Bug Fix versus New Release Priority

I'd like to get a sense of the priority FD is giving bug fixes. I know a lot of effort is going into new releases and ship designs, but frankly, I'd like to see some progress into fixing some of the basic issues which have haunted me since I bought the game in February.

I'll highlight one example. The auto-throttle is broken badly. Here's a modern day analogy. You have a car with cruise control. You set it and head down the road. Ahead you see a traffic jam so you cut throttle and apply the brakes, but instead of slowing, your vehicle accelerates to maximum speed and smashes into the others.

This happens to me several times in a game session and it's getting very old. I've ticketed it, I've made a video demonstrating it, but hear nothing back and the issue is still present after a half dozen code releases. The video is unlisted and I see the FDevs have been watching it over a dozen times, but that's the only activity I've see. So I'm asking, what resources are being applied to bug fixes? Is it one guy or girl part-time two times a week or what?

There are lots of new features and releases planned, but to use a tortured metaphor: If you're going to build a multi-story building, you want your foundation as solid as possible before you add the upper floors. Otherwise you'll end up with another Leaning Tower of Pisa.

There are other issues with the ADS where not all planetary bodies are registering on first use. I sometimes have to blow the ADS three times before seeing the entire system. That's a huge time waster when exploring as I now blow the ADS at least twice in each system just to make sure I'm not being lied too. There is the wandering weapons lock issue where gimballed weapons get worse over time as well. None of these are game breakers, but they are damned annoying and more are appearing as time goes by. They've all been ticketed and have accompanying vids demonstrating the problem. Is there anything else I can do to make the case?

I love this game and I think Frontier has done a brilliant job, but I'd rather see 1.3 or 1.4 pushed back a month and have these basic problems squashed once and for all. Otherwise my being chuffed at buying a spanking new Diamondback will be somewhat diminished when it uncontrollably accelerates itself into a sun or black hole.

Getting back to the throttle issue, do let me know if there is a programmer on the case otherwise I'll have to look into hiring an exorcist.
 
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I believe the acceleration you receive after cutting throttle while approaching/passing by a celestial body is you being caught in its gravity well. The deceleration potential of your ship cannot overcome your current speed *and* the gravitational forces pulling on you from that body.

You must manually slow down on approach, ~6sec. to arrival mark to preemptively counteract the gravity-wells influence after which you can return to normal ship throttling where the ship can properly decelerate.
 
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I believe the acceleration you receive after cutting throttle while approaching/passing by a celestial body is you being caught in its gravity well. The deceleration potential of your ship cannot overcome your current speed *and* the gravitational forces pulling on you from that body.

Nope. The moon in my bug video was 50 ls away and only .022 Earth masses. I've approached a super-massive black hole to 4ls without issue. I have also made several approaches to other larger moons 5 X Earth masses without this happening. Not to mention gas giants and suns.

If you were on the wrong side of an event horizon and being pulled that heavily toward a massive gravity well like that you would not be able to stop.
 
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when i see bugs that are caused by a typo in the code unfixed for MONTHS (i talk about uss-npc's which try to give you alternative mission options and not only fail them but not even can send textmessages without buggy $##StartStatioName Variables in it) and i know the fix would not even take up 3 minutes of a dev's life, i am not really optimistic ...
 
when i see bugs that are caused by a typo in the code unfixed for MONTHS (i talk about uss-npc's which try to give you alternative mission options and not only fail them but not even can send textmessages without buggy $##StartStatioName Variables in it) and i know the fix would not even take up 3 minutes of a dev's life, i am not really optimistic ...

As a developer I can assure you that cosmetical bugs like the one you've just described get very low priority.
 
I've noticed the flight assist in supercruise is definitely quirky. When you choose a destination point and lock the computer calculates a general speed range you should be traveling for that distance from the object and it then sets your optimal speed maneuverability range and your top speed accordingly. Where it gets weird and what I think OP is trying to point out is that several times in the deceleration process the auto flight will suddenly drop the optimal range, one is around 100ls, then they compound from there, the computer then says, 'your speed rate is too fast for the current trajectory to target' and then the ship careens past the target, this happens even if your over all speed and throttle were just barely a hair over the optimal range when it has one of those sudden drops. This makes absolutely no sense especially when your initial speed is that small of an amount and you are still dealing with dozens of light seconds or more of space between you and the object still. Essentially the computer is forcing your careen past the target and that is stupid. OP thinks it's a bug but I think it may be intentional and it's incredibly stupid if it is.

and guess what? I already figured out a way to skirt it if it is intentional, it also proves it's the stupid flight computer that is doing it too. If you start to careen out of control veer away from the target destination enough that it leaves your ships scan reticule space, your drive will immediately begin to decelerate and you can readjust right back at your target without ever passing it up.
 
