Author Topic: v2.5.0 Bugs Thread  (Read 12362 times)

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Offline Steve Walmsley (OP)

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v2.5.0 Bugs Thread
« on: December 24, 2023, 08:13:09 AM »
Please post potential bugs in this thread for v2.5.0

First, please check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
http://aurora2.pentarch.org/index.php?topic=10637.0

'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

Please do not post bugs from previous versions unless you confirm they are still present in v2.5.0

When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
« Last Edit: January 25, 2024, 09:04:08 AM by Steve Walmsley »
 
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Offline nakorkren

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Re: v2.5.0 Bugs Thread
« Reply #1 on: December 24, 2023, 03:21:27 PM »
When target of a missile salvo goes out of range, missiles delete themselves (as is appropriate) but the salvo continues to display on the map, just showing quantity 0 missiles in the salvo. This was discovered in v2.4.0 but to my knowledge hasn't been addressed in v2.5.0.

SJW: From the above, it sounds like this hasn't been reproduced in v2.5.0. Please don't report until reproduced, as this was addressed in v2.5.0 changes.
« Last Edit: December 26, 2023, 10:18:24 AM by Steve Walmsley »
 

Offline Ultimoos

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Re: v2.5.0 Bugs Thread
« Reply #2 on: December 25, 2023, 11:23:31 AM »
You might have checked condition in "contacts" -> "lost contacts (period)". If so, you would see those missiles as lost contacts for some time.
 
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Offline Demonides

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Re: v2.5.0 Bugs Thread
« Reply #3 on: December 26, 2023, 04:15:36 AM »
The drag and drop function in the 'Naval Organization' window deletes fleets.

When I try to move fleets using drag and drop, the moved fleet gets deleted or disappears.

SJW: Not a bug - as per below
« Last Edit: December 26, 2023, 10:14:21 AM by Steve Walmsley »
 

Offline nuclearslurpee

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Re: v2.5.0 Bugs Thread
« Reply #4 on: December 26, 2023, 07:35:35 AM »
The drag and drop function in the 'Naval Organization' window deletes fleets.

When I try to move fleets using drag and drop, the moved fleet gets deleted or disappears.

Cannot reproduce. Where are you dragging fleets onto? If you drag-and-drop a fleet onto another fleet, the second fleet will absorb the first which will cease to exist, this is WAI.
 

Offline Demonides

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Re: v2.5.0 Bugs Thread
« Reply #5 on: December 26, 2023, 07:39:56 AM »
f you drag-and-drop a fleet onto another fleet, the second fleet will absorb the first which will cease to exist, this is WAI.

Oh, so its absorb  8) thx
 

Offline punchkid

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Re: v2.5.0 Bugs Thread
« Reply #6 on: December 26, 2023, 08:55:58 AM »
If you place a normal waypoint in the middle of an aeter rift, the rift dissapears.
When you remove the waypoint, you have to zoom in very close to see the rift again.
This might be becasue I places a sensor buey on top of it, ut in any event its a bit annoying, since it makes it easy to forget its there.

SJW: Not a bug. Waypoint icon is displayed on top of map, which will obscure small Aether Rift. I suggest naming the waypoint accordingly.
« Last Edit: December 26, 2023, 10:16:14 AM by Steve Walmsley »
 
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Offline simast

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Re: v2.5.0 Bugs Thread
« Reply #7 on: December 26, 2023, 12:55:37 PM »
Found a small issue with "Max Repair" rounding - see example build below. This happened when I created a Jump Drive component which had a cost of 333.33.

Code: [Select]
Hermes r2899 class Fleet Support Vessel (P)      73,219 tons       507 Crew       2,096 BP       TCS 1,464    TH 3,840    EM 0
2622 km/s    JR 3-50(C)      Armour 3-155       Shields 0-0       HTK 158      Sensors 8/8/0/0      DCR 1-0      PPV 0
MSP 5,017    Max Repair 333.33333333333333333333333334 MSP
Cargo Shuttle Multiplier 1    Tractor Beam     
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months   

SJW: Not strictly a bug, but definitely messy. Fixed for v2.5.1.
« Last Edit: December 27, 2023, 06:03:24 AM by Steve Walmsley »
 

Offline joshuawood

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Re: v2.5.0 Bugs Thread
« Reply #8 on: December 26, 2023, 01:57:13 PM »
Found a small issue with "Max Repair" rounding - see example build below. This happened when I created a Jump Drive component which had a cost of 333.33.

