Author Topic: v1.8.0 Bugs Thread  (Read 51792 times)

0 Members and 1 Guest are viewing this topic.

Offline Fietsenstandaard

  • Leading Rate
  • *
  • F
  • Posts: 5
  • Thanked: 2 times
Re: v1.8.0 Bugs Thread
« Reply #495 on: April 28, 2020, 04:01:32 AM »
Quote from: johiah link=topic=10990. msg128633#msg128633 date=1588016683
I'm not sure if this is an issue unique to me but after not finding any NPRs to fight with gen chance set to 80% and discovering more than 80 systems, I decided to spawn one in manually using SM mode.  It builds ships and colonies and seems to be exploiting its home system, but it hasn't left its home system.  It's even scanned and knows of the four jump points, but it has never explored any of them.  It's made 10 colonies and more than 40 years.

I have the same problem, cant find anything to fight anywhere!
 

Offline moncu7

  • Able Ordinary Rate
  • m
  • Posts: 2
Re: v1.8.0 Bugs Thread
« Reply #496 on: April 28, 2020, 04:49:55 AM »
Thanks Steve for the incredible amount of work that you put into the new version and for sharing it with us.

I don't know if this was reported but I couldn't find it:

When designing a new Freighter class, adding several Cargo Holds makes the Build Time (yrs) behave erratically, even substracting years when Cargo Holds are being added.  Removing Cargo Holds from the design makes the Build Time longer.

It seems that it would take longer to build a 50k tons ship than a 150k tons ship.

Is that WAI?

 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11658
  • Thanked: 20379 times
Re: v1.8.0 Bugs Thread
« Reply #497 on: April 28, 2020, 05:07:51 AM »
Thanks Steve for the incredible amount of work that you put into the new version and for sharing it with us.

I don't know if this was reported but I couldn't find it:

When designing a new Freighter class, adding several Cargo Holds makes the Build Time (yrs) behave erratically, even substracting years when Cargo Holds are being added.  Removing Cargo Holds from the design makes the Build Time longer.

It seems that it would take longer to build a 50k tons ship than a 150k tons ship.

Is that WAI?

Larger ships can be built more quickly on a per-BP basis, so building a 150k ship does not take 3x longer than a 50k ship. There is a 'Build Rate' on the shipyard task list. Of course, you need a larger shipyard to build larger ships.

In real life, building a patrol boat is not linear in terms of time vs size compared to building a supertanker, because the yard building each one is intended for that task. There will be a lot more people and equipment dedicated to building the supertanker so it will progress faster per unit of cost.

Building a 150k ship that costs 1500 BP will still take longer than a 50k ship that costs 500 BP, just not 3x as long. However, a 150k ship that costs 500 BP will be faster than a 50k ship that costs 500 BP. At some point in-between there is a cross-over and this is likely to happen with large, low-cost components such as cargo holds.
 
The following users thanked this post: skoormit, ThorKirienko

Andrew Clegg

  • Guest
Re: v1.8.0 Bugs Thread
« Reply #498 on: April 28, 2020, 05:10:39 AM »
Quote from: moncu7 link=topic=10990. msg128760#msg128760 date=1588067395
Thanks Steve for the incredible amount of work that you put into the new version and for sharing it with us. 

I don't know if this was reported but I couldn't find it:

When designing a new Freighter class, adding several Cargo Holds makes the Build Time (yrs) behave erratically, even substracting years when Cargo Holds are being added.   Removing Cargo Holds from the design makes the Build Time longer. 

It seems that it would take longer to build a 50k tons ship than a 150k tons ship. 

Is that WAI?



It's probably because cargo bays are really cheap in terms of time they take to build, and the speed with with a shipyard builds a ship is dependant on the ship size, not the shipyard size.  This means that by adding a cheap component, you are increasing the build speed via increasing tonnage, but increasing the build cost in terms of time by a very small amount, which is more than compensated for by the increased build speed.
 

