Author Topic: v2.3.1 Bugs Thread  (Read 8129 times)

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Offline Mint Keyphase

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Re: v2.3.1 Bugs Thread
« Reply #15 on: December 03, 2023, 10:08:05 AM »
Missile Size: 7.000 MSP  (17.5000 Tons)     Warhead: 0    Radiation Damage: 0
Speed: 37,143 km/s     Fuel: 3,301     1st Stage Flight Time: 30 minutes    1st Stage Range: 67.47m km
2nd Stage Flight Time: 41 seconds    2nd Stage Range: 11,124k km
Active Sensor Strength: 6.75   EM Sensitivity Modifier: 75
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 58,921,493 km
Cost Per Missile: 63.299900     Development Cost: 1257
Second Stage: Class 1 Terminal Stage x4
Second Stage Separation Range: 150,000 km
Chance to Hit: 1k km/s 371.4%   3k km/s 123.8%   5k km/s 74.3%   10k km/s 37.1%

Materials Required
Tritanium  9.999900
Boronide  25.30
Uridium  6.75
Gallicite  21.25
Fuel:  3301

^This is the problematic MIRV

It seems that if the both stages are created without a save in between, the bug will trigger.

Missile Size: 1 MSP  (2.5 Tons)     Warhead: 10.000    Radiation Damage: 10.000
Speed: 270,000 km/s     Fuel: 166     Flight Time: 41.2 seconds     Range: 11,124,000 km
Cost Per Missile: 11.499975     Development Cost: 536
Chance to Hit: 1k km/s 2,700%   3k km/s 900%   5k km/s 540%   10k km/s 270%

Materials Required
Tritanium  2.499975
Boronide  4.50
Gallicite  4.50
Fuel:  166

^This is the terminal stage, FYI
 

Offline Steve Walmsley (OP)

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Re: v2.3.1 Bugs Thread
« Reply #16 on: December 03, 2023, 10:25:26 AM »
Missile Size: 7.000 MSP  (17.5000 Tons)     Warhead: 0    Radiation Damage: 0
Speed: 37,143 km/s     Fuel: 3,301     1st Stage Flight Time: 30 minutes    1st Stage Range: 67.47m km
2nd Stage Flight Time: 41 seconds    2nd Stage Range: 11,124k km
Active Sensor Strength: 6.75   EM Sensitivity Modifier: 75
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 58,921,493 km
Cost Per Missile: 63.299900     Development Cost: 1257
Second Stage: Class 1 Terminal Stage x4
Second Stage Separation Range: 150,000 km
Chance to Hit: 1k km/s 371.4%   3k km/s 123.8%   5k km/s 74.3%   10k km/s 37.1%

Materials Required
Tritanium  9.999900
Boronide  25.30
Uridium  6.75
Gallicite  21.25
Fuel:  3301

^This is the problematic MIRV

It seems that if the both stages are created without a save in between, the bug will trigger.

Missile Size: 1 MSP  (2.5 Tons)     Warhead: 10.000    Radiation Damage: 10.000
Speed: 270,000 km/s     Fuel: 166     Flight Time: 41.2 seconds     Range: 11,124,000 km
Cost Per Missile: 11.499975     Development Cost: 536
Chance to Hit: 1k km/s 2,700%   3k km/s 900%   5k km/s 540%   10k km/s 270%

Materials Required
Tritanium  2.499975
Boronide  4.50
Gallicite  4.50
Fuel:  166

^This is the terminal stage, FYI

I designed something similar but still can't recreate the problem. Given that many people design two-stage missiles and save the game, if this was a general problem I would have received a lot of bug reports by now.

It looks to be something specific to your install. It may be the save in-between is correcting some other underlying problems with tech IDs and it isn't connected to the missiles. It may also be related to the mod you are running.

If you have any earlier saves, it might be worth trying the same design. Also try running without the mod and see if that changes it. For now, I am giving up on this particular problem unless I get other similar reports from other players so I can narrow it down.
 
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Offline Ragnarsson

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Re: v2.3.1 Bugs Thread
« Reply #17 on: December 03, 2023, 05:46:47 PM »
Potential bug with the "Create Habitable" feature.

Game version 3.3.1, entirely new game, all I've done is activate SM and click "Create Habitable".

