Is it JUST ME?

Need some advice from those with way more experience in ED than I've got.

Since 1.1 went live I've been experiencing an issue with weapons not firing. No issue at all prior to 1.1 - pull trigger weapons fired. Not anymore.

Got a viper loaded with 1 E1 Gimbel Beam and 2 G1 Gimbel Multi-Cannons. Point defence loaded in a utility spot with the other empty.

The multi-cannons quite often will not fire.

Setup is 1 fire group with the Beam on primary and the MC's on secondary. Tried it with Two fire groups also with beam on 1 and MC's on the other. Same problem with both setups - MC's quite often won't fire.

Power isn't the issue. Run at 68% load with HP's retracted and 73% with HP's deployed.

Heat isn't the issuer. I watch that and the heat load in combat rarely goes over 86% though somethimes I do see a Red Triangle with a red ! point in it in the upper right of the HUD. (what the heck is that thing anyway)

When in combat I normally run with 4 pips in weapons and 2 in ENG. I'll switch to 1 and 1 in ENG and SYS if a shield ring goes away and on occassion drop to 3 pips in WEPS 1 in ENG and 2 SYS if Shields drop to 1 ring. I normally subtarget enemy drive, powerplant or FSD (I'm thinking this might be part of the problem - if there's no shot - i.e. the location is on the otherside of the target the MC's won't fire - the beam does though - it always fires - which is why I really don't think this is the issue - but who knows?)

Heat isn't the issue either. I can fire both the beam and MC's when not in combat without issue but go into combat and the MC's most often will not fire.

Got a power distributor with way more excess than necessary based on the weapons and utility load out I've got.

I've tested the joystick (TM T.Flight.Hotas) using the setup and all buttons and triggers work fine.
I'm running on W7 Home Premium with an i7 at 2.6 GHz and 4 cores (8 with hyperthreading turned on).
Got a 100Mbs internet connection.

Graphics is set to default high with shadows dialed back to medium and ambient occlusion turned off. Frame rates are typically in the mid 40's to mid 50's depending on what's going on.

This is driving me nuts and has cost me many kills. Thought I'd find out if maybe I'm just forgetting something before entering a ticket with tech support.
 
Hmm, i believe your hull is blocking the line of fire. The thing is, that if you want the guns in the "lower" hardpoints to fire, the target needs to be in the lower half of your screen, BELOW your sights. Hope it helps.
 
Need some advice from those with way more experience in ED than I've got.

Since 1.1 went live I've been experiencing an issue with weapons not firing. No issue at all prior to 1.1 - pull trigger weapons fired. Not anymore.

Got a viper loaded with 1 E1 Gimbel Beam and 2 G1 Gimbel Multi-Cannons. Point defence loaded in a utility spot with the other empty.

The multi-cannons quite often will not fire.

Setup is 1 fire group with the Beam on primary and the MC's on secondary. Tried it with Two fire groups also with beam on 1 and MC's on the other. Same problem with both setups - MC's quite often won't fire.

Power isn't the issue. Run at 68% load with HP's retracted and 73% with HP's deployed.

Heat isn't the issuer. I watch that and the heat load in combat rarely goes over 86% though somethimes I do see a Red Triangle with a red ! point in it in the upper right of the HUD. (what the heck is that thing anyway)

When in combat I normally run with 4 pips in weapons and 2 in ENG. I'll switch to 1 and 1 in ENG and SYS if a shield ring goes away and on occassion drop to 3 pips in WEPS 1 in ENG and 2 SYS if Shields drop to 1 ring. I normally subtarget enemy drive, powerplant or FSD (I'm thinking this might be part of the problem - if there's no shot - i.e. the location is on the otherside of the target the MC's won't fire - the beam does though - it always fires - which is why I really don't think this is the issue - but who knows?)

Heat isn't the issue either. I can fire both the beam and MC's when not in combat without issue but go into combat and the MC's most often will not fire.

Got a power distributor with way more excess than necessary based on the weapons and utility load out I've got.

I've tested the joystick (TM T.Flight.Hotas) using the setup and all buttons and triggers work fine.
I'm running on W7 Home Premium with an i7 at 2.6 GHz and 4 cores (8 with hyperthreading turned on).
Got a 100Mbs internet connection.

Graphics is set to default high with shadows dialed back to medium and ambient occlusion turned off. Frame rates are typically in the mid 40's to mid 50's depending on what's going on.

This is driving me nuts and has cost me many kills. Thought I'd find out if maybe I'm just forgetting something before entering a ticket with tech support.

