Author Topic: Official v7.10 Bugs Reporting Thread  (Read 210443 times)

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Offline piercematthew0216

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Re: Official v7.10 Bugs Reporting Thread
« Reply #630 on: February 18, 2017, 09:38:43 AM »
ok, thanks! (think I'll just reinstall and start out fresh).
 

Offline Detros

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Re: Official v7.10 Bugs Reporting Thread
« Reply #631 on: February 20, 2017, 02:10:25 PM »
Ships keep bugging about "default order not possible, per secondary default orders current task set to" even while they are in shipyard.
One of my survey ships keeps complaining there are no more locations to survey in this system even while it is being refitted.

---

When survey ship is newly build/refitted and she doesn't find any viable location to explore per default orders and her second default orders send her back to entry point it says its order is now "Move To Not Found Jump Point". Good luck finding that.

Even when some time passes and blindness is off she is then stuck at "Destination jump point not found" unless reordered to do something else.
« Last Edit: February 20, 2017, 05:32:32 PM by Detros »
 

Offline 83athom

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Re: Official v7.10 Bugs Reporting Thread
« Reply #632 on: February 20, 2017, 02:17:27 PM »
Ships keep bugging about "default order not possible, per secondary default orders current task set to" even while they are in shipyard.
One of my survey ships keeps complaining there are no more locations to survey in this system even while it is being refitted.
You're supposed to clear default orders when doing those things.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline ChubbyPitbull

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Re: Official v7.10 Bugs Reporting Thread
« Reply #633 on: February 22, 2017, 09:55:39 AM »
Just ran into this one, didn't find it in search.

I moved a battle fleet into a system with a Level 4 nebula, restricting max speed to 625 km/s armor level. It appears that fighters or other landed craft inside a carrier count towards calculating the max speed of the overall fleet. All the main ships in the fleet had at least 8 armor, but max speed was restricted to 625 km/s. The fleet had one carrier (Armor: 13) with a flight of FACs (Armor: 4) and 2 squadrons of fighters (Armor: 1). When I detached the carrier, the main fleet was now able to travel at 5000 km/s, while the carrier was restricted to 625 km/s.

My assumed behavior would be that while the ships are landed they are protected by the carriers armor, and would not count against the max speed of the fleet, but that once the parasite ships are launched, they would face the nebula speed penalties.
 

Offline Sgt. Grant

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Re: Official v7.10 Bugs Reporting Thread
« Reply #634 on: February 24, 2017, 03:08:44 AM »
I am having the 'Error 9' error message appear, which will not go away unless I hold down enter for a while, then if goes for the next time skip or 'turn', and repeats the message.   I know that the error means a ship is attempting to reach an object too far away, however my own vessels are not causing this, and spacemaster will not let me find the Alien ships that are doing this.   The game has been going for about 22 years, and I have ships one jump away from Sol.   My survey fleet can reach their targets, gravitational anomalies, but do not have enough to fill the auto-order.   The hauler fleet(s) do not have orders, and the combat fleets just jump in and jump out when the Gate Building fleet jumps in, which can also reach their targets.   

Update: I have removed all conditional orders for my TG's, and the same problem still occurs.  It is most likely the NPR, off in some distant part of the universe, being an arsehole.

I have looked for solutions to this problem, and have not yet found any.   Any help would be appreciated.
 

Offline Detros

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Re: Official v7.10 Bugs Reporting Thread
« Reply #635 on: February 25, 2017, 06:04:02 PM »
Unhandled exception in System Map leads to crash. Wine on 32b Ubuntu.
EDIT: Similar to issue reported by Noble713 but for all systems. No salvagers build, one gate builder in construction, just like 10 known wrecks.
EDIT2: After I docked all those scout TGs on their carrier, joined (my only) escort TG with its main TG, send all destroyers training around Earth back to it and left both my cargo and colonisation TG at colonies, I can now access System map without any errors. I wonder which of those moves did it... time to start those things one by one again and see when (and if) Aurora breaks on me again.

---

60ish years since conventional start I returned with my navy to one of systems where NPR destroyed one of my scouts few years ago. When the vision cones of my forward scouts got to like middle of the system, I suddenly got a Program Error caused by "Unhandled exception". After that I can only "See details" or "Close". Selecting Close closes whole Wine.

