Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 20, 2020, 07:34:22 PM

Title: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 20, 2020, 07:34:22 PM
Please post bugs in this thread for v1.7.3

Please check the Known Issues post before posting so see if the problem has already been identified or is working as intended. '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 v1.7.3

When you post, please post as much information as possible, including:
Title: Re: v1.7.3 Bugs Thread
Post by: Chrisianak on April 20, 2020, 07:38:44 PM
Hello Steve. 

This was tested on 1.  7.  2, but I still can't get the civies to trade LG infrastructure.   
I used Earth and Luna to get the shipping lines nice and fat then introduced the dreaded test plague which wiped out Earth and Luna and restricted travel to them.    Ceres was fully populated and set as both Stable and Source for different time periods, yet the small initially seeded LG colonies never got any of the sweet LG infrastructure Ceres produced.    DB included to show test setup. 
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Aloriel on April 20, 2020, 07:41:58 PM
v1.7.3 (database is continuance from 1.7.0) -- originally posted in 1.7.2 but still present in 1.7.3

Function #2803: Attempted to divide by zero.

Occurred when I selected a stabilization ship in a specific fleet. It seemed to happen when switching from the selection of the fleet to the ship. It does NOT happen when I select a lot of my other ships, but does happen for several of my original ships.

1) Go to Naval Organization
2) Open the fleet STB Niagara (under Stabilization Command)
3) Select that fleet
4) Select the ship (UNS Niagara) in that fleet

Theories:
This is my original stabilization ship. Something went slightly awry with my ship designs in the upgrade to 1.7.1. They didn't have all their component parts despite having them in 1.7.0. I had to SM/unlock the design and put the parts back into this ship design, while this ship existed. It may be related to that. It doesn't seem to cause any real problems.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Froggiest1982 on April 20, 2020, 09:09:37 PM
Regarding the NPR reaching the limit of tech bug/issue, wouldnt be good to have a sort of final research or such to avoid this to happen? I mean sooner or later no matter how big the tech tree is it's still going to end....
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: SpikeTheHobbitMage on April 20, 2020, 09:18:21 PM
Tactical Map:
Centre on Selected Objects can't actually be turned off.

Hidden objects still react to clicks and right-clicks.  This makes the interface unpredictable.

If you click on any object (including hidden ones) to start dragging the map, the map will centre on that object after the drag.

Combined this makes dragging the map with a dense asteroid field challenging.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: GhostIsGone on April 20, 2020, 09:30:54 PM
Was designing a passive EM sensor, the design window did not list any properties of the sensor related to detection range vs some target signature. I had to look up these sensor properties in the changes list to know what I was actually getting out of my sensor.

EDIT: Same goes for the Thermal sensors, the active sensors do provide sensor properties.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Desdinova on April 20, 2020, 09:35:33 PM
Here's a weird one: standard conventional start, when I begin exploring, my jump ship discovers the system of Sol. Database attached.

Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: TacticalStats on April 20, 2020, 09:40:55 PM
Updated a saved game.   1.  7.  1 to 1.  7.  3.   It wiped all my ships from my fleets and now I'm getting a function 28 error.   Object reference not set to an instance of an object.   I wish I had more to give. 

Edited: added database hope it works and helps.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: SpikeTheHobbitMage on April 20, 2020, 09:43:18 PM
Updated a saved game.  1. 7. 1 to 1. 7. 3.  It wiped all my ships from my fleets and now I'm getting a function 28 error.  Object reference not set to an instance of an object.  I wish I had more to give.
Steve may want to see the database if you still have it.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: TacticalStats on April 20, 2020, 09:44:37 PM
I haven't deleted anything but ship fleets to see that.  How would I send that?
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Tarran on April 20, 2020, 09:46:10 PM
Here's a weird one: standard conventional start, when I begin exploring, my jump ship discovers the system of Sol. Database attached.
I have also experienced such a bug, both in 1.7.1 and 1.7.3: I discovered this false Sol in the previous version, quit without saving, downloaded the patch, and encountered it again.

In case it helps, the star in question generated is both the same mass and diameter of real-Sol, but it has a luminosity which seems to vary (first generation was 1.1 times that of real-Sol, second was 1.2). Also, the system is randomly generated, so it clearly isn't just copying Sol in its entirety.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Bremen on April 20, 2020, 09:47:52 PM
I don't know if this is a bug or working as intended, but my survey ship left Sol and discovered the system of Proxima Centauri. After conducting a grav survey and finding new unexplored jump points, it went through one and found itself back in Sol. Not a new Sol like the other posters, but the original Sol with my homeworld in it, meaning both Sol and Proxima Centauri now each have two jump points linking to the same system.

Not like several systems making a triangle or anything, but two direct connections between one pair of systems.

Game created in 1.7.1, patched to 1.7.3.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: baller deluxe on April 20, 2020, 09:52:10 PM
I don't know if it's intended or not, but you can put two different jump engines on a class but the class design display will only show one jump drive, usually the one added last. 

They function perfectly fine though, and you can slap both a military and a commercial drive on them and have a station that can handle all traffic.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Desdinova on April 20, 2020, 09:59:07 PM
I'm stuck in 5-second increments and getting an object reference not set exception in function 311 every turn. I understand this is NPR missile related. Database attached.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: mike2R on April 20, 2020, 10:01:46 PM
The "Ukrainian Birds" name list has all the entries duplicated. 

Literally unplayable :)
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Desdinova on April 20, 2020, 10:12:21 PM
Follow up to my last post: this is the longest streak of 5-sec increments I've seen so far in C# Aurora, and the #311 error is occuring once or twice each time. I don't know if there's an epic battle raging somewhere or if it's stuck in some kind of loop. Kinda getting tired of clicking through it.

Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: ElBagardo on April 20, 2020, 10:50:20 PM
I am getting errors which I think may be related to missing entries in certain themeing files.

My themes are:
System: Ukranian Birds
Class: Trafalgar Order of Battle
Name: Zhodani

When I click "company name" in the "Create Project Window", it throws "Function #1652: Index was out of range.  Must be non-negative and less than the size of the collection.  Parameter name: index"
It then throws a second error: "Function #2636: Object reference not set to an instance of an object. " At this point, the "company name" field above the research project name changes to read "error".

When I attempt to open the Colony Summary tab via the home icon, it throws "Function #1690: Value to add was out of range.  Parameter name: value" but otherwise opens the colony summary normally.

Progressing in 5 and 30 day increments, occasionally when a new civillian ship spawns I again receive "Function #1690: Value to add was out of range.  Parameter name: value" but on the tactical map. 
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: SpikeTheHobbitMage on April 20, 2020, 11:03:27 PM
I haven't deleted anything but ship fleets to see that.  How would I send that?
Zip the database (with Winzip or 7zip) and post it as an attachment.

I don't know if this is a bug or working as intended, but my survey ship left Sol and discovered the system of Proxima Centauri. After conducting a grav survey and finding new unexplored jump points, it went through one and found itself back in Sol. Not a new Sol like the other posters, but the original Sol with my homeworld in it, meaning both Sol and Proxima Centauri now each have two jump points linking to the same system.

Not like several systems making a triangle or anything, but two direct connections between one pair of systems.

Game created in 1.7.1, patched to 1.7.3.
This is WAI.  Jump points must be able to connect to existing systems or else you could never meet NPRs.  It is even possible for jump points in the same system to link to each other.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Wieseltrupp on April 20, 2020, 11:28:01 PM
I still have the bug where the MSP gets incorectly calculated when you add smaller Maintenance Storage Bays to a ship design that already had Larger versions then the one you try to add.
It existed since 1.7.0, i did not test 1.6.X (i played 1.5.1 until the now fixed bug in #15030~ Hardlocked my 80 Year game)

Gamestart 1.7.3
Windows
Real Stars
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: DFNewb on April 20, 2020, 11:54:57 PM
Getting this error every time period even 5 seconds:

(https://i.imgur.com/0ciwNGW.png)

Attached is DB.

Brand new game on 1.73, 2 NPR's at start, 7 years in, other than that pretty default settings. Invaders on and NPR's activate non-NPR on.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Bionic on April 21, 2020, 12:14:46 AM
The function number: #2026.   
The complete error text: (All my error messages are in Swedish for some reason) Input string was not in a correct format.     
The window affected: Mineral Survey Window.   
What you were doing at the time: Trying to use the search function on the Mineral Survey Window.   
Conventional or TN start: Conventional.   
Random or Real Stars: Real.   
Is your decimal separator a comma?: Comma.   
Is the bug is easy to reproduce, intermittent or a one-off?: It happens every time I click search, or if I click my faction or race in the drop down menus in the upper-right corner.     

Edit: Realized I was on 1. 7. 2.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: tapk on April 21, 2020, 12:21:32 AM
Decimal separator bug in Open Minerals Survey Window.  My decimal separator is a comma (Russian regional settings), and when i open Minerals window, all minerals accessibility is written with a point, not comma, so i get an error (on pic).  When I'm changing points to commas, it works, but when I open Minerals window again, all accessibility values are with comma instead of point again.

(message above is about this bug too)
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: SpikeTheHobbitMage on April 21, 2020, 12:51:30 AM
The function number: #2026.   
The complete error text: (All my error messages are in Swedish for some reason) Input string was not in a correct format.     
The window affected: Mineral Survey Window.   
What you were doing at the time: Trying to use the search function on the Mineral Survey Window.   
Conventional or TN start: Conventional.   
Random or Real Stars: Real.   
Is your decimal separator a comma?: Comma.   
Is the bug is easy to reproduce, intermittent or a one-off?: It happens every time I click search, or if I click my faction or race in the drop down menus in the upper-right corner.     

Edit: Realized I was on 1. 7. 2.
Decimal separator bug in Open Minerals Survey Window.  My decimal separator is a comma (Russian regional settings), and when i open Minerals window, all minerals accessibility is written with a point, not comma, so i get an error (on pic).  When I'm changing points to commas, it works, but when I open Minerals window again, all accessibility values are with comma instead of point again.

(message above is about this bug too)
Comma separator problems are listed under Known Issues.  You will need to change your region settings to use periods, the same as with VB Aurora.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: QuakeIV on April 21, 2020, 12:54:06 AM
Thing I posted in the 1.7.0 thread is still a thing:


I created some classes (to cycle through the names list), changed one to Survey Ship (SS) class, then later built it and played for a few years.  I then went to change another class name to survey ship.  This caused the class to disappear and for an error to pop up to the effect of this: https://i.imgur.com/OxJbBku.png

However, the error refers to the previous class in the ship list.  So if classes A and B existed, and I tried to change B, the error would show up naming A instead.

Notably reloading the save caused the missing ships to re-appear as the correct category.  They were not visible prior to reloading.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: se5a on April 21, 2020, 12:54:20 AM
There does not appear to be a way to overload crew quarters for rescue shuttles and carriers, unless I'm blind?.  I seem to remember an option for this in the VB version.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: tapk on April 21, 2020, 12:59:16 AM
Quote from: SpikeTheHobbitMage link=topic=10968. msg126394#msg126394 date=1587448290
Comma separator problems are listed under Known Issues.   You will need to change your region settings to use periods, the same as with VB Aurora.
Oh, ok.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Vivalas on April 21, 2020, 01:14:13 AM
Welp,  there goes another game.


Dunno what's wrong, it just keeps hanging around April when I try to increment time. Happened consistently 5 times now.

EDIT: I sent you a message with more details, but it seems to be related to an infinite loop in officer assignment or promotion. Reassigning all officers seemed to fix it, gonna dig deeper and see if it was related to flag bridges or naval admin commands.

