Author Topic: Official v7.10 Bugs Reporting Thread  (Read 213239 times)

0 Members and 1 Guest are viewing this topic.

Offline Vandermeer

  • Rear Admiral
  • **********
  • Posts: 961
  • Thanked: 128 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #360 on: April 03, 2016, 05:43:36 AM »
In current 7.1 I was able to build two 500t survey-fighter designs that apparently have infinite range, as they never use fuel for some reason.

These two here have been on their way for years, yet never used a liter of fuel, but definitely consumed supplies and morale (maybe their desperation drives them onwards):
Off-Topic: show

-----



The designs are nearly identical save the exchanged geo and grav sensors, and look like this:


More engine detail in case it is relevant:



The only two other ships I owned in this game used fuel normally, so it is not a general race issue. Not sure if other fighters with higher grade engines would work the same, or if it is restricted to just these super efficient ones. ...There have been profound fighter changes in this version, but I guess if it was a general issue, then somebody would have noticed by now.(on the other hand - survey fighters are rare)
If I should test it nonetheless in this game to confirm, I will if asked.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline drayath

  • Chief Petty Officer
  • ***
  • d
  • Posts: 32
  • Thanked: 1 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #361 on: April 03, 2016, 03:20:51 PM »
NPR civs ignore Precursor Sensor bases (and other NPR sensor bases?). If in the wrong location this can cause hourly interrupts at the precursors gain/loss sensor contact with NPR ships. Left for a ~2 years with 50 NPR ships at a time detected in system without them attack the sensor bases.

--

I ended up (db hack) removing the planetary sensors (1xlvl 3, 2xlvl 1) from the 3 precursor bases in the system and this stopped the interrupts and made the game playable again. I have a DB copy before i made the hack if you want a look.
« Last Edit: April 04, 2016, 04:57:45 AM by drayath »
 

Offline drayath

  • Chief Petty Officer
  • ***
  • d
  • Posts: 32
  • Thanked: 1 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #362 on: April 03, 2016, 05:11:59 PM »
Industry View->Populated System List
Left click a colony entry and you can edit its name.
As soon as you close/refresh the window all edited names are lost.

Expect either
A) Editing renames the colony (or body)
B) Items in list are not editable
 

Offline Shiwanabe

  • Chief Petty Officer
  • ***
  • Posts: 49
  • Thanked: 4 times
  • Hrm, text can't drone
Re: Official v7.10 Bugs Reporting Thread
« Reply #363 on: April 04, 2016, 12:33:15 AM »
NPR Beams ignore atmosphere, either always, or just in random cases.

I just had 3 meson PDCs cleaned out by a couple of Plasma Carronade ships that parked in orbit.

I did a bit of testing to see if I could replicate this myself, and the three tests I preformed showed that I was still unable to shoot through a 1. 0 atmosphere.  (shooting back, doing the same to their Home World and bombarding something on my own world from orbit)

Sadly I do not have applicable screen shots, although I could provide the db if needed.
 

Offline drayath

  • Chief Petty Officer
  • ***
  • d
  • Posts: 32
  • Thanked: 1 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #364 on: April 04, 2016, 08:30:18 AM »
10cm Advanced laser seems to be broken (tech found in alien base research centre)

------------------------
4cm C4 Infrared Laser  (10cm advanced)
Damage Output 0     Rate of Fire: 0 seconds     Range Modifier: 1
Max Range 0 km     Laser Size: 2 HS    Laser HTK: 0
Power Requirement: 0    Power Recharge per 5 Secs: 4
Cost: 1    Crew: 0
Materials Required: 0.2x Duranium  0.2x Boronide  0.6x Corundium

Development Cost for Project: 10RP
--------------------------
5cm C4 Infrared Laser  (12cm advanced)
Damage Output 1     Rate of Fire: 5 seconds     Range Modifier: 1
Max Range 10 000 km     Laser Size: 2 HS    Laser HTK: 1
Power Requirement: 1    Power Recharge per 5 Secs: 4
Cost: 4    Crew: 6
Materials Required: 0.8x Duranium  0.8x Boronide  2.4x Corundium

