Author Topic: v1.13.0 Bugs Thread  (Read 91993 times)

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Offline ISN

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Re: v1.13.0 Bugs Thread
« Reply #525 on: October 19, 2021, 06:17:57 PM »
Microwave weapons sometimes seem to hit multiple fire controls at once. Twice now I've gotten events reading "Total Hits 1, Penetrating Hits 1, Components Hit 6" which doesn't seem right.
What is the HTK of the fire controls being hit? One 1 damage hit can destroy an infinite amount of HTK 0 components.

Huh -- you're right, they have HTK 0. I did not realize that was possible, or that that meant the damage would continue to other components. Thanks for the clarification!
 

Offline kuhaica

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Re: v1.13.0 Bugs Thread
« Reply #526 on: October 29, 2021, 12:23:31 PM »
The function number: 1.13.0 Function #1170 Object cannot be cast from DBNull to other types (This occurs on Startup, once I press "Okay" it goes away.

The complete error text:
 1.13.0 Function #1170 Object cannot be cast from DBNull to other types
1.13.0 Function #3060 Object reference not set an instance of object

The window affected: All Windows except the System View on systems other than Sol.
What you were doing at the time. Loading the game up, I did not have any issues prior to starting up when I last had Aurora loaded up the previous day. I had considered that attempting to spawn asteroids may have caused this. However, the system which had the asteroids spawned was not getting the error message nor did the other systems other than Sol have this message. Deleting the system also did not change anything.

Conventional or TN start: TN start
Random or Real Stars: Random start
Is your decimal separator a comma? It's a period

Is the bug is easy to reproduce, intermittent or a one-off? I constantly get this every time I try to load Aurora

If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well. Started 2400, it's now 2420, only recently become a problem.
 

Offline L0ckAndL0ad

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Re: v1.13.0 Bugs Thread
« Reply #527 on: October 31, 2021, 03:39:13 PM »
Game version: 1.13, TN start, default start date. Current year: 2104

Problem: I have a mobile resupply base with Ordnance Transfer Hub, Cargo Shuttle Bay, Commercial Magazines and missiles on board. When ships armed with spent (empty after firing) box launchers come to rearm, their launcher reload timers go back to normal, but no missiles are transferred. The base is set to "Load Fleet Ordnance". Fleet that needs to rearm is given order to "Load from Ordnance Transfer Hub".

Base Design
Off-Topic: show
Ananke class Resupply Base      200 000 tons       768 Crew       6 595.6 BP       TCS 4 000    TH 7 200    EM 0
1800 km/s    JR 2-25(C)      Armour 1-304       Shields 0-0       HTK 162      Sensors 0/0/0/0      DCR 11      PPV 0
MSP 15 020    Max Repair 2400 MSP
Magazine 5 000    Cryogenic Berths 1 000    Cargo Shuttle Multiplier 2   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months   
Ordnance Transfer Hub - Capable of transferring ordnance to multiple ships simultaneously

JC200K E10 Commercial Jump Drive     Max Ship Size 200500 tons    Distance 25k km     Squadron Size 2

Commercial Internal Fusion Drive  EP600.0 (12)    Power 7200    Fuel Use 2.89%    Signature 600    Explosion 5%
Fuel Capacity 5 200 000 Litres    Range 162.1 billion km (1042 days at full power)
Refuelling Capability: 125 000 litres per hour     Complete Refuel 41 hours

CIWS-250 (4x10)    Range 1000 km     TS: 25 000 km/s     ROF 5       
ASM-62 Spike Anti-Ship Missile (300)    Speed: 40 467 km/s    End: 20.6m     Range: 50.1m km    WH: 12    Size: 6    TH: 202/121/60

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
This design is classed as a Colony Ship for auto-assignment purposes


Save file

Fleet that needs to be reloaded: TF 5 Main Body
Fleet with Resupply Base: TG 5.8.2 Mobile Resupply Base

Bonus report: If you give order to "Replace at Ordnance Transfer Hub" and try progressing time, the game will hang up and will stop answering.
 

Offline nuclearslurpee

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Re: v1.13.0 Bugs Thread
« Reply #528 on: October 31, 2021, 03:51:57 PM »
You need to have a hangar (either military or commercial) in order to reload box launchers from a ship or station. It looks like the error here is that the box launcher reload timers should not be affected, however it is correct behavior that no ordnance is transferred.
 

