Author Topic: Official v6.40 Bugs Reporting Thread  (Read 94711 times)

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Offline Ostwindflak

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Re: Official v6.40 Bugs Reporting Thread
« Reply #465 on: August 17, 2015, 09:10:20 AM »
MarkAFK, thank you! That got me through this problem in my third game.  I still do not know why the other two games got corrupted from it, but oh well.  Hopefully this will continue to work in the future.

-Jay
 

Offline canshow

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Re: Official v6.40 Bugs Reporting Thread
« Reply #466 on: August 23, 2015, 12:37:07 PM »
I've had the same problem. Game would freeze up and would not end a turn well past 15 minutes of waiting. This was for a game that was 6 years in. 5, and 10 second and 1 day intervals almost every month. 6 hours of playing but could not get past 6 years game time. Went into SM mode and game froze up when I clicked "text file" in event log. I retrieved the log, just a bunch of fighting between the starswarm and an NPR but no errors.
 

Offline sublight

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Re: Official v6.40 Bugs Reporting Thread
« Reply #467 on: August 23, 2015, 03:52:40 PM »
I found a bug/unexpected behavior in multi-stage missile separation ranges. Payloads are deployed when the specified separation distance exceeds the 1st stage distance-to-interception rather than the actual physical distance between target and missile.

So say you make a 30k km/s missile optimized for fighting 5k km/s enemy ships. It has a 15m km range, and you assign it a 12m km separation range so it can run down a fleeting 6k km/s opponent. You do like I did and stuff it on to a slow ultra-long range 10k km/s 1st stage.

The result? On a head-on collision course against the previously mentioned 5k km/s targets the 1st stage releases the payload 18m km out, and the payload runs of fuel and self-destructs 0.4m km short of the target.
 

Offline canshow

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Re: Official v6.40 Bugs Reporting Thread
« Reply #468 on: August 25, 2015, 11:35:24 PM »
In past games I've been hunted by the problem that at some point newly created ships would cause a single error window per built ship on a construction turn, causing them to come out of the factory without fuel. It was not a threatening problem, as I could just refuel them after, but mysterious.
I've now found the reason for this, as in my current side game fuel is suspiciously rare, so I could observe the situation more closely. The first time that this error appeared again was exactly when my fuel reserves hit the magical 2^31 barrier. My home planet has around 2.3b fuel currently, and after building some small unit, there was the error. The error disappears when I lift away over 500m liter with a tanker, so this is securely confirmed.

2.15b fuel reserve is not that much of an achievement for a planet. This time I got this with running 12 fuel platforms of 400 harvesters each, and those barely feed my single main freighter group, which only has a total of 100 holds (really not that much), yet consumes around 100m+ liters per single trip. (I experimented with "Clipper" designs, express or emergency fast freighters who have 50% tonnage as engines. Surprisingly expensive, didn't expect that. )
Getting the same bug with +2bil fuel in reserves.
« Last Edit: August 25, 2015, 11:38:49 PM by canshow »
 

Offline Bryan Swartz

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Re: Official v6.40 Bugs Reporting Thread
« Reply #469 on: August 26, 2015, 03:51:10 AM »
As I understand it, that's not actually a 'bug' per se(though still annoying of course).  It's more a 'feature' of the limit on the variable that stores the amount of fuel. 
 

Offline Erik L

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Re: Official v6.40 Bugs Reporting Thread
« Reply #470 on: August 26, 2015, 08:26:47 AM »
Getting the same bug with +2bil fuel in reserves.

It's a limitation of the variable used to store the fuel value.
 

Offline Ostia

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Re: Official v6.40 Bugs Reporting Thread
« Reply #471 on: August 26, 2015, 01:25:24 PM »
I found a bug with the Jump Gates on all Jump Points option.

If a JP leads back to a System which has no unexplored JPs left, the newly generated JP doesn't receive a JG.
 

Offline Erik L

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Re: Official v6.40 Bugs Reporting Thread
« Reply #472 on: August 26, 2015, 02:30:50 PM »
I found a bug with the Jump Gates on all Jump Points option.

If a JP leads back to a System which has no unexplored JPs left, the newly generated JP doesn't receive a JG.

That might be by design. Since the new JP is of the "closed" variety, it is not able to be found prior to entry from the other side.
 

Offline hyramgraff

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Re: Official v6.40 Bugs Reporting Thread
« Reply #473 on: August 27, 2015, 01:19:13 PM »
I found a bug with the Jump Gates on all Jump Points option.

If a JP leads back to a System which has no unexplored JPs left, the newly generated JP doesn't receive a JG.

This has been reported before at http://aurora2.pentarch.org/index.php?topic=7012.msg75703#msg75703 and http://aurora2.pentarch.org/index.php?topic=7012.msg77069#msg77069.

I don't know if it's intended behavior or not, but it is easy to work around by adding the jump gate to the jump point manually from the F9 screen with SM mode on.
 

Offline Beaker

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Re: Official v6.40 Bugs Reporting Thread
« Reply #474 on: August 30, 2015, 01:50:06 PM »
The class design screen reports that a ship has Max Repair 562.5 MSP, but the max repair is actually 1125 MSP.
 

Offline sublight

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Re: Official v6.40 Bugs Reporting Thread
« Reply #475 on: August 30, 2015, 02:23:38 PM »
The listed Max Repair is the MSP value needed to prevent a maintenance failure. A component destroyed by combat or insufficient maintenance supplies requires 2x MSP for damage control to repair.
 

Offline Beaker

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Re: Official v6.40 Bugs Reporting Thread
« Reply #476 on: August 31, 2015, 01:40:59 PM »
The listed Max Repair is the MSP value needed to prevent a maintenance failure. A component destroyed by combat or insufficient maintenance supplies requires 2x MSP for damage control to repair.

I did not know that! Thanks.
 

Offline amimai

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Re: Official v6.40 Bugs Reporting Thread
« Reply #477 on: August 31, 2015, 06:05:17 PM »
is this a bug? im not certain, but this started on dec 11 2025 and has kept going forever (forcing me to re roll game right after i set everything up nicely...)
Off-Topic: show
« Last Edit: August 31, 2015, 06:07:45 PM by amimai »
 

Offline Ostia

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Re: Official v6.40 Bugs Reporting Thread
« Reply #478 on: August 31, 2015, 06:18:18 PM »
is this a bug? im not certain, but this started on dec 11 2025 and has kept going forever (forcing me to re roll game right after i set everything up nicely...)
Off-Topic: show


That usually means that Spoilers/NPR are do stuff somewhere. There is really not much you can do. Turn on Auto-Turns and grab a book.
 

Offline amimai

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Re: Official v6.40 Bugs Reporting Thread
« Reply #479 on: August 31, 2015, 07:44:25 PM »
That usually means that Spoilers/NPR are do stuff somewhere. There is really not much you can do. Turn on Auto-Turns and grab a book.
but for 4 solid months?