Development Cost for Project: 40RP


#WARNING: DB has been edited (values changed for bulding count in alien bases)#
« Last Edit: April 04, 2016, 08:40:32 AM by drayath »
 

Offline drayath

  • Chief Petty Officer
  • ***
  • d
  • Posts: 32
  • Thanked: 1 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #365 on: April 04, 2016, 09:40:05 AM »
Galactic Map -> Select system -> Screen
crashes game (Runtime error 521: Cant open clipboard)

If you take a screenshot without selecting a system there is no crash.

OS: Windows 10 (fully updated)
Ver: Aurora portable launcher
 

Offline Vandermeer

  • Rear Admiral
  • **********
  • Posts: 961
  • Thanked: 128 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #366 on: April 04, 2016, 09:46:07 AM »
10cm Advanced laser seems to be broken (tech found in alien base research centre)

------------------------
4cm C4 Infrared Laser  (10cm advanced)
Damage Output 0     Rate of Fire: 0 seconds     Range Modifier: 1
Max Range 0 km     Laser Size: 2 HS    Laser HTK: 0
Power Requirement: 0    Power Recharge per 5 Secs: 4
Cost: 1    Crew: 0
Materials Required: 0.2x Duranium  0.2x Boronide  0.6x Corundium

Development Cost for Project: 10RP
--------------------------
5cm C4 Infrared Laser  (12cm advanced)
Damage Output 1     Rate of Fire: 5 seconds     Range Modifier: 1
Max Range 10 000 km     Laser Size: 2 HS    Laser HTK: 1
Power Requirement: 1    Power Recharge per 5 Secs: 4
Cost: 4    Crew: 6
Materials Required: 0.8x Duranium  0.8x Boronide  2.4x Corundium

Development Cost for Project: 40RP


#WARNING: DB has been edited (values changed for bulding count in alien bases)#
Nope, these are correct for now, though a couple people, including me have thought that to be weird in the past. My suspicion was once that they maybe lend some to-hit boni in exchange for their bad damage, but it turned out the technology just needs some time to ripe. At later levels you will see some amazing fruits, but you will have to invest.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline drayath

  • Chief Petty Officer
  • ***
  • d
  • Posts: 32
  • Thanked: 1 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #367 on: April 04, 2016, 10:11:43 AM »
Nope, these are correct for now, though a couple people, including me have thought that to be weird in the past. My suspicion was once that they maybe lend some to-hit boni in exchange for their bad damage, but it turned out the technology just needs some time to ripe. At later levels you will see some amazing fruits, but you will have to invest.

I would suggest that at least the 10cm version is broken, in that at least the weapon should work even if it has bad stats (e.g. not 0 damage, 0 recharge rate).
If stats stay in the style of the 12vm version i can see it making a very good fighter laser (short range, but 2/3 size&crew&cost, and 1/3 of the required power&range)

There also seems to be a bug in the Power Requirement, despite 1/3 of the 'power requirement' the 'power per 5 seconds' is the same.

Adv 12cm: Power Requirement: 1    Power Recharge per 5 Secs: 4
Normal 10cm: Power Requirement: 3    Power Recharge per 5 Secs: 4
Edit: ignore that, due to having larger capacitor than required.
« Last Edit: April 04, 2016, 10:15:32 AM by drayath »
 

Offline drayath

  • Chief Petty Officer
  • ***
  • d
  • Posts: 32
  • Thanked: 1 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #368 on: April 04, 2016, 10:24:17 AM »
When a fleet automatically calculates a route it seems to use the shortest number of jump even if this will take much longer. Ideally (optionally?) would calc the shortest distance route.
 