EDIT 2: Auto assign doesn't work for flag commanders, and when the current flag commander is getting removed due to promotion, it hangs infinitely. The flag commander was also the highest promotion score in his rank in my instance.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Marski on April 21, 2020, 01:35:07 AM
When military academy is upgraded all the way up to level 20, it can no longer be assigned academy commandants to, because the position completely disappears from the officer's menu.
This bug has been reproduced by other people playing aurora.

other information:
- 1.7.3 version
- conventional start
- two ranks additional ranks added to ground force ranks
(https://i.imgur.com/FMGymCg.png)
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Aivaria on April 21, 2020, 01:48:41 AM
ive posted my bug in 1. 7. 2 already, but its also in 1. 7. 3

    The function number - none, as this doesnt throw an exception
    The complete error text - none
    The window affected - all?
    What you were doing at the time - building super fuel efficient egines, and then progess time
    Conventional or TN start - TN
    Random or Real Stars - Random
    Is your decimal separator a comma? - i use GB locale for aurora, so no, its a dot
    Is the bug is easy to reproduce, intermittent or a one-off? - easy

when an engine fuel usage gets below 1, the fuel reserve gets somewhat messed up

ive been playing arround with different engines ans ship, and tried building realy small ships

ive created an engine, which should have very low fuel usage, and created an fighter sized geo survey ship.    Ranges say 3294 days at full power, but in real game, this ships uses 11 fuel per day (1,000/11 = ~91 days fuel)

link to db: https://drive.   google.   com/open?id=1EL7ShOxJKOH6bIpiIIQ8ZHs8WjW1nj1F   
Its quite simple to review: ive created an "GeoSurvey Fleet", progress 1 day, and see fuel diff
(pls dont judge for cheating, im figuring arround with stuff, and trying to learn things :D)

Code: [Select]
Simmel Aero Engines Photonic Drive  EP1.00
Engine Power 1.00    Fuel Use Per Hour 0 litres    Fuel per EPH 0
Thermal Signature 1.00    Explosion Chance 1%
Military Engine
Cost 5   Size 5 tons   Crew 1   HTK 1
Base Change to hit 100%
Materials Required: Gallicite  5
Code: [Select]
Anyanwu class Geosurvey Ship      351 tons       16 Crew       365.4 BP       TCS 7    TH 4    EM 0
569 km/s      Armour 1-4       Shields 0-0       HTK 5      Sensors 7/7/0/5      DCR 0      PPV 0
Maint Life 8.33 Years     MSP 182    AFR 4%    IFR 0.1%    1YR 5    5YR 70    Max Repair 300 MSP
Kaptajnlojnant    Control Rating 1   
Intended Deployment Time: 24 months    Morale Check Required   

Simmel Aero Engines Photonic Drive  EP1.00 (4)    Power 4.0    Fuel Use 0.32%    Signature 1.00    Explosion 1%
Fuel Capacity 1,000 Litres    Range 161.9 billion km (3294 days at full power)

Bauersachs-Singer EM Sensor EM0.1-7 (5%) (1)     Sensitivity 7     Detect Sig Strength 1000:  20.9m km
Boehm-Brunner Thermal Sensor TH0.1-7 (5%) (1)     Sensitivity 7     Detect Sig Strength 1000:  20.9m km
Phased Geological Sensors (1)   5 Survey Points Per Hour

This design is classed as a Fighter for production, combat and planetary interaction
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Cocyte on April 21, 2020, 02:05:14 AM
Quote from: cocyte
Got a strange bug related to officer ranks and administration positions... The game hangs while performing a specific sequence of operation with a specific officer.

First, here is the database

With this DB, perform the following actions :
- Open the commanders window
- Select Rear Admiral Abigail Clayton
- Select the Naval Admin Commands jobs. -> A list of all the various departments should appears. An admiral is required for the top most command, a Vice admiral for the Formation Department
- Demote Abigail to Commodore -> The ranks required for the TSDI Navy switch to Vice Admiral, the rank for the Formation Department switch to Rear Admiral
- Promote Abigail to Vice Admiral -> The rank required jumps to Sky Marshal for the TSDI Navy and to Admiral for the Formation Department
- Promote Abigail to Admiral -> Game hangs. Probably because it looks for a higher rank than Sky Marshal for the TSDI Navy command.

It also happens with most of the commodores when promoted.

Furthermore, there's no "rank jumping" with several of the other commanders. For example, promoting her fellow Rear Admiral Kate Herbert don't change the required ranks at all.

Important context for investigation : I messed with the ranks, adding a new bottom most level (Lieutenant) for all freshmen. As you can only create a new top most rank (as far as I know), I renamed all the ranks.

Reproduced it on 1.7.3 using the default game : It's obviously due to the automated required rank adjustement of Naval Admin Commands depending on the rank of ship commanders.

With the Federation Planet game, on the commander window :
- Assign one of the Rear Admiral (Upper half) to one of the two grav survey ship.
- Check Naval Admin Commands : Required ranks are Admiral for the FN Navy and Vice Admiral for the Survey Command
- Promote the previously assigned Rear Admiral -> Required ranks jumps to Fleet Admiral and Admiral
- Promote this commander again -> Game hangs.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Vivalas on April 21, 2020, 02:37:46 AM
Quote from: cocyte
Got a strange bug related to officer ranks and administration positions... The game hangs while performing a specific sequence of operation with a specific officer.

First, here is the database

With this DB, perform the following actions :
- Open the commanders window
- Select Rear Admiral Abigail Clayton
- Select the Naval Admin Commands jobs. -> A list of all the various departments should appears. An admiral is required for the top most command, a Vice admiral for the Formation Department
- Demote Abigail to Commodore -> The ranks required for the TSDI Navy switch to Vice Admiral, the rank for the Formation Department switch to Rear Admiral
- Promote Abigail to Vice Admiral -> The rank required jumps to Sky Marshal for the TSDI Navy and to Admiral for the Formation Department
- Promote Abigail to Admiral -> Game hangs. Probably because it looks for a higher rank than Sky Marshal for the TSDI Navy command.

It also happens with most of the commodores when promoted.

Furthermore, there's no "rank jumping" with several of the other commanders. For example, promoting her fellow Rear Admiral Kate Herbert don't change the required ranks at all.

Important context for investigation : I messed with the ranks, adding a new bottom most level (Lieutenant) for all freshmen. As you can only create a new top most rank (as far as I know), I renamed all the ranks.

Reproduced it on 1.7.3 using the default game : It's obviously due to the automated required rank adjustement of Naval Admin Commands depending on the rank of ship commanders.

With the Federation Planet game, on the commander window :
- Assign one of the Rear Admiral (Upper half) to one of the two grav survey ship.
- Check Naval Admin Commands : Required ranks are Admiral for the FN Navy and Vice Admiral for the Survey Command
- Promote the previously assigned Rear Admiral -> Required ranks jumps to Fleet Admiral and Admiral
- Promote this commander again -> Game hangs.

Ah, this is similar to the issue I mentioned above. There is a similar issue when someone assigned to a flag bridge position gets promoted to the next rank. The game can't find a replacement and gets stuck in a loop.
Title: Economic windows are gone
Post by: jejo68 on April 21, 2020, 02:45:34 AM
Well subject pretty much sums it up.

since installing 1. 7. 3 I cant see the economic windows.

They appear to open, but they dont show up on my screen
Title: Re: Economic windows are gone
Post by: RagnarVaren on April 21, 2020, 03:08:48 AM
Well subject pretty much sums it up.

since installing 1. 7. 3 I cant see the economic windows.

They appear to open, but they dont show up on my screen

Link your database, it's probably due to the window position not being reset and thus being on your "second screen" even if you don't have one. Also try the "reset windows" button in the misc tab on the tactical map.
Title: Re: v1.7.3 Bugs Thread
Post by: serger on April 21, 2020, 03:09:52 AM
Minor auto-ranks bug, quite similar to mentioned above by Cocyte and Vivalas:
Having not enough (or game thinks it is) ranks to your Ground Forces OOB, you'll have "Function #1752: Object reference not set to an instance of an object" every time you open GF or Economics windows.
That is not craching your game, nor very annoying (not appearing during time increment), still can produce more critical hiden bugs; that is, I see strange distribution of moral level in my GFs.
(Tested on Conventional, Real Stars, decimal separator is '.', easy to reproduce, from the start.)
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: abdull on April 21, 2020, 03:30:59 AM
while looking for a ship class i accidentally pressed enter which gave me a error #2520 which deleted all my ship designs
and now when i try to save the game to restart the game i get a  error #1465
restarting the game deleted the ships i had
after restart i couldnt recreate the bug for i had no ships to try it on i think it only happens when you are changing the class of a locked design
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: davidr on April 21, 2020, 03:33:56 AM
Same bug in all the versions :_

currently using v1.73 with TN start

The Event log does not pause or cause an entry to appear when a Geo Survey ship completes its Standing Orders.

I gave the Geo ship the order to survey all Planets / Moons. It has completed its orders but I have received no notification of the fact in the event log.

DavidR
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 03:46:13 AM
while looking for a ship class i accidentally pressed enter which gave me a error #2520 which deleted all my ship designs
and now when i try to save the game to restart the game i get a  error #1465
restarting the game deleted the ships i had
after restart i couldnt recreate the bug for i had no ships to try it on i think it only happens when you are changing the class of a locked design

2520 is the function that builds the class tree and is read-only. Can you provide a more detailed description of exactly what you did?
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Steve Walmsley on April 21, 2020, 03:47:04 AM
Regarding the NPR reaching the limit of tech bug/issue, wouldnt be good to have a sort of final research or such to avoid this to happen? I mean sooner or later no matter how big the tech tree is it's still going to end....

Yes, I already added some code for that situation.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 03:56:07 AM
When military academy is upgraded all the way up to level 20, it can no longer be assigned academy commandants to, because the position completely disappears from the officer's menu.
This bug has been reproduced by other people playing aurora.

other information:
- 1.7.3 version
- conventional start
- two ranks additional ranks added to ground force ranks

This is working as intended.
http://aurora2.pentarch.org/index.php?topic=8495.msg104092#msg104092
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Demonius on April 21, 2020, 03:56:11 AM
1.7.0 started game i now continue in 1.7.3

1) Status of the "keep tactical in background" box is not saved, have to reclick it on game load (minor issue)

2) met another npr, again, they refuse to communicate at all. They are Xenophobia 50, my race is 70 (forgot to lower the random value at creation)

3) Lauch Ready ordinance seems to work only once- have a minelayer with 6 tubes containing sensor probes, first lauch at jump node with 1 Missile tube selected and using the launch ready ordinance command worked like a charm, all others I had to launch at a waypoint designated as target in the fleet screen.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Resand on April 21, 2020, 03:56:38 AM
Seems like 1.73 moved the hull abbreviations to the front of the list again.
So have to search for those when searching through the class drop down list
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Steve Walmsley on April 21, 2020, 04:00:26 AM
v1.7.3 (database is continuance from 1.7.0) -- originally posted in 1.7.2 but still present in 1.7.3

Function #2803: Attempted to divide by zero.

Occurred when I selected a stabilization ship in a specific fleet. It seemed to happen when switching from the selection of the fleet to the ship. It does NOT happen when I select a lot of my other ships, but does happen for several of my original ships.

1) Go to Naval Organization
2) Open the fleet STB Niagara (under Stabilization Command)
3) Select that fleet
4) Select the ship (UNS Niagara) in that fleet

Theories:
This is my original stabilization ship. Something went slightly awry with my ship designs in the upgrade to 1.7.1. They didn't have all their component parts despite having them in 1.7.0. I had to SM/unlock the design and put the parts back into this ship design, while this ship existed. It may be related to that. It doesn't seem to cause any real problems.

Yes, the bug is caused by the ship having a fuel efficiency of zero. Try replacing the engines (just SM to instant them into the design).
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: abdull on April 21, 2020, 04:03:58 AM
Quote from: Steve Walmsley link=topic=10968.  msg126418#msg126418 date=1587458773
Quote from: abdull link=topic=10968.  msg126414#msg126414 date=1587457859
while looking for a ship class i accidentally pressed enter which gave me a error #2520 which deleted all my ship designs
and now when i try to save the game to restart the game i get a  error #1465
restarting the game deleted the ships i had
after restart i couldnt recreate the bug for i had no ships to try it on i think it only happens when you are changing the class of a locked design

2520 is the function that builds the class tree and is read-only.   Can you provide a more detailed description of exactly what you did?

yes  i can try :)
in the class designer i tried to change the class of a ship i had already build (not sure if this matters) i typed in the class i was looking for and pressed enter which gave me the bug, because i am not good at explaining stuff in English i added a picture. 
Title: Re: v1.7.3 Bugs Thread
Post by: Steve Walmsley on April 21, 2020, 04:23:22 AM
Hello Steve. 

This was tested on 1.  7.  2, but I still can't get the civies to trade LG infrastructure.   
I used Earth and Luna to get the shipping lines nice and fat then introduced the dreaded test plague which wiped out Earth and Luna and restricted travel to them.    Ceres was fully populated and set as both Stable and Source for different time periods, yet the small initially seeded LG colonies never got any of the sweet LG infrastructure Ceres produced.    DB included to show test setup.

Thanks for setting up the scenario and sending the DB. Both types of infrastructure were not being traded if the source required the specific type of infrastructure. The bug was not considering infrastructure already in place. Fixed and the first deliveries have begun!
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Kelewan on April 21, 2020, 04:44:50 AM
Game Started with 1.7.0 Version 1.7.3

Designing a new Magazine the HTK value of the Magazin is one Point greater than the selected HTK value
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Eretzu on April 21, 2020, 04:53:55 AM
Seems like a visual bug.  In Federated Nations campaign, when designing missile. 

In engine power dropdown: Engine power 125% has Fuel consumption 1. 75 but Engine power 130% has fuel consumption 9. 63.

That is quite a jump and it seems not to be applied to fuel efficiency.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Steve Walmsley on April 21, 2020, 04:55:24 AM
Tactical Map:
Centre on Selected Objects can't actually be turned off.

Hidden objects still react to clicks and right-clicks.  This makes the interface unpredictable.

If you click on any object (including hidden ones) to start dragging the map, the map will centre on that object after the drag.

Combined this makes dragging the map with a dense asteroid field challenging.

I've fixed Centre on Selected Objects so it can be turned off and I have set it to ignore hidden objects.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Marski on April 21, 2020, 05:10:18 AM
When military academy is upgraded all the way up to level 20, it can no longer be assigned academy commandants to, because the position completely disappears from the officer's menu.
This bug has been reproduced by other people playing aurora.

other information:
- 1.7.3 version
- conventional start
- two ranks additional ranks added to ground force ranks

This is working as intended.
http://aurora2.pentarch.org/index.php?topic=8495.msg104092#msg104092

Thank you.

