Elite: Dangerous - Bug discussion

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Deleted member 38366

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Confirmed : Allied/Friendly with Government doesn't properly carry over to Factions/Stations with Allegiance

Apart from being Friendly/Allied with a Government not being reflected by Faction w/ Allegiance Bulletin Mission types (upto "This Faction doesn't trust you enough"), I found the Stations also reflected their actual, Neutral Status despite being Allied to them :

ELITE-Allied_by_Govt_Allegiance_Bug1.jpg


ELITE-Allied_by_Govt_Allegiance_Bug2.jpg

(Station clearly on Neutral Status, oddly its Patrol Fighters all showed proper green color)

A tad confusing detail : when I tested specifically for that on an Federation Outpost I never had business with before (Allied with Federation) - it actually showed green as expected (?)
Might be that only the Alliance is affected by that bug, but I'm unable to confirm that right now.

-- Edit / Update --
Ah crap... just docked a few times again, and now it's showing proper Status...
Seems more spurious than I thought, as I can't reliably reproduce it anymore. Intentionally checking with a Station I definitely never docked before showed that it properly came up green and gave the proper Allied Greeting.
Just a stab into the dark - but could be Network related, maybe a Status condition for the Station just doesn't make it through occasionally (?)

-- Final Edit / Update --
Alright, I've checked on the issue by Quitting the Game and Reloading it, as the Allied Station remained Neutral towards me multiple times in-game in a row.
Doing this does reliably fix the issue.
Other than that, I'm now persistently seeing it Neutral (it's Patrol Fighters are Allied and Green). Might be a general issue after all.

Checking the way around, at a Neutral Independent Station, I just witnessed the Station being green (?) and its Fighters being correct (Neutral/Orange). Indeed seems a general quirk with Stations handling Reputation.

Small Update : after delivering Missions & Trade Cargo, the "Allied" Faction went from factual Neutral to factual Friendly. As soon as it did, the Station adapted the correct Allied Status is should have shown all along.

Delta between NAV Computer HUD Marker and actual Position of NAV Beacons

Noticed this a while ago and unsure if it's already reported.
There's a significant and apparently increasing (over time at the location) Delta between the NAV Computer's HUD position of the NAV Beacon and the actual, physical NAV Beacon in the instance.

When operating close to it and trusting i.e. the compass ball and/or the prominent HUD Data, it's easily possible to collide with the actual NAV Beacon which position can be off by quite a bit.
Not exactly sure, but the distance often seemed to increase somewhat over time, further aggravating the problem.

ELITE-Delta_Distance_NAV_Beacons.jpg

(Delta of ~550m right after entering the NAV Beacon instance)
 
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The lasers firing happens when in Outfitting, I got blown to pieces when I tried to leave.

Not sure if I understand you correctly, but be sure to be in the hangar, not just docked.

If you are docked with turrets activated, you will probably get griefed in open play. Someone in a Sidey takes a shot at you. Griefer dies and loses "nothing", and you die and lose a lot...
 
Mission Problems

I had a mission where I was given over 6 hours to take 17 tons of gold (supplied) to another station. I arrived 12 minutes later to a fine of 85000 no mission in mission folder and 17 tons of stolen gold which I could not sell but had to dump. I then tried a mission without time limit to take 2 ton of food for free to help a station for good will and found I had failed the mission. Then took on three food missions and returned well within the time and failed all three - about time they fix this - some of us are not really into the combat that much - but if I take a timed combat mission will it also run out.:(
 
Bugs :

- Crimes aren't recorded in my stats anymore since 1.07

- Mercenary missions : Target count is reset but not the timer when the mission is updated.

Suggestions :

- Target caught by Interdiction should count for the mercenary missions.

- All missions, that lead the player to lose reputation with the allegiance faction should have in description stated as an illegal activity.

- All the Mercenary missions, except the Pirate Hunt, need a better reward because the player lose his reputations but has also no bounty to claim on the targets.

- Mercenary missions need to have a better description to find the correct targets.
 
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Exactly. So if I understand him correctly, he blows up as soon as he equips turrets in the Outfitting menu?...
My understanding of the situation is that if he equips turrets in outfitting, they immediately shoot something, hitting the station of course - him being inside the station. Now, if he tries to get going, the station shoots him as soon as he emerges from the hangar.
 

Deleted member 38366

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Boosting Faction influence which doesn't own a Station/Outpost from very low % influence levels

Experimented with trying to boost the influence of a Faction not having a Station/Outpost and extremely low influence levels.

Effectively - it's near impossible. Since it's impossible to trade goods into its Station/Outpost when the Faction doesn't own one, Bulletin Missions are the only remaining way.
However, the Mission System apparently distributes Faction Missions in a perfectly linear fashion. I.e. at 1% influence, one will see only ~1 out of 100 Missions generated to be for that Faction.

IMHO it would be in order to put a lower cap on the Mission distribution, as to allow Players to at least have a chance to support the Faction of their choice - even (or especially) when it's at a very low Influence percentage.
After all, a Faction fighting for survival is most likely to get all the help they can get and should be desperate to improve its situation (by pushing out Missions, at the very least : Donation-type Missions).

Other than that, there often are some Missions from other Factions in adjacent Systems which also help/gain reputation with the Target Faction of the Delivery.
But it's pretty tough to find out in which Systems those apparently "paired" Factions are and how to identify them (to guarantee a positive Result on Target Faction).
This would be the only 2nd Option to boost influence I'm aware of - but as said quite difficult to identify/utilize.

Looking at adjacent System Factions with the same Allegiance (expecting some "Support" Missions for their Friends in trouble in a System near them) doesn't seem to work, which is somewhat counter-intuitive.
I often found "paired" Factions (if those are really paired and not the result of a random assignment) completely random in nature, might even have an entirely different Government allegiance.

