The following is for GM_Destra who asked in another thread about why weapons have been seizing up and stopping firing or why abilities on the hotkey bar stop functioning.
It's the UI. It's not code with the game registering weapons attached to ships, or firing cycles, or anything in the actual code. It's the UI. Not to sound like a jerk, but it's the part of the interface that passes input from the player to t he actual client telling it to signal the server with the actions taken by the player. The top layer if you will. Essentially if it's a pitched fight, and you hit multiple powers at once, there's a likelyhood it will cause the UI to try to send all of the commands simultaneously, and rather than staging them and forwarding them through, it bottlenecks and those commands don't go through at all. Worse, the UI loses perspective for those individual hotkeys and will not resend when those are depressed again. It's as simple as say, hitting the spacebar while simultaneously hitting 4 and 5 for Science and Engineering teams of whatever rank. Mind you that's just a example..the issue also functions in the same manner with any hotkeys and is likely compounded by the CTRL and ALT being used for other bars. The only partial fix I've found for skills is to pull those powers off those specific hotkeys and move them to another and hit them. Sometimes that will clear the bottleneck in the UI interface completely and things go back to normal. Insofar as beam weapons, the only thing that will occasionally..perhaps uncommonly solve them is if you have a torpedo weapon on a unblocked hotkey and depress it alone. I'm assuming it has something to do with the fact that the interface registers CTRL-Space as torpedoes and Space as beams. Doing the opposite for torpedoes will also work uncommonly as well.
Essentially there needs to be a component of the interface that buffers the commands, and forwards them out of the interface into the client proper on a staged basis. As it works right now it's very likely there isn't and "button mashing" causes the UI to seize up as I explained.
What has made this so hard to reproduce is the fact that it's tight..we're talking fractions of a second here. That's why it's been intermittent and not a systemic thing that every player has experienced.
Like I said, Scaleform would solve that pretty much completely.
The following is for GM_Destra who asked in another thread about why weapons have been seizing up and stopping firing or why abilities on the hotkey bar stop functioning.
It's the UI. It's not code with the game registering weapons attached to ships, or firing cycles, or anything in the actual code. It's the UI. Not to sound like a jerk, but it's the part of the interface that passes input from the player to t he actual client telling it to signal the server with the actions taken by the player. The top layer if you will. Essentially if it's a pitched fight, and you hit multiple powers at once, there's a likelyhood it will cause the UI to try to send all of the commands simultaneously, and rather than staging them and forwarding them through, it bottlenecks and those commands don't go through at all. Worse, the UI loses perspective for those individual hotkeys and will not resend when those are depressed again. It's as simple as say, hitting the spacebar while simultaneously hitting 4 and 5 for Science and Engineering teams of whatever rank. Mind you that's just a example..the issue also functions in the same manner with any hotkeys and is likely compounded by the CTRL and ALT being used for other bars. The only partial fix I've found for skills is to pull those powers off those specific hotkeys and move them to another and hit them. Sometimes that will clear the bottleneck in the UI interface completely and things go back to normal. Insofar as beam weapons, the only thing that will occasionally..perhaps uncommonly solve them is if you have a torpedo weapon on a unblocked hotkey and depress it alone. I'm assuming it has something to do with the fact that the interface registers CTRL-Space as torpedoes and Space as beams. Doing the opposite for torpedoes will also work uncommonly as well.
Essentially there needs to be a component of the interface that buffers the commands, and forwards them out of the interface into the client proper on a staged basis. As it works right now it's very likely there isn't and "button mashing" causes the UI to seize up as I explained.
What has made this so hard to reproduce is the fact that it's tight..we're talking fractions of a second here. That's why it's been intermittent and not a systemic thing that every player has experienced.
Like I said, Scaleform would solve that pretty much completely.
Hope that helps.
I'm glad you returned with this Culann. Hopefully Destra will reply to you in some form. I'd like to know if he does. This is exactly the kind of open discussion I was talking about. Even if it doesn't solve the problem, it shows respect to the community. I was sorry to see your last thread closed, but I suppose it was inevitable.
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I'm glad you returned with this Culann. Hopefully Destra will reply to you in some form. I'd like to know if he does. This is exactly the kind of open discussion I was talking about. Even if it doesn't solve the problem, it shows respect to the community. I was sorry to see your last thread closed, but I suppose it was inevitable.