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The supercruise behaviour is to make you pay attention. If it worked "perfectly" every time no need to pay attention. Besides if you just stick your throttle to 75% at just before 6 seconds it does work perfectly every time.

The ADS issue was fixed in 1.2 (or before?), once you get a message that a number of bodies were found, thats it. If you blow again you get a message saying none were found. Previously there was no message for successful or unsuccessful honks so you didn't know what was up. It can lag a bit sometimes depending on network latency but never had it not work since the patch.

I believe the wandering gimballed weapons are there to make you pay attention again. Maybe you don't like the design, but I've never seen it called a bug.
 
All previous major updates, both throughout alpha, beta, gamma and after release, had extensive lists of bug fixes. I don't at all have the impression that they were working to little on fixing existing issues.
 
Oops, then I wholeheartedly agree that bugs should always have priority as what point is there to have "new features" while the base game is left in a flawed state.

Others have defended that this and that will be fixed in 1.3 that's why there hasn't been a patch. We've also had a Beta for Mac. Well, now that these *new* Mac players have a chance to report the same bugs we've seen spanning 1-6+ months from initial tickets maybe something will be done. Or not, maybe after X-Box?
 
and guess what? I already figured out a way to skirt it if it is intentional, it also proves it's the stupid flight computer that is doing it too. If you start to careen out of control veer away from the target destination enough that it leaves your ships scan reticule space, your drive will immediately beging to decelerate and you can readjust right back at your target without ever passing it up.

You are correct, I found the magic solution is to pitch 45 degrees up or down and that resets the throttle. It works every-time but sometimes there are suns in the way stopping me from doing that. You make a good point in that you are fighting your own flight computer and I agree that is dumb.
 
As a developer I can assure you that cosmetical bugs like the one you've just described get very low priority.

The background stuff can acceptably be left as "low priority", it's the in-your-face errors no matter how insignificant that the user sees that highlight the lack of polish or attention.
 
shadragon could you post your video here. Based on a previous thread of my own I have a feeling that this throttle issue is affecting a small minority of players not everyone.
 
I believe the wandering gimballed weapons are there to make you pay attention again. Maybe you don't like the design, but I've never seen it called a bug.

Here's a vid showing the issue.

[video=youtube;nwRRtbfSNiQ]https://www.youtube.com/watch?v=nwRRtbfSNiQ[/video]
 
You are correct, I found the magic solution is to pitch 45 degrees up or down and that resets the throttle. It works every-time but sometimes there are suns in the way stopping me from doing that. You make a good point in that you are fighting your own flight computer and I agree that is dumb.


A celestial object being in your way while this is occurring is more rare than common as most of these, lets start calling them throttle spikes, most of the time happen on the approach to an object and still when you are dozens of light seconds away from it.
 
shadragon could you post your video here. Based on a previous thread of my own I have a feeling that this throttle issue is affecting a small minority of players not everyone.
I'd like to but I'm out exploring and keeping my location quiet. I have no way to black out the system info shown. That's why I kept it unlisted.

Will see if I can recreate the effects tonight and post a fresh vid showing the problem.

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A celestial object being in your way while this is occurring is more rare than common as most of these, lets start calling them throttle spikes, most of the time happen on the approach to an object and still when you are dozens of light seconds away from it.
Throttle spike or surge is a perfect analogy. It does occur when locked onto the planetary body ahead of you.
 
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Let's have a look into the list of known issues and ... well, that list isn't even complete, the bug with the counteroffer being way too frequently isn't mentioned. The "shield reset on supercruise"- thingie is also not mentioned, although it can be (accidentally) exploited by using wing lock.

I've got a notion that the development of the mac version has slowed down bug fixing and overall development of ED.
 

Harbinger

Volunteer Moderator
I believe the acceleration you receive after cutting throttle while approaching/passing by a celestial body is you being caught in its gravity well. The deceleration potential of your ship cannot overcome your current speed *and* the gravitational forces pulling on you from that body.

You're not accelerating at all, it's a common misconception. Your ship is actually putting full power to reverse thrusters in a futile attempt to stop you overshooting. By the time this happens the only thing that can prevent you from overshooting is you dipping your nose so that you're not heading directly for your destination.
 
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