This exception leading to crash has never appeared before. Now it appears each time I try to open F3 System map. Other screens seem to work properly.
I have tried restart, selecting TG in other systems, moving time forward, moving the scout fleets out of the said system and reloading of older save but the error appears in all those cases too whenever I try to open System map.

"Show details" option shows:
Code: [Select]
Unhandled exception: page fault on write access to 0x72bef000 in 32-bit code (0x7eb0151d).
Register dump:
 CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:003b
 EIP:7eb0151d ESP:0033c270 EBP:0033c2b8 EFLAGS:00010202(  R- --  I   - - - )
 EAX:00230874 EBX:7eba8000 ECX:72bef000 EDX:0015854f
 ESI:e9181300 EDI:4534085b
Stack dump:
0x0033c270:  00000000 72bef000 d2302600 8a6810b7
0x0033c280:  5625c820 00002afa 5625c820 00002afa
0x0033c290:  00128adf 0015854f 125dc970 3b45735c
0x0033c2a0:  009457fd 00230874 5149b210 8000076f
0x0033c2b0:  0fa7cb24 002515bf 0033c338 7eb05897
0x0033c2c0:  6e1c3020 00000000 04a2b7e0 ffed76b4
Backtrace:
=>0 0x7eb0151d in gdi32 (+0x2151d) (0x0033c2b8)
  1 0x7eb05897 in gdi32 (+0x25896) (0x0033c338)
  2 0x7eb05c13 in gdi32 (+0x25c12) (0x0033c368)
  3 0x7eb70256 Ellipse+0x65() in gdi32 (0x0033c3a0)
  4 0x6aa46e79 in msvbvm60 (+0x76e78) (0x0033c414)
  5 0x6aa0e222 in msvbvm60 (+0x3e221) (0x0033c5a4)
  6 0x6a9f368c in msvbvm60 (+0x2368b) (0x0033c6c8)
  7 0x6aa297c8 in msvbvm60 (+0x597c7) (0x0033db70)
  8 0x00ba948f in aurora (+0x7a948e) (0x0033dda0)
  9 0x00ba222c in aurora (+0x7a222b) (0x0033df68)
  10 0x00ba6650 in aurora (+0x7a664f) (0x0033e160)
  11 0x00b394e9 in aurora (+0x7394e8) (0x0033e3dc)
  12 0x6a9faea0 in msvbvm60 (+0x2ae9f) (0x0033e3e8)
  13 0x004de9f7 in aurora (+0xde9f6) (0x0033e3f8)
  14 0x6a9fae7d in msvbvm60 (+0x2ae7c) (0x0033e444)
  15 0x6a9f31a4 in msvbvm60 (+0x231a3) (0x0033e518)
  16 0x6a9f3033 in msvbvm60 (+0x23032) (0x0033e53c)
  17 0x6aa86637 in msvbvm60 (+0xb6636) (0x0033e590)
  18 0x6a9ef8f7 in msvbvm60 (+0x1f8f6) (0x0033e5cc)
  19 0x6a9fce0d in msvbvm60 (+0x2ce0c) (0x0033e600)
  20 0x6aa2e6e4 in msvbvm60 (+0x5e6e3) (0x0033e7c8)
  21 0x00b4c693 in aurora (+0x74c692) (0x0033eb18)
  22 0x6a9faea0 in msvbvm60 (+0x2ae9f) (0x0033eb24)
  23 0x004dee14 in aurora (+0xdee13) (0x0033eb34)
  24 0x6a9fae7d in msvbvm60 (+0x2ae7c) (0x0033eb80)
  25 0x6a9f31a4 in msvbvm60 (+0x231a3) (0x0033ec54)
  26 0x6a9f3033 in msvbvm60 (+0x23032) (0x0033ec78)
  27 0x6a9ede3e in msvbvm60 (+0x1de3d) (0x0033ecd4)
  28 0x6a9edc5d in msvbvm60 (+0x1dc5c) (0x0033ecf4)
  29 0x6a9edc22 in msvbvm60 (+0x1dc21) (0x0033ed48)
  30 0x6a9edb97 in msvbvm60 (+0x1db96) (0x0033ede8)
  31 0x6a9faea0 in msvbvm60 (+0x2ae9f) (0x0033edf4)
  32 0x004f84bd in aurora (+0xf84bc) (0x0033ee04)
  33 0x6a9fae7d in msvbvm60 (+0x2ae7c) (0x0033ee50)
  34 0x6a9f31a4 in msvbvm60 (+0x231a3) (0x0033ef24)
  35 0x6a9f3033 in msvbvm60 (+0x23032) (0x0033ef48)
  36 0x6aa92e49 in msvbvm60 (+0xc2e48) (0x0033ef78)
  37 0x6a9f178d in msvbvm60 (+0x2178c) (0x0033efa0)
  38 0x6a9f08ab in msvbvm60 (+0x208aa) (0x0033effc)
  39 0x6aa4a91b in msvbvm60 (+0x7a91a) (0x0033f020)
  40 0x6aa064a0 in msvbvm60 (+0x3649f) (0x0033f08c)
  41 0x6aa8ddd0 in msvbvm60 (+0xbddcf) (0x0033f104)
  42 0x6a9f178d in msvbvm60 (+0x2178c) (0x0033f12c)
  43 0x6a9f08ab in msvbvm60 (+0x208aa) (0x0033f188)
  44 0x7ecbf0fa WINPROC_wrapper+0x19() in user32 (0x0033f1b8)
  45 0x7ecbf7cc in user32 (+0x9f7cb) (0x0033f208)
  46 0x7ecbfeda in user32 (+0x9fed9) (0x0033f6d8)
  47 0x7ecc20f7 in user32 (+0xa20f6) (0x0033f728)
  48 0x7ec7df2d in user32 (+0x5df2c) (0x0033f788)
  49 0x7ec8589c in user32 (+0x6589b) (0x0033f7f8)
