Elite: Dangerous - Bug discussion

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AI seemed to crash yesterday evening. They were all just chilling around inside the station facing the exit. Didn't do anything for the 5min or so I watched them (was waiting for one of the AI who was wanted hehe).

Very weird. Anyone had this?
 
Happened just now...

I was docked, looking at the system map, when I suddenly noticed I was wanted by the stations in that system.
Closed the system map and I see an airlock loitering warning, and fines and bounties piling up... While being docked, and inside the outfitting hangar.

I paid them, left the game, and joined again. Didn't happen again, for now..
 
Just updated to 1.1, logged in. Jumped to a new system, started fuel scooping and got kicked out.

kickedout.png

I find the reason for being kicked out particularly amusing.

- - - - - Additional Content Posted / Auto Merge - - - - -

Trying to go back in, I now have this error.

Considering that I just upgraded and only played for five minutes this is far too many issues for me to be wasting my time. I'll come back in 6 months when it's out of alpha.

launcher error.PNG
 
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Deleted member 38366

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(V1.1) Docking Computer still unable to hande overshoot conditions / still performs hard landings w/ small ships

Although more expeditious than before towards Stations - and me running without one for a long time now - I typically use FA afterburning to get near the Station entrance.

Upon engaging the Docking Computer (Idle, FA On) while making some 180m/s in a Type-9 with D Grade Thrusters and having an unsuitable ship orientation, the Docking Computer still automatically maneuvers the ship after passing its fixed, scripted checkpoints in an attemt for a direct approach (while still drifting further out-of-position to achieve this).
When these are passed with still lots of kinetic overshoot energy/speeds (but on a green/safe vector), this results in the Docking Computer happily trying to maneuver directly to enter the Station below the guardrails and colliding with them and/or the Station.

Immediate manual intervention is needed to prevent certain destruction of the ship.

Docking Computer will still slowdown while, and even more (down to 15m/sec) shortly after passing the Station gate. Oozingly slow, near a complete halt.
Probably fine for solo (just unneeded delay, an annoyance), very dangerous and extremely undesired in Open Play with other Players around. You don't - ever - slow to 15m/sec anywhere in or around the gate. For good reasons.

Docking Computer also still makes the old "deep impact" landing in Stations in small ships.
Again, as it's not AI but fixed, unflexible and insufficient Scripts trying to cope with the Rotational Correction limitations and its effects - it'll damage any unshielded Ship.
It's also the reason its is unable to resume navigation once interrupted once during approach in side Stations.
Might be best to have it resume Navigation to its initial decent Point above the Pad, IMHO this should work even off fixed Scipts.

Lessons learned :

Docking Computer runs off fixed scripts after passing its checkpoints, based on fixed pre-correction vectors that cannot possibly work correctly for all Thruster classes, Ship size and weight conditions. These never worked too well in the past either.
Docking Computer scripts hold no exception detection/common-sense checks whatsoever to make a sound judgement if safe commencing of approach is possible or not - it'll simply continue rolling its Script right upto self-destruction.

-- edit --

Tested about 30 Landings in a Type-9 and I think I'll keep it.
For as long as you know under which conditions you can use it - it's an improvement and its benefits outweight its remaining issues/risks.

-- edit 2 --

Well darn it. "Marvin" is still there. Docking Computer is still suicidal under certain conditions.

ELITE-V110-MarvinStillThere.jpg

This is the final (obviously wrong) ship orientation the Docking Computer just tried to get through the Gate with.
Not quite an option in a Type-9...

I'll just try to exactly state what is needed to prevent this, once and for all :

- move Initial Approach Point (the point after which ship orientation is set while course is set to pass the gate) 250m further away from the Station's entrance
Reason : prevents blocking the Station exit for Players when using Docking Computer in a large ship

- when approaching or even passing Initial Approach Point - a sanity check of flight condition is mandatory (i.e. detect an overshoot condition, highspeed pass of the point which Thrusters cannot correct without leaving the IAP again >50m distance)

- in case if Missed Approach (the IAP was hit - but passed due to an overshoot condition), return to that IAP again and do NOT commence approach - while avoiding to cross below a certain minimum Distance to the Station

