Fleet not responding to command
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Serayl
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Fleet not responding to command
The only other theory I have is that the waypoint bug is somehow related to how additional hostiles jump out once a waypoint is complete.
I ran a bunch of other contracts (scans and reinforcements) on TOR before I tried a patrol, and I got to waypoint 3/3 before I ran into the empty waypoint bug.
RC, did you run your patrols from the carriers too?
I ran a bunch of other contracts (scans and reinforcements) on TOR before I tried a patrol, and I got to waypoint 3/3 before I ran into the empty waypoint bug.
RC, did you run your patrols from the carriers too?
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Vice
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Fleet not responding to command
That is a sound theory Serayl and one I'm considering more and more. Maybe it is a pacing issue, where if you jump to the next waypoint too quickly, the ships aren't there. If you wait for them to all jump first, then they are there. If you are in the sector by yourself, then this likely wouldn't apply, but it might if you are flying with another player.
[Edited on 1-22-2016 by Vice]
[Edited on 1-22-2016 by Vice]
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Serayl
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Fleet not responding to command
I'll give that a try in a moment - I just ran a scan contract where the only ship that spawned was the Vonari-C I needed to actually make the mission succeed.
E: Something odd did happen this time. After I got the all-clear to jump, I stuck around and mopped up.
The odd part was the game was giving me the text notifications of hostile kill credit towards Waypoint 2 when I never left Waypoint 1.
[Edited on 1-22-2016 by Serayl]
E: Something odd did happen this time. After I got the all-clear to jump, I stuck around and mopped up.
The odd part was the game was giving me the text notifications of hostile kill credit towards Waypoint 2 when I never left Waypoint 1.
[Edited on 1-22-2016 by Serayl]
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Marvin
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Fleet not responding to command
I lost the thread for this topic. But, for the record, both the sector coordinate readouts and the cargo readouts work. What doesn't work are the in-sector coordinates ... they continually read as zero. Still, what I really use are the cargo readouts ... especially when collecting oxygen planetside. It makes it unnecessary to keep the Inventory console open.From post: 183022, Topic: tid=12248, author=Marvin wrote:Btw, RC ... the hudtext.dat file does work in Legends.
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Rubber Chicken
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Fleet not responding to command
I think that one of the 5/35s I tried had a situation like this. I jumped to the next waypoint before the friendly fighters finished cleaning up and found nothing there.
BTW. The hardest vs.NPC combat I've ever experienced in the Evochron series is in the combat drone section of the tutorial. Lol
No matter how I approached those targets, I could not effectively attack then while reasonably avoiding incoming attacks.
They almost reminded me of some of the medium-level PvP pilots I used to take on, but in a formation of 4v1 situation.
They definitely had deadshot accuracy as well.
If I didn't know better I'd say they were a beta version that was phased out for the full game as there is no AVL indicator on their HUD target icons.
They seem to have more authority over non-IDS maneuvering as well.
I say this because the only way I could get in gun range was to reduce my strafing to a level that made avoiding incoming fire not possible. At the same time the strafe velocities I was using are sufficient to avoid most in-game AI fire.
Either that or I'm losing it.
I just thought I'd mention it to potentially save a lot of noobs doing the tutorial a lot of frustration.
Anyway, back to figuring out the mission waypoints.
[Edited on 1-22-2016 by Rubber Chicken]
BTW. The hardest vs.NPC combat I've ever experienced in the Evochron series is in the combat drone section of the tutorial. Lol
No matter how I approached those targets, I could not effectively attack then while reasonably avoiding incoming attacks.
They almost reminded me of some of the medium-level PvP pilots I used to take on, but in a formation of 4v1 situation.
They definitely had deadshot accuracy as well.
If I didn't know better I'd say they were a beta version that was phased out for the full game as there is no AVL indicator on their HUD target icons.
They seem to have more authority over non-IDS maneuvering as well.
I say this because the only way I could get in gun range was to reduce my strafing to a level that made avoiding incoming fire not possible. At the same time the strafe velocities I was using are sufficient to avoid most in-game AI fire.
Either that or I'm losing it.
I just thought I'd mention it to potentially save a lot of noobs doing the tutorial a lot of frustration.
