Author Topic: Official v7.10 Bugs Reporting Thread  (Read 210460 times)

0 Members and 1 Guest are viewing this topic.

Offline Sematary

  • Commodore
  • **********
  • Posts: 732
  • Thanked: 7 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #210 on: February 14, 2016, 10:05:09 AM »
This has been in for a few versions but the Indian names are all set to male, even though at least some of the names are female names.
 

Offline Thineboot

  • Petty Officer
  • **
  • T
  • Posts: 21
  • Thanked: 5 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #211 on: February 14, 2016, 12:41:21 PM »

Corrected TechDescriptions


Table: TechSystem


ID   Name
TechDescription (actual)
TechDescription (corrected)


1222   Max Squadron Jump Radius - 3000k (Size x 1.6)   see 1223 Max Squadron Jump Radius - 4000k (Size x 1.
v
The maximum distance in thousands of kilometres at which a ship equipped with a jump engine with this technology will emerge from a jump point


3463   Gas-Cooled Fast Reactor Technology
Base technology used for creation of power plants. Pre-requisite tech for ion engines
Base technology used for creation of power plants. Pre-requisite tech for ion drive


3465   Tokamak Fusion Reactor Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for internal fusion drive


3466   Magnetic Confinement Fusion Reactor Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for magnetic fusion drive


3467   Inertial Confinement Fusion Reactor Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for inertial fusion drive


3468   Solid-core Anti-matter Power Plant Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for solid core am drive


3469   Gas-core Anti-matter Power Plant Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for gas core am drive


3470   Plasma-core Anti-matter Power Plant Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for plasma core am drive


3471   Beam Core Anti-matter Power Plant Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for beam core am drive


3472   Vacuum Energy Power Plant Technology
Base technology used for creation of power plants.
Base technology used for creation of power plants. Pre-requisite tech for photonic drive


24891   Fuel Production 168,000 Litres
The annual fuel production for each Fuel Refinery to168,000 litres
The annual fuel production for each Fuel Refinery to 168,000 litres


25934   PDC Barracks
Provides enough capacity to house one five battalions
Provides enough capacity to house five battalions


26526   80cm Microwave Focal Size
Allows the creation of high power microwavesn with a 80cm Focal Size (or calibre).
Allows the creation of high power microwaves with a 80cm Focal Size (or calibre).


26596   Standard Laser Size and Recharge Rate (While it's no reduction at all it's still the wrong weapon system)
A modification to missile launchers that reduces their size by removing part of the reloading mechanism, dramatically reducing the reload time
A modification to lasers that reduces their size by removing part of the recharging mechanism, dramatically increasing the recharge time


26645   Gauss Cannon Size vs Accuracy 6HS and 100%
Allows 500 rounds to be stored within in a Gauss Cannon. Gauss Cannon can be reloaded in a hangar deck
Allows 600 rounds to be stored within in a Gauss Cannon. Gauss Cannon can be reloaded in a hangar deck


26646   Gauss Cannon Size vs Accuracy 0.6HS and 10%
Allows 50 rounds to be stored within in a Gauss Cannon. Gauss Cannon can be reloaded in a hangar deck
Allows 60 rounds to be stored within in a Gauss Cannon. Gauss Cannon can be reloaded in a hangar deck


33302   Military Jump Drive
Standard jump Drive
Standard Jump Drive


38336   Conventional Engine Technology
Base engine technology for engine component designs. Provides 5 power per HS of engine
Base engine technology for engine component designs. Provides 0.2 power per HS of engine


62453   Crew Quarters - Fighter
Provides accomodation for up to 5 crew
Provides accomodation for up to 2 crew


64797   Compressed Fuel Storage System - Very Large
Fuel storage for ships. Each Very Large Compressed Fuel Storage System can hold 1.5m0 litres of fuel.
Fuel storage for ships. Each Very Large Compressed Fuel Storage System can hold 1,500,000 litres of fuel.