In the 2.2 Patch Notes it was stated that when using Create Habitable the following rule applied toward the end of the process:
Quote
If the resulting temperature is between 250K and 310K (-23C and 37C), the planet qualifies as habitable and the dominant terrain is updated. If not, subsequent planets are checked. If no suitable planets are created, the system is discarded and regenerated until a suitable planet is created

Unless this is no longer the case, "habitable" systems are being created that fall outside this temperature bound. Attached is the screenshot of one such planet. There are no other planets in the system that might be considered the habitable one, so it's not the result of a failed conversion that was mentioned as a possibility in the feature description. As you can see, the temperature is currently 47.9 degrees, with the min/max due to eccentricity at 47.29 - 62.05 degrees.

SJW: The temperature range has since been updated to a range of -48C to +77C (which I've just changed again to +67C) to account for a wider range of NPRs. I've edited the original post.
« Last Edit: December 11, 2023, 05:28:13 AM by Steve Walmsley »
 

Offline Mint Keyphase

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Re: v2.3.1 Bugs Thread
« Reply #18 on: December 04, 2023, 03:48:05 AM »
This happened when selecting a DSP, and also when I do 5-Day increments after making the said DSP
 

Offline Mint Keyphase

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Re: v2.3.1 Bugs Thread
« Reply #19 on: December 04, 2023, 04:03:00 AM »
And also related to the DSP is this display bug, fixed itself when some more colonies are created
« Last Edit: December 04, 2023, 04:55:42 AM by Mint Keyphase »
 

Offline SinisterMinister

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Re: v2.3.1 Bugs Thread
« Reply #20 on: December 04, 2023, 08:18:47 AM »
Not sure if this is a bug or not, but in 2. 3. 1 CTRL+F2 doesn't appear to work.  It's not that big an issue in the grand scheme of things but it makes playing with screen readers a little more tedious and far as I'm aware prevents you from viewing NPR"s and Spoilers via SM. 

SJW: Working as Intended
« Last Edit: December 11, 2023, 07:46:29 AM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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Re: v2.3.1 Bugs Thread
« Reply #21 on: December 04, 2023, 08:44:46 AM »
Ctrl-F2 was for designer mode and should not have been left active. It is extremely easy for someone to accidentally corrupt their game if they modify NPRs or delete something. While I am sure the majority of people would take that advice and just use it to look, I don't want to be chasing phantom bugs reported by the minority.
 

Offline smoelf

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Re: v2.3.1 Bugs Thread
« Reply #22 on: December 04, 2023, 11:39:22 AM »
There is something funky going on with assignment of ground unit formations when building from organizations. For the first 20 years of game play it has worked just fine, but I have noticed that with the recent formations I have constructed, after the top level division is built, then the new formations are not assigned in a hierarchy under the newly built division, but are instead placed under the first available division in the OOB for that colony. I have attached images of OOB before construction, the garrison division in the organization page, and how it looks after building the 14th garrison division and the 12th PDC-PD, which is placed under the 1st Assault Division.

I have tried to rebuild the organization a couple of times, both by replacing the various elements and by deleting the organization and starting over, but the end result is the same in all cases. Also if I contruct an assault division, then the new Armored Brigade is placed under the 1st Assault Division instead of the newly constructed 3rd Assault Division.

Since this occurred after a while, I am not sure what could be done to replicate it, so I am instead attaching my database file, if it helps with debugging.

SJW: Fixed for v2.4.0. See this post: http://aurora2.pentarch.org/index.php?topic=13368.msg166993#msg166993
« Last Edit: December 11, 2023, 07:46:58 AM by Steve Walmsley »
 

Offline Ulzgoroth

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Re: v2.3.1 Bugs Thread
« Reply #23 on: December 04, 2023, 02:39:57 PM »
Load previous seems to not propagate retarget capability in missile design.

I designed (and built) a size 4 retargetting antiship missile, which displays the expected features in class design (*) and technology report. But if I open missile design and load previous, I get a size 3.5 design that doesn't have retargetting.

Additional note: If I set retargeting and then load previous again, it shows the correct design, including reverting other changes made. It looks like the load previous action is simply not setting the Retarget Capability status either way.