Anyway, back to figuring out the mission waypoints.
[Edited on 1-22-2016 by Rubber Chicken]
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Vice
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Fleet not responding to command
Could you determine how far away the other waypoint was. Did you have another player who was with you who jumped to the next waypoint before you did?The odd part was the game was giving me the text notifications of hostile kill credit towards Waypoint 2 when I never left Waypoint 1.
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Serayl
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Fleet not responding to command
Nope. I was alone, and the other waypoint was around 400K away.From post: 183101, Topic: tid=12248, author=Vice wrote:Could you determine how far away the other waypoint was. Did you have another player who was with you who jumped to the next waypoint before you did?The odd part was the game was giving me the text notifications of hostile kill credit towards Waypoint 2 when I never left Waypoint 1.
In an equally strange turn of events, I had a player on TOR come and drop a sensor tower. I offered that he hang out and sponge a contract as compensation. I took a 4-for-28.
After I killed one Vonari, I got no text notification. Once the scope was clear, I got no notification to jump to the next waypoint, and the contract was stuck at waypoint 1. Absolutely nothing was jumping in - not friendlies nor hostiles.
I canceled the contract, went back to the Zenith and grabbed a scan contract. Soon as I jumped in, ships were flying everywhere. The two capitals went through their warp-in animations twice, and by the time everything settled down, the Vonari-C was nowhere to be seen in the mission area, not even on the sensor station previously deployed.
Weird stuff happens once you get someone else in sector.
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MiaZ
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Fleet not responding to command
"2. Some stations seem misaligned when using the jump-docking technique."
I have had this one a few times.
Not sure what I was doing or jumping from but I think it was only when in online server.
It will put me about 20 or 30 above the station when right clicked to dock.
Something different but almost the same is where the jump point is for the carriers.
This happens very often and in single player, I will bump at the top edge so often that I now right click and set my own offset about 20 or 30 units back.
I feel they could possibly be put back just slightly closer to the entry into to the carrier rather than right inside where they are now.
[Edited on 1-22-2016 by MiaZ]
I have had this one a few times.
Not sure what I was doing or jumping from but I think it was only when in online server.
It will put me about 20 or 30 above the station when right clicked to dock.
Something different but almost the same is where the jump point is for the carriers.
This happens very often and in single player, I will bump at the top edge so often that I now right click and set my own offset about 20 or 30 units back.
I feel they could possibly be put back just slightly closer to the entry into to the carrier rather than right inside where they are now.
[Edited on 1-22-2016 by MiaZ]
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Marvin
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Fleet not responding to command
Whenever I end up at the top of a space station (instead of aligned with a docking bay), it's usually after departing a carrier. And vice versa.From post: 183135, Topic: tid=12248, author=MiaZ wrote:Something different but almost the same is where the jump point is for the carriers.
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DaveK
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Fleet not responding to command
Ditto - are the carrier bays aligned just a bit above stations? 
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Shadou
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Fleet not responding to command
I have located a bug with the Milspec frames. The frames Pulsar and Razor report that they have 4 secondary weapon hardpoints when you select them in the shipyard, but when you buy them you get the full 8. My military rank isn't high enough yet for me to test any of the higher frames, but I'd imagine this issue affects any of the military frames that have less than the full 8 hardpoints.
Also, is the Phantom (-8, 0, 7) supposed to be in the sun's gravity well? The 325 gravity it's sitting in rather complicates getting in and out of it.
[Edited on 1-22-2016 by Shadou]
Also, is the Phantom (-8, 0, 7) supposed to be in the sun's gravity well? The 325 gravity it's sitting in rather complicates getting in and out of it.
[Edited on 1-22-2016 by Shadou]
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Flashman014
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Fleet not responding to command
I've just experienced bug #6a. Even if I decided to buy a bunch of something from a space station, and then turn around and sell it right back to them (even at a huge loss), shouldn't I be able to do that?
If a customer came in to my store and bought something, then told me he'll sell it back to me for less than he bought it for, why wouldn't I do it? (This is not taking things like money laundering, etc into account.)
I made another thread about this, not knowing that it was here also, but I'm confirming that it's real.
