Elite: Dangerous - Bug discussion

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Accepted mission to deliver tobacco to station in Chamunda.
Bought tobacco from neighboring system.
Returned to Chamunda.
After clicking "Deliver Cargo" to complete the mission, the "Give Cargo" button was red and could not complete the mission.

After browsing the forums, I saw a few others have had this same problem with no resolution found.

Thankyou
 

Deleted member 38366

D
Another few days, another report....

Adder Ship - Shadow is buggered

Seems only a few parts of that Ship cast a shadow, possibly only dynamic (retractable or otherwise moving) parts.

Landing Gear Retracted :
ELITE-AdderShadow1.jpg


Landing Gear Deployed :
ELITE-AdderShadow2.jpg


(might not be a factor but maybe noteworthy - Ship was carrying Mirrored Surface armor)

Economy Engine - delivering even large quantities of goods does nothing for the Demand figures in a Commodity Market

While buying commodities correctly reduces the available supply - upto and including completely drying it up, the same is not valid when selling Commodities to a Commodity Market.
Even when when the Demand is a low figure (i.e. Demand : 50 tons) and you deliver a whopping 400tons of it - it'll simply not move nor change price. No Commodity ever does.

It just keeps sitting there without ever changing count from your delivery - and prices also remain static and won't even reflect a massive oversupply as in the above example.

Demand Count should immediately reflect a delivery, when oversupplying a Station that Commodity demand should read plain 0 (with a poor "not interested" price level) for the proper time required to absorb the existing oversupply.

Safe Disengage from "bad angle" still can result in highly unsafe disengages

Since instead of the proper Station model in the HUD we only have the useless and awkward ! Symbol shown - and Stations never perfectly face the Planet they're orbiting (upto ~30deg off usually, sometimes even ~45deg)...
Therefor it is impossible to judge what exact angles should rather be avoided - short of going around all the way to absolutely ensure you come out in the front segment.
While this is possible, it's still undesired and it makes no sense. Any angle should afford a Safe Disengage, for as long as the Ship's computer displays that Message.

Example of an Unsafe Safe Disengage (>950km at normal speed w/ 6sec ETA - a very good and normal Disengage near optimum parameters) :
ELITE-UnsafeSafeDisengage.jpg

Just a very close call - but 5-10 Degrees more towards the "unlucky" side - and I would have died instantly - despite running optimal parameters and actually being some 40 degrees off the perfect rear of the imagined Station orientation.

Please replace this
ELITE-Station-HUD-Symbol.jpg
with this in SuperCruise :
ELITE-StationHUD_normal.jpg


Total Ammo for Guided Missile Racks displayed wrong in Outfitting

Actual ammo for Class 1B Guided Missile Racks is 12 (2x6), the Outfitting however states total ammo count of only 6.

ELITE-GuidedMissiles1.jpg


ELITE-GuidedMissiles2.jpg


Type-6 physically unable to fire a Class 1 Railgun by any means

Quite odd, noted this by accident a while ago and specifically tested for this again :

When loading just a single Class 1 Railun onto a Type-6, all A-Gear with lots of Power to spare, and attempting to fire the Railgun, this is what happens :

- oddball "charging" loop sound effect
- slight and continuous Power draw
- weapon does not fire

Even when taking it to the extreme, 4 Pips on Weapons with Shield Generator, Thrusters, Cargo Hatch and all Defensive Utilities etc. Disabled (22% total Power usage) - the same happens.
Rechecked multiple times, ammo is full and for all I know, Weapon is 100% ready to fire.

When taking two Railguns, the effect is slightly different.
While these fail to fire as well, putting 4 Pips on Weapons actually causes some distinct power surges (as if the weapons had actually fired), after 3 surges actually causing the Message "Weapon Overheating!".
Still, they don't work, even if they are given all the Power from the A-Grade 12MW power plant and just about every other modules manually disabled.

Still lots of typos in Commodity Description Texts

Self-explanatory, just have someone check over the entire Commodities and correct all these small errors (misspelling, missing Characters etc.)...

----------------------------------------
Unfixed bugs or imbalances >6 months old

I've been reporting bugs & anomalies and making IMHO very Dev-friendly and sound/reasonable suggestions to my best abilities.
Seeing many of those still completely untouched is... well... discouraging at best.