Offline L0ckAndL0ad

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Re: v1.13.0 Bugs Thread
« Reply #529 on: October 31, 2021, 11:11:08 PM »
You need to have a hangar (either military or commercial) in order to reload box launchers from a ship or station. It looks like the error here is that the box launcher reload timers should not be affected, however it is correct behavior that no ordnance is transferred.
My expectations were based on these change notes:

Quote
Box Launcher Reloading

In VB6 Aurora, box launchers can be reloaded in a hangar or at maintenance facilities. For C# Aurora, box launchers can only be reloaded in a hangar, or at an Ordnance Transfer Point (a Spaceport, Ordnance Transfer Station or Ordnance Transfer Hub). Reloading at an Ordnance Transfer Point is 10x slower than in a hangar (similar to the penalty for maintenance facilities in VB6 Aurora).

Because of the changes to maintenance facilities in C# Aurora, it will be a lot easier to forward deploy facilities for full-size warships, both on planets and in space, which would increase the potential of box launchers if they could still use those facilities to reload, especially given they are immediately available in C#. The introduction of ordnance-specific facilities for C# provides a good alternative.
 

Offline Blogaugis

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Re: v1.13.0 Bugs Thread
« Reply #530 on: November 01, 2021, 07:16:40 AM »
Problem: I have a mobile resupply base with Ordnance Transfer Hub, Cargo Shuttle Bay, Commercial Magazines and missiles on board. When ships armed with spent (empty after firing) box launchers come to rearm, their launcher reload timers go back to normal, but no missiles are transferred. The base is set to "Load Fleet Ordnance". Fleet that needs to rearm is given order to "Load from Ordnance Transfer Hub".
But no maintenance facility, or as nuclearslurpee said - hangars...
You probably need at least 1 of those..?
 

Offline IanD

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Re: v1.13.0 Bugs Thread
« Reply #531 on: November 04, 2021, 03:58:17 PM »
The function number: 1.13.0 Function #1170 Object cannot be cast from DBNull to other types (This occurs on Startup, once I press "Okay" it goes away.

The complete error text:
 1.13.0 Function #1170 Object cannot be cast from DBNull to other types
1.13.0 Function #3060 Object reference not set an instance of object

The window affected: All Windows except the System View on systems other than Sol.
What you were doing at the time. Loading the game up, I did not have any issues prior to starting up when I last had Aurora loaded up the previous day. I had considered that attempting to spawn asteroids may have caused this. However, the system which had the asteroids spawned was not getting the error message nor did the other systems other than Sol have this message. Deleting the system also did not change anything.

Conventional or TN start: TN start
Random or Real Stars: Random start
Is your decimal separator a comma? It's a period

Is the bug is easy to reproduce, intermittent or a one-off? I constantly get this every time I try to load Aurora

If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well. Started 2400, it's now 2420, only recently become a problem.

I am now seeing this error on opening Aurora, a Function #1170 followed by 24 x Function #3060 as defined above. When I change the display to Sol I get between 7-10 repeats of the Function #3060. On a 5 sec time increment I get 42 X Function #3060 followed by 4 X Function #917 Value was too large or too small for an int32.

Empire is 95 years old
Conventional or TN start: TN start
Random or Real Stars: Real stars
Is your decimal separator a comma? It's a period.

IanD
 

Offline xenoscepter

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Re: v1.13.0 Bugs Thread
« Reply #532 on: November 04, 2021, 04:00:20 PM »
Problem: I have a mobile resupply base with Ordnance Transfer Hub, Cargo Shuttle Bay, Commercial Magazines and missiles on board. When ships armed with spent (empty after firing) box launchers come to rearm, their launcher reload timers go back to normal, but no missiles are transferred. The base is set to "Load Fleet Ordnance". Fleet that needs to rearm is given order to "Load from Ordnance Transfer Hub".
But no maintenance facility, or as nuclearslurpee said - hangars...
You probably need at least 1 of those..?

 --- No, this is a bug as you are supposed to be able to do either or. Ordinance Transfer Points have replaced the Maintenance Facilities of VB6 for the purposes of Box Launcher reloads, with Hangars retaining the same functionality.
 

Offline nuclearslurpee

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Re: v1.13.0 Bugs Thread
« Reply #533 on: November 06, 2021, 06:33:02 PM »
Bug: When fleet has anchor set and has standing order such as "Survey Nearest body" or "Survey Nearest Location" then after arriving at body/location to conduct survey it begins to travel back to anchor during that survey.  It actually surveys that location while traveling from it.