Code: [Select]
Hermes r2899 class Fleet Support Vessel (P)      73,219 tons       507 Crew       2,096 BP       TCS 1,464    TH 3,840    EM 0
2622 km/s    JR 3-50(C)      Armour 3-155       Shields 0-0       HTK 158      Sensors 8/8/0/0      DCR 1-0      PPV 0
MSP 5,017    Max Repair 333.33333333333333333333333334 MSP
Cargo Shuttle Multiplier 1    Tractor Beam     
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months   

Pretty sure that is WAI, it just looks odd to the human brain.

Personally i would rather this than rounding.
 

Offline rainyday

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Re: v2.5.0 Bugs Thread
« Reply #9 on: December 26, 2023, 05:58:07 PM »
It's more of an annoyance but the "Follow" order still goes haywire when the target fleet goes through a jump point. It looks like the fleet continues updating its heading based on the target's coordinates but remains in the original system, so often just flies off into the middle of nowhere.

The easiest fix is probably just to cancel the follow order if the target is not in the same system.

SJW: The code to cancel the follow order when the target fleet is in a different system was commented out. No idea why, but its back in now.
« Last Edit: December 27, 2023, 06:13:58 AM by Steve Walmsley »
 
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Offline Steve Zax

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Re: v2.5.0 Bugs Thread
« Reply #10 on: December 26, 2023, 07:24:25 PM »
It's more of an annoyance but the "Follow" order still goes haywire when the target fleet goes through a jump point. It looks like the fleet continues updating its heading based on the target's coordinates but remains in the original system, so often just flies off into the middle of nowhere.

The easiest fix is probably just to cancel the follow order if the target is not in the same system.

or make the "follow" order into a "do what that fleet does" order. Then it would go through the jump point.
 

Offline JacenHan

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Re: v2.5.0 Bugs Thread
« Reply #11 on: December 27, 2023, 12:17:52 AM »
Missile to-hit chances in the ship design display don't seem to be taking Active Terminal Guidance into account for their hit chances.

Ship from my current game (just started in v2.5):
Code: [Select]
Albuquerque class Destroyer      8,000 tons       210 Crew       1,027.5 BP       TCS 160    TH 720    EM 0
4500 km/s      Armour 5-35       Shields 0-0       HTK 63      Sensors 5/6/0/0      DCR 2-2      PPV 38.4
Maint Life 2.24 Years     MSP 660    AFR 256%    IFR 3.6%    1YR 177    5YR 2,654    Max Repair 180.00 MSP
Magazine 168 / 0    Cryogenic Berths 200   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

N1/1200 Ion Drive (2)    Power 720.0    Fuel Use 81.46%    Signature 360.00    Explosion 12%
Fuel Capacity 741,500 Litres    Range 20.5 billion km (52 days at full power)

150mm Mk.I Railgun (4x4)    Range 60,000km     TS: 4,500 km/s     Power 9-3     RM 20,000 km    ROF 15       
FN/SAG-5 Fire Control System (1)     Max Range: 128,000 km   TS: 4,500 km/s    ECCM-0     92 84 77 69 61 53 45 38 30 22
P6/58 Magnetic Mirror Fusion Reactor (2)     Total Power Output 12.3    Exp 5%

Mk.II Missile Launch System (6)     Missile Size: 8    Rate of Fire 3395
FN/SPG-7 Missile Fire Control (1)     Range 33.6m km    Resolution 20
Mk.I "Broadsword" Standard Missile (21)    Speed: 21,250 km/s    End: 15.6m     Range: 19.8m km    WH: 4    Size: 8    TH: 70/42/21