  50 0x7ec85dc9 SendMessageW+0x58() in user32 (0x0033f848)
  51 0x7ec2963b in user32 (+0x963a) (0x0033f918)
  52 0x7ecbf14e WINPROC_wrapper+0x6d() in user32 (0x0033f948)
  53 0x7ecbf0fa WINPROC_wrapper+0x19() in user32 (0x0033f978)
  54 0x7ecbf7cc in user32 (+0x9f7cb) (0x0033f9c8)
  55 0x7ecc2294 CallWindowProcA+0x63() in user32 (0x0033fa10)
  56 0x6aa05cc2 in msvbvm60 (+0x35cc1) (0x0033fa7c)
  57 0x6aa9311f in msvbvm60 (+0xc311e) (0x0033faa4)
  58 0x6a9f178d in msvbvm60 (+0x2178c) (0x0033facc)
  59 0x6a9f08ab in msvbvm60 (+0x208aa) (0x0033fb28)
  60 0x7ecbf0fa WINPROC_wrapper+0x19() in user32 (0x0033fb58)
  61 0x7ecbf7cc in user32 (+0x9f7cb) (0x0033fba8)
  62 0x7ecc201b in user32 (+0xa201a) (0x0033fbf8)
  63 0x7ec80037 DispatchMessageA+0xb6() in user32 (0x0033fd08)
  64 0x6a9e4d53 in msvbvm60 (+0x14d52) (0x0033fd58)
  65 0x6a9e4c8c in msvbvm60 (+0x14c8b) (0x0033fd9c)
  66 0x6a9e4b6a in msvbvm60 (+0x14b69) (0x6a9ea870)
  67 0x6a9e11d9 in msvbvm60 (+0x111d8) (0x6aaa5011)
  68 0x0c2474ff (0x0424448b)
0x7eb0151d: movl %eax,0x0(%ecx)
Modules:
Module Address Debug info Name (104 modules)
PE   400000- 19c0000 Export          aurora
PE f9a0000- f9ab000 Deferred        vbajet32
PE f9c0000- fa22000 Deferred        expsrv
PE 1b000000-1b170000 Deferred        msjet40
PE 1b5d0000-1b665000 Deferred        mswstr10
PE 1b740000-1b7c8000 Deferred        dao360
PE 1b810000-1b84a000 Deferred        msjtes40
PE 202b0000-20345000 Deferred        comctl32
PE 20da0000-20ddd000 Deferred        msflxgrd
PE 21060000-21072000 Deferred        sysinfo
PE 212f0000-21323000 Deferred        tabctl32
PE 6a9d0000-6ab24000 Export          msvbvm60
ELF 7b400000-7b7e8000 Deferred        kernel32<elf>
  \-PE 7b410000-7b7e8000 \               kernel32
ELF 7bc00000-7bcf8000 Deferred        ntdll<elf>
  \-PE 7bc10000-7bcf8000 \               ntdll
ELF 7c000000-7c004000 Deferred        <wine-loader>
ELF 7d195000-7d257000 Deferred        windowscodecs<elf>
  \-PE 7d1b0000-7d257000 \               windowscodecs
ELF 7d60d000-7d63d000 Deferred        p11-kit-trust.so
ELF 7d73d000-7d746000 Deferred        librt.so.1
ELF 7d746000-7d791000 Deferred        libdbus-1.so.3
ELF 7d791000-7d7cd000 Deferred        libp11-kit.so.0
ELF 7d851000-7d858000 Deferred        libffi.so.6
ELF 7d858000-7d85d000 Deferred        libgpg-error.so.0
ELF 7d85d000-7d875000 Deferred        libresolv.so.2
ELF 7d875000-7d879000 Deferred        libkeyutils.so.1
ELF 7d879000-7d88d000 Deferred        libtasn1.so.6
ELF 7d88d000-7d914000 Deferred        libgcrypt.so.11
ELF 7d914000-7d920000 Deferred        libkrb5support.so.0
ELF 7d920000-7d950000 Deferred        libk5crypto.so.3
ELF 7d950000-7da0e000 Deferred        libkrb5.so.3
ELF 7da0e000-7da20000 Deferred        libavahi-client.so.3
ELF 7da20000-7da2e000 Deferred        libavahi-common.so.3
ELF 7da2e000-7daf4000 Deferred        libgnutls.so.26
ELF 7daf4000-7db3a000 Deferred        libgssapi_krb5.so.2
ELF 7db3a000-7dba7000 Deferred        libcups.so.2
ELF 7dbb5000-7dbc8000 Deferred        gnome-keyring-pkcs11.so
ELF 7dbc8000-7dc01000 Deferred        uxtheme<elf>
  \-PE 7dbd0000-7dc01000 \               uxtheme
ELF 7dc01000-7dc44000 Deferred        winspool<elf>
  \-PE 7dc10000-7dc44000 \               winspool
ELF 7dc44000-7dcbf000 Deferred        shlwapi<elf>
  \-PE 7dc50000-7dcbf000 \               shlwapi
ELF 7dcbf000-7df0f000 Deferred        shell32<elf>
  \-PE 7dcd0000-7df0f000 \               shell32
ELF 7df0f000-7e000000 Deferred        comdlg32<elf>
  \-PE 7df20000-7e000000 \               comdlg32
ELF 7e000000-7e10c000 Deferred        comctl32<elf>