Sorry to bother you again, but another situation has arisen. I went through the list of changes in C# to see if it was a change in interception or combat rolls & rules, but couldn't find anything.
CIWS do not engage incoming missiles. 5 second increments were used. Three ships were spent one-by-one to see if this was just one-off instance.

(https://i.imgur.com/woz1Zah.png)


The ship class in picture;
Code: [Select]
Gherman Titov class Exploration Ship      17 993 tons       488 Crew       2 830,6 BP       TCS 360    TH 1 500    EM 0
4168 km/s    JR 3-50      Armour 1-61       Shields 0-0       HTK 118      Sensors 56/56/2/4      DCR 52      PPV 0
Maint Life 7,36 Years     MSP 3 970    AFR 80%    IFR 1,1%    1YR 129    5YR 1 928    Max Repair 375,00 MSP
Kapitan pervogo ranga    Control Rating 3   BRG   ENG   SCI   
Intended Deployment Time: 36 months    Morale Check Required   

Design Bureau 693 18000M70 FTL Drive     Max Ship Size 18000 tons    Distance 50k km     Squadron Size 3

OKB-692 VNID-0750M Ion thruster (2)    Power 1500,0    Fuel Use 16,33%    Signature 750,00    Explosion 10%
Fuel Capacity 3 000 000 Litres    Range 183,8 billion km (510 days at full power)

AK-650 (4x10)    Range 1000 km     TS: 25 000 km/s     ROF 5       
Navigation radar AS20-R100 (1)     GPS 1000     Range 20,3m km    Resolution 100
Search radar MR96-100 (1)     GPS 9800     Range 97m km    Resolution 100
EM Sensor E4M70 (1)     Sensitivity 56     Detect Sig Strength 1000:  59,2m km
IR sensor T4M70 (1)     Sensitivity 56     Detect Sig Strength 1000:  59,2m km
Gravitational Survey Sensors (2)   2 Survey Points Per Hour
Improved Geological Sensors (2)   4 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

I have attached the save to this message.
The game uses custom medals, found here (http://aurora2.pentarch.org/index.php?topic=10763.0)
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: mtm84 on April 21, 2020, 05:15:54 AM
New game, Sol start, auto generate ships.  It created 2 missile designs.  If I go to the missile designer and select the first one in the "Load Previous" list, it gives me
"Function #2044: Object reference not set to an instance of an object."

Hitting OK then gives me
"Function #2043: Object reference not set to an instance of an object."

Hitting OK removes the error.  After I do this the missile stats are loaded as normal, but the Engine Size drop down list has nothing selected.  Loading the other auto generated missile produces no errors, and has its engine size is listed correctly.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: RagnarVaren on April 21, 2020, 05:22:24 AM
Civilians trigger the "Research Completed" event when researching engines. Would be preferable if civilians didn't trigger this event or if there was a "Civilian Research Completed" event that didn't cause this interrupt. The same applies for the "Ship Scrapped" event. This isn't a problem early game but one user on Discord mentioned that it can cause issues in long games i.e 80 years or more when civilian shipping lines are constantly triggering these events.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: IanD on April 21, 2020, 05:56:03 AM
I don't know if this is a minor bug or working as intended. I changed the research field of a scientist who had a Research admin level of 20. So his new Research admin level was 5. However when he was promoted his new Research admin level was 7. I have never seen a Research admin level that was not a multiple of 5 before. This initially occurred in v1.7.2.

Ian

Edit. Just had another scientist increase their Research admin level to 39 so probably working as intended.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Jaz010 on April 21, 2020, 06:03:27 AM
Hello,
V 1. 7. 3

2 NPR seems to be fighting, getting continuous below messages:
 Function #713 Object Reference Not Set to and Instance of an object.
 Function #1414  Object Reference Not Set to and Instance of an object.
 Function #1555Object Reference Not Set to and Instance of an object.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Steve Walmsley on April 21, 2020, 06:07:01 AM
Was designing a passive EM sensor, the design window did not list any properties of the sensor related to detection range vs some target signature. I had to look up these sensor properties in the changes list to know what I was actually getting out of my sensor.

EDIT: Same goes for the Thermal sensors, the active sensors do provide sensor properties.

Fixed.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: pyr122 on April 21, 2020, 06:10:40 AM
Conventional Start.  v.  1.  7.  3

* Research minimum to design 2 Stage rocket and a (fighter sized) orbital launch platform:
* GeoSat stage with no engines and GeoSensors and 0km Separation
* Launch stage with enough ooompf to fly to Luna (and later Mars)

* Set Rendezvous Waypoint over Luna
* Fire Missle at Luna, it arrives, deploys the Sat and seems to orbit around Luna

Bug:
* The GeoSurvey points do not seem to be decreasing on the Main Tactical View if the option is checked.   This might be WAD. 
* When advancing Time in 5 day steps or every 5th increment when using 1 day steps I receive the following error: Function #1544: Object Reference not set to an instance of an object. 
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Alsadius on April 21, 2020, 06:12:08 AM
I just had a jump point lead me to the system of Sol. Not our Sol, but a different Sol, with six planets. And one that seems pretty messed up, tbh. For example, Sol III has moons 19-41, but no moons 1-18.

I'm just going to pre-emptively attach the DB here. Seems like you might want it.

EDIT: For reference, Sol III has 18 Trojan asteroids. I suspect that might explain the moon numbering.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Ekaton on April 21, 2020, 06:12:38 AM
Building two simple geosurvey ships results in multiple errors: #224, #2339, #2608 and #222 that cycle, preventing anything. I wish I could provide .db but I can't save the game.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Yezarul on April 21, 2020, 06:13:12 AM
Unsure if a bug:

Never really happened before so not sure, but I am able to go into the negative TOTAL race wealth and nothing is affected? I can continue to build/commercial contract even when at -10k.

If it is relevant -Con.  start, real stars, early game
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Steve Walmsley on April 21, 2020, 06:19:42 AM
Here's a weird one: standard conventional start, when I begin exploring, my jump ship discovers the system of Sol. Database attached.

Its not Sol, but rather a completely different system that was named Sol.

It looks like the program is taking the Sol entry in the known systems table and generating a completely new system based on the same star type. When I changed Sol to System Number 1 to fix an issue with random stars, I believe it caused this bug. I'll change Sol back to zero and fix Random Stars in a different way.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Steve Walmsley on April 21, 2020, 06:29:23 AM
I don't know if it's intended or not, but you can put two different jump engines on a class but the class design display will only show one jump drive, usually the one added last. 

They function perfectly fine though, and you can slap both a military and a commercial drive on them and have a station that can handle all traffic.

Should only be one jump drive. While it might not cause bugs, both drives will be using squadron and distance rating from only one of the two drives. Fixed.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Steve Walmsley on April 21, 2020, 06:46:48 AM
I'm stuck in 5-second increments and getting an object reference not set exception in function 311 every turn. I understand this is NPR missile related. Database attached.

One NPR is bombarding another. The target no longer had any ground forces, which caused the error. Fixed now, so when I release 1.7.4 the game should be fine. Thanks for the database.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Steve Walmsley on April 21, 2020, 06:50:48 AM
When I attempt to open the Colony Summary tab via the home icon, it throws "Function #1690: Value to add was out of range.  Parameter name: value" but otherwise opens the colony summary normally.

Progressing in 5 and 30 day increments, occasionally when a new civillian ship spawns I again receive "Function #1690: Value to add was out of range.  Parameter name: value" but on the tactical map.

#1690 is a display date function. What year is your game?

Also, are you running a mod that affects dates?
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Steve Walmsley on April 21, 2020, 06:55:20 AM
I am getting errors which I think may be related to missing entries in certain themeing files.

My themes are:
System: Ukranian Birds
Class: Trafalgar Order of Battle
Name: Zhodani

When I click "company name" in the "Create Project Window", it throws "Function #1652: Index was out of range.  Must be non-negative and less than the size of the collection.  Parameter name: index"
It then throws a second error: "Function #2636: Object reference not set to an instance of an object. " At this point, the "company name" field above the research project name changes to read "error".

It looks like name themes without surnames cause the problem. I've added code to handle it.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Neophyte on April 21, 2020, 06:57:10 AM

CIWS do not engage incoming missiles

I'm not Steve (obviously) but it looks like you're using a comma decimal separator instead of period, and a period digital grouping separator instead of a comma.

These being different from the settings Aurora is programmed in causing problems is a known issue.  Your CIWS having a tracking speed of "25 000" makes me wonder if that could be it.

Try setting the separator to periods and groupings to commas in your regional settings and see if that works.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Steve Walmsley on April 21, 2020, 07:06:50 AM
Getting this error every time period even 5 seconds:

(https://i.imgur.com/0ciwNGW.png)

Attached is DB.

Brand new game on 1.73, 2 NPR's at start, 7 years in, other than that pretty default settings. Invaders on and NPR's activate non-NPR on.

Fixed. Should be fine if you upgrade when the 1.7.4 patch comes out.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Demonius on April 21, 2020, 07:15:29 AM
I kinda wonder which OS the People are running that have those dezimal/number separator Problems. On my Win10 1909 in german with the german number template 123.456.789,012 I have no Problems at all. All Numbers are shown correctly and my CIWS is firing normally.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 07:15:39 AM
There does not appear to be a way to overload crew quarters for rescue shuttles and carriers, unless I'm blind?.  I seem to remember an option for this in the VB version.

There is no way. The rules changed for C# Aurora. You can still add emergency cryo for survivors though.

http://aurora2.pentarch.org/index.php?topic=8495.msg104051;topicseen#msg104051
http://aurora2.pentarch.org/index.php?topic=8495.msg104052;topicseen#msg104052
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: db48x on April 21, 2020, 07:19:42 AM
In a new 1.7.3 game I've surveyed Sol but not quite developed jump drives yet (auto tech made weird choices I guess). I think the NPRs are up to something because I suddenly got a repeating sequence of four error messages:

#2608 null ref
#222 null ref
#224 null ref
#2339 null ref

After closing these a number of times it went back to normal. Automated turns was on, so it advanced a turn or two before I could stop it, but I've attached the database in case it's helpful.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Ekaton on April 21, 2020, 07:28:07 AM
In a new 1.7.3 game I've surveyed Sol but not quite developed jump drives yet (auto tech made weird choices I guess). I think the NPRs are up to something because I suddenly got a repeating sequence of four error messages:

#2608 null ref
#222 null ref
#224 null ref
#2339 null ref

After closing these a number of times it went back to normal. Automated turns was on, so it advanced a turn or two before I could stop it, but I've attached the database in case it's helpful.

I had the same bug but in my case it didn't go back to normal.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: RagnarVaren on April 21, 2020, 07:35:31 AM
EDIT: Found cause of bug which is explained later in this thread.

Launched ready ordnance at JP2 and the buoy was launched without issue (other than passive sensors not showing up which is a known bug). Set command to launch ordnance at JP1 and it appears to complete the command but nothing happens. Tried three times and the history of the fleet shows the command three times but no missile is used or shows up other than the first one. No error messages appear. Had another discord user confirm that they have also had issues with the "launch ready ordnance" command. Tried Queuing multiple commands and it still didn't work. I'm assuming it's something weird with some "ready ordnance" value not being reset when the missile is reloaded so it only works once per ship.

Fire control in combat screen
(https://i.imgur.com/S0ZsotW.png)
History of ship
(https://i.imgur.com/SyUuhJS.png)

DB attached. Ship in question is the SS Pandora.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: pwhk on April 21, 2020, 07:39:07 AM
v1. 7. 3

- "All Windows Linked to Race" settings is not saved.  When loading game this setting got reset to false.
- In "View Technology" Window, select Engines.  The column "Efficiency" (which I believed to be fuel efficiency) appear to be rounded down, result in multiple engines displayed of having "0" efficiency despite they have e. g.  0. 8 efficiency.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Energyz on April 21, 2020, 07:54:27 AM
I'm currently watching NPR vs NPR combat (no idea if a spoiler is in that fight), and I had two Function 4 error : "object's reference is not linked with an objetc's instance" every 15 seconds (each time an action is done by the fighting NPR). I was too slow to save the DB when it was happening, now the fight continues without errors.

DB attached

Edit : It's happening often now, each time NPR are fighting. I suspect it's a spoiler, as something destroyed one of my ship and i'm still neutral with all NPR of the area

Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: JaimeLah on April 21, 2020, 08:10:00 AM
Hey guys

When I click on "create colony" in the system management window (or in the fleet management window), nothing happens.  I remember prior to C# Aurora, you just had to push the button and a colony would be created, then you could interact with the body as you do with every colony.

Was there a change in this ? Or is it a bug from my side ?

Thank you
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: pwhk on April 21, 2020, 08:12:29 AM
v1.7.3

In "Class Design", if a ship design was not retooled but built (or refitted into), the design does not get locked. Such ship can be built if there is a compatible (similar) design and get retooled into.

i.e.
1. Create two similar ship classes
2. Retool a shipyard to class A
3. Start building a ship of class B
4. Class B does not get locked.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 08:20:43 AM
Welp,  there goes another game.


