Author Topic: Official v6.20 Bugs Thread  (Read 27505 times)

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Offline draanyk

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Re: Official v6.20 Bugs Thread
« Reply #30 on: November 29, 2012, 02:45:28 PM »
Error in CreateOfficer
Error 3163 was generated by DAO.Field
The field is too small to accept the amount of data you attempted to add. Try inserting or pasting less data.

26 years into my game, this has started popping up every now and then. Tracked two cases to new officers whose Education field are not populated. When loading the officers screen, a series of Error 94 / Invalid use of Null errors are generated. They were both educated at different military academies in different systems. Other officers created in the same increment are being created properly.
 

Offline nadia911

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Re: Official v6.20 Bugs Thread
« Reply #31 on: November 29, 2012, 05:23:18 PM »
Brief Summary Display empty!!

When designing a new ship and keep adding components, surprisingly all Brief summary display's information disappears  :o

Excuse my english

Regards
 

Offline Nathan_

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Re: Official v6.20 Bugs Thread
« Reply #32 on: November 29, 2012, 08:59:06 PM »
I'm seeing +1000% Fighter combat bonuses, so I think that the cap for them doesn't work. this is on 6.2, haven't bothered with 6.21 since I don't use the sorium site order yet.
 

Offline Jikor

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Re: Official v6.20 Bugs Thread
« Reply #33 on: November 30, 2012, 10:53:29 AM »
Seems that crewmorale issue is from a missile Complex in conventional start with 1000m starting pop:

Code: [Select]
Missile Complex class ICBM Launch Base 14200 tons     419760 Crew     412.2 BP      TCS 284  TH 0  EM 0
Armour 5-52     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 240
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 0 MSP
Magazine 240   Spare Berths -419550   

Only one of the bases is like this. The rest all show -2 berths with a -5% penalty.


This gives a Crew Morale Bonus of -1100%
 

Offline byron

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Re: Official v6.20 Bugs Thread
« Reply #34 on: November 30, 2012, 10:58:58 AM »
Seems that crewmorale issue is from a missile Complex in conventional start with 1000m starting pop:

Code: [Select]
Missile Complex class ICBM Launch Base 14200 tons     419760 Crew     412.2 BP      TCS 284  TH 0  EM 0
Armour 5-52     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 240
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 0 MSP
Magazine 240   Spare Berths -419550   

Only one of the bases is like this. The rest all show -2 berths with a -5% penalty.


This gives a Crew Morale Bonus of -1100%

Known bug.  Delete them all and SM in new ones.
This is Excel-in-Space, not Wing Commander - Rastaman
 

Offline Anarade Relle

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Re: Official v6.20 Bugs Thread
« Reply #35 on: November 30, 2012, 04:40:34 PM »
6.21.  Everytime I open the class design (or modify a design) I get "Error 3265" "Error in UpdateDesign". Using a 6.20 game.
 

Offline Steve Walmsley

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Re: Official v6.20 Bugs Thread
« Reply #36 on: December 01, 2012, 12:13:23 PM »
I've finally found and fixed the bug that occasionally shows a dark blue dot on the galactic map for a system without a habitable world.

Steve
 

Offline byron

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Re: Official v6.20 Bugs Thread
« Reply #37 on: December 01, 2012, 04:14:14 PM »
Some civilian components seem to react very poorly to being placed in military ships.  As an example of this:
Code: [Select]
Pyro class Ammunition Ship    30,000 tons     530 Crew     5388.8 BP      TCS 600  TH 3960  EM 0
6600 km/s    JR 3-50     Armour 2-86     Shields 0-0     Sensors 40/40/0/0     Damage Control Rating 27     PPV 15.74
Maint Life 4.56 Years     MSP 7031    AFR 266%    IFR 3.7%    1YR 550    5YR 8252    Max Repair 990 MSP
Intended Deployment Time: 8 months    Flight Crew Berths 15   
Hangar Deck Capacity 1000 tons     Magazine 6272    Cryogenic Berths 200   

Radiant Dynamics K609-50     Max Ship Size 30450 tons    Distance 50k km     Squadron Size 3
Rocketdyne AMS-1980 (2)    Power 1980    Fuel Use 13.96%    Signature 1980    Exp 11%
Fuel Capacity 1,280,000 Litres    Range 55.0 billion km   (96 days at full power)