65062   Compressed Fuel Storage System - Tiny
Fuel storage for ships. Each Tiny Compressed Fuel Storage System can hold 7500 litres of fuel.
Fuel storage for ships. Each Tiny Compressed Fuel Storage System can hold 7,500 litres of fuel.




TechSystem
ID
Name


26095
Thermal Reduction: Signature 25% Normal
Thermal Reduction: Signature 24% Normal


65061
Compressed Fuel Storage System -Small
Compressed Fuel Storage System - Small




Some may seem only marginal but follow your rule of similar descriptions.


Edit: added Reactor Technologies
« Last Edit: February 14, 2016, 04:33:47 PM by Thineboot »
 
The following users thanked this post: Detros

Offline TT

  • Warrant Officer, Class 1
  • *****
  • T
  • Posts: 81
  • Thanked: 12 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #212 on: February 14, 2016, 02:19:29 PM »
Please forgive me if this has already been reported.  I have the jump tender below:

Quote
Cherub class Jump Tender    11,650 tons     198 Crew     722.6 BP      TCS 233  TH 720  EM 0
3090 km/s    JR 3-50     Armour 1-45     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 0
MSP 194    Max Repair 328 MSP
Intended Deployment Time: 24 months    Spare Berths 1   

J16200(3-50) Military Jump Drive     Max Ship Size 16200 tons    Distance 50k km     Squadron Size 3
240 EP Commercial Ion Drive (3)    Power 240    Fuel Use 3.54%    Signature 240    Exp 4%
Fuel Capacity 250,000 Litres    Range 109.1 billion km   (408 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

You can see that it has a jump drive rated for 16200 tons but is only 11650 tons itself.  It will not allow military ships larger than itself to jump.  It reports the error that their isn't a properly sized jump ship available to facilitate the jump. It does allow ships smaller than itself to jump.  If I understand the mechanics correctly, it seems that the jump tender should allow ships up to its jump drive rating to jump.
 

Offline Pixel1191

  • Warrant Officer, Class 2
  • ****
  • P
  • Posts: 58
  • Thanked: 11 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #213 on: February 14, 2016, 02:47:24 PM »
The size of the tender also factors in.

Match the tonnage of your jump tender to the rating of the jump engine and it will work.
 

Offline TT

  • Warrant Officer, Class 1
  • *****
  • T
  • Posts: 81
  • Thanked: 12 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #214 on: February 14, 2016, 04:27:35 PM »
Oh, it is a wad. Thank you Pixel
 

Offline DattMuffinMan

  • Leading Rate
  • *
  • D
  • Posts: 7
Re: Official v7.10 Bugs Reporting Thread
« Reply #215 on: February 15, 2016, 12:44:25 AM »
Using version 7. 10

My game only advances in 1-15 second time increments now.      I have no idea why, no event messages are being shown.      No matter if I advance time in system map, economics, its still only done in seconds.      It is driving me MAD Q_Q.      Searched up to see if anyone else had the same problem, seems to not be the case.     

Using system Windows 7 64bit, on an 2500 system max game.   

PS: I have no Sorium stockpiled, I thought this was at first causing the seconds only turns.   SO I turned off my refinery industry, nothing changed. 
« Last Edit: February 15, 2016, 12:50:21 AM by DattMuffinMan »
 

Offline db48x

  • Commodore
  • **********
  • d
  • Posts: 641
  • Thanked: 200 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #216 on: February 15, 2016, 01:34:18 AM »
Using version 7. 10

My game only advances in 1-15 second time increments now.      I have no idea why, no event messages are being shown.      No matter if I advance time in system map, economics, its still only done in seconds.      It is driving me MAD Q_Q.      Searched up to see if anyone else had the same problem, seems to not be the case.

You're not the only one, but it probably is fairly hard to search for. This is almost certainly the result of combat between two NPRs. Go exploring and look for the wrecks, or join in the fun :)
 

Offline DattMuffinMan

  • Leading Rate
  • *
  • D
  • Posts: 7
Re: Official v7.10 Bugs Reporting Thread
« Reply #217 on: February 15, 2016, 01:38:02 AM »
Wow this is going to take awhile then isn't it? I've only gone through 6 years of game time, and my survey ship is almost done.  Is there no way to make the combat well go more expediently?
 