Dunno what's wrong, it just keeps hanging around April when I try to increment time. Happened consistently 5 times now.

EDIT: I sent you a message with more details, but it seems to be related to an infinite loop in officer assignment or promotion. Reassigning all officers seemed to fix it, gonna dig deeper and see if it was related to flag bridges or naval admin commands.

EDIT 2: Auto assign doesn't work for flag commanders, and when the current flag commander is getting removed due to promotion, it hangs infinitely. The flag commander was also the highest promotion score in his rank in my instance.

Fixed.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 08:21:13 AM
Quote from: cocyte
Got a strange bug related to officer ranks and administration positions... The game hangs while performing a specific sequence of operation with a specific officer.

First, here is the database

With this DB, perform the following actions :
- Open the commanders window
- Select Rear Admiral Abigail Clayton
- Select the Naval Admin Commands jobs. -> A list of all the various departments should appears. An admiral is required for the top most command, a Vice admiral for the Formation Department
- Demote Abigail to Commodore -> The ranks required for the TSDI Navy switch to Vice Admiral, the rank for the Formation Department switch to Rear Admiral
- Promote Abigail to Vice Admiral -> The rank required jumps to Sky Marshal for the TSDI Navy and to Admiral for the Formation Department
- Promote Abigail to Admiral -> Game hangs. Probably because it looks for a higher rank than Sky Marshal for the TSDI Navy command.

It also happens with most of the commodores when promoted.

Furthermore, there's no "rank jumping" with several of the other commanders. For example, promoting her fellow Rear Admiral Kate Herbert don't change the required ranks at all.

Important context for investigation : I messed with the ranks, adding a new bottom most level (Lieutenant) for all freshmen. As you can only create a new top most rank (as far as I know), I renamed all the ranks.

Reproduced it on 1.7.3 using the default game : It's obviously due to the automated required rank adjustement of Naval Admin Commands depending on the rank of ship commanders.

With the Federation Planet game, on the commander window :
- Assign one of the Rear Admiral (Upper half) to one of the two grav survey ship.
- Check Naval Admin Commands : Required ranks are Admiral for the FN Navy and Vice Admiral for the Survey Command
- Promote the previously assigned Rear Admiral -> Required ranks jumps to Fleet Admiral and Admiral
- Promote this commander again -> Game hangs.

Thanks - those steps really helped. I've fixed it now.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Ekaton on April 21, 2020, 08:23:52 AM
#2714 occurs every now and then in every game. Usually, seemingly, after NPRs fight.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Randy on April 21, 2020, 09:10:41 AM
I am getting errors which I think may be related to missing entries in certain themeing files.

My themes are:
System: Ukranian Birds
Class: Trafalgar Order of Battle
Name: Zhodani

When I click "company name" in the "Create Project Window", it throws "Function #1652: Index was out of range.  Must be non-negative and less than the size of the collection.  Parameter name: index"
It then throws a second error: "Function #2636: Object reference not set to an instance of an object. " At this point, the "company name" field above the research project name changes to read "error".


I saw this quite a while ago, but unfortunately I don't know which name file it was - but it wasn't one of these. So there is at least 1 more out there that generates this error.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: ChubbyPitbull on April 21, 2020, 09:20:09 AM
I get the following Unhandled Exception Error if I go to the "Environment" tab of a colony, delete the number next to "Hydro Extent" in the upper right, and then select a different colony. I can reproduce the exception every-time I follow those steps. This is in a new game in Aurora 1.7.3, which has been patched up from v1.0.0.

(https://i.imgur.com/JfIN0eZl.png) (https://i.imgur.com/JfIN0eZ.png)


Exception Details:
Off-Topic: show

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseDecimal(String value, NumberStyles options, NumberFormatInfo numfmt)
   at System.Convert.ToDecimal(String value)
   at gt.j(Object A_0, EventArgs A_1)
   at System.Windows.Forms.Control.OnLeave(EventArgs e)
   at System.Windows.Forms.Control.NotifyLeave()
   at System.Windows.Forms.ContainerControl.UpdateFocusedControl()


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4121.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Aurora
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/AuroraCSharp/AuroraV100/Aurora.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4121.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4001.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3752.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3752.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4121.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3752.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Data
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4121.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Data.SQLite
    Assembly Version: 1.0.103.0
    Win32 Version: 1.0.103.0
    CodeBase: file:///C:/AuroraCSharp/AuroraV100/System.Data.SQLite.DLL
----------------------------------------
System.Transactions
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3752.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/System.Transactions/v4.0_4.0.0.0__b77a5c561934e089/System.Transactions.dll
----------------------------------------
System.EnterpriseServices
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3752.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/System.EnterpriseServices/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.EnterpriseServices.dll
----------------------------------------
System.Numerics
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3752.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3752.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Demonius on April 21, 2020, 09:27:25 AM
1.7.3

not sure if its a bug, but in this game i currently see lots of junior officers retire although they are assigned to a Station. Was not like this in the previous iterations, there I only saw the usual retirements from not being assigned.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Dawa1147 on April 21, 2020, 09:28:21 AM
TN Start
Random Stars

The Theme will cycle through a List in the same order.  This means that when I rename a system, the next created system will have that name (if multiple systems are renamed, the earliest name is reused).  This makes it difficult to not see new names (eg.  I cant just rename my System to !London when I meet aliens, because the next generated system would be called London)
Sidenote, is the "Auto-Rename" button supposed to not exist for systems and ships?

How to reproduce:
Have 2+ Jump Points that you havent jumped through yet
Jump through the first, and then change the system name.
Jump through the second, and it will be called what the first name was.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: RagnarVaren on April 21, 2020, 09:30:44 AM

Launched ready ordnance at JP2 and the buoy was launched without issue (other than passive sensors not showing up which is a known bug). Set command to launch ordnance at JP1 and it appears to complete the command but nothing happens. Tried three times and the history of the fleet shows the command three times but no missile is used or shows up other than the first one. No error messages appear. Had another discord user confirm that they have also had issues with the "launch ready ordnance" command. Tried Queuing multiple commands and it still didn't work. I'm assuming it's something weird with some "ready ordnance" value not being reset when the missile is reloaded so it only works once per ship.


I might have found the issue. The only difference I could find in the database was that after the "launch ready ordnance" command was given and executed the "FiredThisPhase" value in the FCT_FireControlAssignment table in the db changed from 0 to 1. No idea if this is actually causing the issue. My assumption is that this value should reset to zero at some point but despite increasing several time increments this value still hasn't reset.

EDIT: Somehow slipped my mind that I could actually test this by simply changing the value. Changing "FiredThisPhase" from 1 to 0 does in fact allow you to launch a missile using the "launch ready ordnance" command a second time. So whatever function that is responsible for this has a bug or is not being called when it should be.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Migi on April 21, 2020, 09:44:41 AM
TN Start
Random Stars

The Theme will cycle through a List in the same order.  This means that when I rename a system, the next created system will have that name (if multiple systems are renamed, the earliest name is reused).  This makes it difficult to not see new names (eg.  I cant just rename my System to !London when I meet aliens, because the next generated system would be called London)
Sidenote, is the "Auto-Rename" button supposed to not exist for systems and ships?

How to reproduce:
Have 2+ Jump Points that you havent jumped through yet
Jump through the first, and then change the system name.
Jump through the second, and it will be called what the first name was.

I don't think this is a bug because this is how it worked in VB. Not how I wanted it to work but anyway.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 09:53:26 AM
ive posted my bug in 1. 7. 2 already, but its also in 1. 7. 3

    The function number - none, as this doesnt throw an exception
    The complete error text - none
    The window affected - all?
    What you were doing at the time - building super fuel efficient egines, and then progess time
    Conventional or TN start - TN
    Random or Real Stars - Random
    Is your decimal separator a comma? - i use GB locale for aurora, so no, its a dot
    Is the bug is easy to reproduce, intermittent or a one-off? - easy

when an engine fuel usage gets below 1, the fuel reserve gets somewhat messed up

ive been playing arround with different engines ans ship, and tried building realy small ships

ive created an engine, which should have very low fuel usage, and created an fighter sized geo survey ship.    Ranges say 3294 days at full power, but in real game, this ships uses 11 fuel per day (1,000/11 = ~91 days fuel)

link to db: https://drive.   google.   com/open?id=1EL7ShOxJKOH6bIpiIIQ8ZHs8WjW1nj1F   
Its quite simple to review: ive created an "GeoSurvey Fleet", progress 1 day, and see fuel diff
(pls dont judge for cheating, im figuring arround with stuff, and trying to learn things :D)

Code: [Select]
Simmel Aero Engines Photonic Drive  EP1.00
Engine Power 1.00    Fuel Use Per Hour 0 litres    Fuel per EPH 0
Thermal Signature 1.00    Explosion Chance 1%
Military Engine
Cost 5   Size 5 tons   Crew 1   HTK 1
Base Change to hit 100%
Materials Required: Gallicite  5
Code: [Select]
Anyanwu class Geosurvey Ship      351 tons       16 Crew       365.4 BP       TCS 7    TH 4    EM 0
569 km/s      Armour 1-4       Shields 0-0       HTK 5      Sensors 7/7/0/5      DCR 0      PPV 0
Maint Life 8.33 Years     MSP 182    AFR 4%    IFR 0.1%    1YR 5    5YR 70    Max Repair 300 MSP
Kaptajnlojnant    Control Rating 1   
Intended Deployment Time: 24 months    Morale Check Required   

Simmel Aero Engines Photonic Drive  EP1.00 (4)    Power 4.0    Fuel Use 0.32%    Signature 1.00    Explosion 1%
Fuel Capacity 1,000 Litres    Range 161.9 billion km (3294 days at full power)

Bauersachs-Singer EM Sensor EM0.1-7 (5%) (1)     Sensitivity 7     Detect Sig Strength 1000:  20.9m km
Boehm-Brunner Thermal Sensor TH0.1-7 (5%) (1)     Sensitivity 7     Detect Sig Strength 1000:  20.9m km
Phased Geological Sensors (1)   5 Survey Points Per Hour

This design is classed as a Fighter for production, combat and planetary interaction

The ship fuel efficiency is different to the class fuel efficiency. This is set on construction and again on refit. Did you make manual changes to the design post-locking? Still a bug BTW - as I should account for that. I'm just trying to understand what happened.

In fact, I am not even sure why I am tracking it on a ship basis :) . Probably a hangover from VB6. I'll probably just track it via the parent class in future..
Title: Re: v1.7.3 Bugs Thread
Post by: Steve Walmsley on April 21, 2020, 10:09:45 AM
Minor auto-ranks bug, quite similar to mentioned above by Cocyte and Vivalas:
Having not enough (or game thinks it is) ranks to your Ground Forces OOB, you'll have "Function #1752: Object reference not set to an instance of an object" every time you open GF or Economics windows.
That is not craching your game, nor very annoying (not appearing during time increment), still can produce more critical hiden bugs; that is, I see strange distribution of moral level in my GFs.
(Tested on Conventional, Real Stars, decimal separator is '.', easy to reproduce, from the start.)

Looks like you deleted all but two Ground ranks, which was causing the issue. I've added a check for that.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: GhostIsGone on April 21, 2020, 10:13:46 AM
There does not appear to be a way to overload crew quarters for rescue shuttles and carriers, unless I'm blind?.  I seem to remember an option for this in the VB version.

There is no way. The rules changed for C# Aurora. You can still add emergency cryo for survivors though.

http://aurora2.pentarch.org/index.php?topic=8495.msg104051;topicseen#msg104051
http://aurora2.pentarch.org/index.php?topic=8495.msg104052;topicseen#msg104052

Not sure I understand this correctly since I could pick up survivors with one of my survey ships when the other blew up because of maintenance problems. I did not have any emergency quarters on my survey ships, and when the survivors were picked up, I constantly got messages that crew quarters are overloaded because of the extra survivors, which is logical.

This would mean that crew quarters can be overloaded, or the overloading I'm experiencing is not intended?
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 10:20:52 AM
Same bug in all the versions :_

currently using v1.73 with TN start

The Event log does not pause or cause an entry to appear when a Geo Survey ship completes its Standing Orders.

I gave the Geo ship the order to survey all Planets / Moons. It has completed its orders but I have received no notification of the fact in the event log.

DavidR

Finally tracked it down. The problem is the event type isn't in the database. The event was created but never recorded. This will need a db change to fix though.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: db48x on April 21, 2020, 10:21:25 AM
There does not appear to be a way to overload crew quarters for rescue shuttles and carriers, unless I'm blind?.  I seem to remember an option for this in the VB version.

There is no way. The rules changed for C# Aurora. You can still add emergency cryo for survivors though.

http://aurora2.pentarch.org/index.php?topic=8495.msg104051;topicseen#msg104051
http://aurora2.pentarch.org/index.php?topic=8495.msg104052;topicseen#msg104052

Not sure I understand this correctly since I could pick up survivors with one of my survey ships when the other blew up because of maintenance problems. I did not have any emergency quarters on my survey ships, and when the survivors were picked up, I constantly got messages that crew quarters are overloaded because of the extra survivors, which is logical.