Yup. Same issue. Not line of fire, not a power issue, not a fire group issue. It's a bug that happens once in a while. It's actually a delay that happens. Keep holding the trigger down and you'll see what I mean. I'll do more testing to figure out what it is. Happened to me most with gimbled beams.
 
Need some advice from those with way more experience in ED than I've got.

Since 1.1 went live I've been experiencing an issue with weapons not firing. No issue at all prior to 1.1 - pull trigger weapons fired. Not anymore.

Got a viper loaded with 1 E1 Gimbel Beam and 2 G1 Gimbel Multi-Cannons. Point defence loaded in a utility spot with the other empty.

The multi-cannons quite often will not fire.

Setup is 1 fire group with the Beam on primary and the MC's on secondary. Tried it with Two fire groups also with beam on 1 and MC's on the other. Same problem with both setups - MC's quite often won't fire.

Power isn't the issue. Run at 68% load with HP's retracted and 73% with HP's deployed.

Heat isn't the issuer. I watch that and the heat load in combat rarely goes over 86% though somethimes I do see a Red Triangle with a red ! point in it in the upper right of the HUD. (what the heck is that thing anyway)

When in combat I normally run with 4 pips in weapons and 2 in ENG. I'll switch to 1 and 1 in ENG and SYS if a shield ring goes away and on occassion drop to 3 pips in WEPS 1 in ENG and 2 SYS if Shields drop to 1 ring. I normally subtarget enemy drive, powerplant or FSD (I'm thinking this might be part of the problem - if there's no shot - i.e. the location is on the otherside of the target the MC's won't fire - the beam does though - it always fires - which is why I really don't think this is the issue - but who knows?)

Heat isn't the issue either. I can fire both the beam and MC's when not in combat without issue but go into combat and the MC's most often will not fire.

Got a power distributor with way more excess than necessary based on the weapons and utility load out I've got.

I've tested the joystick (TM T.Flight.Hotas) using the setup and all buttons and triggers work fine.
I'm running on W7 Home Premium with an i7 at 2.6 GHz and 4 cores (8 with hyperthreading turned on).
Got a 100Mbs internet connection.

Graphics is set to default high with shadows dialed back to medium and ambient occlusion turned off. Frame rates are typically in the mid 40's to mid 50's depending on what's going on.

This is driving me nuts and has cost me many kills. Thought I'd find out if maybe I'm just forgetting something before entering a ticket with tech support.

As far as I know there are only 3 reasons why weapons wont fire 1) hull/system temp too high 2) weapon thermal overload 3) weapon disabled due to power priority.

1 is hard to miss.
2 will happen if your wep capacitor is depleted which means your weps cant cool themselves quick enough (not enough pips in wep usually), much less likely to happen on projectile weps.
3 cannot happen if your total deployed power use is < 100%.

Not sure what to suggest really.
 
Last edited:
Yes. It's none of those. They just simply won't fire before a long delay. It's almost like they don't think they are deployed yet even though they are fully deployed. This happens every time you pull the trigger. Yes, it's a bug, just needs more testing to figure out what might be causing it.
 
Hmm, i believe your hull is blocking the line of fire. The thing is, that if you want the guns in the "lower" hardpoints to fire, the target needs to be in the lower half of your screen, BELOW your sights. Hope it helps.

I'd previously have 100% agreed with you on this, however, I have experienced some oddities myself of late. On my Cobra the C2 Gimballed Multi-Cannon are on top, so ships directly in front of me and above are within LoS. My C1 Gimballed Beam Lasers are underneath the wing tips (so to speak) so are not so good at engaging the same target, unless it's right in front of me. Lately, I've had a shielded target slightly below my straight-ahead, yet my beams haven't fired. Similarly, I've had an unshielded target slightly above my straight-ahead yet the Multi-Cannons haven't fired. For the latter I assumed they were just reloading but, checking, they still had ammo and there was ample weapons energy. Usually after a couple of seconds things work again just fine.

The thing is, the weapons behave just like they would if the target had gone out of LoS, yet it hasn't. It's not happening all the time for me, but often enough for me to wonder what's going on. I've now switched to an Asp from the Cobra, this has 4x C1 Multi-Cannons under the cockpit, and two C2 Pulses either side - all Gimballed - so we'll see how this ship performs. Technically the cockpit sticks out in front of at least two of the MC's so I'd expect those two to loose LoS prior to the more widely spaced pair, IF a target is infront and slightly above my straight ahead. We shall see.