Turret, Single, Gauss Cannon, Mk1 Mod0 (2x5)    Range 50,000km     TS: 50000 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
GE CIWS Mk1 Mod0 (2x10)    Range 1000 km     TS: 50000 km/s     ROF 5       Base 50% To Hit
Sperry OWG-3 (1)    Max Range: 50,000 km   TS: 50000 km/s     80 60 40 20 0 0 0 0 0 0

Lockheed Martin OPS-4 (1)     GPS 80     Range 32.0m km    Resolution 1
TI OAR-3 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km
TI OPR-3 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km

ECM 40

Strike Group
1x U-2 Shuttle   Speed: 15200 km/s    Size: 10
2x U-1 Shuttle   Speed: 15200 km/s    Size: 5

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Haven class Hospital Ship    30,000 tons     438 Crew     4447.8 BP      TCS 600  TH 3960  EM 0
6600 km/s    JR 3-50     Armour 2-86     Shields 0-0     Sensors 40/40/0/0     Damage Control Rating 27     PPV 15.74
Maint Life 2.22 Years     MSP 6502    AFR 266%    IFR 3.7%    1YR 1782    5YR 26728    Max Repair 990 MSP
Intended Deployment Time: 8 months    Flight Crew Berths 12   
Hangar Deck Capacity 1000 tons     Cryogenic Berths 65000   

Radiant Dynamics K609-50     Max Ship Size 30450 tons    Distance 50k km     Squadron Size 3
Rocketdyne AMS-1980 (2)    Power 1980    Fuel Use 13.96%    Signature 1980    Exp 11%
Fuel Capacity 1,270,000 Litres    Range 54.6 billion km   (95 days at full power)

Turret, Single, Gauss Cannon, Mk1 Mod0 (2x5)    Range 50,000km     TS: 50000 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
GE CIWS Mk1 Mod0 (2x10)    Range 1000 km     TS: 50000 km/s     ROF 5       Base 50% To Hit
Sperry OWG-3 (1)    Max Range: 50,000 km   TS: 50000 km/s     80 60 40 20 0 0 0 0 0 0

Lockheed Martin OPS-4 (1)     GPS 80     Range 32.0m km    Resolution 1
TI OAR-3 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km
TI OPR-3 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km

ECM 40

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Merrimack class Oiler    30,000 tons     370 Crew     4435.8 BP      TCS 600  TH 3960  EM 0
6600 km/s    JR 3-50     Armour 2-86     Shields 0-0     Sensors 40/40/0/0     Damage Control Rating 27     PPV 15.74
Maint Life 2.19 Years     MSP 6495    AFR 266%    IFR 3.7%    1YR 1814    5YR 27216    Max Repair 990 MSP
Intended Deployment Time: 8 months    Flight Crew Berths 15   
Hangar Deck Capacity 1000 tons     Cryogenic Berths 200   

Radiant Dynamics K609-50     Max Ship Size 30450 tons    Distance 50k km     Squadron Size 3
Rocketdyne AMS-1980 (2)    Power 1980    Fuel Use 13.96%    Signature 1980    Exp 11%
Fuel Capacity 17,600,000 Litres    Range 756.4 billion km   (1326 days at full power)

Turret, Single, Gauss Cannon, Mk1 Mod0 (2x5)    Range 50,000km     TS: 50000 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
GE CIWS Mk1 Mod0 (2x10)    Range 1000 km     TS: 50000 km/s     ROF 5       Base 50% To Hit
Sperry OWG-3 (1)    Max Range: 50,000 km   TS: 50000 km/s     80 60 40 20 0 0 0 0 0 0

Lockheed Martin OPS-4 (1)     GPS 80     Range 32.0m km    Resolution 1
TI OAR-3 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km
TI OPR-3 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km

ECM 40

This design is classed as a Military Vessel for maintenance purposes
The three designs are as alike as I could make them, but for some reason, the Haven class and Merrimack classes have half the maintainence life of the Pyro class, despite the fact that the failure rates are the same, and the main components on the Merrimack and Haven classes are civilian components. 
This is Excel-in-Space, not Wing Commander - Rastaman
 