"Clean" (Democratic/Corporate) Factions with government Allegiance giving illegal Missions

Never could wrap my head around this one...
While for some Faction types (Unfettered for sure, Dictatorship quite likely) a degree of "Dirty" Missions seem expected and perfectly reasonable - for other Faction types like Democratic or Corporate, to me some of them seem a tad out-of-place and unexpected.

But it seems the distribution is not really taking a Faction's type into account when creating those Bulletin Missions. Thus, it appears a Democratic and rather "clean" Faction with government allegiance is nearly just as likely to give such Missions as i.e. a Dictatorship.
Unfettered Factions are the only distinct difference I could make out.

Unsure if that's intended, already carries some weighted distribution factor or simply hasn't been looked at yet.
 
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Exactly. So if I understand him correctly, he blows up as soon as he equips turrets in the Outfitting menu?...
No when I try to leave the station

My understanding of the situation is that if he equips turrets in outfitting, they immediately shoot something, hitting the station of course - him being inside the station. Now, if he tries to get going, the station shoots him as soon as he emerges from the hangar.

As you said in another reply when you are in Outfitting you are always in the hanger.

This is exactly what happens:

  1. Dock with space station
  2. Land
  3. Enter hanger
  4. Go to Outfitting
  5. As soon as I'm in outfitting the lasers come out and start shooting - This is because they get 'deployed' to show you what you've already got installed and as they are auto-firing lasers and there is a target they fire
  6. When I then try to launch and leave station I get blown to pieces

I've not tried to leave my current station as I really don't want to lose another ship (it would leave me with virtually no CR) and don't think I have the will to start again from scratch, unless I know the bug has been fixed.

I have submitted a ticket [#00000033950] but had no response since it was submitted (03/02/2015 3:39 am)
 
My understanding of the situation is that if he equips turrets in outfitting, they immediately shoot something, hitting the station of course - him being inside the station. Now, if he tries to get going, the station shoots him as soon as he emerges from the hangar.

Very odd indeed...

No when I try to leave the station



As you said in another reply when you are in Outfitting you are always in the hanger.

This is exactly what happens:

  1. Dock with space station
  2. Land
  3. Enter hanger
  4. Go to Outfitting
  5. As soon as I'm in outfitting the lasers come out and start shooting - This is because they get 'deployed' to show you what you've already got installed and as they are auto-firing lasers and there is a target they fire
  6. When I then try to launch and leave station I get blown to pieces

I've not tried to leave my current station as I really don't want to lose another ship (it would leave me with virtually no CR) and don't think I have the will to start again from scratch, unless I know the bug has been fixed.

I have submitted a ticket [#00000033950] but had no response since it was submitted (03/02/2015 3:39 am)

Hm. I know this doesn't solve it, but have you considered disabling your turrets in the right hand menu? Do you have a fine in Contacts that you can pay off before trying to leave with disabled turrets?
 
This is exactly what happens:

  1. Dock with space station
  2. Land
  3. Enter hanger
  4. Go to Outfitting
  5. As soon as I'm in outfitting the lasers come out and start shooting - This is because they get 'deployed' to show you what you've already got installed and as they are auto-firing lasers and there is a target they fire
  6. When I then try to launch and leave station I get blown to pieces

I've not tried to leave my current station as I really don't want to lose another ship (it would leave me with virtually no CR) and don't think I have the will to start again from scratch, unless I know the bug has been fixed.
Here's an idea to get you out of the difficult situation:

1. Pay off the bounty/fine you now have in Station Services / Contacts
2. If (1.) fails, sell all your equipment, buy a Sidewinder and sell everything disposable in it before taking, off - you won't lose much if stripped stock Sidey gets blown to smithereens.
3. Set the turret firing mode to Fire Forward in right hand side panel Functions tab
4. Buy your ship & equipment back & carry on.
 
Hm. I know this doesn't solve it, but have you considered disabling your turrets in the right hand menu? Do you have a fine in Contacts that you can pay off before trying to leave with disabled turrets?

The first time it happened I may have been fined however it happened when there was a bug in the fines system that was introduced in 1.07 and fixed on one of the latter server hot fixes - During that period I couldn't pay off fines and I had already got a small one so didn't notice for accidentally hitting a security vessel while taking on a pirate.

The second time I definitely got a fine and have paid it off

Turning of the turrets should work, although remembering to do that and turn them back on could be difficult :eek:
 
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Don't know if anyone has had this but since Wednesday hyperspace and dropping into/out of SC is taking ages when playing in Open or a Private group, Solo is fine. I played for ages in the Mobius private group on friday with no issues
 
Got clearance to enter Cady Market in Groombridge 1618, entered station almost to landing pad when BOOM, my ship blew up for no reason. 1,589,000 gone on a fully geared Asp. This is cost for insurance.
Never had this happen before. Any way of getting my credits back?
 
Turning of the turrets should work, although remembering to do that and turn them back on could be difficult :eek:

Alternatively maybe unlocking the station as a target when I request docking will stop the lasers firing in outfitting... I have the lasers set to only fire at the selected target - to prevent accidental shooting at security if they become hostile to me when they stray into my line of fire.
 
Got clearance to enter Cady Market in Groombridge 1618, entered station almost to landing pad when BOOM, my ship blew up for no reason. 1,589,000 gone on a fully geared Asp. This is cost for insurance.
Never had this happen before. Any way of getting my credits back?
If you're in open play, you're being griefed...

Alternatively maybe unlocking the station as a target when I request docking will stop the lasers firing in outfitting... I have the lasers set to only fire at the selected target - to prevent accidental shooting at security if they become hostile to me when they stray into my line of fire.

If you're in open play and someone fires a missile at you, your turrets will fire no matter what I think... No?...
 
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