  \-PE 7e010000-7e10c000 \               comctl32
ELF 7e12e000-7e175000 Deferred        usp10<elf>
  \-PE 7e130000-7e175000 \               usp10
ELF 7e175000-7e232000 Deferred        msvcrt<elf>
  \-PE 7e190000-7e232000 \               msvcrt
ELF 7e278000-7e27e000 Deferred        libxfixes.so.3
ELF 7e27e000-7e289000 Deferred        libxcursor.so.1
ELF 7e289000-7e299000 Deferred        libxi.so.6
ELF 7e299000-7e29d000 Deferred        libxcomposite.so.1
ELF 7e29d000-7e2a8000 Deferred        libxrandr.so.2
ELF 7e2a8000-7e2b3000 Deferred        libxrender.so.1
ELF 7e2b3000-7e2b9000 Deferred        libxxf86vm.so.1
ELF 7e2b9000-7e2bd000 Deferred        libxinerama.so.1
ELF 7e2bd000-7e2c4000 Deferred        libxdmcp.so.6
ELF 7e2c4000-7e2c8000 Deferred        libxau.so.6
ELF 7e2c8000-7e2ea000 Deferred        libxcb.so.1
ELF 7e2ea000-7e41e000 Deferred        libx11.so.6
ELF 7e41e000-7e431000 Deferred        libxext.so.6
ELF 7e431000-7e436000 Deferred        libcom_err.so.2
ELF 7e452000-7e4e4000 Deferred        winex11<elf>
  \-PE 7e460000-7e4e4000 \               winex11
ELF 7e4e4000-7e50a000 Deferred        imm32<elf>
  \-PE 7e4f0000-7e50a000 \               imm32
ELF 7e591000-7e5ba000 Deferred        libexpat.so.1
ELF 7e5ba000-7e5f5000 Deferred        libfontconfig.so.1
ELF 7e5f5000-7e61d000 Deferred        libpng12.so.0
ELF 7e61d000-7e637000 Deferred        libz.so.1
ELF 7e637000-7e6d7000 Deferred        libfreetype.so.6
ELF 7e6d7000-7e6f9000 Deferred        libtinfo.so.5
ELF 7e6f9000-7e71e000 Deferred        libncurses.so.5
ELF 7e73f000-7e883000 Deferred        oleaut32<elf>
  \-PE 7e760000-7e883000 \               oleaut32
ELF 7e883000-7e909000 Deferred        rpcrt4<elf>
  \-PE 7e890000-7e909000 \               rpcrt4
ELF 7e909000-7ea52000 Deferred        ole32<elf>
  \-PE 7e920000-7ea52000 \               ole32
ELF 7ea52000-7eace000 Deferred        advapi32<elf>
  \-PE 7ea60000-7eace000 \               advapi32
ELF 7eace000-7ec04000 Dwarf           gdi32<elf>
  \-PE 7eae0000-7ec04000 \               gdi32
ELF 7ec04000-7ed67000 Dwarf           user32<elf>
  \-PE 7ec20000-7ed67000 \               user32
ELF 7ef67000-7ef74000 Deferred        libnss_files.so.2
ELF 7ef74000-7ef80000 Deferred        libnss_nis.so.2
ELF 7ef80000-7ef99000 Deferred        libnsl.so.1
ELF 7ef99000-7efdf000 Deferred        libm.so.6
ELF 7efe6000-7f000000 Deferred        version<elf>
  \-PE 7eff0000-7f000000 \               version
ELF b73da000-b73df000 Deferred        libdl.so.2
ELF b73df000-b758d000 Deferred        libc.so.6
ELF b758e000-b75aa000 Deferred        libpthread.so.0
ELF b75c2000-b75cb000 Deferred        libnss_compat.so.2
ELF b75cb000-b7782000 Dwarf           libwine.so.1
ELF b7784000-b77a6000 Deferred        ld-linux.so.2
ELF b77a6000-b77a7000 Deferred        [vdso].so
Threads:
process  tid      prio (all id:s are in hex)
00000008 (D) C:\Program Files\Aurora\Aurora.exe
0000004a    1
00000049    1
00000048    1
00000009    0 <==
0000000e services.exe
0000003c    0
0000003b    0
0000001e    0
00000014    0
00000010    0
0000000f    0
00000012 winedevice.exe
00000024    0
00000019    0
00000018    0
00000013    0
0000001c plugplay.exe
00000021    0
00000020    0
0000001d    0
0000002f explorer.exe
00000034    0
00000033    0
00000032    0
00000031    0
00000030    0
00000039 rpcss.exe
00000045    0
00000044    0
00000043    0
00000042    0
00000041    0
0000003f    0
0000003e    0
0000003d    0
0000003a    0
System information:
    Wine build: wine-1.9.23
    Platform: i386
    Version: Windows XP
    Host system: Linux
    Host version: 3.13.0-86-generic