This would mean that crew quarters can be overloaded, or the overloading I'm experiencing is not intended?

se5a wanted to add extra crew quarters to a class so that it could be used to pick up survivors without suffering from overcrowding, which you could do in the VB version of the game.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: db48x on April 21, 2020, 10:23:53 AM
I think this might have been mentioned before, but just in case: if you click the SM button then cancel out of entering the password, it still tells you that the password was incorrect. This is annoying when you only clicked it by accident.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 10:34:02 AM
Seems like 1.73 moved the hull abbreviations to the front of the list again.
So have to search for those when searching through the class drop down list

I think you may be using an earlier version. What is the version number on the Misc tab of the Tactical Map?
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Droll on April 21, 2020, 10:36:26 AM
There does not appear to be a way to overload crew quarters for rescue shuttles and carriers, unless I'm blind?.  I seem to remember an option for this in the VB version.

There is no way. The rules changed for C# Aurora. You can still add emergency cryo for survivors though.

http://aurora2.pentarch.org/index.php?topic=8495.msg104051;topicseen#msg104051
http://aurora2.pentarch.org/index.php?topic=8495.msg104052;topicseen#msg104052

Not sure I understand this correctly since I could pick up survivors with one of my survey ships when the other blew up because of maintenance problems. I did not have any emergency quarters on my survey ships, and when the survivors were picked up, I constantly got messages that crew quarters are overloaded because of the extra survivors, which is logical.

This would mean that crew quarters can be overloaded, or the overloading I'm experiencing is not intended?

se5a wanted to add extra crew quarters to a class so that it could be used to pick up survivors without suffering from overcrowding, which you could do in the VB version of the game.

An alternative in the meantime is to use the smaller cryo modules which add extra crew cap.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 10:42:37 AM
Quote from: Steve Walmsley link=topic=10968.  msg126418#msg126418 date=1587458773
Quote from: abdull link=topic=10968.  msg126414#msg126414 date=1587457859
while looking for a ship class i accidentally pressed enter which gave me a error #2520 which deleted all my ship designs
and now when i try to save the game to restart the game i get a  error #1465
restarting the game deleted the ships i had
after restart i couldnt recreate the bug for i had no ships to try it on i think it only happens when you are changing the class of a locked design
2520 is the function that builds the class tree and is read-only.   Can you provide a more detailed description of exactly what you did?

yes  i can try :)
in the class designer i tried to change the class of a ship i had already build (not sure if this matters) i typed in the class i was looking for and pressed enter which gave me the bug, because i am not good at explaining stuff in English i added a picture.

Thanks for explanation. Not sure what happened. I can't even get the dropdown to accept an enter key input :)

Just avoid pressing enter in the box until I can understand what happened.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Varee on April 21, 2020, 10:44:27 AM
Not a big one/ not about mechanics
Using tab to move between feild when making a new game skips from local system spread to difficulty then back to constrution cycle time then skip over all the speed feild to generation chance.

It then go to research speed after reaching the end.

On the right side minimum npr distance is also skipped over and put at the end.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Silverkeeper on April 21, 2020, 10:45:29 AM
My ships condition deteriorates while they sit on orbit. I have enough maintenance facilities and it still happens.
Even worse Overhauling does nothing and the ships get stuck there, maintenance clock still running.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: DFNewb on April 21, 2020, 10:49:58 AM
My ships condition deteriorates while they sit on orbit. I have enough maintenance facilities and it still happens.
Even worse Overhauling does nothing and the ships get stuck there, maintenance clock still running.

Is it under a training admin?
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Resand on April 21, 2020, 10:51:56 AM
Seems like 1.73 moved the hull abbreviations to the front of the list again.
So have to search for those when searching through the class drop down list

I think you may be using an earlier version. What is the version number on the Misc tab of the Tactical Map?

wtf... somehow I've managed to use 1.63 not 7.3.
Game still worked, but that was the reason yeah. I could have sworn I'd upgraded.

Is it someway I might know what version my DB is?

And I removed my other bug report, since who knows what this messed up  :-[
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Ekaton on April 21, 2020, 10:54:23 AM
Like other versions, 1.7.3 eventually reaches a stage when it endlessly processes a turn. I have kept it processing the turn for the past 30 minutes, and the task manager indicates that it’s still calculating, although the amout of memory used by the program dropped a bit. The last time this happened, I left it running for 8 hours, to no avail. Is there any point doing so now? Is there a way to fix that?

I use conventional starts, real solar systems, 1 NPR at world gen and this usually occurs every 20-30 years.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Droll on April 21, 2020, 10:55:34 AM
When a fleet with multiple cargo freighters is given an order to "load mineral when x is available" for multiple mineral types in sequence. The ship at the top of the ship list is filled up first. This becomes a problem because when the first ship is full the game throws a "pickup failed" interrupt even if the fleet that it is a part of has the cargo space.

If you soldier through the interrupts the fleet will eventually load correctly but the interrupts eventually make things very annoying.

Either check that the there is cargo space on the fleet level or fill every cargo-capable ship in the fleet in parallel so they are full at the same time.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Silverkeeper on April 21, 2020, 10:55:50 AM
My ships condition deteriorates while they sit on orbit. I have enough maintenance facilities and it still happens.
Even worse Overhauling does nothing and the ships get stuck there, maintenance clock still running.

Is it under a training admin?
Some are some are not. It doesnt seem to make a difference.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: skoormit on April 21, 2020, 11:01:22 AM
Quote from: Steve Walmsley link=topic=10968. msg126502#msg126502 date=1587480806
Quote from: Aivaria link=topic=10968. msg126404#msg126404 date=1587451721
ive posted my bug in 1.  7.  2 already, but its also in 1.  7.  3

    The function number - none, as this doesnt throw an exception
    The complete error text - none
    The window affected - all?
    What you were doing at the time - building super fuel efficient egines, and then progess time
    Conventional or TN start - TN
    Random or Real Stars - Random
    Is your decimal separator a comma? - i use GB locale for aurora, so no, its a dot
    Is the bug is easy to reproduce, intermittent or a one-off? - easy

when an engine fuel usage gets below 1, the fuel reserve gets somewhat messed up

ive been playing arround with different engines ans ship, and tried building realy small ships

ive created an engine, which should have very low fuel usage, and created an fighter sized geo survey ship.     Ranges say 3294 days at full power, but in real game, this ships uses 11 fuel per day (1,000/11 = ~91 days fuel)

link to db: https://drive.    google.    com/open?id=1EL7ShOxJKOH6bIpiIIQ8ZHs8WjW1nj1F   
Its quite simple to review: ive created an "GeoSurvey Fleet", progress 1 day, and see fuel diff
(pls dont judge for cheating, im figuring arround with stuff, and trying to learn things :D)

Code: [Select]
Simmel Aero Engines Photonic Drive  EP1.00
Engine Power 1.00    Fuel Use Per Hour 0 litres    Fuel per EPH 0
Thermal Signature 1.00    Explosion Chance 1%
Military Engine
Cost 5   Size 5 tons   Crew 1   HTK 1
Base Change to hit 100%
Materials Required: Gallicite  5
Code: [Select]
Anyanwu class Geosurvey Ship      351 tons       16 Crew       365.4 BP       TCS 7    TH 4    EM 0
569 km/s      Armour 1-4       Shields 0-0       HTK 5      Sensors 7/7/0/5      DCR 0      PPV 0
Maint Life 8.33 Years     MSP 182    AFR 4%    IFR 0.1%    1YR 5    5YR 70    Max Repair 300 MSP
Kaptajnlojnant    Control Rating 1   
Intended Deployment Time: 24 months    Morale Check Required   

Simmel Aero Engines Photonic Drive  EP1.00 (4)    Power 4.0    Fuel Use 0.32%    Signature 1.00    Explosion 1%
Fuel Capacity 1,000 Litres    Range 161.9 billion km (3294 days at full power)

Bauersachs-Singer EM Sensor EM0.1-7 (5%) (1)     Sensitivity 7     Detect Sig Strength 1000:  20.9m km
Boehm-Brunner Thermal Sensor TH0.1-7 (5%) (1)     Sensitivity 7     Detect Sig Strength 1000:  20.9m km
Phased Geological Sensors (1)   5 Survey Points Per Hour

This design is classed as a Fighter for production, combat and planetary interaction

The ship fuel efficiency is different to the class fuel efficiency.  This is set on construction and again on refit.  Did you make manual changes to the design post-locking? Still a bug BTW - as I should account for that.  I'm just trying to understand what happened. 

In fact, I am not even sure why I am tracking it on a ship basis :) .  Probably a hangover from VB6.  I'll probably just track it via the parent class in future. .

Would the fuel efficiency of a ship be affected if an engine was damaged?
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: DFNewb on April 21, 2020, 11:02:25 AM
If you set a fleet to move to a body with a minimum distance it will move to it with the min distance between them. Then the next construction phase (the body moves in it's orbit) pass the fleet will then move to the body and orbit it.

This has been a bug since 1.0.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Resand on April 21, 2020, 11:03:07 AM
My ships condition deteriorates while they sit on orbit. I have enough maintenance facilities and it still happens.
Even worse Overhauling does nothing and the ships get stuck there, maintenance clock still running.

Did you upload wrong DB or something?
As far as I can see you got 10k capacity on earth and about 50k of ships in orbit.
And nobody is in OH
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: RagnarVaren on April 21, 2020, 11:03:26 AM
Like other versions, 1.7.3 eventually reaches a stage when it endlessly processes a turn. I have kept it processing the turn for the past 30 minutes, and the task manager indicates that it’s still calculating, although the amout of memory used by the program dropped a bit. The last time this happened, I left it running for 8 hours, to no avail. Is there any point doing so now? Is there a way to fix that?

Steve can't really figure out what is going on if you don't give him some more information. If you load a previous save does it happen again? If it does happen every time you load a save and process turns then please compress your Aurora.db file into a zip file and then attach it to your post using the "additional options" button.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: AJS1956 on April 21, 2020, 11:06:11 AM
Quote from: Droll link=topic=10968. msg126525#msg126525 date=1587484534
When a fleet with multiple cargo freighters is given an order to "load mineral when x is available" for multiple mineral types in sequence.  The ship at the top of the ship list is filled up first.  This becomes a problem because when the first ship is full the game throws a "pickup failed" interrupt even if the fleet that it is a part of has the cargo space.

If you soldier through the interrupts the fleet will eventually load correctly but the interrupts eventually make things very annoying.

Either check that the there is cargo space on the fleet level or fill every cargo-capable ship in the fleet in parallel so they are full at the same time.

That could explain something I saw earlier.  i had a fleet of three freighters and gave order to pick up a mass driver (set maximum to 1) and then pick up automines (set max to 2).  I got a message that they couldn't pick up and a time interrupt.  When i checked, the fleet was carrying a mass driver and two automines.  From what you are saying the first ship picked up the mass driver then when it came to process the next order it stared with the first ship again, hence the message.  It then continued with the other freighters until it had picked up its maximum of two.

Andy
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 11:06:43 AM
Game Started with 1.7.0 Version 1.7.3

Designing a new Magazine the HTK value of the Magazin is one Point greater than the selected HTK value

Magazines in C# have a base HTK value plus an extra HTK value from accepting smaller space.

http://aurora2.pentarch.org/index.php?topic=8495.msg107372;topicseen#msg107372

There is a bug in the baseline, which is never more than 1 when it should in fact be higher. However, I think the 1 HTK, 2 HTK text is misleading. It should be +0 HTK, +1 HTK, +2 HTK, etc. I'll fix it
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: skoormit on April 21, 2020, 11:10:37 AM
Quote from: Steve Walmsley link=topic=10968. msg126507#msg126507 date=1587482452
Quote from: davidr link=topic=10968. msg126415#msg126415 date=1587458036
Same bug in all the versions :_

currently using v1. 73 with TN start

The Event log does not pause or cause an entry to appear when a Geo Survey ship completes its Standing Orders.

I gave the Geo ship the order to survey all Planets / Moons.  It has completed its orders but I have received no notification of the fact in the event log.

DavidR

Finally tracked it down.  The problem is the event type isn't in the database.  The event was created but never recorded.  This will need a db change to fix though.

Any chance you can release a db patch that just alters an existing db (creates the new event type) without needing a completely new db?
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Ekaton on April 21, 2020, 11:11:35 AM
Like other versions, 1.7.3 eventually reaches a stage when it endlessly processes a turn. I have kept it processing the turn for the past 30 minutes, and the task manager indicates that it’s still calculating, although the amout of memory used by the program dropped a bit. The last time this happened, I left it running for 8 hours, to no avail. Is there any point doing so now? Is there a way to fix that?

Steve can't really figure out what is going on if you don't give him some more information. If you load a previous save does it happen again? If it does happen every time you load a save and process turns then please compress your Aurora.db file into a zip file and then attach it to your post using the "additional options" button.

