Elite: Dangerous - Bug discussion

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Galaxy Map Lines Disappeared - No traveling to other systems?

Not sure if its the 1.1 patch or not, but booted up to play, went to set a course via the galaxy map, and found there were no lines connecting the systems. I can only go to one - after going to that one, the only other place to go is the one I just came from. (nav beacons etc still accessible). Anyone had this happen to you or maybe its a known 1.1 bug? I couldn't find any info, so sorry in advance.

 
I checked a mission I was inelligble for, a cargo run (Acquire Animal Meat) and the reason I couldn't take it is because they required "&49" tons of it. Must be a glitch?
 
Gravity map missing lines / no travel

Not sure if its the 1.1 patch or not, but booted up to play, went to set a course via the galaxy map, and found there were no lines connecting the systems. I can only go to one - after going to that one, the only other place to go is the one I just came from. (nav beacons etc still accessible). Anyone had this happen to you or maybe its a known 1.1 bug? I couldn't find any info, so sorry in advance.
 
Life support disabled despite my power usage being under 100%

Screenshot_0041.jpg
 
Did everyone downloaded and installed the new client before updating the new patch? The new patch will still download from the old client but it might cause issues on new features they added. That might be the cause on some of the bugs that are client side?
 
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Could that be because the life support requires 3% and you only have 1 to spare?

...actually, shouldn't you have only 12% used? Seems like everything is off!

I think something is off - here's what it looks like before I deploy my weapons:

Screenshot_0043.jpg

Everything adds up to 96%, yet it's showing as 99%. Maybe that's rounding errors compounding - not sure. Everything starts working properly when I get the power usage down to 93% or so.
 
Could that be because the life support requires 3% and you only have 1 to spare?

...actually, shouldn't you have only 12% used? Seems like everything is off!

Actually, most of the equipments are disable but still draw power. But based on my calculation, the total power comsumption is 108%. However, the equipment he turned off should reduced the comsumption to 96% but the meter is showing 99%. Something IS off.

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I think something is off - here's what it looks like before I deploy my weapons:

Everything adds up to 96%, yet it's showing as 99%. Maybe that's rounding errors compounding - not sure. Everything starts working properly when I get the power usage down to 93% or so.

It is possible the new patch changed the power plant specs and it is showing bogus readings. Trying checking out the power plant to other power plent from the outfitting.
 
Actually, most of the equipments are disable but still draw power. But based on my calculation, the total power comsumption is 108%. However, the equipment he turned off should reduced the comsumption to 96% but the meter is showing 99%. Something IS off.

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It is possible the new patch changed the power plant specs and it is showing bogus readings. Trying checking out the power plant to other power plent from the outfitting.

The modules' power draw added up individually equals 108%. But with them all enabled the total shows as 113% - presumably because (for example) a laser shows as 4% but it is actually (say) 4.2%.

So I suspect that with FSD, Fuel Scoop, and Cargo Hatch disabled, the total shows as 99%, but actually the draw is 102% or something like that.

So maybe something to do with rounding - perhaps the total adds up the whole numbers only, and ignores the decimal places. That wouldn't surprise me as I think the game has done that in various places over its various incarnations - e.g. distance used to show as 1km even if it was actually 1.9km, and of course the FSD countdown voice says 1 second when it is actually 1.9 seconds.
 
After upgrading to 1.1 I experienced strange thing:
Entering to a federal system from an imperial system I have been interdicted by federal navy ship while I fuel scooping.
I'm not wanted and had no illegal cargo in my ship.
The same thing happened when I went back from the federal system to the imperial system.
There I have been interdicted by imperial navy ship. That time I had no any cargo.
In the most of the cases when I interdicted I easily evade interdictions by heading toward the escape vector.
But in this two cases it was almost impossible to follow the escape vector.
There were no fights. The navy ship did not done any action, not even scanned me. I don't understand what was the reason of interdiction.
But my ship's hull and some subsystem damaged because of the interdiction.

Anybody else experienced similar?
 
Another interdiction bug (and other things) but this is more interesting...

So as usually, I was SC around the system and I was keeping an eye on a python (NPC) that was on my six o' clock but he was 2000LS away. I slowed down to scan a planet when suddenly, I was interdicted by an invisible ship (again!) and the escape velocity transported to the right in a split second. I realized I can't win this interdiction because what I am seeing is a fake escape velocity so I reduce my speed and give in. Nope! The interdiction still say I am fighting it and I end up knocked out of interdiction instead of giving in. This means my FSD cooldown is longer. *sigh* So now, I have to check who interdicted me. Guess who it was? It was the python that was I tracking 2000LS away! He somehow interdict me from that distance and end up in my location when we dropped out from FSD! Even worst, he somehow dropped my shields and damage my ship to 57% in a split second while we were 1.7km apart and there was NO missile warning! I managed to escape but man, this is one ridiculous encounter.

I was flying a Cobra, btw and the shield is class C. The python is elite and is wanted.
 
Elite crash in first few minutes of play

Apologies, I created a new thread on this before I saw this and I can't delete.

I've raised a support ticket (00000032120) regarding this, but was hoping someone might be able to help.

Elite will crash during the first few minutes of game play, sometimes occurring almost instantly, but usually triggered by a specific event, typically the beginning of the hyperspace "video", triggering the hanger loading/unloading "video" or looking around.