Be it the complete lack of traffic management (with Results I predicted 100% half a year ago), the infamous Docking Computer (with Results I predicted 100% half a year ago) or the complete lack of balancing/meaningful consequences for pure PvP Killers (again, starts having dire consequences just as predicted)... And many more examples like that.
I feel less and less inclined to document all these issues when I'm not seeing progress on reports several months old.

By now I am seriously considering to quit Testing / Reporting alltogether, as I simply lack the motivation to continue investigating all those issues against that background.
Not sure if I'm alone with this - but after >2500 hours of collecting data, evaluating various mechanics and functions (or lack thereof) - it feels like almost nothing of it had any effect.
 
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There are several bug with planet description in the system map
-Class II giants have the Class III description instead
-High metal content and Metal-Rich planets seem to have their description mixed up or maybe they have the wrong type (High metal content should be Metal-Rich and vice versa).

@FalconFly
The ammo thing is not a bug.
You have 6 loaded ammo and 6 extra ammo for a total of 12. I'm pretty sure it works like that for all projectile weapons.

What is a bug is that if a projectile weapon is unloaded and powered off you can buy ammo for it over and over (without any effect but it still costs you credits) because since it's powered off it can't reload itself.
 
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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.

Having this same issue myself, it seems that no other Rank missions will spawn, i've been hammering the missions at several different systems to try and get the baron mission to proc so i can get the clipper but to no avail, i wonder if it is bugged or i'm just doing it wrong.
 
Safe Disengage from "bad angle" still can result in highly unsafe disengages

Since instead of the proper Station model in the HUD we only have the useless and awkward ! Symbol shown - and Stations never perfectly face the Planet they're orbiting (upto ~30deg off usually)...
Therefor it is impossible to judge what exact angles should rather be avoided - short of going around all the way to absolutely ensure you come out in the front segment.
While this is possible, it's still undesired and it makes no sense. Any angle should afford a Safe Disengage, for as long as the Ship's computer displays that Message.

Example of an Unsafe Safe Disengage (>950km at normal speed w/ 6sec ETA - a very good and normal Disengage near optimum parameters) :
ELITE-UnsafeSafeDisengage.jpg

Just a very close call - but 5-10 Degrees more towards the "unlucky" side - and I would have died instantly - despite running optimal parameters and actually being some 40 degrees off the perfect rear of the imagined Station orientation.

Please replace this
ELITE-Station-HUD-Symbol.jpg
with this in SuperCruise :
ELITE-StationHUD_normal.jpg
Yes, this is something I'd love to see fixed too!
 
Strange bug when entering conflict zone.

Not sure if this has been reported already.. I had a look quick through the bug thread but didn't find anything.

Entered a conflict zone in Zaragas system. It was positioned just above the rings of a gas giant 'Zaragas 4'. When i dropped out of SC, for a fraction of a second i could see the NPCs. Then they vanished. The conflict zone had also moved and was now 1.04ls away from me (i definitely didn't drop out of SC too soon).
So i targeted the CZ again and cruised to it. Dropped out of SC and same again. The NPCs were there for a sec, then gone. I was pointed directly at the nav marker for the CZ and it was moving away from me even though i was at full sub SC speed. I stopped dead and the CZ nav marker was still moving away from me at about 4 or 5km/s.

Anyone else experienced the same?
 
By far, the two most annoying bugs for me are...

1. Interdiction bugs. I'll lump them all together. About 50% of interdictions are ghosts where I pop out of supercruise and no one is around. Other times I get stuck in the interdiction and can never get out, even if I submit. In those cases I just have to exit the game and start again to clear it. I've had other cases where it seemed like I had exited the interdiction but the escape vector was still visible. Basically, all sorts of weird things happen with interdictions. It's a small percentage of them that work correctly.

2. Getting robbed of bounty after killing Anacondas. This happens with other ship types, too, but I've run into it twice with Anacondas and others have reported similar issues. I've lost 62,000 Cr on one kill and a 124,000 Cr on another. The screen indicates that I've been awarded a bounty after the kill, but it never, ever shows up on the transaction screen. I've been "robbed" of bounty with other ships, but those aren't quite as frustrating since the credit values are so much lower. Sometimes it just takes a while for the bounty to show up on the transactions screen, but these Anaconda kills never show up. It is incredibly frustrating to spend a few minutes fighting one of them only to lose out on the reward.