Offline Cpt Drake

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Re: Official v6.20 Bugs Thread
« Reply #38 on: December 02, 2012, 12:53:48 PM »
Hi, this is my first attempt at playing Aurora and, after working through the tutorials/setup, came across the following error reports.  (Using version 6. 21) I had given orders to a Task Group/Battle Group - I think it was a default order 'Refuel at Colony'.  Then used the time increment button and these popped up (approx 13 times):

Error in PopulateMoves
Error 94
Invalid use of Null

Error in PopulateMoves
Error 381
Invalid property array index

I noticed that:
   The display for Battle Group on the System Map had parentheses without anything between them.
   Selecting Task Group window triggered the same errors.
   In the TG window the Battle Group ship names had (A) after their names.

I did delete the (corrupt?) Battle Group and inserted a replacement using SM.
The game appeared to function fine for a while but placing orders:
   Move to Mars
   Pick up Team
   Move to Venus
   Drop Team

I got the these error reports:

Error in CheckSpecialOrders
Error 3021 was generated by DAO. Field
No current record

Error in LoadOrders
Error 94
Invalid use of Null

Thanks for a very interesting and challenging game.  I hope the above helps.
 

Offline deoved

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Re: Official v6.20 Bugs Thread
« Reply #39 on: December 02, 2012, 02:51:11 PM »
New "Highly Rated" button does not exist on Officers Screen if Reduced Height option turned on. (Intelligence and Foreign also missed Tolerances panel..)
 

Offline Steve Walmsley

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Re: Official v6.20 Bugs Thread
« Reply #40 on: December 02, 2012, 03:48:45 PM »
Fixed a problem with fighter combat bonuses. Commanders were getting massive experience increases.

Steve
 

Offline Nathan_

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Re: Official v6.20 Bugs Thread
« Reply #41 on: December 02, 2012, 08:50:14 PM »
Some civilian components seem to react very poorly to being placed in military ships.  As an example of this:
The three designs are as alike as I could make them, but for some reason, the Haven class and Merrimack classes have half the maintainence life of the Pyro class, despite the fact that the failure rates are the same, and the main components on the Merrimack and Haven classes are civilian components. 

Maint life is just an estimate, though i've yet to see a civ component fail. That said big cheap components(cyro bays) are probably worse on maint life than big expensive ones(magazines), if the big cheap ones drive up the failure rate of the more expensive per size components and don't provide the corresponding MSP boost that the big expensive ones do.
 

Offline byron

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Re: Official v6.20 Bugs Thread
« Reply #42 on: December 02, 2012, 10:26:36 PM »
Maint life is just an estimate, though i've yet to see a civ component fail. That said big cheap components(cyro bays) are probably worse on maint life than big expensive ones(magazines), if the big cheap ones drive up the failure rate of the more expensive per size components and don't provide the corresponding MSP boost that the big expensive ones do.
It's not just the fact that they don't provide MSP.  Look at the 1 and 5 year MSP estimates.  I may build the ships anyway and SM them if I have to.
This is Excel-in-Space, not Wing Commander - Rastaman
 

Offline vonduus

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Re: Official v6.20 Bugs Thread
« Reply #43 on: December 03, 2012, 05:47:38 AM »
When I tick the "Show All Pops" button in the TG orders screen, the fleet very often ends up on the central star in stead of on the targeted planet.

Example: I am on Procyon, I push "Show all Pops" and choose "Earth". The game puts in intermediary orders, with the final order "move to Earth" -  and the ship is on its way. When it arrives, I get no message (because it is has not arrived on the correct planet), instead it sits on Sol. I don't think this happens all the time, but pretty often.

Still on 6.1, but this is not mentioned among the bug fixes for 6.21, so I guess it is still there.
 

Offline Feujak

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Re: Official v6.20 Bugs Thread
« Reply #44 on: December 03, 2012, 08:56:14 AM »
Small bug :
New game with sol system.
Add like 0. 2 greenhouse gas to earth and build infrastructures.  Now you get random number in Summary/ Current Infrastrucutre.

 

 

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