
Instead, I'm always arriving with Scanner at minimum Range, which I personally hardly ever use.

Docking Computer always resetting Pips when in use / Pips & Scanner Range unmodifyable when Auto-Docking

Docking Computer :
* Not sure if that is easily possible to implement - but I'd sure like to be still able to i.e. set 4 pips to Shields when docking - or set 3/4 Pips to accelerate Auto-Docking.
(especially in Player-busy Stations, passing gate at a mere 30m/sec and even temp. slowing down to almost 15m/sec after passing the gate is just... you don't ever do that, it's way too slow)

We all know some Players like to boost out of Stations and I won't even venture into bad guys shooting Players docking from a Distance.
If ENG Pips needed to be fixed (for the Scripts to run, seems they're fixed-calibrated for 2 Pips), at least moving Distribution between SYS and WPN would be a nice thing to have.

If the perma-reset to Default Power Distribution is desired and won't be changed - I'd like to see the Ship remember my normal, manual Cruise Pip Settings no later than undocking again.

* I've also noted that when the Docking Computer is active, Scanner Range can't be modified anymore.
Being able to do that would sometimes be very useful (I know I've tried to do it when auto-docking).
 
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Docked at Mars High, looking on the commodities market and found stuff imported from a system called 'singlelighttest' (palladium, gold, silver, hydrogen)
Sounds like a bug/testing thingy to me...

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Yesterday dropped into a USS, 4 blips on radar, flew towards them then POP they literally diasppeared. I know what you are thinking but no, they didn't FSD out as there was no wake... they just disappeared... maybe it was somehting I said....
 
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In the german localised version there is a text error on the Universal Cartographics screen. When you don't have data to sell It Says "Du verfügst über keine kartografischen Daten, die du auf dieser Station verkaufen". It schould say "Du verfügst über keine kartografischen Daten, die du auf dieser Station verkaufen kannst"

Its in Beta 1.1
 
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