The main problem is that when this happens, the Aurora.db file is at least 30 minutes old (the last time it was more than an hour old) and I can’t save the game as it’s not responding since it occurs. If I reload the old save, it does work, but the game will eventually slow down. Every single game I ran, on every version, would eventually succumb to this. The game is only using less than 20% of my CPU and just 120 mb of memory so these shouldn’t be an issue. Also, all the settings are standard, though all spoilers are enabled, real stars, and I have one NPR generated on new games.


EDIT: I attached my database.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: k on April 21, 2020, 11:17:29 AM
Not a game breaking bug.  But after i rename a systems i can't go back to sol(or any other system)using the system dropdown in the tactical window.  Hitting reset fix it

new V1. 7. 3 game.  14 year in TN start, human NPR on and default begin.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Desdinova on April 21, 2020, 11:20:04 AM
Not a game breaking bug.  But after i rename a systems i can't go back to sol(or any other system)using the system dropdown in the tactical window.  Hitting reset fix it

new V1. 7. 3 game.  14 year in TN start, human NPR on and default begin.

I experienced the same thing after renaming the duplicate Sol.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Demonius on April 21, 2020, 11:20:23 AM
Not a game breaking bug.  But after i rename a systems i can't go back to sol(or any other system)using the system dropdown in the tactical window.  Hitting reset fix it

new V1. 7. 3 game.  14 year in TN start, human NPR on and default begin.

Works for me when i click in the own race Name box above it once. Else, can confirm this behaviour.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Josephus on April 21, 2020, 11:25:55 AM
Quote from: Ekaton link=topic=10968. msg126535#msg126535 date=1587485495
Quote from: RagnarVaren link=topic=10968. msg126531#msg126531 date=1587485006
Quote from: Ekaton link=topic=10968. msg126524#msg126524 date=1587484463
Like other versions, 1. 7. 3 eventually reaches a stage when it endlessly processes a turn.  I have kept it processing the turn for the past 30 minutes, and the task manager indicates that it’s still calculating, although the amout of memory used by the program dropped a bit.  The last time this happened, I left it running for 8 hours, to no avail.  Is there any point doing so now? Is there a way to fix that?

Steve can't really figure out what is going on if you don't give him some more information.  If you load a previous save does it happen again? If it does happen every time you load a save and process turns then please compress your Aurora. db file into a zip file and then attach it to your post using the "additional options" button.

The main problem is that when this happens, the Aurora. db file is at least 30 minutes old (the last time it was more than an hour old) and I can’t save the game as it’s not responding since it occurs.  If I reload the old save, it does work, but the game will eventually slow down.  Every single game I ran, on every version, would eventually succumb to this.  The game is only using less than 20% of my CPU and just 120 mb of memory so these shouldn’t be an issue.  Also, all the settings are standard, though all spoilers are enabled, real stars, and I have one NPR generated on new games.


EDIT: I attached my database.

I had the same bug in 1. 7. 1 and 1. 5 and twice before that.  It happens every 2-3 hours of gaming.  I will see if I still have my old save later, since no one responded before I deleted it.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 11:29:47 AM
Seems like a visual bug.  In Federated Nations campaign, when designing missile. 

In engine power dropdown: Engine power 125% has Fuel consumption 1. 75 but Engine power 130% has fuel consumption 9. 63.

That is quite a jump and it seems not to be applied to fuel efficiency.

It is working as intended. 130% is the first step above the maximum boost tech.
http://aurora2.pentarch.org/index.php?topic=8495.msg102804#msg102804
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 11:30:25 AM
I don't know if this is a minor bug or working as intended. I changed the research field of a scientist who had a Research admin level of 20. So his new Research admin level was 5. However when he was promoted his new Research admin level was 7. I have never seen a Research admin level that was not a multiple of 5 before. This initially occurred in v1.7.2.

Ian

Edit. Just had another scientist increase their Research admin level to 39 so probably working as intended.

Yes, WAI.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 11:35:27 AM
Civilians trigger the "Research Completed" event when researching engines. Would be preferable if civilians didn't trigger this event or if there was a "Civilian Research Completed" event that didn't cause this interrupt. The same applies for the "Ship Scrapped" event. This isn't a problem early game but one user on Discord mentioned that it can cause issues in long games i.e 80 years or more when civilian shipping lines are constantly triggering these events.

Fixed.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Inglonias on April 21, 2020, 11:37:18 AM
Clicking the Mineral Survey button on the taskbar from the galaxy map (which is not the main map) does nothing.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 11:38:53 AM
Hello,
V 1. 7. 3

2 NPR seems to be fighting, getting continuous below messages:
 Function #713 Object Reference Not Set to and Instance of an object.
 Function #1414  Object Reference Not Set to and Instance of an object.
 Function #1555Object Reference Not Set to and Instance of an object.

713 is calculate reaction bonus and 1414 is fleet move.

Could you send me the DB with the errors?
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 11:40:00 AM
Unsure if a bug:

Never really happened before so not sure, but I am able to go into the negative TOTAL race wealth and nothing is affected? I can continue to build/commercial contract even when at -10k.

If it is relevant -Con.  start, real stars, early game

What % is your economic production modifier? Pop summary, neat bottom of centre column.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Aivaria on April 21, 2020, 11:40:33 AM
Quote from: Steve Walmsley link=topic=10968. msg126502#msg126502 date=1587480806
Quote from: Aivaria link=topic=10968. msg126404#msg126404 date=1587451721
ive posted my bug in 1.  7.  2 already, but its also in 1.  7.  3

    The function number - none, as this doesnt throw an exception
    The complete error text - none
    The window affected - all?
    What you were doing at the time - building super fuel efficient egines, and then progess time
    Conventional or TN start - TN
    Random or Real Stars - Random
    Is your decimal separator a comma? - i use GB locale for aurora, so no, its a dot
    Is the bug is easy to reproduce, intermittent or a one-off? - easy

when an engine fuel usage gets below 1, the fuel reserve gets somewhat messed up

ive been playing arround with different engines ans ship, and tried building realy small ships

ive created an engine, which should have very low fuel usage, and created an fighter sized geo survey ship.     Ranges say 3294 days at full power, but in real game, this ships uses 11 fuel per day (1,000/11 = ~91 days fuel)

link to db: https://drive.    google.    com/open?id=1EL7ShOxJKOH6bIpiIIQ8ZHs8WjW1nj1F   
Its quite simple to review: ive created an "GeoSurvey Fleet", progress 1 day, and see fuel diff
(pls dont judge for cheating, im figuring arround with stuff, and trying to learn things :D)

Code: [Select]
Simmel Aero Engines Photonic Drive  EP1.00
Engine Power 1.00    Fuel Use Per Hour 0 litres    Fuel per EPH 0
Thermal Signature 1.00    Explosion Chance 1%
Military Engine
Cost 5   Size 5 tons   Crew 1   HTK 1
Base Change to hit 100%
Materials Required: Gallicite  5
Code: [Select]
Anyanwu class Geosurvey Ship      351 tons       16 Crew       365.4 BP       TCS 7    TH 4    EM 0
569 km/s      Armour 1-4       Shields 0-0       HTK 5      Sensors 7/7/0/5      DCR 0      PPV 0
Maint Life 8.33 Years     MSP 182    AFR 4%    IFR 0.1%    1YR 5    5YR 70    Max Repair 300 MSP
Kaptajnlojnant    Control Rating 1   
Intended Deployment Time: 24 months    Morale Check Required   

Simmel Aero Engines Photonic Drive  EP1.00 (4)    Power 4.0    Fuel Use 0.32%    Signature 1.00    Explosion 1%
Fuel Capacity 1,000 Litres    Range 161.9 billion km (3294 days at full power)

Bauersachs-Singer EM Sensor EM0.1-7 (5%) (1)     Sensitivity 7     Detect Sig Strength 1000:  20.9m km
Boehm-Brunner Thermal Sensor TH0.1-7 (5%) (1)     Sensitivity 7     Detect Sig Strength 1000:  20.9m km
Phased Geological Sensors (1)   5 Survey Points Per Hour

This design is classed as a Fighter for production, combat and planetary interaction

The ship fuel efficiency is different to the class fuel efficiency.  This is set on construction and again on refit.  Did you make manual changes to the design post-locking? Still a bug BTW - as I should account for that.  I'm just trying to understand what happened. 

In fact, I am not even sure why I am tracking it on a ship basis :) .  Probably a hangover from VB6.  I'll probably just track it via the parent class in future. .

hey steve, thanks for your response :)

yes, the ship was post edited, a new build ship doesnt seem to have this issue - ok, lesson learned, dont unlock and edit :D
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 11:41:48 AM
In a new 1.7.3 game I've surveyed Sol but not quite developed jump drives yet (auto tech made weird choices I guess). I think the NPRs are up to something because I suddenly got a repeating sequence of four error messages:

#2608 null ref
#222 null ref
#224 null ref
#2339 null ref

After closing these a number of times it went back to normal. Automated turns was on, so it advanced a turn or two before I could stop it, but I've attached the database in case it's helpful.

I had the same bug but in my case it didn't go back to normal.

If they are still happening, please could you attach DB?
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: GhostIsGone on April 21, 2020, 11:43:10 AM
Hey Steve, a bunch of pretty irritable bugs has been fixed, alongside a ton of other fixes for v1.7.3, can we get the next patchTM? Having my game paused every couple days because of the shipping lines getting a new engine / a new ship / scrapping a ship is getting on my nerves a little bit now :)
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: RagnarVaren on April 21, 2020, 11:46:15 AM
I assume this button is supposed to refresh the galaxy screen? It doesn't appear to do anything at the moment and having to re-open the galaxy screen whenever it needs to be refreshed is frustrating. I think it's been reported in earlier versions but apparently no one bothered reporting it again.

(https://i.imgur.com/laZzjCQ.png)
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Droll on April 21, 2020, 11:46:25 AM
Hey Steve, a bunch of pretty irritable bugs has been fixed, alongside a ton of other fixes for v1.7.3, can we get the next patchTM? Having my game paused every couple days because of the shipping lines getting a new engine / a new ship / scrapping a ship is getting on my nerves a little bit now :)

I don't know how much effort it is to release each version for Steve but a 1.7.4 followed by a quick 1.8 with DB edits would be a nice way of giving people choice but idk how much trouble that would cause, not least of all with bug reports.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 11:49:11 AM
v1. 7. 3

- "All Windows Linked to Race" settings is not saved.  When loading game this setting got reset to false.
- In "View Technology" Window, select Engines.  The column "Efficiency" (which I believed to be fuel efficiency) appear to be rounded down, result in multiple engines displayed of having "0" efficiency despite they have e. g.  0. 8 efficiency.

Fixed.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Alsadius on April 21, 2020, 11:50:53 AM
I had a fleet of 11 freighters, with one normal cargo bay (25k tons) each. I tried to load one Spaceport and eight Financial Centres into the fleet. The tick after making that order, I'm getting a mountain of "Object reference not set to an instance of an object" errors. It's cycling through functions #222, 224, 2339, and 2608. I went through this cycle manually about 40 or so times without it stopping, then just held down Enter on the error message for another 5-10 seconds until it finally finished popping up.

Edit: Tried it again, this did not recur. And I see the same bug report from someone else that was seemingly unrelated. Perhaps I have a false cause here.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 11:52:20 AM
I'm currently watching NPR vs NPR combat (no idea if a spoiler is in that fight), and I had two Function 4 error : "object's reference is not linked with an objetc's instance" every 15 seconds (each time an action is done by the fighting NPR). I was too slow to save the DB when it was happening, now the fight continues without errors.

DB attached

Edit : It's happening often now, each time NPR are fighting. I suspect it's a spoiler, as something destroyed one of my ship and i'm still neutral with all NPR of the area

I downloaded the db and ran a few increments but didn't encounter any errors.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 11:55:54 AM
v1.7.3

In "Class Design", if a ship design was not retooled but built (or refitted into), the design does not get locked. Such ship can be built if there is a compatible (similar) design and get retooled into.

i.e.
1. Create two similar ship classes
2. Retool a shipyard to class A
3. Start building a ship of class B
4. Class B does not get locked.

Fixed.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 11:56:44 AM
#2714 occurs every now and then in every game. Usually, seemingly, after NPRs fight.

What is the error text?
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Ekaton on April 21, 2020, 11:59:11 AM
#2714 occurs every now and then in every game. Usually, seemingly, after NPRs fight.

What is the error text?

"object's reference is not linked with an objetc's instance"
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 12:02:43 PM
I get the following Unhandled Exception Error if I go to the "Environment" tab of a colony, delete the number next to "Hydro Extent" in the upper right, and then select a different colony. I can reproduce the exception every-time I follow those steps. This is in a new game in Aurora 1.7.3, which has been patched up from v1.0.0.

Fixed.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 12:04:42 PM
TN Start
Random Stars

The Theme will cycle through a List in the same order.  This means that when I rename a system, the next created system will have that name (if multiple systems are renamed, the earliest name is reused).  This makes it difficult to not see new names (eg.  I cant just rename my System to !London when I meet aliens, because the next generated system would be called London)
Sidenote, is the "Auto-Rename" button supposed to not exist for systems and ships?