My only guess is this was somehow triggered by my scouts getting first contacts on the hostile flee though last time I have seen them in that system is like 5 game years ago. I will try to play a bit more without System map and see if any hostile fleets can be actually found in that system. Beside that, creating new game or even doing a clean reinstall of Aurora first seem like only other valid option to get System map back. Eh, I can try few more things....
« Last Edit: February 25, 2017, 06:37:07 PM by Detros »
 

Offline Detros

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Re: Official v7.10 Bugs Reporting Thread
« Reply #636 on: February 26, 2017, 05:30:50 PM »
  • Event log->event Diplomacy failure: grammar
    "The contact team believe this race is too alien": "believe" -> "believes"
  • Intelligence and Foreign Relations: typo in the tooltip of "Remove race" button
    "not this does not delete" -> "note this does not delete"
 

Offline ChubbyPitbull

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Re: Official v7.10 Bugs Reporting Thread
« Reply #637 on: February 27, 2017, 08:11:05 AM »
Found a small issue with using squadron transit. It appears that when attempting to squadron transit a task group, it only looks for a single ship with a jump drive.

I have a fleet of ~55 military ships with sizes of 10k tons, 20k tons, 30k tons, 40k tons, and 70k tons. Each ship is equipped with a jump drive large enough to jump itself. Each ship's jump engine also has the ability to jump 3 ships total, but that's largely irrelevant to me as this game's design philosophy is that every ship be jump-capable.