Scoob.
 
This is Hull blockage.

Happens a lot. Check where the tsrget is when you cant fire. Its cause the target is blocked by you hull ie the guns cant aim.
 

Deleted member 38366

D
-- Deleted --
 
Last edited by a moderator:
This is Hull blockage.

Happens a lot. Check where the target is when you cant fire. Its cause the target is blocked by you hull ie the guns cant aim.

It feels like it at first, but when you've been fighting in a given ship with a specific load-out for some time, then suddenly you get firing issues during what would previously have been perfect positioning...well, it's a little odd. Possibly there was a degree of hull clipping with the weapons previously and this has been sorted? However, the OP's issues seem far more pronounced than my own.

Quick sanity check: You've not got some sort of key/button binding conflict that's cycling your fire groups or something have you? I suspect not, but people have reported odd binding issues post-patch previously, though I was fine after v1.1 and subsequent hot fixes - X52 here FYI.

Scoob.
 
I got the bug once. Not fun when your weapons refuse to fire just when you are starting to engage that pirate lord. In my case it starts working just as I am lining up to escape and decides to try pressing my trigger one last time. Never had it before and ever since then. I had it before 1.1 though, prolly around 1.03 as I remember it was in my Viper, when a Viper was all I had.
 
Quick sanity check: You've not got some sort of key/button binding conflict that's cycling your fire groups or something have you? I suspect not, but people have reported odd binding issues post-patch previously, though I was fine after v1.1 and subsequent hot fixes - X52 here FYI.

Scoob.

Post patch I have had some binding issues. I had to revert back to a previous setup. All the issues were with key bindings that used multiple Joystick Buttons. for example button 6 + POV Hat. All the bindings that went with the POV hat (only 1 on my JS) worked sometimes and sometimes didn't.
 
Back in beta I had some issues with weapons not firing - ended up reloading the joystick control drivers, as I was also experiencing some issues with the upper and right limits only registering 50% of max - it was kind of like flying a sopwith camel, fast left roll, slow right, fast climb, slow dive. I've still had similar issues recently, but that's usually cured by shutting down ED and running a joystick test then restarting.

As far as ship firing arcs - aren't the viper medium mounts in the lower hull so only have a limited upper firing arc. Also multicannons take time to spool up to speed before they start kicking out the lead. There's been times where I take a snapshot and nothing happens, because the cannon are not rotating at speed yet. I doubt this is a problem for flight veterans, but it can be annoying when you forget - it's really obvious on the Cobra as the medium hardpoints can be seen from the cockpit, so you can see them spool up and start firing.
 
I don't use gimballed weapons much, but have experienced this bug/feature in the past. Has anyone tried using better sensors to see if they improve the performance of gimballed weapons?
 
Hmm, I wonder if it's a joystick/driver/profile glitch rather than a direct game issue then? Someone did tell me elsewhere that the X52 can sometimes suffer from power problems - it draws all it needs from the USB port after all. So, if your motherboard isn't quite up to scratch (or indeed, the joystick draws slightly more than spec) then you could run into issues potentially. I have additional RED USB ports on my motherboard that provide extra power, notably for charging devices, but possible this could be something to test the controller on?

Oh, I only bought the X52 for ED and don't use it in any other games.

Scoob.
 
I've had problems since 1.1 with the Comms panel stealing the UI focus. I have to keep hitting UI Back. Could that be the problem here?
 
Are you sure the Mulch-cannon aren't just reloading their clips? MC's will stop every 90 rounds to reload the clip, then continue to fire.
 
I've had problems since 1.1 with the Comms panel stealing the UI focus. I have to keep hitting UI Back. Could that be the problem here?

Maybe...
I've noticed that happening. I just press 2 and the comms panel goes away. It seems to appear at random.

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

Are you sure the Mulch-cannon aren't just reloading their clips? MC's will stop every 90 rounds to reload the clip, then continue to fire.

I'm sure. Know all about MC's having to reload. Easy to tell. You get a stream going and I start watching the ammo levels go down. When the stream stops I note the ammo level. Takes about 5 to 10 seconds to reload.

Were that the issue was that simple. Alas - it isn't.
 
Frankly for multi-cannons i always thought that they wouldn't fire in the first seconds because the guns had to start spinning and get to firing speed, If you take that into account it all looks perfectly normal to me. Unless it happens to your lasers as well of course...
 
The only time I've ever equipped them was on a viper and I had the same issue. Completely random too, sometimes they would work and sometimes not.
 
Back
Top Bottom