Author Topic: Official v7.10 Bugs Reporting Thread  (Read 212534 times)

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Offline alex_brunius

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Re: Official v7.10 Bugs Reporting Thread
« Reply #930 on: December 26, 2019, 03:13:54 PM »
Life support overcrowding failures can occur when a ship is undergoing repairs, which does not seem logical. ( Crew would not be onboard presumably ).

This issue commonly occurs to any ship that has taken damage to crew quarters and is given order to replenish crew when arriving back home before being sent into repairs.
 

Offline L0ckAndL0ad

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Re: Official v7.10 Bugs Reporting Thread
« Reply #931 on: January 05, 2020, 10:17:16 AM »
My intelligence service has gotten an enemy blueprint. There's something fishy about 0cm lasers.

Game version 7.1.0.

Off-Topic: show

Reaper-J class Jump Destroyer    9 600 tons     208 Crew     724.5 BP      TCS 192  TH 275  EM 0
1432 km/s    JR 3-50     Armour 1-40     Shields 0-0     Sensors 10/5/0/0     Damage Control Rating 4     PPV 46
Maint Life 1.63 Years     MSP 189    AFR 184%    IFR 2.6%    1YR 84    5YR 1256    Max Repair 183 MSP
Intended Deployment Time: 6 months    Spare Berths 1   

J9750(3-50) Military Jump Drive     Max Ship Size 9750 tons    Distance 50k km     Squadron Size 3
25 EP Nuclear Thermal Engine (11)    Power 25    Fuel Use 95%    Signature 25    Exp 10%
Fuel Capacity 400 000 Litres    Range 7.9 billion km   (63 days at full power)

0cm C1 Visible Light Laser (23)    Range 0km     TS: 1432 km/s     Power 0-1     RM 2    ROF 0        0 0 0 0 0 0 0 0 0 0
Fire Control S02 40-1250 (1)    Max Range: 80 000 km   TS: 1250 km/s     88 75 62 50 38 25 12 0 0 0
Pressurised Water Reactor PB-1 (12)     Total Power Output 24    Armour 0    Exp 5%

Active Search Sensor MR31-R112 (1)     GPS 6720     Range 31.7m km    Resolution 112
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

This design is classed as a Military Vessel for maintenance purposes


It appears my current enemy has more than one ship class with bugged guns. Intel just uncovered this blueprint:

Off-Topic: show

Guardian class Destroyer Escort    9 600 tons     124 Crew     692.5 BP      TCS 192  TH 275  EM 0
1432 km/s     Armour 1-40     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 4     PPV 88.32
Maint Life 3.5 Years     MSP 180    AFR 184%    IFR 2.6%    1YR 23    5YR 338    Max Repair 72 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

25 EP Nuclear Thermal Engine (11)    Power 25    Fuel Use 95%    Signature 25    Exp 10%
Fuel Capacity 550 000 Litres    Range 10.9 billion km   (87 days at full power)

Twin 0cm C1 Visible Light Laser Turret (16x2)    Range 0km     TS: 5000 km/s     Power 0-2     RM 2    ROF 0        0 0 0 0 0 0 0 0 0 0
Fire Control S02 16-5000 (1)    Max Range: 32 000 km   TS: 5000 km/s     69 37 6 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 (11)     Total Power Output 33    Armour 0    Exp 5%

Active Search Sensor MR3-R1 (1)     GPS 72     Range 3.6m km    MCR 392k km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Military Vessel for maintenance purposes
 

Offline Dawa1147

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Re: Official v7.10 Bugs Reporting Thread
« Reply #932 on: January 05, 2020, 12:50:17 PM »
While playing with the Minimum Increment function to refuel a fuel depleted task group, I came across some strange behaviour (30 day increments):
Without Min Inc I would get interrupted after 6 hours because the Task Fleet had run out of Fuel, but was trying to move (they had a Long Task list I didnt want to reenter)
With 1 Min Inc same result: interrupted after 6 hours
With 2 Min Inc Id get one 30 day increment and one 6 hour increment
With 3 Min Inc Id get two 30 day increments and one 6 hour increment
etc

Additionally, fleets didnt seem to move correctly: My tanker said it would take 28 days to reach the fleet.   
2 Min Inc gave it a 30 day increment, but it didnt complete the task: now it was 22 days.    I close and reopen the task group window, now its 16 days.   
Another 2 Min Inc gives it another 30 days, now it says 11 days to go.   

5 Day 2 Min Inc increments gives me 1 day of movement, then 6 hours. 
Research progresses normally as far as I can tell
« Last Edit: January 06, 2020, 04:55:17 AM by Dawa1147 »
 

Offline Ogamaga

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Re: Official v7.10 Bugs Reporting Thread
« Reply #933 on: January 27, 2020, 10:14:39 PM »
I decided to check out the Advanced Lasers using this method hxxp: aurora2. pentarch. org/index. php?topic=8144. msg114004#msg114004 and found that, as an example, "10cm Advanced Laser Focal Size" results in a "4cm" laser.  Fresh database, loaded the example game and SMed extra pop and labs to speed up the research.
 