Offline moncu7

  • Able Ordinary Rate
  • m
  • Posts: 2
Re: v1.8.0 Bugs Thread
« Reply #499 on: April 28, 2020, 06:25:47 AM »
Quote from: Steve Walmsley link=topic=10990. msg128766#msg128766 date=1588068471
Quote from: moncu7 link=topic=10990. msg128760#msg128760 date=1588067395
Thanks Steve for the incredible amount of work that you put into the new version and for sharing it with us. 

I don't know if this was reported but I couldn't find it:

When designing a new Freighter class, adding several Cargo Holds makes the Build Time (yrs) behave erratically, even substracting years when Cargo Holds are being added.   Removing Cargo Holds from the design makes the Build Time longer. 

It seems that it would take longer to build a 50k tons ship than a 150k tons ship. 

Is that WAI?

Larger ships can be built more quickly on a per-BP basis, so building a 150k ship does not take 3x longer than a 50k ship.  There is a 'Build Rate' on the shipyard task list.  Of course, you need a larger shipyard to build larger ships.

In real life, building a patrol boat is not linear in terms of time vs size compared to building a supertanker, because the yard building each one is intended for that task.  There will be a lot more people and equipment dedicated to building the supertanker so it will progress faster per unit of cost.

Building a 150k ship that costs 1500 BP will still take longer than a 50k ship that costs 500 BP, just not 3x as long.  However, a 150k ship that costs 500 BP will be faster than a 50k ship that costs 500 BP.  At some point in-between there is a cross-over and this is likely to happen with large, low-cost components such as cargo holds.

Thank you for your reply.

Maybe the larger ships bonuses effect is bigger than the buid time added per new Cargo Hold.  Maybe because Cargo Holds are basically empty space.

No problem if it's intended, then.
 

Offline Mr Monnix

  • Leading Rate
  • *
  • M
  • Posts: 5
  • Thanked: 2 times
Re: v1.8.0 testing of the bugged save of last post
« Reply #500 on: April 28, 2020, 06:25:56 AM »
Ver 1. 8

I was testing my Bugged save that i attached to my last post and i noticed that my 25k construction Unit Company didn't count towards the BP on the conquered NPR planet, i investigated further and discovered that all my ground unit were not really there; in the GC OOB they were reported on that planet but they were not appling their effects because i also noticed that my police points were -15200/15200 and if i advance 2 Production cycles (2 days with my settings) a new colony will be generated with the same name as the conquered planet. 

After i realized that i changed the name of the system when i discovered the NPR race name so now i have three colonies on the same planet two with the new name, generated after the surrender and the last one with the old name were my troops are; so the Game errors were generated by me changing the name of the system before the Ground combat ended .

The error that i reported during the save was probably related to the fleets because now i don t have any ship anymore they all vanished and in the naval OOB only the admins comand didn t disappear.

Hopefully this will help you to find a way to stop players like me breaking the game unintentionally

Steve Thanks for the incredible amount of work that you put into the new version and for sharing it with us.
 

Offline Marski

  • Commander
  • *********
  • Posts: 389
  • Thanked: 137 times
Re: v1.8.0 Bugs Thread
« Reply #501 on: April 28, 2020, 07:32:45 AM »
Version 1.8.0
-107 years ingame
-conventional start


Alright here's a list of problems:
-ship designs (Tarantul III, Tarantul IIM) with box launchers won't reload in commercial hangars of a station "Nablyudat" ( in the time ship design view it say 158 minutes, after waiting for 72 hours I gave up and spacemastered the ordnance in)
-detached ships docked to a station and put them in a fleet and sent them to another system to engage NPR fleet
-said fleet is in another system but in fleet window shows that all but one are still docked in the station I detached them from
-the one ship that isn't "docked" fires on targets, but the rest won't and there's no event showing there's a problem with it


Ship design in question;
Code: [Select]
Tarantul IIM class Missile Boat      5,989 tons       176 Crew       2,302.8 BP       TCS 120    TH 157    EM 0
10895 km/s    JR 1-50      Armour 1-29       Shields 0-0       HTK 43      Sensors 14/28/0/0      DCR 35      PPV 80
Maint Life 2.75 Years     MSP 1,721    AFR 52%    IFR 0.7%    1YR 328    5YR 4,922    Max Repair 1631.25 MSP
Magazine 80   
Kapitan vtorogo ranga    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

