Author Topic: v1.7.3 Bugs Thread  (Read 20505 times)

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Offline Eretzu

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Re: v1.7.3 Bugs Thread
« Reply #45 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.
 

Online Steve Walmsley (OP)

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Re: v1.7.3 Bugs Thread
« Reply #46 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.
 

Offline Marski

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Re: v1.7.3 Bugs Thread
« Reply #47 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.




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
« Last Edit: April 21, 2020, 05:20:03 AM by Marski »
 

Offline mtm84

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Re: v1.7.3 Bugs Thread
« Reply #48 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.
 

Offline RagnarVaren

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Re: v1.7.3 Bugs Thread
« Reply #49 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.
 

Offline IanD

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Re: v1.7.3 Bugs Thread
« Reply #50 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.
« Last Edit: April 21, 2020, 06:05:34 AM by IanD »
IanD
 

Offline Jaz010

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Re: v1.7.3 Bugs Thread
« Reply #51 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.
 

Online Steve Walmsley (OP)

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Re: v1.7.3 Bugs Thread
« Reply #52 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.
 

pyr122

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Re: v1.7.3 Bugs Thread
« Reply #53 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. 
 

Offline Alsadius

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Re: v1.7.3 Bugs Thread
« Reply #54 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.
« Last Edit: April 21, 2020, 06:45:15 AM by Alsadius »
 

Offline Ekaton

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Re: v1.7.3 Bugs Thread
« Reply #55 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.
 

Offline Yezarul

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Re: v1.7.3 Bugs Thread
« Reply #56 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
 

Online Steve Walmsley (OP)

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Re: v1.7.3 Bugs Thread
« Reply #57 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.
 
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Online Steve Walmsley (OP)

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Re: v1.7.3 Bugs Thread
« Reply #58 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.
 

Online Steve Walmsley (OP)

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Re: v1.7.3 Bugs Thread
« Reply #59 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.