I'm engaging an NPR and we're having back-and-forth battles on a jump point. I know from scouts that the enemy has a smaller fleet than mine guarding the other side of the jump point, so I attempt to jump through the point using squadron transit, in order to minimize jump blindness on the other side (vs. standard transit). What I'm expecting to have happen is that each ship engages it's own correctly-sized jump drive and the entire fleet jumps through, and after the lower squadron-transit-jump-transit delay elapses I can begin engaging the enemy. However, when I attempt to do so, I get the error:

Quote
"EDF Victory cannot carry out its squadron transit order as there are 55 ships in the task group and the highest jump rating is 3."

So it seems that even though every ship in the fleet is capable of jumping itself, the Squadron Transit logic is to try to jump the entire task group with one ship. If I try a Standard Transit, I have the longer jump-blindness delay and get pasted. I was able to bypass the bug by splitting the 55 ship fleet into 3 ship groups and squadron transit each individually, but that shouldn't be necessary.

Not sure if it's relevant to the issue, but the jump point had a jump gate on both sides of the jump point.

 

Offline ZimRathbone

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Re: Official v7.10 Bugs Reporting Thread
« Reply #638 on: February 27, 2017, 05:04:46 PM »
Found a small issue with using squadron transit. It appears that when attempting to squadron transit a task group, it only looks for a single ship with a jump drive.

I have a fleet of ~55 military ships with sizes of 10k tons, 20k tons, 30k tons, 40k tons, and 70k tons. Each ship is equipped with a jump drive large enough to jump itself. Each ship's jump engine also has the ability to jump 3 ships total, but that's largely irrelevant to me as this game's design philosophy is that every ship be jump-capable.

I'm engaging an NPR and we're having back-and-forth battles on a jump point. I know from scouts that the enemy has a smaller fleet than mine guarding the other side of the jump point, so I attempt to jump through the point using squadron transit, in order to minimize jump blindness on the other side (vs. standard transit). What I'm expecting to have happen is that each ship engages it's own correctly-sized jump drive and the entire fleet jumps through, and after the lower squadron-transit-jump-transit delay elapses I can begin engaging the enemy. However, when I attempt to do so, I get the error:

So it seems that even though every ship in the fleet is capable of jumping itself, the Squadron Transit logic is to try to jump the entire task group with one ship. If I try a Standard Transit, I have the longer jump-blindness delay and get pasted. I was able to bypass the bug by splitting the 55 ship fleet into 3 ship groups and squadron transit each individually, but that shouldn't be necessary.


No, thats working as expected.

The problem is when you carry out a squadron jump (ie where you're expecting to go into battle), on the other side each group of ships jumping arrives at a random direction and distance away from the jump point itself (max distance is determined when you design the jump engine, along with the max number of ships that can jump in one go). 

The effect of this is to scatter the arriving fleet over the volume around the jump point in groups of the max squadron size.

If you have higher max ships then the size of these groups can be bigger, allowing better co-ordination.  What you were expecting to happen woulld require at least one ship to have a jump engine with max squadron size of 55.

Your "bypass" is actually the way it should work.  Of course this is a bit fiddley when your dealing with fleets the size of yours.  A workaround for you (as you have jump engines on everything) might be to issue orders like

Go to XX jump point
Divide fleet into single ships
Squadron Transit XX Jump Point

which will get you through the transit, but will spread your fleet all over the place without even the limited mutual support of 3-ship squadrons. It may also have an effect on PD until you can gather everything together in one task group again.
Slàinte,

Mike
 
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Offline TheWetFish

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Re: Official v7.10 Bugs Reporting Thread
« Reply #639 on: February 28, 2017, 10:46:13 PM »
Population capacity provided by orbital habitats is not taken into account for determining if a colony is full for the civilian shipping line's logic 
Civilian shipping lines will transport colonists up to the population capacity provided by infrastructure OK.   They will cease transporting colonists, even it further population capacity provided by orbital habitats is available

Also population capacity provided by Orbital Habitats is not taken into account for finding valid destinations for a task group's automated Special Order -> Default Orders -> "Unload colonists < 25m" 
This occurs when there is some infrastructure for under 25m colonists and some population but under 25m (i. e.  when the colony is otherwise a valid target, aside from available living space)