Expected behavior is to stay at location of survey and only travel to anchor after survey is complete and standing orders are no longer possible.

Steps to reproduce:

1.  Create parent fleet with 2+ ships, detach survey ship(s) from parent fleet and then set anchor of detached fleet(s) to parent fleet that still has 1 ship.
2.  Travel to system with unsurveyed locations/bodies
3.  Click button Detach Escorts for parent fleet, set Standing orders of detached fleets(ships) to "Survey Nearest body" or "Survey Nearest Location"

The function number: n/a
The complete error text: n/a
The window affected: (related to anchor functionality and standing orders)
What you were doing at the time: Just incrementing time
Conventional or TN start: TN
Random or Real Stars: Random
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce, always happens.

I'd like to confirm this bug as I've observed the same thing, 6 years into a typical 1.13 campaign.
 

Offline Velociranga

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Re: v1.13.0 Bugs Thread
« Reply #534 on: November 08, 2021, 11:23:14 PM »
Sorry if this has been bought up before or is WAI.

But I don't think the order to resupply a target fleet with the selected fleets supply ships is working. 

To test this I took the example game and create two ship types a commercial supply ship with maintenance supply bays and a cargo shuttle bay and a military ship.  I advanced time to drain the ships MSP.  Then I selected the Supply ship fleet in the naval organisation window, chose the military ships fleet as a target and chose resupply with own supply ships.

The supply fleet moved to the military ship and noted that it had completed its orders.  However no supply moved between the ships.  I have attached some screenshots and can add the DB if it helps.

Sorry if I am missing something but as someone who has been trying to figure out how to resupply some jump defence stations this has been driving me insane. 

Screenshots are numbered in a chronological order (1 is the first 4 is the last).
 

Offline nuclearslurpee

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Re: v1.13.0 Bugs Thread
« Reply #535 on: November 09, 2021, 12:44:09 PM »
Make sure that this ship is checked as a Supply Ship in the class design window.
 

Offline Oafsalot

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Re: v1.13.0 Bugs Thread
« Reply #536 on: November 10, 2021, 03:45:57 AM »
Concerning Block Fleet Movement Auto Route; Sometimes if I set it to true (boxed ticked) then unset it, it continues to block fleet movement even when unticked.

https://www. dropbox. com/s/b4ey6780m339tff/AuroraDB. 7z?dl=0 The system in question is 61 Cygni.


 

Offline Velociranga

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Re: v1.13.0 Bugs Thread
« Reply #537 on: November 10, 2021, 10:31:14 PM »
Quote from: nuclearslurpee link=topic=12522. msg156670#msg156670 date=1636483449
Make sure that this ship is checked as a Supply Ship in the class design window.

It is, I have had this issue pop in multiple games.  At first I thought I was screwing things up but now I think its not working correctly.

I have attached the DB and a screen shot of both ships designs.  Its the example game in the DB.
 

Offline somebody1212

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Re: v1.13.0 Bugs Thread
« Reply #538 on: November 13, 2021, 01:19:08 PM »
Not sure if this is a bug, precisely, but it's certainly an inconsistency.

When designing a turret, it does not state the total rate of fire of the guns in the turret like it does when designing railguns/gauss. It only states the recharge time of the weapon, as it does when designing laser weapons (or anything else that only fires single shots). This makes it harder for new players to keep track of the effectiveness of their turret designs.

(originally reported by Whackem on the discord, who does not have a forum account)
Aurora4x Discord: https://discord.gg/TXK6qcP
 

Offline nuclearslurpee

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Re: v1.13.0 Bugs Thread
« Reply #539 on: November 13, 2021, 01:37:30 PM »
Not sure if this is a bug, precisely, but it's certainly an inconsistency.

When designing a turret, it does not state the total rate of fire of the guns in the turret like it does when designing railguns/gauss. It only states the recharge time of the weapon, as it does when designing laser weapons (or anything else that only fires single shots). This makes it harder for new players to keep track of the effectiveness of their turret designs.

(originally reported by Whackem on the discord, who does not have a forum account)

Yeah, not a bug, and not inconsistent either. "ROF" in Aurora has pretty much always been a misnomer for recharge time, and you'll see the same when you design a railgun or Gauss cannon: you'll always see ROF 5, and the number of shots is indicated elsewhere.

It would be nice for turrets to display the total number of shots on the design screen but this is properly a post for the Suggestions thread.