OKB-640 6000M83 FTL drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 1

Design Bureau 632 RVS-1305 Fusion thruster (1)    Power 1305    Fuel Use 35.80%    Signature 156.60    Explosion 14%
Fuel Capacity 350,000 Litres    Range 29.4 billion km (31 days at full power)

AK-676M (2x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
P-65 VLS system (8)     Missile Size: 10    Hangar Reload 158 minutes    MF Reload 26 hours
P-65 Guidance system (1)     Range 73.3m km    Resolution 100
P-70 "Kukushka" (8)    Speed: 70,200 km/s    End: 11.3m     Range: 47.7m km    WH: 10    Size: 10    TH: 234/140/70

NR41/R50 Nav. Radar (1)     GPS 1400     Range 41.2m km    Resolution 50
Perimetr Early Warning System (1)     GPS 28     Range 11.2m km    MCR 1.2m km    Resolution 1
Active search radar MR103R100 (1)     GPS 11200     Range 103.7m km    Resolution 100
EM sensor E2-M083 (1)     Sensitivity 28     Detect Sig Strength 1000:  41.8m km
IR sensor T1-M85 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Tarantul III class Missile Boat      5,989 tons       177 Crew       2,306.2 BP       TCS 120    TH 157    EM 0
10895 km/s    JR 1-500      Armour 1-29       Shields 0-0       HTK 43      Sensors 14/28/0/0      DCR 36      PPV 80
Maint Life 3.03 Years     MSP 1,844    AFR 48%    IFR 0.7%    1YR 301    5YR 4,511    Max Repair 1631.25 MSP
Magazine 80   
Kapitan vtorogo ranga    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

OKB-640 6000M92 FTL drive     Max Ship Size 6000 tons    Distance 500k km     Squadron Size 1

Design Bureau 632 RVS-1305 Fusion thruster (1)    Power 1305    Fuel Use 35.80%    Signature 156.60    Explosion 14%
Fuel Capacity 350,000 Litres    Range 29.4 billion km (31 days at full power)

AK-676M (2x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
P-65 VLS system (8)     Missile Size: 10    Hangar Reload 158 minutes    MF Reload 26 hours
P-65 Guidance system (1)     Range 73.3m km    Resolution 100
P-70 "Kukushka" (8)    Speed: 70,200 km/s    End: 11.3m     Range: 47.7m km    WH: 10    Size: 10    TH: 234/140/70

NR41/R50 Nav. Radar (1)     GPS 1400     Range 41.2m km    Resolution 50
Perimetr Early Warning System (1)     GPS 28     Range 11.2m km    MCR 1.2m km    Resolution 1
Active search radar MR103R100 (1)     GPS 11200     Range 103.7m km    Resolution 100
EM sensor E2-M083 (1)     Sensitivity 28     Detect Sig Strength 1000:  41.8m km
IR sensor T1-M85 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Station:

Code: [Select]
Nablyudat class Resupply Base      141,774 tons       1,318 Crew       9,709 BP       TCS 2,835    TH 0    EM 0
1 km/s      Armour 10-242       Shields 0-0       HTK 198      Sensors 14/14/0/0      DCR 41      PPV 0
MSP 20,042    Max Repair 200 MSP
Hangar Deck Capacity 30,000 tons     Troop Capacity 1,000 tons     Magazine 2,000    Cargo Shuttle Multiplier 18   
Kapitan pervogo ranga    Control Rating 4   BRG   ENG   CIC   PFC   
Intended Deployment Time: 3 months    Flight Crew Berths 600   
Maintenance Modules: 10 module(s) capable of supporting ships of 32,000 tons

Fuel Capacity 10,000,000 Litres    Range N/A
Refuelling Capability: 100,000 litres per hour     Complete Refuel 100 hours

AK-676M (10x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
P-70 "Kukushka" (200)    Speed: 70,200 km/s    End: 11.3m     Range: 47.7m km    WH: 10    Size: 10    TH: 234/140/70
Ordnance Transfer Rate: 80 MSP per hour     Complete Transfer 25 hours

