Author Topic: v1.11.0 Bugs Thread  (Read 55076 times)

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Offline Cobaia

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Re: v1.11.0 Bugs Thread
« Reply #195 on: July 06, 2020, 12:54:06 PM »
Hello,

The function number: N/A
The complete error text: N/A
The window affected: Ground Forces
What you were doing at the time: Adding ground support
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce

Has reported in http://aurora2.pentarch.org/index.php?topic=11231.msg130831#msg130831  when adding Ground Support the fighters don't stay organized in a fleet they appear as single units.

Is this WAI? Am I doing something wrong?
 

Offline RaidersOfTheVerge

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Re: v1.11.0 Bugs Thread
« Reply #196 on: July 06, 2020, 10:21:51 PM »
Does the sub pulse act as an interrupt for detection? I keep getting swarm  ships
(yes 2-7 of the especially the fast and possibly cloaked facs) appearing out of nowhere
if I run things at more than 30 or even 5 seconds. 

How do I picket a JP if they go from undetected to range 0 in a single time increment?

See attached db file (version 1.  11.  0)

Jan 21 2045 6:13:30 V1581 Cygni
Sensors ON
AS 320-R10 31m km
Sub Pulse 5 Seconds

Running 5 second Increments
6:15:05
2 Swarm Fac appear due to ESM detection (GPS 3640 and 10920)
Range about 48m km, in the direction of the inner system.
(at letting it run longer more facs will appear and all seem to be detected at 31m km, even if sensors are off).
This seems to be somewhat random and the AI makes different decisions when they detect or are detected.

Still 5 second sub-pulse
Run 3 hour increment
9:13:30
7 Swarm Fac appear at range 0 right on top of the jump point (with a tail indicating they
came from the direction of the inner system, - pointing almost straight up)

Change to Auto sub-pulse
Run 3 hour increment
9:13:30
7 Swarm Fac appear at range 0 right on top of the jump point (with a tail indicating they
came from the direction of the inner system, - pointing almost straight up)
(same as above)
 

Offline skoormit

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Re: v1.11.0 Bugs Thread
« Reply #197 on: July 07, 2020, 09:22:49 AM »
Does the sub pulse act as an interrupt for detection?

Yes, this is a well-known (and oft-lamented) limitation of the Aurora game engine.

Simply put, your sensors only check for contacts at the end of every subpulse.
The game engine does not check the complete path of each potential contact to see if it intersects with your sensor coverage at any point along that path. It only checks the point where the potential contact ends up at the end of the subpulse.
If you are choosing a long time increment, then you will have long subpulses, and it will be possible for contacts to magically appear deep within your sensor range (or even cross your sensor range entirely without you noticing).
« Last Edit: July 07, 2020, 09:25:22 AM by skoormit »
 

Offline RaidersOfTheVerge

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Re: v1.11.0 Bugs Thread
« Reply #198 on: July 07, 2020, 11:51:13 AM »
Quote from: skoormit link=topic=11565. msg138483#msg138483 date=1594131769
Quote from: RaidersOfTheVerge link=topic=11565. msg138449#msg138449 date=1594092111
Does the sub pulse act as an interrupt for detection?

Yes, this is a well-known (and oft-lamented) limitation of the Aurora game engine.

Simply put, your sensors only check for contacts at the end of every subpulse. 


According to what you said, it should check every sub-pulse.  But even when I manually set the sup-pulse to 5 seconds it does not see to honor this.
 

Offline skoormit

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Re: v1.11.0 Bugs Thread
« Reply #199 on: July 07, 2020, 11:53:57 AM »
Quote from: skoormit link=topic=11565. msg138483#msg138483 date=1594131769
Quote from: RaidersOfTheVerge link=topic=11565. msg138449#msg138449 date=1594092111
Does the sub pulse act as an interrupt for detection?

Yes, this is a well-known (and oft-lamented) limitation of the Aurora game engine.

Simply put, your sensors only check for contacts at the end of every subpulse. 


According to what you said, it should check every sub-pulse.  But even when I manually set the sup-pulse to 5 seconds it does not see to honor this.

If you select a sub pulse length that is less than some fraction of the increment length (I think it is 1/20th?), then the game ignores your selection and picks one automatically.
 

Offline RaidersOfTheVerge

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Re: v1.11.0 Bugs Thread
« Reply #200 on: July 07, 2020, 12:28:14 PM »
OK good to know! :o
 

Offline Zap0

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Re: v1.11.0 Bugs Thread
« Reply #201 on: July 07, 2020, 10:32:32 PM »
When you delete a colony which is the homeworld/academy for a commander, after saving and reloading clicking on that commander in the F3 commander window will give null pointer Errors in function 384. This makes it impossible to manually reassign the affected commanders.
I'm also seeing some in function 391 in my save for some civilian administrators which are not from the deleted colony, which causes the reassignment list not to show.

To reproduce, open a freshly downloaded copy of aurora with the imperium of man default db, delete Terra, save, exit, restart, open the commander window and click on a bunch of commanders.
 
