Author Topic: Official v6.10 Bugs Thread  (Read 50703 times)

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Offline Paul M

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Re: Official v6.10 Bugs Thread
« Reply #255 on: March 24, 2014, 06:20:45 AM »
Two things I have noticed that seem to be bugs:

1.  In my gravitational survey of Ross 695 I had two ships doing the survey.  When they were down to the last two survey locations, ship 1 completed the survey of the survey location but ship 2 still had 151 pts to go.  At this point I got the message that the gravitational survey was complete.  I would have thought that message would have come after the 2nd ship was finished not while it was still surveying.

2.  Mineral packages from CMC's internal mass driver travel at 1000 km/s yet those from player owned mass drivers travel at variable speeds seemingly chosen to reduce the transit time from the sender to the reciever to under 2 days.  Is this what is supposed to happen?  I've seen speeds from 3600 km/s to 17000 km/s from government run mass drivers.
 

Offline sloanjh

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Re: Official v6.10 Bugs Thread
« Reply #256 on: March 24, 2014, 06:44:34 AM »
2.  Mineral packages from CMC's internal mass driver travel at 1000 km/s yet those from player owned mass drivers travel at variable speeds seemingly chosen to reduce the transit time from the sender to the reciever to under 2 days.  Is this what is supposed to happen?  I've seen speeds from 3600 km/s to 17000 km/s from government run mass drivers.

IIRC, packet speed scales inversely with packet size.  So if your mass driver is saturated, it will produce slow packets, but if you've only got a single mine going with low accessibilities they'll scream along.  Don't know if this is sufficient to explain what you're seeing, though.

John
 

Offline MarcAFK

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Re: Official v6.10 Bugs Thread
« Reply #257 on: March 24, 2014, 07:44:58 AM »
I'll assume that the civilians simply don't install enough mass drivers so the packets are always overloaded, the cheap bastards.
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Offline Paul M

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Re: Official v6.10 Bugs Thread
« Reply #258 on: March 24, 2014, 11:00:17 AM »
The civillian packets are always moving at 1000 km/s and they vary in size from 40 tonnes to 250 tonnes.  I will have a harder look as I have packets of <1 tonne, 3 tonnes, 9 tonnes and 19 tonnes from my colonies.  All launched by a single mass driver.  I can say that the 9 and 19 tonne packets seem to have velocities nearly a factor of 2 appart.  I don't think in any case I have saturated the capacity of the launcher since I produce around a maximum of 1200 tonnes per year (150 tonnes per year * 8 minerals)

Also each CMC comes with a mass driver so in principle the civillian packets are being launched by upwards of 20 mass drivers.

added in edit: Ok looking at the velocities and such they seem to scale reasonably well, within anyway rounding errors for the packet size I'd say.  So the packet that is "0" is moving at 93K km/s, 9 is moving at 6500 km/s and 20 is moving at 3500 km/s.  However, civillian packets all move at 1000 km/s...regardless of size.  However no mass driver is saturated at this point.
« Last Edit: March 24, 2014, 04:47:03 PM by Paul M »
 

Offline Paul M

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Re: Official v6.10 Bugs Thread
« Reply #259 on: March 25, 2014, 03:47:54 PM »
I have been getting the following error the last little while, seems to come every 5 1 day turns:

ErrorInCheckCrewMorale

Error 3421 created by DAO.field
Data Conversion Error

I have looked and all my ships, bases, and pinances have morale of 100% and so I'm not sure what is causing this.  Any ideas?
 

Offline Paul M

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Re: Official v6.10 Bugs Thread
« Reply #260 on: April 15, 2014, 10:39:09 AM »
While I would really like to know what is causing the error above as it seems to be related to new ship construction and I don't want to have to click to clear it every five days for every ship I build in the future I also have gotten the following error.

The circumstances were my salvager finished operations, I stopped playing and the next day when I started the error showed up.  I use the task manager to end Aurora and then restarted Aurora and the error didn't show up.

Error in SetNPRMoveOrders
Error 91 was generated by Aurora
Object variable of With Block not set
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #261 on: April 15, 2014, 02:01:39 PM »
I have been getting the following error the last little while, seems to come every 5 1 day turns:

ErrorInCheckCrewMorale

Error 3421 created by DAO.field
Data Conversion Error

I have looked and all my ships, bases, and pinances have morale of 100% and so I'm not sure what is causing this.  Any ideas?

http://aurora2.pentarch.org/index.php/topic,5448.msg57502.html#msg57502

Steve
 

Offline Paul M

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Re: Official v6.10 Bugs Thread
« Reply #262 on: April 15, 2014, 03:10:18 PM »
Thanks Steve...the perpetrators are therefore the first ships I launched not the last...I'll have to see if Starslayer can fix this then he has access.
 

Offline Paul M

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Re: Official v6.10 Bugs Thread
« Reply #263 on: September 02, 2014, 08:25:09 AM »
In 6.10 I have made a 0.2 HS passive EM sensor (for pinance use) and it gives me a rating of 1.2 (I have EM sensitivity 6).  I then tried the same thing once I developed Thermal sensitivity 6 and found that the resulting system has a rating of 1 for the same 0.2 HS Thermal sensor system.  I noticed that there seems to be truncation or rounding on the thermal system which isn't present in the passive EM sensor.

EM sensor 0.2 HS gives rating 1.2
Thermal sensor 0.2 HS gives rating 1
 
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Offline Paul M

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Re: Official v6.10 Bugs Thread
« Reply #264 on: September 16, 2014, 02:55:01 AM »
Also in 6.10 I have been getting the following error message:

Error in RecoverSurvivors

Error 3421 was generated by DAO.Field

so far as I can tell (in SM mode) two NPRs are fighting one another.  This is coming up at the start of each turn of combat.
 

Offline Paul M

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Re: Official v6.10 Bugs Thread
« Reply #265 on: March 02, 2015, 07:11:35 AM »
Not really sure this is a bug, but I am observing something very odd.

I have an asteroid with 10 auto-mines, when its mass driver launches minerals I see the mineral package on the map and it weighs in at around 17 tonnes.  I have a new 1 CMC asteroid and when it launches minerals I see a pagkage with 241 tonnes.  I turned on the "show contents of mineral packages" and I see they are launching essentially the same size package (the number of minerals is about the same), so both should be around 17 tonnes.  There seems to be some sort of artificial inflation of the size of civillian mass driver packages.  They don't correspond to the size of the minerals in them.

I'm not sure if this is big deal or not but it is certainly curious.
 

Offline 83athom

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Re: Official v6.10 Bugs Thread
« Reply #266 on: March 02, 2015, 06:18:34 PM »
Question, why are you posting here? Did you just misclick or are you reporting a bug for 6.10. Because If the latter, the game has been updated and the bug most likely solved. If former, Copy and paste to the current and delete this post.
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 Paul M

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Re: Official v6.10 Bugs Thread
« Reply #267 on: March 04, 2015, 01:56:24 AM »
Because my current game is in 6.10.
 

Offline 83athom

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Re: Official v6.10 Bugs Thread
« Reply #268 on: March 04, 2015, 05:31:34 AM »
But there's no need to report bugs for this version as there are several newer versions. I get that you are using this one but hes not working on this stuff. Plus this bug has been fixed as of the latest update already.
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 sloanjh

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Re: Official v6.10 Bugs Thread
« Reply #269 on: March 04, 2015, 06:08:23 AM »
But there's no need to report bugs for this version as there are several newer versions. I get that you are using this one but hes not working on this stuff. Plus this bug has been fixed as of the latest update already.

Steve has requested that people log bugs in the thread corresponding to the game that they're playing.

John