Heat Bug
#1
Posted 05 September 2019 - 07:35 PM
Warning going off at 65%. Bugged cooling. Etc.
#2
Posted 05 September 2019 - 08:35 PM
#3
Posted 07 September 2019 - 06:50 AM
#4
Posted 08 September 2019 - 03:49 AM
We've seen it in QP, CompQ matches, Private lobbies... The works.
All servers, not repeatable... Never going to be fixed.
#5
Posted 08 September 2019 - 07:31 AM
#8
Posted 08 September 2019 - 02:54 PM
The interesting thing is that one time after I got hit the bug fixed itself (for that game).
I believe what happened is that one of my heatsinks was destroyed, forcing the game to calculate my new cooling value, which replaced the bugged cooling value with a fixed one.
So if there was a way to force that recalculation (short of losing a heatsink), like recalculating the cooling value every few seconds, or each time you open your map, that would be a temporary quick fix until the bug itself is found.
Thing is, that part of the heat bug is kind of rare, it's like a once a week event. And it might even involve losing a heatsink to force the calculation of a bugged cooling value to begin with, making it more likely to occur on a heatsink boat then anything else.
Until then one thing you could try it raising your temperature over 100% until you blow up one of your own heatsinks : Think of it as a and advanced feature instead of a bug
#9
Posted 08 September 2019 - 05:04 PM
Humble Dexter, on 08 September 2019 - 02:54 PM, said:
The interesting thing is that one time after I got hit the bug fixed itself (for that game).
I believe what happened is that one of my heatsinks was destroyed, forcing the game to calculate my new cooling value, which replaced the bugged cooling value with a fixed one.
So if there was a way to force that recalculation (short of losing a heatsink), like recalculating the cooling value every few seconds, or each time you open your map, that would be a temporary quick fix until the bug itself is found.
Thing is, that part of the heat bug is kind of rare, it's like a once a week event. And it might even involve losing a heatsink to force the calculation of a bugged cooling value to begin with, making it more likely to occur on a heatsink boat then anything else.
Until then one thing you could try it raising your temperature over 100% until you blow up one of your own heatsinks : Think of it as a and advanced feature instead of a bug
Had the heat bug lots, know tons of people that have had it. Been in CW matches where half of our team had it, and not once has it ever corrected itself until I died.
Is it possible what you described actually happened? Perhaps, but given you as the source the most likely explanation is user error.
#10
Posted 08 September 2019 - 05:17 PM
#11
Posted 08 September 2019 - 09:19 PM
Feral Clown, on 08 September 2019 - 05:04 PM, said:
Is it possible what you described actually happened?
I'm certain the cooling restarted, suddenly allowing me to start shooting freely again.
I have no idea what caused it to restart, and it's going to take another rare bug occurrence for me to be able to check out a solution.
#12
Posted 08 September 2019 - 09:37 PM
Humble Dexter, on 08 September 2019 - 09:19 PM, said:
I have no idea what caused it to restart, and it's going to take another rare bug occurrence for me to be able to check out a solution.
You can't figure out how to make lurms work now, how on earth would you possibly think you could figure out a bug on the server? User error.
#13
Posted 09 September 2019 - 09:43 PM
Just check for a way to cancel the effect of a bug, such as getting a heat sink blown off.
How do I do that ? Wait for the bug, overheat till I hear the audio warning that I lost a heatsink, and check if my cooling is back to normal.
I'll also try things like using a coolshot, letting my temperature drop down to 0, powering down... Because I know for a fact there's a way to do it, and I just need to do some tests to check which one it is.
It's like the bug that prevents you from saving/loading your mech configuration in a file : I don't know what the bug is, but I know how to cancel the effect of that bug, at which point it's not such a problem anymore.
#14
Posted 10 September 2019 - 12:44 AM
#15
Posted 10 September 2019 - 12:53 AM
Dee Eight, on 10 September 2019 - 12:44 AM, said:
It's call low signa and that as always do that as it should. So not understanding the matter actually. Cause you have to first counter that nearest ecm. Unless I don't understand your point.
So unless the bug persist when you hit the nearest ennemy with a ppc I see no bug (remember tag / uav / bap don't counter Stealth) e vent if you can lock a Stealth with a tag pointed on him it's not a real counter.
Edited by KhanBhacKeD, 10 September 2019 - 12:56 AM.
#16
Posted 10 September 2019 - 12:14 PM
#17
Posted 10 September 2019 - 04:46 PM
KhanBhacKeD, on 10 September 2019 - 12:53 AM, said:
So unless the bug persist when you hit the nearest ennemy with a ppc I see no bug (remember tag / uav / bap don't counter Stealth) e vent if you can lock a Stealth with a tag pointed on him it's not a real counter.
I'm NOT talking about countering the stealth mech... I'm taking about locking an entirely different mech that doesn't have stealth or ecm, but is being protected as if it had stealth armor also. Also its not helped by the way PGI wrongly implement stealth armor to begin with. THe "low signal" from active stealth armor, is supposed to affect the mech USING IT... not the enemy mechs. That's the trade off (along with the heat costs) of the stealth armor for balance in battle tech... the enemy cannot detect you on radar, but you also suffer a loss of sensors/lock ability as if you were being affected by an enemy ECM.
Edited by Dee Eight, 10 September 2019 - 04:48 PM.
#18
Posted 14 September 2019 - 11:08 AM
#19
Posted 15 September 2019 - 10:50 AM
#20
Posted 15 September 2019 - 01:34 PM
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