Offline 83athom

  • Big Ship Commander
  • Vice Admiral
  • **********
  • Posts: 1261
  • Thanked: 86 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #218 on: February 15, 2016, 06:33:27 AM »
Wow this is going to take awhile then isn't it?
Welcome to Aurora, where many of the more experienced players lose their games to months long increment slowdown (that take days irl to go through). Its just the name of the beast. Leave the auto-increments running and read a book.
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 TheDeadlyShoe

  • Vice Admiral
  • **********
  • Posts: 1264
  • Thanked: 58 times
  • Dance Commander
Re: Official v7.10 Bugs Reporting Thread
« Reply #219 on: February 15, 2016, 08:26:17 AM »
If it bothers you, start a new game without any pregenerated NPR empires.  The game will run as smooth as possible that way, without interruptions. You can still encounter newly generated NPRs upon entering a new system, after which time you might eventually start suffering interrupt spam.

 

Offline TMaekler

  • Vice Admiral
  • **********
  • Posts: 1112
  • Thanked: 298 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #220 on: February 15, 2016, 11:33:19 AM »
The size of the tender also factors in.

Match the tonnage of your jump tender to the rating of the jump engine and it will work.
Is there a specific logic behind this "own-ship-size-limitation"? Why having to create a jump drive for 16000t and only be able to jump 11000t because you yourself are only 11000t in size? Why even have to bother to create a size specific jump drive?!? It would make sense if there is no link to the own-ship-size... .
 

Offline Mor

  • Commander
  • *********
  • Posts: 305
  • Thanked: 11 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #221 on: February 15, 2016, 01:17:38 PM »
Minor text issue: In the Leaders screen, when trying to assign a leader to already occupied position, there is an extra "commander" in the confirmation for example:
.. is currently the commander of commander of fleet headquarter.
.. is currently the commander of governor of Earth.
 

Offline Sematary

  • Commodore
  • **********
  • Posts: 732
  • Thanked: 7 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #222 on: February 15, 2016, 01:21:49 PM »
Is there a specific logic behind this "own-ship-size-limitation"? Why having to create a jump drive for 16000t and only be able to jump 11000t because you yourself are only 11000t in size? Why even have to bother to create a size specific jump drive?!? It would make sense if there is no link to the own-ship-size... .
The link is in the techno-babble about jump gates. Also the requirement to build a jump drive of a specific size is due to your ship being completely different in size to my ship. In my current game the various nations have jump ships that are 8,600 tons, 3,200 tons, 12,000 tons, 10,000 tons due to their various capabilities and fleet doctrines. As you can see none of those are either 11,000 tons or 16,000 tons so we are talking about (including the 11 and 16 kton designs) 6 different sized jump engines.
 

Offline iceball3

  • Captain
  • **********
  • Posts: 454
  • Thanked: 47 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #223 on: February 15, 2016, 03:02:17 PM »
I suppose it's to force people to actually invest more into their jumpships than the jump-engine itself, so that it isn't easy to make extremely minimized jump tenders for the sake of saving money.
Shouldn't be a huge problem though, as military drives can be mounted by civilian ships, so you can make your tender more of a space station if you wish, by giving it bundles of fuel tanks and maintenance spaces.

This will get even better with v7.2 as there will be new deep-space maintenance capabilities implemented on various components.
 

Offline ArchRylen

  • Chief Petty Officer
  • ***
  • A
  • Posts: 32
Re: Official v7.10 Bugs Reporting Thread
« Reply #224 on: February 15, 2016, 04:17:08 PM »
"ERROR: WP Link not found in GetWarpPointData"
A bit more data. I mucked around in SM mode and got the problem to go away. It seems that the espionage detected generates a link to known system. When that system has un-traversed, unexplored jump points, one gets assigned as the link and things work fine. Otherwise, the link goes one way only and the error message appears.