Offline TMaekler

  • Vice Admiral
  • **********
  • Posts: 1112
  • Thanked: 298 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #369 on: April 04, 2016, 05:41:53 PM »
When you change the Name of an Empire the Name in the "First Aid" - Screen does not change; you still have to select it by its old name.
 

Offline drayath

  • Chief Petty Officer
  • ***
  • d
  • Posts: 32
  • Thanked: 1 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #370 on: April 05, 2016, 03:43:53 PM »
If a ship without engines takes damage (even from an automatically repaired maintenance failure) it is removed from its taskforce. Presume the check should include a '&& ship.design.maxspeed>1'
Edit: This also happens is a ships engine sufferers a maintenance failure, BUT there are enough repairs to prevent it. (happens with single engine ships, not tried with multi engine)

---------
24th January 2050 23:51:36,Federation,HIP 117828,A Small Buoy Launcher on AS Pathfinder-M-001H has suffered a maintenance failure. Repairs have been carried out that required 1.32 maintenance supplies. The ship now has 140.68 maintenance supplies remaining. Current Maintenance Clock: 0.80 years
24th January 2050 23:51:36,Federation,HIP 117828,As AS Pathfinder-M-001H has slowed to 1 km/s due to damage, it has been detached from Survey - Alpha.
---------
« Last Edit: April 06, 2016, 12:31:45 AM by drayath »
 

Offline CowboyRonin

  • Petty Officer
  • **
  • C
  • Posts: 25
  • Thanked: 11 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #371 on: April 05, 2016, 08:28:08 PM »
I suffered three series of "Error 3061 was generated by DAO.     Database.      Too few parameters.      Expected 1. " and "Error 91 was generated by aurora.      Object variable or With block variable not set. "  The first two times, I tried to click through the error series, got frustrated and shut down Aurora via the Task Manager.   The third time, I exercised my clicking finger more and got through the series.   When I go through and got to my next event, I noticed that I had gone back in time.   I thought that the event manager writes were one of the last things that happened in a phase before control returned, so I was surprised (to say the least) when I noticed that April 17th had become April 13th.   
 

Offline 83athom

  • Big Ship Commander
  • Vice Admiral
  • **********
  • Posts: 1261
  • Thanked: 86 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #372 on: April 05, 2016, 08:31:37 PM »
When I go through and got to my next event, I noticed that I had gone back in time.   I thought that the event manager writes were one of the last things that happened in a phase before control returned, so I was surprised (to say the least) when I noticed that April 17th had become April 13th.
This happens when Aurora cannot complete a turn because you close it down. The time advance is at the end of a turn, so when you close it down before the end (via task manager) its like you never advanced time (even though things changed as if you had).
« Last Edit: April 05, 2016, 08:33:21 PM by 83athom »
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 bean

  • Rear Admiral
  • **********
  • b
  • Posts: 921
  • Thanked: 58 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #373 on: April 07, 2016, 10:35:54 PM »
I have two rather serious bugs relating to missiles:
1. The bonus for tracking missiles that supposedly applies to to-hit chances with beam weapons doesn't work.
2. Laser warheads are not immune to final defensive fire/CIWS, and are thus totally useless.
I just tested both of these in 7.1 after finding them in 6.4.
« Last Edit: April 08, 2016, 09:30:15 AM by byron »
This is Excel-in-Space, not Wing Commander - Rastaman
 

Offline Shiwanabe

  • Chief Petty Officer
  • ***
  • Posts: 49
  • Thanked: 4 times
  • Hrm, text can't drone
Re: Official v7.10 Bugs Reporting Thread
« Reply #374 on: April 07, 2016, 11:09:16 PM »
I have two rather serious bugs relating to missiles:
1. Tracking speed research doesn't do anything.
2. Laser warheads are not immune to final defensive fire/CIWS, and are thus totally useless.
I just tested both of these in 7.1 after finding them in 6.4.

Could you elaborate on the Tracking speed thing? If it is what it sounds like this is a fairly major problem that would affect everyone who used or fought against missiles. (ie- everyone)