Author Topic: Official v6.40 Bugs Reporting Thread  (Read 94686 times)

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Offline iceball3

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Re: Official v6.40 Bugs Reporting Thread
« Reply #375 on: February 17, 2015, 09:58:17 PM »
I am not sure how to replicate it, but every so often when i have Task Group Destination checked in the system maps, it notates a distance and time left much larger than it appears on the system map. A difference such that a tg appears less than 600,000 kilometers from its target but its current task indicates it has 2,000,000 kilometers to go. And yes i tried Refresh Map.
I am sorry for lack of details, though it is definitely something to keep an eye out for.
 

Offline ExChairman

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Re: Official v6.40 Bugs Reporting Thread
« Reply #376 on: February 18, 2015, 04:23:50 AM »
I have a fleet that has killed a bunch of ships, they have around 2200 POW, on one ship... Thats about 4 times the crew on that ship...
I presumed they would get "installed" on several ships, so not to overload life support...


A bug?
« Last Edit: February 18, 2015, 08:22:29 AM by ExChairman »
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Offline InfinitySquared

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Re: Official v6.40 Bugs Reporting Thread
« Reply #377 on: February 21, 2015, 08:57:48 AM »
Hi, I get an Error 94 - Invalid Use of Null every time I increment, followed by an Error 381 - Invalid Property Array Index when I select a GravSurv TG.  It started when they ran out of points to survey.  I had previously set them to automatically survey, and then dock to refuel when they ran out of survey points via the default orders.
 

Offline Caehord

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Re: Official v6.40 Bugs Reporting Thread
« Reply #378 on: February 23, 2015, 01:58:08 PM »
In my current game I encountered endless 5 seconds turns.  When in SM mode event log shows:

8th October 2062 07:24:35,SM Only,System 0,Increment length adjusted due to imminent action.  This may involve two NPRs fighting each other.
8th October 2062 07:24:40,Precursors,Jungmann,Pegasus 003 - Missile Fire Control FC52-R66 targeting Forest 001 at 47. 6m km
8th October 2062 07:24:40,Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.   5 seconds until next missile launch.

Can I somehow get rid of that?
 

Offline MarcAFK

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Re: Official v6.40 Bugs Reporting Thread
« Reply #379 on: February 23, 2015, 07:24:09 PM »
In my current game I encountered endless 5 seconds turns.  When in SM mode event log shows:

8th October 2062 07:24:35,SM Only,System 0,Increment length adjusted due to imminent action.  This may involve two NPRs fighting each other.
8th October 2062 07:24:40,Precursors,Jungmann,Pegasus 003 - Missile Fire Control FC52-R66 targeting Forest 001 at 47. 6m km
8th October 2062 07:24:40,Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.   5 seconds until next missile launch.

Can I somehow get rid of that?

Not a bug, you could just put it onto autoturns and leave it running until the NPR's are done with their thing.... Or theres that spacetime bubble option. Maybe? I forget where it even is as I don't see it on my screen resolution.
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Offline Caehord

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Re: Official v6.40 Bugs Reporting Thread
« Reply #380 on: February 24, 2015, 10:52:24 AM »
I waited two irl days till they end their thing with autoturns on.    The problem is Precursors fired missile salvo once.    Then reloading counter counts down till 5 sec to next missile launch and from that point I have endless loop of  "Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.      5 seconds until next missile launch.    ".    Seems like bug to me.   

Edit. 

I observed interesting thing.   Lets analyze two increments.   

8th October 2062 06:05:04,Precursors,Jungmann,Pegasus 003 - Missile Fire Control FC52-R66 targeting Forest 001 at 47 m km
8th October 2062 06:05:04,Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.    476 seconds until next missile launch. 
8th October 2062 06:05:04,SM Only,System 0,Increment length adjusted due to imminent action.   This may involve two NPRs fighting. 
.  .  . 
8th October 2062 06:13:04,Precursors,Jungmann,Pegasus 003 - Missile Fire Control FC52-R66 targeting Forest 001 at 47m km
8th October 2062 06:13:04,Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.    428 seconds until next missile launch. 
8th October 2062 06:13:04,SM Only,System 0,Increment length adjusted due to imminent action.   This may involve two NPRs fighting. 

Time difference is 480 sec, but reloading time differs only by 48 sec.   Is it OK? The difference in reloading time is 10 times smaller than in game time steps
 for all increments till it stabilizes at 5 sec.   autoturn steps. 
« Last Edit: February 24, 2015, 11:31:16 AM by Caehord »
 

Offline Steve Walmsley (OP)

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Re: Official v6.40 Bugs Reporting Thread
« Reply #381 on: February 25, 2015, 10:33:09 AM »
I waited two irl days till they end their thing with autoturns on.    The problem is Precursors fired missile salvo once.    Then reloading counter counts down till 5 sec to next missile launch and from that point I have endless loop of  "Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.      5 seconds until next missile launch.    ".    Seems like bug to me.   

Edit. 

I observed interesting thing.   Lets analyze two increments.   