FN/SPS-8 Radar Array (1)     GPS 700     Range 22.2m km    Resolution 20
FN/SQN-3 Thermal Sensor (1)     Sensitivity 5.0     Detect Sig Strength 1000:  17.7m km
FN/SDN-2 EM Sensor (1)     Sensitivity 6.0     Detect Sig Strength 1000:  19.4m 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 Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes

Missile from above design in missile design screen:
Code: [Select]
Missile Size: 8.000 MSP  (20.0000 Tons)     Warhead: 4    Radiation Damage: 4
Speed: 21,250 km/s     Fuel: 1,010     Flight Time: 16 minutes     Range: 19.84m km
Active Sensor Strength: 0.12   EM Sensitivity Modifier: 6
Resolution: 20    Maximum Range vs 1000 ton object (or larger): 1,299,474 km
Decoys: 2 ECM-1     ATG: 15%     
Cost Per Missile: 7.592     Development Cost: 435
Chance to Hit: 1k km/s 244.4%   3k km/s 81.5%   5k km/s 48.9%   10k km/s 24.4%

Replacing the 15% ATG in the missile design with the same MSP of fuel gives the 70/42/21 to-hit chances shown in the ship display.

SJW: Fixed for v2.5.1
« Last Edit: January 07, 2024, 10:32:36 AM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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Re: v2.5.0 Bugs Thread
« Reply #12 on: December 27, 2023, 06:55:03 AM »
It's more of an annoyance but the "Follow" order still goes haywire when the target fleet goes through a jump point. It looks like the fleet continues updating its heading based on the target's coordinates but remains in the original system, so often just flies off into the middle of nowhere.

The easiest fix is probably just to cancel the follow order if the target is not in the same system.

SJW: The code to cancel the follow order when the target fleet is in a different system was commented out. No idea why, but its back in now.

As a follow up, the reason it was commented out was that once I removed the comments, the game broke with endless errors :)

After some investigation, the same code that was used to find fleet targets for the follow order was also referenced as part of the auto-route code, including plotting of Lagrange jumps. In the latter case, the check was happening even when the intercepting fleet wasn't in the same system, but other transit orders were already in place, making it a legitimate check. Uncommenting the code then produced nulls for all multi-transit jump plotting and made the game completely unplayable. BTW in the same block of code, the same check for contacts already existed without problems as it wasn't used for anything else.

I've now moved the 'same system check' for fleets into its own section, preceding the destination coordinates check.

The moral of this story is that if I have commented out some code, there was obviously a good reason at the time - even if it was just me being too lazy to track down a problem I obviously encountered before but had forgotten about :)
 
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Offline welchbloke

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Re: v2.5.0 Bugs Thread
« Reply #13 on: December 27, 2023, 09:00:33 AM »

The moral of this story is that if I have commented out some code, there was obviously a good reason at the time - even if it was just me being too lazy to track down a problem I obviously encountered before but had forgotten about :)

Sounds like every programming project I've ever done, which normally involves me writing code then looking at it starting with 'why won't that work' and finishing with 'why does that work'. I then leave the code alone as whatever sacrifices I've made to the code gods have worked and I don't want to invoke their wrath any further.
 ;D
Welchbloke
 

Offline ExecCrawfish

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Re: v2.5.0 Bugs Thread
« Reply #14 on: December 27, 2023, 12:20:46 PM »
'Hierarchy Medal' doesn't appear to work properly. 

I'm on 2. 5. 0, in a save manually updated from 2. 4. 0 with the appropriate DB edits (Thank you for the guide, Steve!).  Game is 13 years in, decimal points, fake stars, no mods. 

I have four battalions under a regimental HQ, loaded on a transport, but don't have an Organization created for this structure.  Using the Hierarchy Medal button does not award the chosen medal to the regimental CO or any of the battalion COs.  Repeating this with a three-layer test formation that did have an Organization created and was at a population also failed.  No error messages, just a silent failure.  It fails whether or not an optional citation is chosen and whether or not the medal has conditions assigned.  'Formation Medal' works fine.