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Offline Gyrfalcon

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Re: v1.11.0 Bugs Thread
« Reply #202 on: July 08, 2020, 01:22:46 AM »
Hello,

The function number: N/A
The complete error text: N/A
The window affected: Ground Forces
What you were doing at the time: Adding ground support
Conventional or TN start: Conventional
Random or Real Stars: Random
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce

Has reported in http://aurora2.pentarch.org/index.php?topic=11231.msg130831#msg130831  when adding Ground Support the fighters don't stay organized in a fleet they appear as single units.

Is this WAI? Am I doing something wrong?

I think this is WAI at this moment - squadrons currently aren't in the game, so each fighter is treated as an individual ship in the ground combat screen. The same as you could assign a fleet of warships to provide orbital fire support, but then split up their support across multiple FFD. I imagine that when squadrons are back in, they could then be controlled at that level.
 
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Offline xenoscepter

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Re: v1.11.0 Bugs Thread
« Reply #203 on: July 08, 2020, 02:28:01 PM »
I reported a bug related to Fighters being unable to land on planets way back in 1.9.5... has this ever been resolved?

http://aurora2.pentarch.org/index.php?topic=11231.msg131041#msg131041
^OP Here
http://aurora2.pentarch.org/index.php?topic=11298.msg132131#msg132131
^Confirmation of bug being investigated Here.
 

Offline SpaceMarine

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Re: v1.11.0 Bugs Thread
« Reply #204 on: July 08, 2020, 02:31:31 PM »
I reported a bug related to Fighters being unable to land on planets way back in 1.9.5... has this ever been resolved?

http://aurora2.pentarch.org/index.php?topic=11231.msg131041#msg131041
^OP Here
http://aurora2.pentarch.org/index.php?topic=11298.msg132131#msg132131
^Confirmation of bug being investigated Here.

I remember putting a post in the bug discussion area we have towards steve about it, but I dont believe he saw it or resolved it but I could be wrong its been a while since I did anything bug moderator wise
 

Offline Kaiser

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Re: v1.11.0 Bugs Thread
« Reply #205 on: July 09, 2020, 08:09:44 AM »
The function number: 840
The complete error text: Specified key wasn't in the dictionary
The window affected: Main Map
What you were doing at the time: 5 days increment
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off?: N/A

I had deleted 2 ground units just before the error appeared, plus a ship could not load a bigger ground unit then the troop transport.
 

Offline Ultimoos

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Re: v1.11.0 Bugs Thread
« Reply #206 on: July 10, 2020, 04:26:52 AM »
The function number N/A
The complete error text N/A
The window affected Race Creation window
What you were doing at the time Starting new game
Conventional or TN start both
Random or Real Stars both
Is your decimal separator a comma? Yes
Is the bug is easy to reproduce, intermittent or a one-off? Occurs every game
If this is a long campaign - Start of the game

In race creation window you have 4 modifiers, all by default set to 1,00.  But once you start a game, all of them are treated as 100.
As a result your population growth starts at 250%, Earth can accommodate 1200000m population.  Factories and research labs are 100x more effective.
It can be fixed by setting those modifiers to 0,01.
This behavior starts with patch 1. 9. 0
 

Offline Zap0

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Re: v1.11.0 Bugs Thread
« Reply #207 on: July 10, 2020, 11:46:46 AM »
Not directly a bug, but probably unintended behavior and something of an exploit:
If you conquer another population on a body you have a colony at you can just have your civilians "ship" the population from one colony to the other, bypassing the need to wait for pop status raises.

Maybe prevent non-imperial populations from being set as a source of colonists?
 

Offline Droll

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Re: v1.11.0 Bugs Thread
« Reply #208 on: July 10, 2020, 12:03:06 PM »
Not directly a bug, but probably unintended behavior and something of an exploit:
If you conquer another population on a body you have a colony at you can just have your civilians "ship" the population from one colony to the other, bypassing the need to wait for pop status raises.

Maybe prevent non-imperial populations from being set as a source of colonists?

This also somewhat applies the other way - if you conquer a precursor outpost say and send colonists to that colony, although the colonists originate from an imperial world and are imperial citizens they will inherit the occupation status of the precursor outpost colony on arrival. Given that such colonies dont actually have any civilian population to conquer it is a bit bizarre.

The fix is to make unpopulated colonies not have an occupation status / default to imperial population since it isn't a relevant mechanic for them.
 

Offline skoormit

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Re: v1.11.0 Bugs Thread
« Reply #209 on: July 10, 2020, 12:19:42 PM »
The function number N/A
The complete error text N/A
The window affected Race Creation window
What you were doing at the time Starting new game
Conventional or TN start both
Random or Real Stars both
Is your decimal separator a comma? Yes
Is the bug is easy to reproduce, intermittent or a one-off? Occurs every game
If this is a long campaign - Start of the game

In race creation window you have 4 modifiers, all by default set to 1,00.  But once you start a game, all of them are treated as 100.
As a result your population growth starts at 250%, Earth can accommodate 1200000m population.  Factories and research labs are 100x more effective.
It can be fixed by setting those modifiers to 0,01.
This behavior starts with patch 1. 9. 0

Please read the first post of this thread:


Quote
Please check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
http://aurora2.pentarch.org/index.php?topic=10637.0
 
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