Offline DFNewb

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Re: Official v7.10 Bugs Reporting Thread
« Reply #934 on: January 28, 2020, 06:34:05 PM »
Fighters which move faster than the target are unable to fire at it (or stick on top of it) while it's moving.
 

Offline Father Tim

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Re: Official v7.10 Bugs Reporting Thread
« Reply #935 on: January 28, 2020, 08:04:14 PM »
Fighters which move faster than the target are unable to fire at it (or stick on top of it) while it's moving.

This is almost certainly the result of the fighter losing initiative.
 

Offline DFNewb

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Re: Official v7.10 Bugs Reporting Thread
« Reply #936 on: January 28, 2020, 09:04:37 PM »
Quote from: Father Tim link=topic=8144. msg118375#msg118375 date=1580263454
Quote from: DFNewb link=topic=8144. msg118373#msg118373 date=1580258045
Fighters which move faster than the target are unable to fire at it (or stick on top of it) while it's moving.

This is almost certainly the result of the fighter losing initiative.

Could you explain a bit more on this.
 

Offline QuakeIV

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Re: Official v7.10 Bugs Reporting Thread
« Reply #937 on: January 29, 2020, 12:42:57 AM »
If you literally diddle some initiative number your fighter should start getting sorted lower in the move order and subsequently should start intercepting successfully more often.  It seems to me that it should be less of a concern these days since ships calculate intercept courses (at least im pretty sure 7.1 does that, i havent actually played it in a bit) but initiative still matters to some degree.
 

Offline amram

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Re: Official v7.10 Bugs Reporting Thread
« Reply #938 on: January 29, 2020, 12:45:46 AM »
Quote from: Father Tim link=topic=8144. msg118375#msg118375 date=1580263454
Quote from: DFNewb link=topic=8144. msg118373#msg118373 date=1580258045
Fighters which move faster than the target are unable to fire at it (or stick on top of it) while it's moving.

This is almost certainly the result of the fighter losing initiative.

Could you explain a bit more on this.

The fighter moves first, being faster, it faces no challenge in moving to where the target is now.  Having moved, it moves no more this increment.
The target then moves far enough away from this position to prevent engagement by exceeding your weapons range is my guess.

Task groups move in ascending initiative order, so if you have a lower initiative value, then you move before they do.

So its very likely your fighter group has a smaller initiative value than that of the target, so you move, then they do.

You mentioned over here that the targets were 5kkm/sec, so they are moving 25kkm away from your fighters every increment.

So I guess then that your weapons range is less than 25kkm, which would leave you unable to engage that target with those fighters until a commander with higher initiative is put in charge.

 

Offline Garfunkel

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Re: Official v7.10 Bugs Reporting Thread
« Reply #939 on: January 29, 2020, 07:37:26 AM »
Initiative 100 is the lowest possible and all TGs with that move first, then every other TG will move in order of rising initiative.

So:
100
101
102
103
104
105
106
...
250
251
252
...
and so on

This doesn't matter for non-military ships nor missile ships/fighters but it starts to matter for beam ships and it's absolutely crucial for beam fighters.

You want your beam fighter TG senior officer to have as high initiative as possible so that enemies move first and then the fighters will catch up to them.
 

Offline iceball3

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Re: Official v7.10 Bugs Reporting Thread
« Reply #940 on: February 07, 2020, 05:20:29 PM »
You should also be able to split and order part of the fighter fleet to move past the opponent, or escort your fighter task group by moving ahead of it by whatever increment the defending group is evading you at. Should help keep some parts of the group in range for shooting.
 

Offline ExChairman

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Re: Official v7.10 Bugs Reporting Thread
« Reply #941 on: February 11, 2020, 05:44:23 AM »
Time passes, but nothing is updated... ??? No space bubble...
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Offline Garfunkel

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Re: Official v7.10 Bugs Reporting Thread
« Reply #942 on: February 11, 2020, 12:33:33 PM »
Have you modified industrial cycle length?
 

Offline ExChairman

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Re: Official v7.10 Bugs Reporting Thread
« Reply #943 on: February 15, 2020, 12:49:12 AM »
Have you modified industrial cycle length?

No. Nothing changed and it is only production and population that doesn't update all over the empire... I can move taskgroups, get information from Allied empires and so on.
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Offline Steve Walmsley (OP)

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Re: Official v7.10 Bugs Reporting Thread
« Reply #944 on: February 15, 2020, 05:55:13 AM »
Construction cycle won't run in two situations; space time bubble in effect or an active missile with a warhead and less than 12 hours endurance.
 
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