Perimetr Early Warning System (2)     GPS 28     Range 11.2m km    MCR 1.2m km    Resolution 1
IR sensor T1-M85 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
EM Sensor E1-M85 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Commercial Vessel for maintenance purposes



I've attached the save to this post.
System where the station is in: HH Andromedae
System where the fleet is in with the missile boats in question; LHS 288
« Last Edit: April 28, 2020, 07:42:05 AM by Marski »
 

Offline Guridan

  • Leading Rate
  • *
  • G
  • Posts: 8
Re: v1.8.0 Bugs Thread
« Reply #502 on: April 28, 2020, 10:12:49 AM »
Quote from: Guridan link=topic=10990. msg128620#msg128620 date=1588013260
Quote from: Steve Walmsley link=topic=10990.  msg128611#msg128611 date=1588009620
Quote from: Guridan link=topic=10990.  msg128501#msg128501 date=1587991483
Getting a lot of error messages with "Function #858: Attempted to divide by zero" when passing time on the tactical map.    Happens again when I save and restart the game.   
1.   8 Random stars, TN start with 1 NPR, 10 years into the game
Using UK windows settings

DB attached

Running without problems - I think this might be have been related to a bug I fixed when you try to refuel ships without fuel capacity. 

That could very well be, I did have some tugs moving some of my terraformers and they had a refuel scheduled on the way to their destination.

Just confirmed this, when I removed the refuel orders I stopped getting the errors.  Should be all good in 1. 9 then since you didnt have any problems.
 

Offline Resand

  • Sub-Lieutenant
  • ******
  • R
  • Posts: 121
  • Thanked: 28 times
Re: v1.8.0 Bugs Thread
« Reply #503 on: April 28, 2020, 11:46:41 AM »
Version : 1.8
Random Stars
Game Start - SM Galaxy Generation

This problem started in 1.7, but is still present in 1.8
Systems don't link to existing systems, or at least are exceptionally unlikely to. They don't seem to be following local system rules, and will generate beyond the maximum system limit.
I mapped two galaxies, the first in 1.8 C#, the second in 7.1 vb6.
My settings were random stars, 20 galaxy limit, 50%/15 for local connections.

vb6 you get the stringy mess I love so much. There are only 20 available systems. Force generating more causes a crash. Forcing new jump points just makes more connections to the existing systems.
In 1.8 you get lines of systems that simply extend from Sol (or whatever your start point) endlessly, never connecting. It seems to completely ignore the system limit when *exploring*, but if you try to force generate over 20 it still crashes.

That does look very odd. Anyone else have a similar problem in Random Stars?

Yes, me to

Galaxy seems to almost always generate a new system and very seldom link to existing ones.
I originally thought it was due to having 1000 star galaxies, when I usually had <100 i VB6, so chances was just smaller, but then I noticed this post :)

One good example is the game by Saquenay on YT https://youtu.be/x3BHtydGipY?t=7040. First hint of a system connecting to another known system at that time with about 25 systems explored.

I also tried the whole SM generation thing.
DB added with 50 star limit galaxy. Unknown stars, no NPR at start and no NPR generation chance. Rest is default
I went 4 - 5 jumps deep before backtracking until I had about 60 systems.
I then went and back filled until I got 100. Could probably get more systems, but got bored :)

In all of those 100 system (with 50 max) I have two connections that go back to another known system. Not counting two or more connections between the same two systems, which there are quite a number of.

Couple anecdotes doesn't make proof, but maybe worth looking into.
« Last Edit: April 28, 2020, 11:49:19 AM by Resand »
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 

Offline Ektor

  • Lieutenant
  • *******
  • E
  • Posts: 191
  • Thanked: 103 times
Re: v1.8.0 Bugs Thread
« Reply #504 on: April 28, 2020, 12:02:32 PM »
When you click the option to delete an asteroid belt while making a system, it deletes all asteroids in all belts.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11658
  • Thanked: 20379 times
Re: v1.8.0 Bugs Thread
« Reply #505 on: April 28, 2020, 12:11:59 PM »
Locking thread for new release.