(*) The stat lines for missiles in ship descriptions don't seem to make any indication of retarget capability.

SJW: Fixed for v2.4.0
« Last Edit: December 05, 2023, 07:19:37 AM by Steve Walmsley »
 

Offline Garfunkel

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Re: v2.3.1 Bugs Thread
« Reply #24 on: December 04, 2023, 05:39:16 PM »
There is something funky going on with assignment of ground unit formations when building from organizations.
I've had this happen too and it didn't require 20 years. The organization was only 3 levels deep but my third division had its regiments built under the previous two. I had manually built one division HQ between using Organization to build the other two divisions since I had some regiments built manually before. Did you do something like that?

SJW: Fixed for v2.4.0. See this post: http://aurora2.pentarch.org/index.php?topic=13368.msg166993#msg166993
« Last Edit: December 11, 2023, 07:47:13 AM by Steve Walmsley »
 

Offline nuclearslurpee

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Re: v2.3.1 Bugs Thread
« Reply #25 on: December 04, 2023, 08:03:30 PM »
There is something funky going on with assignment of ground unit formations when building from organizations.
I've had this happen too and it didn't require 20 years. The organization was only 3 levels deep but my third division had its regiments built under the previous two. I had manually built one division HQ between using Organization to build the other two divisions since I had some regiments built manually before. Did you do something like that?

I'm curious about the order of events here. Did you:
  • Order the lone/"manual" division HQ to be built.
  • Order the division organization to be built.
  • "Manual" division HQ was completed and deployed.
  • Division organization elements began to be built.

If so this could be an issue like: the "Build Organization" button checks existing formations to determine the IDs of formations that subordinates should be attached to, but doesn't account for units in the build queue?
 

Offline Froggiest1982

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Re: v2.3.1 Bugs Thread
« Reply #26 on: December 04, 2023, 08:56:49 PM »
Despite the new dedicated Missile Fire Control section in both tech view and research, Missile Fire Controls are still displayed under Active Sensors in the View Technology Window.

Personally speaking, I would still prefer the old ways: meaning designing the Missile Fire Control via Slider in the Active Sensor for practicality, which will also work better by keeping both Missile Fire Controls and Active Sensors as they are now.

Anyway, I guess this is a bug since I can see they have now been split.

SJW: Fixed for v2.4.0
« Last Edit: December 18, 2023, 08:39:56 AM by Steve Walmsley »
 

Offline Garfunkel

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Re: v2.3.1 Bugs Thread
« Reply #27 on: December 04, 2023, 09:09:23 PM »
I'm curious about the order of events here. Did you:
  • Order the lone/"manual" division HQ to be built.
  • Order the division organization to be built.
  • "Manual" division HQ was completed and deployed.
  • Division organization elements began to be built.

If so this could be an issue like: the "Build Organization" button checks existing formations to determine the IDs of formations that subordinates should be attached to, but doesn't account for units in the build queue?
I think it went like this:
  • Build Organization for Division 1
  • Realize that I had already built some regiments that needed a div HQ so manually build Division 2
  • Build Organization for Division 3
And the regiments for Div 3 were put under Div 1 and 2, if I recall correctly, instead of under Div 3. But this was on 2.2.0. I'll see if I can reproduce it for 2.3.1.

SJW: Fixed for v2.4.0
« Last Edit: December 18, 2023, 08:49:40 AM by Steve Walmsley »
 
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Offline nuclearslurpee

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Re: v2.3.1 Bugs Thread
« Reply #28 on: December 04, 2023, 09:12:16 PM »
I know Steve mentioned in the patch notes that messing around with the order of units in the queue could break the system, so I'm not surprised if it is fragile in some other way as well.

Now, someone hurry up and find a huge, game-breaking bug that needs to be patched immediately so I can get my hands on those sweet 2.4 jump drive changes.  ;D
 

Offline Froggiest1982

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Re: v2.3.1 Bugs Thread
« Reply #29 on: December 05, 2023, 01:31:13 AM »
You can add unlimited Ordnance Transfer systems to your ship, while it supposed to return the message "Only a single component of this type can be added to a class design".

SJW: Fixed for v2.4.0
« Last Edit: December 10, 2023, 06:05:52 AM by Steve Walmsley »