8th October 2062 06:05:04,Precursors,Jungmann,Pegasus 003 - Missile Fire Control FC52-R66 targeting Forest 001 at 47 m km
8th October 2062 06:05:04,Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.    476 seconds until next missile launch. 
8th October 2062 06:05:04,SM Only,System 0,Increment length adjusted due to imminent action.   This may involve two NPRs fighting. 
.  .  . 
8th October 2062 06:13:04,Precursors,Jungmann,Pegasus 003 - Missile Fire Control FC52-R66 targeting Forest 001 at 47m km
8th October 2062 06:13:04,Precursors,Jungmann,Size 3 Box Launcher (x19) reloading.    428 seconds until next missile launch. 
8th October 2062 06:13:04,SM Only,System 0,Increment length adjusted due to imminent action.   This may involve two NPRs fighting. 

Time difference is 480 sec, but reloading time differs only by 48 sec.   Is it OK? The difference in reloading time is 10 times smaller than in game time steps
 for all increments till it stabilizes at 5 sec.   autoturn steps. 


I've encountered this problem in my own campaign. It is fixed for the next version.
 

Offline Edern

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Re: Official v6.40 Bugs Reporting Thread
« Reply #382 on: February 26, 2015, 11:58:50 AM »
Hello !
I installed Aurora using the portable launcher (I did a classic install before but it was bugged as hell), and I've got a quite annoying problem, once a in-game year, I've got two Errors 76 in CreateGameLog and immediately after a lot of Errors 424 in CreateGameLog too.  At the beginning of the game it happends on January but as the years pass it happends later in the year.  For example, in my current 45 years game, I have the errors message in September.  It doesn't really affect gameplay, since after a few seconds of keeping the enter key pressed it goes away, but it is a little bit annoying.  Does anyone knows what's wrong ?
 

Offline Erik L

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Re: Official v6.40 Bugs Reporting Thread
« Reply #383 on: February 26, 2015, 12:59:58 PM »
Hello !
I installed Aurora using the portable launcher (I did a classic install before but it was bugged as hell), and I've got a quite annoying problem, once a in-game year, I've got two Errors 76 in CreateGameLog and immediately after a lot of Errors 424 in CreateGameLog too.  At the beginning of the game it happends on January but as the years pass it happends later in the year.  For example, in my current 45 years game, I have the errors message in September.  It doesn't really affect gameplay, since after a few seconds of keeping the enter key pressed it goes away, but it is a little bit annoying.  Does anyone knows what's wrong ?

Try creating a "Logs" folder on the root of your install drive.
 

Offline GodEmperor

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Re: Official v6.40 Bugs Reporting Thread
« Reply #384 on: February 27, 2015, 10:58:05 AM »
Oh for frakk sake ...

EVERY version of Aurora just stopped working for me ... I had two sepearate folders - none of them works, everytime i try to bring up some sort of window ( economics, system view , race view ) i get some frakking error 372 and smeg about outdated version of TABCTL32.ocx or comdlg32.ocx ..
I downloaded both portable zip and exe, and NOTHING frakkING WORKS ...
Im so frakking mad i will destroy something if i cant get my beloved Aurora back ....
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You have just pushed me."
 

Offline Edern

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Re: Official v6.40 Bugs Reporting Thread
« Reply #385 on: February 27, 2015, 11:35:10 AM »
Quote from: Erik Luken link=topic=7012. msg78594#msg78594 date=1424977198
Try creating a "Logs" folder on the root of your install drive. 

Thank you very much, it seems to have fixed it ! :)
 

Offline MarcAFK

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Re: Official v6.40 Bugs Reporting Thread
« Reply #386 on: March 04, 2015, 11:28:32 PM »
This one was reported by someone else in the Bay12 forums, I haven't checked if it still occurs yet, Trying to load a fraction of a ton of minerals will cause a freighter to entirely fill it's hold with that mineral.
I don't really see a need to fix this now since it was PDC construction that would sometimes require fractional minerals. But rounding the number up would be a nice fix in case anyone makes the same mistake for whatever reason in the future.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline xeryon

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Re: Official v6.40 Bugs Reporting Thread
« Reply #387 on: March 06, 2015, 03:31:19 PM »
Might want to take a closer look at the research anomaly code.  In my current game I have located 8 of them in various systems and they are all for Defense research only.  I know that RNG is the beast here but 8 in a row for Defense seems a little skewed.
 

Offline iceball3

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Re: Official v6.40 Bugs Reporting Thread
« Reply #388 on: March 07, 2015, 02:30:05 PM »
Might want to take a closer look at the research anomaly code.  In my current game I have located 8 of them in various systems and they are all for Defense research only.  I know that RNG is the beast here but 8 in a row for Defense seems a little skewed.
You could say your RNG results were...
 8)
A statistical Anomaly
YEAAAAAAaaaah...
Eh~
 

Offline MarcAFK

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Re: Official v6.40 Bugs Reporting Thread
« Reply #389 on: March 07, 2015, 10:30:45 PM »
Here's an interesting bug, I made a fighter squadron and assigned it to a PDC hanger, task group "Delta base", after launching the squadron I added a light carrier to the group "Squadron Alpha", the carrier can't hold every fighter in the squadron, but is large enough to take a few broken ones back to base.
After training for a while one of the fighters develops a broken laser so I send the group back to the hanger using the command "Land on assigned mothership", the Light carrier is not assigned to Delta base so I expected it to remain as the only member of Squadron alpha, however after the group lands squadron alpha is gone, the fighters are inside the hanger as expected but the carrier has vanished, it's not on the ship list either.

Interestingly the hanger does have enough space to hold the carrier as well as the fighters, so as a stopgap I've assigned the SM added replacement to the base for future training exercises.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "