Hey FDEV can you Fix a 4 year old Bug please?

Hello FDEV,
I have seen posts dating back to 2019 where Federal Corvette huge hardpoints Stop Firing between combat engagements. This has happened to me also at least 6 times now. in the last 4 weeks of 2023 and first 2 weeks of 2024. My corvette has Multicannons in both class 4 hardpoints and 2 Multicannons in the class 1 hardpoints. I have both sets tied into my secondary fire button. The class 1 hardpoints always fire. The class 4's do not. For me it takes a reboot of the game from desktop to get them to fire again. Can you please sort this out PLEASE.. It ruins the whole immersion and fun in the game knowing you need to completely reload the game. I get it - Elite Odyssey is bugridden but WOW! over 4 years and no fix, or no interest in fixing (dont know which) is not very impressive.
 
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Happened to me today. It only happens with turrets for me. It's like they stop recognizing threats. I can still switch to "target only" but "fire at will" simply goes lifeless, I guess the will is gone.
 
Is this accounting for the spin-up time of the class 4's? It'll take a couple of seconds a after you start holding the trigger for the huge multi cannons to spin-up and actually start firing.
 
I've been revisiting my 'Vette after a year of learning to fly properly in medium combat ships and I have not experienced any problems with the class 4 hardpoints, neither with plasma accelerators nor gimballed beam lasers in them. You sure you have enough pips and energy in the weapons cap of your power distro when firing?
 
Happened to me today. It only happens with turrets for me. It's like they stop recognizing threats. I can still switch to "target only" but "fire at will" simply goes lifeless, I guess the will is gone.
If it is only affecting Fire at Whatever-takes-your-fancy-other-than-the-target then it is a safety feature. But if it is affecting class 4 weapons for the OP then it cannot be turret related as unfortunately they don’t do class 4 turrets.

Not encountered this problem as I have my turrets in Target Only.
 
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Let me clarify and clear up any misconceptions and thank you for all the replies so far CMDR's. Like aRJay, this never used to occur, but has started happening more and more. In fact it reminds me of the docking computer issue that they had way back last fall when the docking computer would happily run your ship into the inside wall of the Coroilis, at quite a speed and then continue to do so, like someone banging their head off a wall in fustration. That problem, thankfully, has gone (It makes parking your Cutter a little quicker than doing it yourself). To answer Happymoonmonke, does holding \your finger on the Trigger and just the Multicannon trigger for 15 count as long enough? . To answer Shurinai There is always sufficient WEA pips in my corvette. If I fire too long I slowly start loosing the more energy intensive Beams before I ever loose my class 4 MC's. This bug also happens right at the start of a fight so the ship is primed to unleash. When I finish off the bad guy with beams and class 1 MC's, I even sit around the battle aftermath, WEA pips still there, testing all the weapons. Every weapon fires except the Class 4 MC's. I disengage the MC's from the secondary and re-ssign to the primary buttons - Nope, not a controller issue. I take them off the firing assignments completely, re-assign them back, make them the ONLY Weapons I can fire - Still nothing. I've played Elite since 1984 on the BBC Microcomputer, Atari ST, now on line with my PC. Love the Game and I am not a rookie pilot anymore. I know my ships. I'm triple elite. I know how to fly my ships too, although I am sure there are many "Better" players out there than I.
Previous posts elsewhere on the internet describe Rail guns charging up to full power but simply not firing once charged. I don't use those so I cant say, but sure sounds similar and so I'm wondering, like the docking computer, if its not little changes to the game the FDEV people are doing that fix something but screw other things up. Either way, its been going on for 4 years, if the other posts in the past are to be believed., so FDEV can you fix this, PLEASE, once and for all.
FYI - I found them by searching for "Elite Fedreal Corvette class 4 weapons won't fire". :cool:
 
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If I fire too long I slowly start loosing the more energy intensive Beams before I ever loose my class 4 MC's. This bug also happens right at the start of a fight so the ship is primed to unleash. When I finish off the bad guy with beams and class 1 MC's, I even sit around the battle aftermath, WEA pips still there, testing all the weapons. Every weapon fires except the Class 4 MC's.
Just so to be thorough--what engineering, if any, you have on the class 4 MC-s? Better yet, link your build in EDSY or Coriolis. I have a 'Vette and a pair of gimballed class 4 overcharged, auto-loader MC-s plus a bunch of beam lasers of various sizes. I can try to reproduce that bug tomorrow evening; the closer I can copy your setup the better. For reference, here's my current 'Vette build that works perfectly in every way :)
 
If bug existed 4 years ago, and now it doesn't have to mean, that bug existed for whole 4 years. Just saying. Bugs can be fixed and return after some time :p
 
I know different sorts of bugs with multi-cannons that last for years know but that one is new to me. The old bugs are:

  • turrets on fire at will do not fire on engaging security/police vessels
  • 8 km long range engineered guns stop fire at 3,9 km
  • the large A4 guns clip through the ships hull
 
I know different sorts of bugs with multi-cannons that last for years know but that one is new to me. The old bugs are:

  • turrets on fire at will do not fire on engaging security/police vessels
  • 8 km long range engineered guns stop fire at 3,9 km
  • the large A4 guns clip through the ships hull
I had a bugged Anaconda, with right C2 hardpoint not firing random times.

Curiosly, since Ody came out I had the issue on all C1 and C2 hardpoints. Go figure that with rails I was hearing the "spin" sound but the weapon didn't fire at all.

Then some one suggested it was my corroded pirate shipkit to block the C1/C2 to fire (type of weapon and/or fixed/gimbal/turreted didn't make a difference) and once I've removed all paint jobs and ship kits it solved the problem for the C1 hardpoints. C2s were still bugged.

At some point they said the issue was fixed (in general) but I had the issue happening randomly on the right C2 hardpoint (U16).

I've bought another Anaconda, sold the old one, now everything works. 🤷‍♂️
 
Interesting...

Some manufacturers may drop a lemon ship once in a while 😂
Can you imagine. Ships actually take time and resources to build, you only get a new ship every so often (especially if it's a big'un). Generally people have to buy second hand or salvaged ships and they may come with permanent, unknown disadvantages to their function.
 
Can you imagine. Ships actually take time and resources to build, you only get a new ship every so often (especially if it's a big'un). Generally people have to buy second hand or salvaged ships and they may come with permanent, unknown disadvantages to their function.
Or even steal one from a graveyard!
 
I think issues like this might persist in a ship due to past bugs, it's not the first time I hear that replacing the ship fixes an issue with the guns.
 
Here is my EDSY Build.

There are a good few Engineering upgrades, but I think I got them all correct. Never really used EDSY before. Nothing beats learning how to use it when asked to by other CMDR's :cool:
The "Glitch" comes and goes. I've flown my Corvette for days and she Happily shreds everything with her Multicannons. Then she has a bad day, where it looks like the 4A Multicannons have simply jammed.
 
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The sad thing is that for all we know how fdev bugfixing works, they might even have fixed it at some point, only to break it once again in the next update.
Yup! like the Advanced Docking Computer. It's been very refreshing to talk to other CMDR's. Thank you all for your great feedback.
 
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