I am unsure if these bugs are linked or separate.   Both bugs are fairly easily reproducible, consistent and occurring in version 7. 1. 0 
The issue appears consistent for orbital habitats that are produced via shipyard, via construction industry or towed into place

Orbital habitats are working as expected for providing population capacity for the purposes of overcrowding calculations.   Population can be manually transferred to colonies with orbital habitats OK and this is a current workaround.   These issues appear restricted to the automated logic determining whether a colony is full for civilian shipping lines and the "Unload colonists < 25m" order
 

Offline drayath

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Re: Official v7.10 Bugs Reporting Thread
« Reply #640 on: March 03, 2017, 06:38:20 PM »
If you capture a ship (precursor) via boarding the time since last maintained can be extremely high (e.g. 30 years with 2 year maintenance life). Gameplay wise capturing ships is already hard, and having them fall apart before you get back to base, and/or then requiring many years of maintenance seems a poor return.
Would suggest that if non-player races have ship maintenance disabled then on capture the 'time since last maintained' should be capped to the ship maintenance life on the presumption that if they ship was working enough to shoot you, maintenance level should at at least ok
« Last Edit: March 07, 2017, 10:32:48 AM by drayath »
 
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Offline Detros

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Re: Official v7.10 Bugs Reporting Thread
« Reply #641 on: March 06, 2017, 01:14:03 PM »
  • Task groups->Time and distance->All orders: doesn't work with templates
    If you use a stored "order template" you then need to manually either delete a command or add one more for this distance/time counter to recalculate itself.
  • Galactic map->Open sector window->Assign systems to sectors->Sector colour: text area
    You can write text into colour preview area.
  • All ships of commercial design are referred to as "freighters" in some errors (so even jump gate builders, asteroid miners, jump point attack bases...).
    • Class design->Design errors: "Freighters require at least one Engineering spaces" (which actually means Damage control is under one as just "1x Engineering spaces - small" still throws this error)
    • Event log->No freighter overhaul: "SHIPNAME cannot be overhauled as it is classed as a freighter and freighters do not require overhaul"
« Last Edit: March 06, 2017, 10:18:12 PM by Detros »
 

Offline 00lewnor

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Re: Official v7.10 Bugs Reporting Thread
« Reply #642 on: March 08, 2017, 05:39:30 AM »
Error in cmdRepeat_Click

Error 3421 was generated by DAO.  Field
Data type conversion error


This occurred when I told my colony ship fleet:

"Load colonists Earth
Unload colonists Mars
Refuel from Colony Earth"

Then cycled the move 999 times. 

I've seen some posts suggesting that it has to do with the locations being to close together but I've cycled this kind of order to transport people to Luna with no problems, I believe that I only cycled 500 times then though. 


EDIT: Worked fine when cycling it 499 times instead.
« Last Edit: March 08, 2017, 08:55:15 AM by 00lewnor »
 

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Re: Official v7.10 Bugs Reporting Thread
« Reply #643 on: March 09, 2017, 02:13:31 AM »
Sorry if these 2 have been reported before.

I am trying to rescue 2 races that I conquered, transporting them to another system and there I put them down on a world almost the same as the one they come from.

1. There is 9 colonies of the same race spread out over the planet... .99 in each... This one I think have been said before...

2. They are now imperial population... NOT conquered. I presume that I indoctrinated them in my colony ships :-)
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Offline Detros

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Re: Official v7.10 Bugs Reporting Thread
« Reply #644 on: March 09, 2017, 03:44:18 AM »
One of my TGs is overhauling in a deep space.
I guess it was caused by it starting to overhaul when the battlefleet it was protecting was at Earth but then that battlefleet went on training, this escort followed at 0 km, kept on overhauling and I then told it to no more be an escort TG, removing said battlefleet from "protected fleet"  and ordering that battlefleet to go back to Earth.

So currently this previously-escort TG is stucked just after Mars orbit, overhauling but maintenance clock is going up. Because of overhauling it can't take any commands. Because it is not at shipyard I can't tell it to stop overhauling. I tried dropping "Add to SB" waypoint at it but this doesn't offer "End overhauling" option.

I managed to get it back to shipyard and finish the overhauling by sending a fast tanker to it, setting it as a new "protected fleet" and ordering it to go back to Earth. While overhauling, escort TG closely followed (bit lagging behind because of difference in speed).



After being able to fleet train while escorting this is another occasion of bit weird escort behaviour.