How to reproduce:
Have 2+ Jump Points that you havent jumped through yet
Jump through the first, and then change the system name.
Jump through the second, and it will be called what the first name was.

I don't think this is a bug because this is how it worked in VB. Not how I wanted it to work but anyway.

You can now select any name from the name theme manually. I will add a random option at some point, but not high priority at the moment.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 12:13:18 PM

Launched ready ordnance at JP2 and the buoy was launched without issue (other than passive sensors not showing up which is a known bug). Set command to launch ordnance at JP1 and it appears to complete the command but nothing happens. Tried three times and the history of the fleet shows the command three times but no missile is used or shows up other than the first one. No error messages appear. Had another discord user confirm that they have also had issues with the "launch ready ordnance" command. Tried Queuing multiple commands and it still didn't work. I'm assuming it's something weird with some "ready ordnance" value not being reset when the missile is reloaded so it only works once per ship.


I might have found the issue. The only difference I could find in the database was that after the "launch ready ordnance" command was given and executed the "FiredThisPhase" value in the FCT_FireControlAssignment table in the db changed from 0 to 1. No idea if this is actually causing the issue. My assumption is that this value should reset to zero at some point but despite increasing several time increments this value still hasn't reset.

EDIT: Somehow slipped my mind that I could actually test this by simply changing the value. Changing "FiredThisPhase" from 1 to 0 does in fact allow you to launch a missile using the "launch ready ordnance" command a second time. So whatever function that is responsible for this has a bug or is not being called when it should be.

Thanks - that was the problem. The flag was only being reset for systems with other races present.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Dawa1147 on April 21, 2020, 12:13:39 PM
When creating a new game, but hitting cancel when you design your race, the "create empire" screen also closes.
Furthermore, it opens up a previous (first? most recent?) game (cant test if done "correctly, I only see the system map but no planets etc.  Might be bc it panned to somewhere else?),
and gives me this Error:

Function #1616: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt
(roughly: The object reference has not been assigned an object instance)


Trying to interact with THE MAP (scrolling, clicking etc) brings up a new version of the same error.  (Function #1616: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt)

Trying to interact with A BUTTON (eg.  open Research Screen gives me the error Function #155: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt
Dismissing the errors does nothing.


Trying to reopen Aurora:


Does not open the game correctly:
Race and System field are blank, all checkboxes unchecked

Any interaction with THE MAP brings up the error
 Function #1620: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt
 and Function #1616: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt

Trying to click A BUTTON brings up the error
 Function #155: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Silverkeeper on April 21, 2020, 12:14:03 PM
My ships condition deteriorates while they sit on orbit. I have enough maintenance facilities and it still happens.
Even worse Overhauling does nothing and the ships get stuck there, maintenance clock still running.

Did you upload wrong DB or something?
As far as I can see you got 10k capacity on earth and about 50k of ships in orbit.
And nobody is in OH

Yes sorry that was me being an idiot.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 12:15:32 PM
There does not appear to be a way to overload crew quarters for rescue shuttles and carriers, unless I'm blind?.  I seem to remember an option for this in the VB version.

There is no way. The rules changed for C# Aurora. You can still add emergency cryo for survivors though.

http://aurora2.pentarch.org/index.php?topic=8495.msg104051;topicseen#msg104051
http://aurora2.pentarch.org/index.php?topic=8495.msg104052;topicseen#msg104052

Not sure I understand this correctly since I could pick up survivors with one of my survey ships when the other blew up because of maintenance problems. I did not have any emergency quarters on my survey ships, and when the survivors were picked up, I constantly got messages that crew quarters are overloaded because of the extra survivors, which is logical.

This would mean that crew quarters can be overloaded, or the overloading I'm experiencing is not intended?

You can put more people on the ship than the crew quarters can support, in which case you get overloaded messages.
You can't add extra crew quarters beyond what is needed for the normal crew
You can add the emergency cryogenic components so you can pick up survivors without causing overloading.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 12:16:35 PM
Not a big one/ not about mechanics
Using tab to move between feild when making a new game skips from local system spread to difficulty then back to constrution cycle time then skip over all the speed feild to generation chance.

It then go to research speed after reaching the end.

On the right side minimum npr distance is also skipped over and put at the end.

I will sort out the tab order at some point but not a priority vs functional bugs.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 12:20:12 PM
Would the fuel efficiency of a ship be affected if an engine was damaged?

The same. In VB6, the class and ship were separate things, so the ship kept copies of what it needed from the class so I didn't have to get the information from the database. In C#, the class object is a component of the ship object so I can directly reference the class for information that is the same for all ships. I think the fuel efficiency duplication was a legacy from VB6.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 12:21:36 PM
Quote from: Steve Walmsley link=topic=10968. msg126507#msg126507 date=1587482452
Quote from: davidr link=topic=10968. msg126415#msg126415 date=1587458036
Same bug in all the versions :_

currently using v1. 73 with TN start

The Event log does not pause or cause an entry to appear when a Geo Survey ship completes its Standing Orders.

I gave the Geo ship the order to survey all Planets / Moons.  It has completed its orders but I have received no notification of the fact in the event log.

DavidR

Finally tracked it down.  The problem is the event type isn't in the database.  The event was created but never recorded.  This will need a db change to fix though.

Any chance you can release a db patch that just alters an existing db (creates the new event type) without needing a completely new db?

No, I am not keeping track of changes. Just working my way through the bugs. It is only 9 days since release so I am still in the bug-fixing phase at the moment.
Title: Re: v1.7.3 Bugs Thread [1.7.3]
Post by: Castinar on April 21, 2020, 12:25:45 PM
Here's a weird one: standard conventional start, when I begin exploring, my jump ship discovers the system of Sol. Database attached.

Its not Sol, but rather a completely different system that was named Sol.

It looks like the program is taking the Sol entry in the known systems table and generating a completely new system based on the same star type. When I changed Sol to System Number 1 to fix an issue with random stars, I believe it caused this bug. I'll change Sol back to zero and fix Random Stars in a different way.

I've seen Sol (alternate) in a few different reports over several versions of C# --- is it possible that Sol is featured in multiple name lists and getting picked up that way?  Start in the real Sol system, using a name list that contains Sol so getting the alternative version?
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Ekaton on April 21, 2020, 12:27:59 PM
I managed to get a save a few 5 day turns before it goes into endless loading. Exactly the same way it happened to my games about a dozen times before.

Turns out this one worked after a while.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 12:32:32 PM
I assume this button is supposed to refresh the galaxy screen? It doesn't appear to do anything at the moment and having to re-open the galaxy screen whenever it needs to be refreshed is frustrating. I think it's been reported in earlier versions but apparently no one bothered reporting it again.

(https://i.imgur.com/laZzjCQ.png)

Fixed.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 12:32:49 PM
Clicking the Mineral Survey button on the taskbar from the galaxy map (which is not the main map) does nothing.

Fixed.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 12:33:40 PM
Hey Steve, a bunch of pretty irritable bugs has been fixed, alongside a ton of other fixes for v1.7.3, can we get the next patchTM? Having my game paused every couple days because of the shipping lines getting a new engine / a new ship / scrapping a ship is getting on my nerves a little bit now :)

I don't know how much effort it is to release each version for Steve but a 1.7.4 followed by a quick 1.8 with DB edits would be a nice way of giving people choice but idk how much trouble that would cause, not least of all with bug reports.

It won't work if the exe is expecting something in the db and I definitely do not want forked versions of the code at this stage.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: RagnarVaren on April 21, 2020, 12:43:11 PM
I managed to get a save a few 5 day turns before it goes into endless loading. Exactly the same way it happened to my games about a dozen times before.

I'm not having any issues incrementing time. I've done it for 2 years now at 5 day turns without an issue in your db. I'm guessing it's an issue with your setup or computer.

Did you correctly install the patches? Try deleting the aurora.exe file and replacing it.
What operating system are you using?
Where is the aurora folder installed?
Anything else that might be relevant might help narrow down the cause.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 12:45:30 PM
When creating a new game, but hitting cancel when you design your race, the "create empire" screen also closes.
Furthermore, it opens up a previous (first? most recent?) game (cant test if done "correctly, I only see the system map but no planets etc.  Might be bc it panned to somewhere else?),
and gives me this Error:

Function #1616: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt
(roughly: The object reference has not been assigned an object instance)


Trying to interact with THE MAP (scrolling, clicking etc) brings up a new version of the same error.  (Function #1616: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt)

Trying to interact with A BUTTON (eg.  open Research Screen gives me the error Function #155: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt
Dismissing the errors does nothing.


Trying to reopen Aurora:


Does not open the game correctly:
Race and System field are blank, all checkboxes unchecked

Any interaction with THE MAP brings up the error
 Function #1620: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt
 and Function #1616: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt

Trying to click A BUTTON brings up the error
 Function #155: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt

Cancelling the race is not the same as cancelling the game, which is now created without a player race. You need the race to be able to view anything, so that is why all the errors appear.

I will disable the cancel button for races created as part of new game setup and leave it available for stand alone race creation from the system view.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: DFNewb on April 21, 2020, 01:02:25 PM
To further clarify on the minimum distance move to bug, how to reproduce:


Set a ship to move minimum distance to lets say Mars and put the minimum distance to 100000000.
Pass time until orders complete.
Pass 1 hour, notice ship doesn't move or anything.
Pass 5 days (a construction cycle) and notice the ship magically teleports to orbit mars at 0km distance.


Has been around since release. Note: that the follow command works with minimum distance (mars moves then the fleet has to "catch up") and the fleet does not teleport with it.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Aloriel on April 21, 2020, 01:07:23 PM
v1.7.3 (continuation from 1.7.0)

Like several others, I have had numerous ground forces disappear. Notable things that might make a difference:

Good luck, and thanks for your hard work!
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: MasonMac on April 21, 2020, 01:11:13 PM
When will the events bug be fixed?
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Ekaton on April 21, 2020, 01:18:35 PM
I managed to get a save a few 5 day turns before it goes into endless loading. Exactly the same way it happened to my games about a dozen times before.

I'm not having any issues incrementing time. I've done it for 2 years now at 5 day turns without an issue in your db. I'm guessing it's an issue with your setup or computer.

Did you correctly install the patches? Try deleting the aurora.exe file and replacing it.
What operating system are you using?
Where is the aurora folder installed?
Anything else that might be relevant might help narrow down the cause.

As it turned out, this save worked fine after loading for about 30 minutes. I'll try to post one when it stops completely.
I installed my game in D:\Games\Aurora
I'm using Windows 10
i7-6700HQ
16 GB RAM

I installed it with 1.5.1 then 1.7 then 1.7.3

I have had this issue with every version of the game.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Inglonias on April 21, 2020, 01:24:35 PM
I managed to get a save a few 5 day turns before it goes into endless loading. Exactly the same way it happened to my games about a dozen times before.

I'm not having any issues incrementing time. I've done it for 2 years now at 5 day turns without an issue in your db. I'm guessing it's an issue with your setup or computer.

Did you correctly install the patches? Try deleting the aurora.exe file and replacing it.
What operating system are you using?
Where is the aurora folder installed?
Anything else that might be relevant might help narrow down the cause.

As it turned out, this save worked fine after loading for about 30 minutes. I'll try to post one when it stops completely.
I installed my game in D:\Games\Aurora
I'm using Windows 10
i7-6700HQ
16 GB RAM

I installed it with 1.5.1 then 1.7 then 1.7.3

I have had this issue with every version of the game.

On the Discord, I recall seeing another user with this issue too. Completely deleting and reinstalling Aurora seemed to fix it. Maybe try that?
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Ekaton on April 21, 2020, 01:26:02 PM
I managed to get a save a few 5 day turns before it goes into endless loading. Exactly the same way it happened to my games about a dozen times before.

I'm not having any issues incrementing time. I've done it for 2 years now at 5 day turns without an issue in your db. I'm guessing it's an issue with your setup or computer.

Did you correctly install the patches? Try deleting the aurora.exe file and replacing it.
What operating system are you using?
Where is the aurora folder installed?
Anything else that might be relevant might help narrow down the cause.

As it turned out, this save worked fine after loading for about 30 minutes. I'll try to post one when it stops completely.
I installed my game in D:\Games\Aurora
I'm using Windows 10
i7-6700HQ
16 GB RAM

I installed it with 1.5.1 then 1.7 then 1.7.3

I have had this issue with every version of the game.

On the Discord, I recall seeing another user with this issue too. Completely deleting and reinstalling Aurora seemed to fix it. Maybe try that?

I did that a few times now, plus it persists with every version.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Energyz on April 21, 2020, 01:27:44 PM
Diplomacy : If you receive damage from an NPR, the DR goes to -101. It should then goes back to zero if there is no longer figth between the two factions, but it seems to be frozen at -101 in my game for some decades now. Communication were not etablished, but if I SM Est comm, the DR will normalise slowly like it should.