I thought the latest 1.1 update would iron this out so last night I updated and at the same time, my graphics card driver issued an update so I updated that too. But I still get the same problem.

The weird thing is there seems to be a pattern. When the crash occurs, the screens black out and very rarely they don't recover, requiring a hard reset. Most of the time however the system will crash into windows (I can still hear the game). Now at this point, if I click back into the client, the screens will flicker repeatedly until I ctrl-alt-del, I get task manager up and after about 10 secs of flickering I'm able to kill the client. If I pre-emp this and instead of trying to re-launch the client, click anywhere in the desktop to get my mouse pointer back and ctrl-alt-del to get task manager up to kill the program, then no flicking screens. In both instances, the next time I launch elite it runs fine and I can play to my hearts content.

I'm running x3 980s in SLI. I did consider it might be the SLI, but why would the game run fine after crashing. It seems the game MUST crash once before I can play.
Other specs:
5930K, 32gb ram, tri monitor, thrustmaster warthog hotas, saitek foot pedals
My system/OC is stable, it runs ROG real bench fine and even survives OCCT for +4 minutes (I got bored!). I've ran 8 passes of mem test with no problems.

I'm convinced it's game related, I don't get this with any other game

Any help greatly appreciated
 
Also getting interdicted by Federal Navy Viper ships like crazy. I'm clean, no bounties etc. and was interdicted several times in a Cobra on my way to a planetary ring to do some mining. I've evaded countless interdictions in the past, but I was not able to evade any of these Federal Navy interdictions since the latest patch. Escape vector jumps far off-axis immediately upon being interdicted and the interdiction balance bar is filled in under a second.

Then the Federal Navy ship says, you're clean, carry on. GEE THANKS. So nice of you to pull me over to tell me this important information. :)

The system has several conflict zones in it, and I've participated in one previously, but it was one of those Federation vs Federation zones (conflict between two different sub factions).
 
The weird thing is there seems to be a pattern. When the crash occurs, the screens black out and very rarely they don't recover, requiring a hard reset. Most of the time however the system will crash into windows (I can still hear the game). Now at this point, if I click back into the client, the screens will flicker repeatedly until I ctrl-alt-del, I get task manager up and after about 10 secs of flickering I'm able to kill the client. If I pre-emp this and instead of trying to re-launch the client, click anywhere in the desktop to get my mouse pointer back and ctrl-alt-del to get task manager up to kill the program, then no flicking screens. In both instances, the next time I launch elite it runs fine and I can play to my hearts content.

No idea if this will help, but have you tried running the game in windowed mode instead of full screen (or vice versa)? It might provide additional clues.

Checking your event log might also provide some clues. (Control Panel > Administative Tools > Event Viewer)

My system/OC is stable, it runs ROG real bench fine and even survives OCCT for +4 minutes (I got bored!). I've ran 8 passes of mem test with no problems.
You should really check your overclock for longer than that. :) I don't declare a system stable until it passes memtest, OCCT, prime95, etc. for at least 12 hours, preferably 24.
 
also at the same time as the patches there was a dodgy nvidia update that a few people had to uninstall and reinstall, could be worth a look
 
Computer components have wrong description. produced by High tech and it should be produced by industrial...

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In my experience with hex cores if it passes two hours it never crashes for years to come. But chips degrade and after a couple of years you might need to adjust one notch in voltage or better lower the multiplier
 
[BUG] Update 1.1 made the game borderline unplayable for me

There was some severe micro-stutter previously in the game. After update 1.1, even though stuttering was reduced, micro-stuttering got even more severe. The game is borderline unplayable for me :-(

Will something be done about this?

The ticket I filed for this over a month ago was never answered. But a month ago the problem was "very annoying." Now it is "borderline unplayable."

OS: Windows 8 64-bit
Memory: 16GB DDR2 RAM
CPU: Intel Core i5 2500 3.3GHz (stock) / 4.2GHz (overclocked) (freq doesn't make a difference in game)
GPU: NVidia GTX 780 3GB
Sound card: Asus Xonar D1
 
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No idea if this will help, but have you tried running the game in windowed mode instead of full screen (or vice versa)? It might provide additional clues.

Checking your event log might also provide some clues. (Control Panel > Administative Tools > Event Viewer)


You should really check your overclock for longer than that. :) I don't declare a system stable until it passes memtest, OCCT, prime95, etc. for at least 12 hours, preferably 24.

Cheers, I've seen a few posts relating to windowed mode, I'll give it a whirl and report back. Am I correct in assuming that by running in windowed mode will disable SLI? (Noobish question) but will this render two of my three g-cards superfluous?
 
Missing/Misnamed Stations in Mission Summary (Transaction Tab)

Thomas Dock in Thrite appears to have been renamed to Kippax after 1.1.

Other missions taken from stations in the system after the update have incorrect names on them, as well--for example, a mission from Elwood listed Nadzirite, and one from Amundsen listed Israel Station.
 
Exploration: 1st to discover bug?

So I'm off in some distant corner of the galaxy with nay an outpost in sight... I am able to see where some have gone before me as now the first to discover shows up in the system map. However, when I go to an area with no name attached to it and do a surface scan (with a detailed surface scanner), I am not credited with being the first to discover and the planets/stars in the system map still show up as being undiscovered.

Am I missing something or is this not working as intended?

Thanks,

polar
 
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