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fleets go out of sync
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Runemaster
1st Lieutenant
1st Lieutenant


Joined: 06 Jul 2004
Posts: 39

 Post Posted: Fri Nov 16, 2007 2:46 pm    Post subject: fleets go out of sync
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I have had this problem a cuouple of times.

All fleets start from the same coord. The target coord is the same. I have entered the target coords first and then started the fleets. So I can exchange ships between fleets.

After a while 1 fleet goes out of sync. It is in a different location then the others by 0.01 coord in x and z coords.

Result is that I can no longer switch ships between this fleet and the other 2
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T2
Admiral
Admiral


Joined: 26 Mar 2005
Posts: 1398
Location: Ontario

 Post Posted: Fri Nov 16, 2007 3:02 pm    Post subject:
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This bug has been identified earlier. It happens more often if 1 of your fleets is cloaked or has a pirate flagship on board.
Admin put in a modification where upon fleets could be re-synced if they do not get too far apart. It appears as a little circular arrow at the top of your fleet screen where coords are entered for each fleet. The fleet(s) that is out of sync will show the arrow.
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Senor
Admiral
Admiral


Joined: 12 Nov 2003
Posts: 1114
Location: estonia

 Post Posted: Fri Nov 16, 2007 5:25 pm    Post subject:
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it's especially annoying when you are having a race to someones base(after waiting for them to attack you and taking a course to their base in the last seconds) and you have 0.01 lead in the beginning. in 25 minutes shade was 0.02 coords ahead.

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Renee Davis
1st Rear Admiral
1st Rear Admiral


Joined: 22 Jul 2005
Posts: 298
Location: Lautem, Timor Leste - Lautem District

 Post Posted: Fri Nov 16, 2007 6:53 pm    Post subject:
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Often, getting that fleet synch button to appear can be quite a trick actually. I always have to get 2 coords to match and the 3rd within + or - .01 then, have to reload the navigation frame repeatedly until it that button appears (sometimes it takes a log off and back on). Without a dsp or eye reading using multiple open windows (a 2nd 1/2 size window for probes you overlay the left st frame with and refresh with f5, keeping the mouse cursor on the modify button in the nav panel) this is impossible to do and almost impossible with a slow connection I would imagine

note: to open an ST frame in a new window, RIGHT CLICK on the button in the center top panel and then "open link in new window"
To reload an st frame without the entire reloading the entire game window, right click on the frame and "refresh".
Also "f5" reloads the window in current focus.

Try practicing all this on your base dsp by slipping 2 fleets out of synch and getting them back into synch in as few steps and shortest time as possible during those long waits on ship builds

Online tactics can be so involved, we should do a strategy thread on it asap???
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Renee Davis
1st Rear Admiral
1st Rear Admiral


Joined: 22 Jul 2005
Posts: 298
Location: Lautem, Timor Leste - Lautem District

 Post Posted: Fri Nov 16, 2007 8:53 pm    Post subject: IN FIVE "EASY" STEPS :D

Refresh the nav panel after you click on that button. btw-an alternate way to do that is to change "fleet control types" back and forth.

DEMO:
np on giving my coords out as I am at 80% evo and if you dont have them is because you dont play st anyway and as for my stacks they wont exsist in their current form 12h or so from now


1)
fleet 1 started hyperjump to 486/505/65
fleet 3 started hyperjump to 487/505/66

Fleets are out of synch on all axises

probe 2: deep scan probe destroy probe


scanradius: 5 sectors

target reached: 485/504/65 (distance: 100 ly)

base from Renée A Davis of The Pacific Rim
622 127 2 4
486/504/65
(Renée A Davis of The Pacific Rim)

fleet 1 from Renée A Davis of The Pacific Rim
238 1 1 1
486/504.03/65


fleet 2 from Renée A Davis of The Pacific Rim
0 1 0 0
486/504/65
(Renée A Davis of The Pacific Rim)

fleet 3 from Renée A Davis of The Pacific Rim
14 0 0 1
486.02/504.02/65.02


2)

fleet 3 altered course to 485/505/64
Fleet 3 is doing "x/z alignment":

probe 2: deep scan probe destroy probe


scanradius: 5 sectors

target reached: 485/504/65 (distance: 100 ly)

base from Renée A Davis of The Pacific Rim
622 127 2 4
486/504/65
(Renée A Davis of The Pacific Rim)

fleet 1 from Renée A Davis of The Pacific Rim
238 1 1 1
486/504.13/65


fleet 2 from Renée A Davis of The Pacific Rim
0 1 0 0
486/504/65
(Renée A Davis of The Pacific Rim)

fleet 3 from Renée A Davis of The Pacific Rim
14 0 0 1
486.05/504.08/65.05


3)

fleet 1 altered course to 486/503/65
fleet 3 altered course to 486/505/65
Fleets are now on "y axis collision course":

fleet 1 from Renée A Davis of The Pacific Rim
238 1 1 1
486/504.24/65


fleet 2 from Renée A Davis of The Pacific Rim
0 1 0 0
486/504/65
(Renée A Davis of The Pacific Rim)

fleet 3 from Renée A Davis of The Pacific Rim
14 0 0 1
486/504.17/65

4)
fleet 3 altered course to 486/503/65
Fleet 3 is now .01 off on the y axis, both fleets heading toward base:

fleet 1 from Renée A Davis of The Pacific Rim
238 1 1 1
486/504.21/65

fleet 2 from Renée A Davis of The Pacific Rim
0 1 0 0
486/504/65
(Renée A Davis of The Pacific Rim)

fleet 3 from Renée A Davis of The Pacific Rim
14 0 0 1
486/504.20/65

refreshing nav frame and button appears, clicked on and....finally...

5)
ships moved:
2 emp-fighters moved from fleet 1 to fleet 3

Edit: trial and error got me the results that a fleet, at warp 5, moves .01 sector in approximately 6 - 7 seconds, almost the minimum you can refresh the dsp reading without getting the "dont click so fast" error msg. A fleet tender at warp 8 gets about 5 seconds for that and is a little fast to update for a .01 at a time watch.
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