If a customer came in to my store and bought something, then told me he'll sell it back to me for less than he bought it for, why wouldn't I do it? (This is not taking things like money laundering, etc into account.)
I made another thread about this, not knowing that it was here also, but I'm confirming that it's real.
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Vice
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Fleet not responding to command
Good catch, fixed for the next update.I have located a bug with the Milspec frames. The frames Pulsar and Razor report that they have 4 secondary weapon hardpoints when you select them in the shipyard, but when you buy them you get the full 8. My military rank isn't high enough yet for me to test any of the higher frames, but I'd imagine this issue affects any of the military frames that have less than the full 8 hardpoints.
Yes, several docking locations have been placed in/near environmental hazards and pose a greater docking challenge. Much like a crosswind landing for an aircraft, landing and taking off at that carrier can be tricky.Also, is the Phantom (-8, 0, 7) supposed to be in the sun's gravity well? The 325 gravity it's sitting in rather complicates getting in and out of it.
No, immediate selling of cargo you buy was blocked to prevent an minor exploit with rapid selling at the slightly lower market influenced price.I've just experienced bug #6a. Even if I decided to buy a bunch of something from a space station, and then turn around and sell it right back to them (even at a huge loss), shouldn't I be able to do that?
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Bodega
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Fleet not responding to command
Look around the hangar when you start, check out your frame config.
[Edited on 1-22-2016 by Bodega]
[Edited on 1-22-2016 by Bodega]
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Shadou
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Fleet not responding to command
Possible bug detected, unless this is intended behavior:
When someone is set to Faction chat, they can no longer hear All, and can only hear people also speaking in faction chat. But people set to All can hear their faction's chat as well as the All broadcasts from both sides. It's been the cause of a misunderstanding or two.
When someone is set to Faction chat, they can no longer hear All, and can only hear people also speaking in faction chat. But people set to All can hear their faction's chat as well as the All broadcasts from both sides. It's been the cause of a misunderstanding or two.
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Flashman014
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Fleet not responding to command
I've just experienced bug #6a. Even if I decided to buy a bunch of something from a space station, and then turn around and sell it right back to them (even at a huge loss), shouldn't I be able to do that?
The problem I had was, I bought 1 plat to prime my hold, went out and mined a bunch more, came back and couldn't sell from that hold at all. That was yesterday. Today, I jumped into the game and sold it off, no problem. It's a single player game, so I wouldn't think the economy changes while I'm not playing, which makes me feel like this is an inconsistency. Maybe I'm just misunderstanding how this is supposed to work...No, immediate selling of cargo you buy was blocked to prevent an minor exploit with rapid selling at the slightly lower market influenced price.
[Edited on 1-22-2016 by Flashman014]
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Vice
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Fleet not responding to command
That is intended functionality. The requests were for those to be filter settings for reception. So if you set it to 'faction', that's what you will here. If you set it to 'all', that's what you'll hear.Possible bug detected, unless this is intended behavior:
When someone is set to Faction chat, they can no longer hear All, and can only hear people also speaking in faction chat. But people set to All can hear their faction's chat as well as the All broadcasts from both sides. It's been the cause of a misunderstanding or two.
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Rubber Chicken
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Fleet not responding to command
Regarding the X52pro:
It seems that if I set both the IDS throttle and 'inertial forward/reverse' to the same axis, then I can only set the axis-specific deadzone to cover the IDS throttle. Inertial forward/reverse continues to operate with zero deadzone, which is rather hard to center on a throttle that has no physical center notch.
Is there a workaround? Even if it's in a file in the game folder, that'd be just fine.
It seems that if I set both the IDS throttle and 'inertial forward/reverse' to the same axis, then I can only set the axis-specific deadzone to cover the IDS throttle. Inertial forward/reverse continues to operate with zero deadzone, which is rather hard to center on a throttle that has no physical center notch.
Is there a workaround? Even if it's in a file in the game folder, that'd be just fine.
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Rubber Chicken
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Fleet not responding to command
BTW, After some singleplayer testing, the Warzone missions seem to work as intended. Perhaps it is an issue with my connection to the server.