For the record, I'm running v1.06 on Windows 7. Video card is a GTX 970 with the latest non-beta drivers.
 

StefanOS

Volunteer Moderator
Another few days, another report....

Adder Ship - Shadow is buggered

Seems only a few parts of that Ship cast a shadow, possibly only dymanic (retractable or otherwise moving) parts.

Landing Gear Retracted :
ELITE-AdderShadow1.jpg

I had the EXACT same effect with the LAKON 6 a while ago (BETA I think), was fixed back then ....... maybe a copy & paste error, fixing it should be easy..

Economy Engine - delivering even large quantities of goods does nothing for the Demand figures in a Commodity Market

While buying commodities correctly reduces the available supply - upto and including completely drying it up, the same is not valid when selling Commodities to a Commodity Market.
Even when when the Demand is a low figure (i.e. Demand : 50 tons) and you deliver a whopping 400tons of it - it'll simply not move nor change price. No Commodity ever does.

It just keeps sitting there without ever changing count from your delivery - and prices also remain static and won't even reflect a massive oversupply as in the above example.

Demand Count should immediately reflect a delivery, when oversupplying a Station that Commodity demand should read plain 0 (with a poor "not interested" price level) for the proper time required to absorb the existing oversupply.

Fixing this should really be a high priority because its breaking the immersion!

Total Ammo for Guided Missile Racks displayed wrong in Outfitting

Actual ammo for Class 1B Guided Missile Racks is 12 (2x6), the Outfitting however states total ammo count of only 6.
ELITE-GuidedMissiles1.jpg

Additional I think rocket launcher with SEEKING missiles should have an other symbol in outfitting, right now it has the same like the straight shooting weapons and the dump firing missiles .... this is a low priority thing

By now I am seriously considering to quit Testing / Reporting alltogether, as I simply lack the motivation to continue investigating all those issues against that background.
Not sure if I'm alone with this - but after >2500 hours of collecting data, evaluating various mechanics and functions (or lack thereof) - it feels like almost nothing of it had any effect.

That is very very sad, because I know that many see bugs but dont take the time to document them and post them clearly with pictures and additional info like you!
I know how many time and effort it takes to do it!

Thanks anyway!
 
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enemy AI ship disapeared in battle

interdicted a wanted asp in Potriti had a nice fight going on. Then all of a sudden the ship vanishes. No explosion. No wake trail. No bounty awarded. Their FSD wasnt even charging. It was still fighting. Then just gone. Now im alone in an empty instance.
 
Can't claim bounties.

Can see them on my transactions HUD, but when I go to the designated system and Contacts, there are no bounties to claim.
 
Noticed on outposts at Pinto Settlement and Popov Depot that if I request docking after a ship has left the bay but before the platform has rotated back to the original position, the landing radar is never displayed but docking is still possible.

Not and issue out in the sticks here, but on a busy system, this could be an issue with the dock-denied-dock-denied-dock-granted click fest.
 
Hello,
I was looking for interesting places to go, so I moved across the galaxy map to find some. And yes, I've got some. But When I was trying to check what I've found to pick some travel targets, some of them wasn't possible to search for.
By some more checking I've found that problematic systems are always named like *Sector_name* AA-A Hxx, where sector name could anything (for example Pyroifa or Bleia eoq) and the xx is number, but not zero (ie. 35 or 60 for example).
So I tried to find some more and make screenshots of the process and found several more examples. One of them is this one:
Plieleae AA-A h33. System should contain two Wolf Rayet stars (WNC0 I and WC0 I) ie. very interresting place to visit, but when you put the name into the search box, you end up in somewhere, but not where you would expect. I've made screens, but as I'm new to the forums, it doesn't allow me to post them yet.

Has anybody encountered the same problem? Does anyone know what to do?

Bakta
 
Just a couple of bugs iv come across, 1. When I receive contract updates it resets my current kill count and does not increase the overall time in which I have to complete the mission, 2. This whole getting a xxxcr bounty when accidentally shooting the feds/civilian ships is starting to get really annoying and there fore think It would be great if the devs could implement a warning ⚠ system I.e watch your fire pilot one more awol shot and you'll be FINED instead of bounty's being placed on our heads and I know this can work due to a very similar game I usd to play have this programed into the npc's,3. Has been mentioned above detailing the issue with indertictions being like a lottery you either successfully give in and know ones there or you get stuck in the interdiction mini game.

