Author Topic: Official v6.10 Bugs Thread  (Read 52582 times)

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Offline metalax

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Re: Official v6.10 Bugs Thread
« Reply #60 on: October 27, 2012, 07:29:39 AM »
Could you confirm this one? I'm playing around with engines now and as soon as I change a 50 HS engine from power 0.5 to anything higher, it becomes military.

Steve

Code: [Select]
New Class #3233 class Cruiser    2,950 tons     60 Crew     191.5 BP      TCS 59  TH 250  EM 0
4237 km/s     Armour 1-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 41    Max Repair 125 MSP
Intended Deployment Time: 3 months    Spare Berths 2    

Military Large x1.00 EP Nuclear Thermal Engine II (1)    Power 250    Fuel Use 30%    Signature 250    Exp 10%
Fuel Capacity 50,000 Litres    Range 10.2 billion km   (27 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

using
Code: [Select]
Military Large x1.00 EP Nuclear Thermal Engine II
Engine Power: 250     Fuel Use Per Hour: 75 Litres
Fuel Consumption per Engine Power Hour: 0.3 Litres
Engine Size: 50 HS    Engine HTK: 25
Thermal Signature: 250     Exp Chance: 10
Cost: 125    Crew: 50
Materials Required: 0x Duranium  125x Gallicite
Military Engine

Development Cost for Project: 1250RP

I'm not moving the power from the default x1.00, just increasing the size.

Just tested this now using a x1.75 50 HS engine, same behaviour.
Code: [Select]
New Class #3233 class Cruiser    3,000 tons     97 Crew     295.25 BP      TCS 60  TH 438  EM 0
7300 km/s     Armour 1-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 62    Max Repair 218.75 MSP
Intended Deployment Time: 3 months    Spare Berths 0    

Military Large x1.75 EP Nuclear Thermal Engine II (1)    Power 437.5    Fuel Use 121.54%    Signature 437.5    Exp 17%
Fuel Capacity 50,000 Litres    Range 2.5 billion km   (3 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

The designs do show up as military when designing them, they just don't seem to actually change a ship they are put on from commercial to military.
« Last Edit: October 27, 2012, 07:31:15 AM by metalax »
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #61 on: October 27, 2012, 07:31:58 AM »
On the technology report screen, EM Sensors are unable to be renamed. The rename box comes up when selected but it does not save whatever is typed in, it keeps the original name.

Fixed for v6.2

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #62 on: October 27, 2012, 07:36:32 AM »
The designs do show up as military when designing them, they just don't seem to actually change a ship they are put on from commercial to military.

Yes, that was the problem. It was being created as a military system but the design code was checking the size of the engine, not the military system flag. Thanks for looking into it.

Steve
 

Offline metalax

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Re: Official v6.10 Bugs Thread
« Reply #63 on: October 27, 2012, 07:39:50 AM »
I also seem to remember it happening in some of the other catagories of the technology report screen although that was from a pre 6.0 game and I haven't had a chance to test them all yet in 6.1.

Also would it be possible to have the existing name show up in the text box, please. It is a little bit of a pain having to retype the whole name to fix a single character mistake.
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #64 on: October 27, 2012, 07:51:14 AM »
The Range(km) column of Fuel Report / Fuel Situation has some pretty large (and wrong) values

Yes, it was still using the pre v6.00 values. Fixed for v6.20.

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #65 on: October 27, 2012, 07:52:00 AM »
I also seem to remember it happening in some of the other catagories of the technology report screen although that was from a pre 6.0 game and I haven't had a chance to test them all yet in 6.1.

Also would it be possible to have the existing name show up in the text box, please. It is a little bit of a pain having to retype the whole name to fix a single character mistake.

Already fixed both of the above when I fixed the EM Sensors :)

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #66 on: October 27, 2012, 07:56:11 AM »
Flags only go up to flag0389. jpg, but opening the galactic map in "Crusade" requires flag0391. jpg.

I'll add the two extra flag files to v6.20

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #67 on: October 27, 2012, 07:58:02 AM »
1) Me Too on the F9 system error 381/error 11.

2) I don't know if this is a "bug" or an unforeseen consequence of civilian design..

I generated a new game with a race whose capital is in a level 4 nebula (625 km/s per armor layer).