Also, anyone managed to etablish communication with NPR? I've met two so far, sent a diplomatic ship but each time I received threat message when it was in their homeworld, and no communication attempt. They even started to fire on those ships... Maybe I'm unlucky
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Jaz010 on April 21, 2020, 01:29:25 PM
Quote from: Steve Walmsley link=topic=10968. msg126548#msg126548 date=1587487133
Quote from: Jaz010 link=topic=10968. msg126447#msg126447 date=1587467007
Hello,
V 1.  7.  3

2 NPR seems to be fighting, getting continuous below messages:
 Function #713 Object Reference Not Set to and Instance of an object. 
 Function #1414  Object Reference Not Set to and Instance of an object. 
 Function #1555Object Reference Not Set to and Instance of an object.

713 is calculate reaction bonus and 1414 is fleet move. 

Could you send me the DB with the errors?

Was not able to save when isnjad this error, reverted back to an earlier save , till now the error did not appear yet ( the NPR are fighting   lot of 5s and 2h increments)
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Droll on April 21, 2020, 01:30:55 PM
Diplomacy : If you receive damage from an NPR, the DR goes to -101. It should then goes back to zero if there is no longer figth between the two factions, but it seems to be frozen at -101 in my game for some decades now. Communication were not etablished, but if I SM Est comm, the DR will normalise slowly like it should.

Also, anyone managed to etablish communication with NPR? I've met two so far, sent a diplomatic ship but each time I received threat message when it was in their homeworld, and no communication attempt. They even started to fire on those ships... Maybe I'm unlucky

Defo unlucky - my first NPR refused communication with my diplo ship besides a single attempt but did not fire on it. Note that the ship I used was a diplo module, engines and small passive sensors. I imagine if the ship has something with a threat level then they would react less cordially.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Ekaton on April 21, 2020, 01:33:56 PM
During an NPR battle I keep getting Function #311: Object reference not set to an instance of an object
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Energyz on April 21, 2020, 01:33:59 PM
Diplomacy : If you receive damage from an NPR, the DR goes to -101. It should then goes back to zero if there is no longer figth between the two factions, but it seems to be frozen at -101 in my game for some decades now. Communication were not etablished, but if I SM Est comm, the DR will normalise slowly like it should.

Also, anyone managed to etablish communication with NPR? I've met two so far, sent a diplomatic ship but each time I received threat message when it was in their homeworld, and no communication attempt. They even started to fire on those ships... Maybe I'm unlucky

Defo unlucky - my first NPR refused communication with my diplo ship besides a single attempt but did not fire on it. Note that the ship I used was a diplo module, engines and small passive sensors. I imagine if the ship has something with a threat level then they would react less cordially.

They started to attack my ship when it sticked too long in their homeworld. And no, it couldn't have been less harmless :( . I'll try another time

EDIT : So i tried to SM fix DR at zero with one of those hostile NPR, and send a diplo ship. They immediatly blew her up, without any warning like we were at war. Even weirder, the DR stayed at zero after the fight, like it was fixed (it wasn't SM fixed)
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Tyrannus Rex on April 21, 2020, 01:43:09 PM
v1. 7. 3 (database is continuance from 1. 7. 0) SM minerals and TN research on earth.

Function #2801: Attempted to divide by zero. 

Occurred when I select any of the survey fighter vessels in any of their specific fleet.  It seemed to happen when switching from the selection of the fleet to the ship.  Ship design display is blank, though the class design is visible.  Ship still performs intended function.

1) Go to Naval Organization
2) Open the fleet GEC Amphitreite
3) Select that ship and receive error

Also could not issue orders or view the ships under survey fleet command org.

Did see something similar in the 1. 6 bug thread.  DB attached
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Aloriel on April 21, 2020, 01:44:48 PM
v1.7.3

Not enough ground force commanders are being generated. I am overwhelmed in naval officers, but can't get enough ground force commanders to command my troops. My problems really began at the start of the mass retirement around 10 years of service.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Marski on April 21, 2020, 01:45:44 PM

CIWS do not engage incoming missiles

I'm not Steve (obviously) but it looks like you're using a comma decimal separator instead of period, and a period digital grouping separator instead of a comma.

These being different from the settings Aurora is programmed in causing problems is a known issue.  Your CIWS having a tracking speed of "25 000" makes me wonder if that could be it.

Try setting the separator to periods and groupings to commas in your regional settings and see if that works.

Well I did just that, didn't work.
Code: [Select]
EX Boris Yegorov  (Gherman Titov class Exploration Ship)      17,993 tons       488 Crew       2,830.6 BP       TCS 360    TH 1,500    EM 0
4168 km/s    JR 3-50      Armour 1-61       Shields 0-0       HTK 118      Sensors 56/56/2/4      DCR 52      PPV 0
Maint Life 7.36 Years     MSP 3,970    AFR 80%    IFR 1.1%    1YR 129    5YR 1,928    Max Repair 375 MSP
Kapitan pervogo ranga    Control Rating 3   BRG   ENG   SCI   
Intended Deployment Time: 36 months    Morale Check Required   

Design Bureau 693 18000M70 FTL Drive     Max Ship Size 18000 tons    Distance 50k km     Squadron Size 3

OKB-692 VNID-0750M Ion thruster (2)    Power 1500    Fuel Use 16.33%    Signature 750    Explosion 10%
Fuel Capacity 3,000,000 Litres    Range 183.8 billion km (510 days at full power)

AK-650 (4x10)    Range 1000 km     TS: 25,000 km/s     ROF 5       
Navigation radar AS20-R100 (1)     GPS 1000     Range 20.3m km    Resolution 100
Search radar MR96-100 (1)     GPS 9800     Range 97m km    Resolution 100
EM Sensor E4M70 (1)     Sensitivity 56     Detect Sig Strength 1000:  59.2m km
IR sensor T4M70 (1)     Sensitivity 56     Detect Sig Strength 1000:  59.2m km
Gravitational Survey Sensors (2)   2 Survey Points Per Hour
Improved Geological Sensors (2)   4 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

CIWS still don't engage.


v1.7.3

Not enough ground force commanders are being generated. I am overwhelmed in naval officers, but can't get enough ground force commanders to command my troops. My problems really began at the start of the mass retirement around 10 years of service.

The academy churns out more naval officers than ground officers by design, it's not a bug. If you want more ground force officers you put a ground force officer as academy commandant.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Demonius on April 21, 2020, 01:47:49 PM
v1.7.3

Not enough ground force commanders are being generated. I am overwhelmed in naval officers, but can't get enough ground force commanders to command my troops. My problems really began at the start of the mass retirement around 10 years of service.

Additional Academy, one set with a Ground officer as commander might help.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Grendarion Guard on April 21, 2020, 01:49:16 PM
Hi

I'm kind of new to both the game and this forum so i might be overlooking something (if i do, my apologies. . )

But as far i know, this is a minor bug.
I assigned a Sector administrator in the commanders window (after doing the research and building the Sector command), but when i check in the Summary tab's header it says sector command none.

If i open the Sector Management page, then i see my Sector with its headquarters.  and the assigned Sector Governor.

Also, I'm not sure if the Sector command bonus is applied at all.   

If nobody else has this issue, then i guess I'm doing something wrong but it looks like a bug to me.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 01:59:34 PM
When will the events bug be fixed?

Could you be more specific?
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 02:01:45 PM
v1.7.3

Not enough ground force commanders are being generated. I am overwhelmed in naval officers, but can't get enough ground force commanders to command my troops. My problems really began at the start of the mass retirement around 10 years of service.

Have you tried assigned a ground officer as Academy commandant? Or build more military academies.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Pedroig on April 21, 2020, 02:04:03 PM
Hi

I'm kind of new to both the game and this forum so i might be overlooking something (if i do, my apologies. . )

But as far i know, this is a minor bug.
I assigned a Sector administrator in the commanders window (after doing the research and building the Sector command), but when i check in the Summary tab's header it says sector command none.

If i open the Sector Management page, then i see my Sector with its headquarters.  and the assigned Sector Governor.

Also, I'm not sure if the Sector command bonus is applied at all.   

If nobody else has this issue, then i guess I'm doing something wrong but it looks like a bug to me.

Have you assigned systems to the sector in the Sector Management window.  (Eligible systems should be in the bottom right hand pane)
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: TMaekler on April 21, 2020, 02:08:41 PM
Quote from: Steve Walmsley link=topic=10968. msg126507#msg126507 date=1587482452
Quote from: davidr link=topic=10968. msg126415#msg126415 date=1587458036
Same bug in all the versions :_

currently using v1. 73 with TN start

The Event log does not pause or cause an entry to appear when a Geo Survey ship completes its Standing Orders.

I gave the Geo ship the order to survey all Planets / Moons.  It has completed its orders but I have received no notification of the fact in the event log.

DavidR

Finally tracked it down.  The problem is the event type isn't in the database.  The event was created but never recorded.  This will need a db change to fix though.

Any chance you can release a db patch that just alters an existing db (creates the new event type) without needing a completely new db?

You would have to give up on reporting any bugs: there is an sqlite db-comparison tool that can show you all differences between two DBbs as well as letting you change the DBs. You could try to transfer all DB changes from the newer DB to your DB - but at your own risk !!! (Cannot stress that enough)

https://www.codeproject.com/Articles/220018/SQLite-Compare-Utility (https://www.codeproject.com/Articles/220018/SQLite-Compare-Utility)

And be aware: it can take over half an hour for the tool to compare two Aurora-Databanks!
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Tyrope on April 21, 2020, 02:08:58 PM
For some reason, 1. 5 years into the game my scientists discovered ground units I never created.  They seem to be the default ones, which I turned off in game generation.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Inglonias on April 21, 2020, 02:11:24 PM
For some reason, 1. 5 years into the game my scientists discovered ground units I never created.  They seem to be the default ones, which I turned off in game generation.

That is civilian research
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Grendarion Guard on April 21, 2020, 02:12:25 PM
Quote from: Pedroig link=topic=10968. msg126630#msg126630 date=1587495843
Quote from: Grendarion Guard link=topic=10968. msg126624#msg126624 date=1587494956
Hi

I'm kind of new to both the game and this forum so i might be overlooking something (if i do, my apologies.  .  )

But as far i know, this is a minor bug. 
I assigned a Sector administrator in the commanders window (after doing the research and building the Sector command), but when i check in the Summary tab's header it says sector command none. 

If i open the Sector Management page, then i see my Sector with its headquarters.   and the assigned Sector Governor. 

Also, I'm not sure if the Sector command bonus is applied at all.     

If nobody else has this issue, then i guess I'm doing something wrong but it looks like a bug to me.

Have you assigned systems to the sector in the Sector Management window.   (Eligible systems should be in the bottom right hand pane)

Aah ofcourse.  Just had to doubleclick it.  Thought it was already assigned.
Thanks! and Sorry @Steve for the extra crap in this forum.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Aloriel on April 21, 2020, 02:20:23 PM
v1.7.3

Not enough ground force commanders are being generated. I am overwhelmed in naval officers, but can't get enough ground force commanders to command my troops. My problems really began at the start of the mass retirement around 10 years of service.

Have you tried assigned a ground officer as Academy commandant? Or build more military academies.
I have built more academies, but... I had no idea that a ground forces commandant would produce more ground force commanders! No, I haven't! Will try!
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: MasonMac on April 21, 2020, 02:24:15 PM
When will the events bug be fixed?

Could you be more specific?

That the events section of the system map doesn't work. The only way to see events is with the popup.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Inglonias on April 21, 2020, 02:26:50 PM
When will the events bug be fixed?

Could you be more specific?

That the events section of the system map doesn't work. The only way to see events is with the popup.

Quote
There are no events on the main window - only on the Events window. Another sacrifice to faster delivery.

That's not really a bug, per se. (http://aurora2.pentarch.org/index.php?topic=10637.0) That feature is not yet implemented.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Tyrope on April 21, 2020, 02:40:33 PM
Quote from: Inglonias link=topic=10968. msg126636#msg126636 date=1587496284
Quote from: Tyrope link=topic=10968. msg126634#msg126634 date=1587496138
For some reason, 1.  5 years into the game my scientists discovered ground units I never created.   They seem to be the default ones, which I turned off in game generation.

That is civilian research
They did it again April year 4, presumably because I obsoleted their units;

Since I apparently am not allowed to hide civilian units through obsoletion, can we please hide them from the Formation Templates tab of the Ground Forces window, like we can in the Order of Battle tab?
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 02:50:09 PM
v1. 7. 3 (database is continuance from 1. 7. 0) SM minerals and TN research on earth.

Function #2801: Attempted to divide by zero. 

Occurred when I select any of the survey fighter vessels in any of their specific fleet.  It seemed to happen when switching from the selection of the fleet to the ship.  Ship design display is blank, though the class design is visible.  Ship still performs intended function.

1) Go to Naval Organization
2) Open the fleet GEC Amphitreite
3) Select that ship and receive error

Also could not issue orders or view the ships under survey fleet command org.

Did see something similar in the 1. 6 bug thread.  DB attached

There are no ships in the selected game. Downloaded twice to be sure.
Title: Re: v1.7.3 Bugs Thread [1.7.3][bugs]
Post by: Steve Walmsley on April 21, 2020, 02:50:41 PM
Locking this thread so I can release v1.8