Oh and to add a little more detail to the above mentioned accidental friendly fire I mentioned I do hold fire when friendly targets cross my fire line but its the ones that literally come sliding down the cockpit window of my ship and its hard to avoid.

Still however a fantastic game but I do hope these little bugs get sorted.
 
Can't claim bounties.

Can see them on my transactions HUD, but when I go to the designated system and Contacts, there are no bounties to claim.

I'm having the same problem but it seems only to be in Empire space. Last couple of days it shows up in transaction HUD but not in Contacts in station.
 
I'm having the same problem but it seems only to be in Empire space. Last couple of days it shows up in transaction HUD but not in Contacts in station.
Alliance as well for me. I've submitted a ticket on the issue. Really frustrating as the kill warrant scanner is not cheap and currently I fear it's bugged.
 
Bulletin board missions I can't complete

Bulletin board missions that need cargo delivered to ports that can't accommodate my ship (no landing pads large enough) should not be available to be taken, similar to those for which you don't have the cargo space available. Just highlight the port (like highlighting the amount of cargo in the latter).
 
Hello,
I was looking for interesting places to go, so I moved across the galaxy map to find some. And yes, I've got some. But When I was trying to check what I've found to pick some travel targets, some of them wasn't possible to search for.
By some more checking I've found that problematic systems are always named like *Sector_name* AA-A Hxx, where sector name could anything (for example Pyroifa or Bleia eoq) and the xx is number, but not zero (ie. 35 or 60 for example).
So I tried to find some more and make screenshots of the process and found several more examples. One of them is this one:
Plieleae AA-A h33. System should contain two Wolf Rayet stars (WNC0 I and WC0 I) ie. very interresting place to visit, but when you put the name into the search box, you end up in somewhere, but not where you would expect. I've made screens, but as I'm new to the forums, it doesn't allow me to post them yet.

Has anybody encountered the same problem? Does anyone know what to do?

Bakta

I don't know how to edit post, so Reply with quote... sorry...
I've found more details about the issue. It seems, there is problem searching systems which names actually end with something else than zero and are from the name generator (All those special names work HIP xxxxxx for example). But for example BLOO DRYE XD-K B27-1 will find BLOO DRYE XD-K B27-0 instead. So it seems in such cases the last number is taken as zero.
 
System Map completely inaccurate as to faction in charge of a station, allegiance of a station, government etc. Even lists station as having Commodoties when it doesn't. Highly annyoying when searching for trade routes! eg Systems Siluror, Bamuti.

Maybe a game 'feature' - i.e I had old or otherwise duff system data - but at least let the map be updated correctly after I visit the systems/stations...
 
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Hello,
I was looking for interesting places to go, so I moved across the galaxy map to find some. And yes, I've got some. But When I was trying to check what I've found to pick some travel targets, some of them wasn't possible to search for.
By some more checking I've found that problematic systems are always named like *Sector_name* AA-A Hxx, where sector name could anything (for example Pyroifa or Bleia eoq) and the xx is number, but not zero (ie. 35 or 60 for example).
So I tried to find some more and make screenshots of the process and found several more examples. One of them is this one:
Plieleae AA-A h33. System should contain two Wolf Rayet stars (WNC0 I and WC0 I) ie. very interresting place to visit, but when you put the name into the search box, you end up in somewhere, but not where you would expect. I've made screens, but as I'm new to the forums, it doesn't allow me to post them yet.

Has anybody encountered the same problem? Does anyone know what to do?

Bakta
Yes, I've encountered some duplicate system names too. 12 Aquarii, Eravate and Alya pop immediately to my mind.

Eravate comes with an interesting bug: if you dock at a astation in the 'shadow' Eravate and log off, you're teleported to the 'real' Eravate - 176 LY in an instant! :D

What to do? Ticket the bug of course.
And check the coordinates of the interesting system, so you can find it later. Having a searchable star nearby helps too.
 
Federal Congress Bug.

I went back to the SOL system today, ran all sorts of missions for the congress. Did my reputation increase, erm nope. But on a positive note I got promoted from Warrant Officer to Ensign? This bug has been going on since launch, I would have thought it would have been fixed sooner seen as a lot of players flocked to the SOL system to have a look around. Apart from that, enjoying the game.
 
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