My civilians are running around, every single ship, at 625 km/s, so I take it they're not adding any additional armor to their designs.  I never got them to go outside the nebula (v6.10 showed up), so don't know what their true speed was.

There is no intelligence in the code for civilians building in Nebulae - I will tackle that at some point.

Steve
 

Offline metalax

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Re: Official v6.10 Bugs Thread
« Reply #68 on: October 27, 2012, 08:02:47 AM »
Already fixed both of the above when I fixed the EM Sensors :)

Steve

Ah cool preemptive bug fixing  :P
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #69 on: October 27, 2012, 08:03:48 AM »
when you pause a research project the labs are considered inactive and you are spamed this message in the event log.

( ??? the crap out of me as i couldn't figure out how i could have 39 inactive labs as they where all allocated)

Fixed for v6.20

Steve
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #70 on: October 27, 2012, 08:06:28 AM »
Error 5 in Use fuel
invalid argument or procedure call

Tractoring shipyards between earth and luna causes this. No fuel is being used to tug the shipyards over. massive orbital habs don't have this problem.

here is the tug in question:

Code: [Select]
Bayern II class Tug 40000 tons     370 Crew     1454 BP      TCS 800  TH 2800  EM 0
3500 km/s     Armour 1-104     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 23 MSP
Spare Berths 4    Tractor Beam     

Commercial 200 EP Nuclear Pulse Engine (14)    Power 200    Fuel Use 5.3%    Armour 0    Exp 5%
Fuel Capacity 3,000,000 Litres    Range 254.7 billion km   (842 days at full power)


This ship is classed as a commercial vessel for maintenance purposes

Also a much older one, the armour selection for magazine designs appears to have no effect, the best armour is always used.

Shipyard tractoring is fixed for v6.20. I ran into this issue in my own game.

Can't remember if this is working as intended. Is there a situation where you would want to use older armour for magazines?

Steve
 

Offline metalax

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Re: Official v6.10 Bugs Thread
« Reply #71 on: October 27, 2012, 08:13:41 AM »
One situation would be in a multi-faction game where a higher tech faction is building a ship to give to a lower tech faction. You may not want to give them your best technology, but give them something a few levels below, so if they just rip it apart to reverse engineer the tech they don't get all your best goodies. Ideally I'd like to be able to do this for ship armour as well.
 

Offline Steve Walmsley (OP)

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Re: Official v6.10 Bugs Thread
« Reply #72 on: October 27, 2012, 08:23:35 AM »
Error 3021 in check crew morale, after capturing swarm workers. in hindsight I shouldn't have done that :)

Update: abandoning ship creates 0 survivor lifepods, that otherwise have no issues. Ground units are considered to be the two ships cargo, not its new crew. also loading them into carriers didn't help. I'll try capturing a ship that should actually have all the stuff that normal ships have to see if there are any issues there.

There are so many issues around capturing Swarm ships, because of their nature. I think it is best to disallow boarding combat vs Swarm in v6.20. It would be reasonable considering they wouldn't have crew areas in the normal sense.

Steve
 

Offline Victuz

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Re: Official v6.10 Bugs Thread
« Reply #73 on: October 27, 2012, 08:47:41 AM »
Fighters with jump drives cannot traverse jump points unless they have a missile launcher and a missile fire control.  I have provided an account of my tinkering in the Question regarding jump capable fighters thread in The Academy.  The problem applies to both squadron transit and standard transit.

This has been explained so I'm just adding additional issue related to jump drives on top. In 5.60 and in 6.10 I've had an issue where troop carriers that should be perfectly capable of making a jump would refuse to do so. The ships were 15000 tonnes and the jump engines were supporting 18000 tonnes. I've recreated the design in a save from 5.6 and 6.1 a moment ago and the issue still occurs. Than I modified the design so that the ship meet the 18000 tonnes exactly and than they were capable of making the jump.
 

Offline bean

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Re: Official v6.10 Bugs Thread
« Reply #74 on: October 27, 2012, 09:17:03 AM »
I also seem to remember it happening in some of the other catagories of the technology report screen although that was from a pre 6.0 game and I haven't had a chance to test them all yet in 6.1.

Also would it be possible to have the existing name show up in the text box, please. It is a little bit of a pain having to retype the whole name to fix a single character mistake.
Gauss cannons do the same thing.
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