(Sorry. Double post.)
(Sorry. Double post.)
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Vice
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Fleet not responding to command
They do share when bound to the same axis. You can manually edit the 3rd from the bottom line in the stickt.sw file (format listed below) and I think it will allow a separate deadzone to apply for throttle forward/reverse strafe vs IDS active throttle.It seems that if I set both the IDS throttle and 'inertial forward/reverse' to the same axis, then I can only set the axis-specific deadzone to cover the IDS throttle. Inertial forward/reverse continues to operate with zero deadzone, which is rather hard to center on a throttle that has no physical center notch.
Is there a workaround? Even if it's in a file in the game folder, that'd be just fine.
0,1
0,0
0,2
0,0
0,4
0,0
0,3
0,0
0,0
0,0
0,0
0,0
0
0,9
0,0
0,0
0,0
0,5
0,0
0
0
0
0
0
0
0
0
0
0
And the control function pattern for these values is:
Yaw
Yaw Reverse
Pitch
Pitch Reverse
Roll
Roll Reverse
Throttle
Throttle Reverse
Strafe
Strafe Reverse
Vertical Strafe
Vertical Strafe Reverse
Afterburner Active
Energy
Energy Reverse
Throttle Strafe
Throttle Strafe Reverse
IDS Scale
IDS Scale Reverse
Deadzone Yaw
Deadzone Pitch
Deadzone Roll
Deadzone Throttle
Deadzone Strafe
Deadzone Vertical Strafe
Deadzone Energy
Deadzone Throttle Strafe
Deadzone IDS Scale
Throttle Mode
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Rubber Chicken
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Fleet not responding to command
Thanks.
Copy/pasting your reply to a .txt file for future reference. Does value 100 still = Deadzone Level 1?
Now I just figure out how to make the various targeting states (Non-hostile, hostile, and object) able to exist on the same cluster of buttons without conflicting...
[Edited on 1-22-2016 by Rubber Chicken]
Now I just figure out how to make the various targeting states (Non-hostile, hostile, and object) able to exist on the same cluster of buttons without conflicting...
[Edited on 1-22-2016 by Rubber Chicken]
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Vice
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Fleet not responding to command
Yes, 100 = 1, but that will change in the next update where the actual full value will be displayed for the global deadzone level. Its precision is also being increase by 4X as is the precision of the individual axis deadzones as well, so you'll be able to adjust them in intervals of 25 rather than 100.
[Edited on 1-22-2016 by Vice]
[Edited on 1-22-2016 by Vice]
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Rubber Chicken
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Fleet not responding to command
Thanks again, and thanks for the heads-up on the future change.
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Rubber Chicken
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Fleet not responding to command
OK, so I'm not sure if it's just my particular X52 or if it's an in-game issue, but no amount of set deadzone (not even maximum) accurately puts the forward/reverse thrusters at zero input. I even changed the F/R thrusters to the thumb wheel (which has a physical center notch) on the back of the throttle and set to max deadzone to no avail. Even when the center notch was 'engaged' I still had to try to perfectly center it in order to avoid the thrusters continuing to fire. They were firing at such a low level that the inertial thruster sound effect didn't even play.
It seems to me that the deadzone setting for the F/R Inertial axis function is not working regardless of which axis it's bound to..
I'm going to try using the Saitek profile program's deadzone settings (even though I'd prefer not to) and see if that helps.
[Edited on 1-23-2016 by Rubber Chicken]
*update*
Adding a rather wide deadzone to the Saitek joystick profile program has no effect.
[Edited on 1-23-2016 by Rubber Chicken]
It seems to me that the deadzone setting for the F/R Inertial axis function is not working regardless of which axis it's bound to..
I'm going to try using the Saitek profile program's deadzone settings (even though I'd prefer not to) and see if that helps.
[Edited on 1-23-2016 by Rubber Chicken]
*update*
Adding a rather wide deadzone to the Saitek joystick profile program has no effect.
[Edited on 1-23-2016 by Rubber Chicken]
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Vice
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Fleet not responding to command
Yes, the lack of a deadzone is a known issue that has been fixed. Should be sorted when the new build rolls out.