- when approaching that Initial Approach Point, already begin correcting the Ship's orientation - via the shortest way and not like presently upto a 150 Degree maneuver in some cases
Reasons :
* first of all, people with limited trust in the Docking Computer will like to see what's moving inside the Station (i.e. other Players) in order to be able to react if needed, and how things are going in general
* the timely orientation of the Ship technically allows for the additional time in case an unneeded (wrong direction) correction direction is chosen (= not shortest but longest way to turn the ship, presently this can easily result in extremely close calls, as the Ship is already about to enter the gate despite being still 90 deg. off = high collision potential with the gate guardrails)
* in case a further distant Initial Approach point is unfeasible - drastically reduces the chance of the Ship already moving towards the gate despite still being deep in the orientation correction

In any case :
- add collision avoidance detection for the Station itself during Initial Approach and either
--- temporarily stop the Ship (in case of a deviation of the Ship's required orientation still exists) or
--- return to a point on the intended Flight Path without further decreasing distance to Station in case of exceeding the required flight path beyond a certain error theshold, be it due to Ship-Ship collision avoidance or excessive Player intervention for whatever reasons.
- add ability to resume Navigation to Pad after Player intervention inside Station.

Optional but highly desired :
- increase NPC and Docking Computer speed passing the gate (in and out) from 30m/sec to 50m/sec
- remove the excessive slowdown after entering Station to 15-17m/sec entirely if possible
- add ability for Docking Computer engagement (and functionality/pathfinding) from any Aspect Angle = from anywhere inside 7500m from the station, incl. from it's back side

Addendum : Docking Computer pathfinding still ignoring Holoboards in front of Stations

Also an old issue, seeing the Docking Computer happily crashing into these Holoboards (does not recognize them as collision objects to avoid) :
ELITE-V110-MarvinStillThere2.jpg


ELITE-V110-MarvinStillThere3.jpg


Overall failure rate of the current Docking Computer : ~ 3-4%.
And that puts it right into a rather nasty corner. Works fine 25-30 times and Player starts trusting it - then tries to destroy the ship during the next approach :/
 
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endless hyperspace is back again, bugged interdiction, engines getting too hot all the time, i think its time quit today hopefully new patch tomorrow .
 
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Endless Hyper Space here too; havent got any further to find..... 5minutes and Ive arrived Thank fully I zeroed the throttle :D
 
Cant use my joystick in the new update and wont let me map any buttons/axis, works fine on the SP training missions.

Anyone else using Cyborg FLY 5 or V1 getting this?
 
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weapons dont work

The update has broken the pulse lasers and railgun on my eagle. I can fire them but there are no visuals and they dont do damage. (This is definetly a bug, they generate heat, drain power, play sound, gain me fines and even turn people hostile when I shoot, dont do anything to damage the enemy though).
 
The update has broken the pulse lasers and railgun on my eagle. I can fire them but there are no visuals and they dont do damage. (This is definetly a bug, they generate heat, drain power, play sound, gain me fines and even turn people hostile when I shoot, don't do anything to damage the enemy though).

Sure your PD is not set to half a pip on weapons, I made a similar mistake early on.
 
absolutely, this persists with ALL power going into weapons
edit: after playing with the loadout and switching ships, I have found this applies to all my ships, but multicannons still work
edit 2: interestingly, this issue persists across both my desktop and laptop, am I being dumb or is this some kind of serverside bug?
 
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I dont know what is going on, but it looks like there is one of my mission bugged. I accepted a mission from bulletin, something about free slavery. I had to get 2 slaves and bring them on the station. I got that mission yesterday. (I have 5 days to complete) I decided to finish the mission today after patch. I flew to other corner of space to get some slaves. I bought two slaves, flew back to initial galaxy and landed on the station. But I cant complete the mission via Bulletin. There is no give cargo option, or anything like that. I can see some another missions there, but no link to finishing that slave thing. Is it really bugged? Or am I doing something wrong?
 
Not seen anyone else report this since the patch, but I am now randomly losing my HUD every few minutes. I can get it back with CTL-ALT-G, but it is irritating...
 
I've had 2 crashes to desktop already in a few minutes.
First one trying to access universal cartographics to sell my data, 3 crash reports popped up. Second one while selling a page of data, generating another crash report.
Is it safe to sell exploration data at all?
Make that 3, third one within 5 seconds of accessing universal cartographics. Funnily the error reporting failed as well, reporting an error.
 
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