Aurora 4x

Other Games => Quasar4x => Topic started by: Kyle on July 27, 2021, 07:37:19 PM

Title: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on July 27, 2021, 07:37:19 PM
Please include as much information as possible when reporting bugs, including

- Screenshots
- Your game save
- Steps to reproduce
- Citations or screenshots of VB6 showing how it should work
Title: Re: Bug Reports (Version 138 and up)
Post by: Warer on July 27, 2021, 08:28:46 PM
To break it the thread xp
Pretty simple trying to use System Maps freezes the game, either from the drop down menu or the System Information tab.

In addition the game starts off uncentered on the screen but shifting the taskbar recenters it.

I would post a screen shoot and the save but the internet is bad enough even downloading the game was an hour long ordeal and this an at least ten minute one.

My laptop has a to small screen, thought the shrink to fit screen works fine, the bug was occurring even then.
Title: Re: Bug Reports (Version 138 and up)
Post by: Haji on July 28, 2021, 12:21:29 AM
This is 1.37 bug, you asked for screenshots regarding fire control bug. Sorry but I can't be bothered to edit them, they are only as attachments. I can only attach four of them to I will be splitting this into two posts.
Screenshots 1 and 2 show the design of the search sensor and fire control. They have the same range so the moment incoming missiles are detected they should be within fire control range. The third screenshot shows the ship design while the fourth shows the fire control configuration of the ship. The rest in the next post with the other three screenshots.
Title: Re: Bug Reports (Version 138 and up)
Post by: Haji on July 28, 2021, 12:24:08 AM
Screenshot five shows missile detection. Screenshot six shows when the anti-missiles were actually fired. Screenshot seven shows the event log showing the anti-missiles were fired at a range of a little over a million kilometers, far shorter than they should. Not sure if it's the problem with automated anti-missile firing or with the anti-missile fire control range, but it didn't work that way in the original Aurora.
Thank you for your time.
Title: Re: Bug Reports (Version 138 and up)
Post by: Kyle on July 28, 2021, 06:23:56 AM
trying to use System Maps freezes the game, either from the drop down menu or the System Information tab.
The system map uses OpenGL shaders to draw orbits.  If it freezes or crashes, or you cant see the orbits, try updating your video drivers.
Title: Re: Bug Reports (Version 138 and up)
Post by: Kyle on July 28, 2021, 06:47:21 AM
Screenshot five shows missile detection. Screenshot six shows when the anti-missiles were actually fired. Screenshot seven shows the event log showing the anti-missiles were fired at a range of a little over a million kilometers, far shorter than they should. Not sure if it's the problem with automated anti-missile firing or with the anti-missile fire control range, but it didn't work that way in the original Aurora.
Thank you for your time.
Fixed in version 139 which is now live. Thanks!
Title: Re: Bug Reports (Version 138 and up)
Post by: MinuteMan on August 04, 2021, 02:50:59 AM
Hey @Kyle,

I've been trying version 142 and I'm encountering an issue regarding "auto turns".
Even though no interrupt message are happening, it does not continue the turns.

Enabling "no interrupts" actually works, but I want to be interrupted if necessary.

Context: New conventional start game. (tried twice, happened in both games)

Any Idea?

EDIT: after letting it run for a year or so with "no interrupts" it started working without it.
But once in a while it stops without notice. So is an NPR doing something? (Only sol system)
SM view (events) does not show any messages/notices.

EDIT 2: Generated a game without starting NPR, issue is not happening.
If you could add any kind of feedback/notice that the interrupt wasn't caused by the player empire, would be great.
Title: Re: Bug Reports (Version 138 and up)
Post by: iceball3 on August 04, 2021, 12:14:50 PM
(https://cdn.discordapp.com/attachments/487747229445128192/872526808438964304/unknown.png)
Seems the tooltip in the Game Details window hasn't been updated, I think.
Title: Re: Bug Reports (Version 138 and up)
Post by: Kyle on August 04, 2021, 12:49:13 PM
Hey @Kyle,

I've been trying version 142 and I'm encountering an issue regarding "auto turns".
Even though no interrupt message are happening, it does not continue the turns.

Enabling "no interrupts" actually works, but I want to be interrupted if necessary.

Context: New conventional start game. (tried twice, happened in both games)

Any Idea?

EDIT: after letting it run for a year or so with "no interrupts" it started working without it.
But once in a while it stops without notice. So is an NPR doing something? (Only sol system)
SM view (events) does not show any messages/notices.

EDIT 2: Generated a game without starting NPR, issue is not happening.
If you could add any kind of feedback/notice that the interrupt wasn't caused by the player empire, would be great.

In Aurora VB6's database, the following events are marked as interruptible by NPRs:

Missile Launch
Target Hit
Ship Destroyed
Damage
Ship Slowed
Alien Fleets
Alien Population
New Thermal Contact
System Damaged
Mass Driver Attack
Population Surrender
Hostile Transit Detected
New Alien Race
Missile Intercepted
New Hostile Contact
Missile Contact
Shipyard Contact
Shields Detected
Active Sensor Detected
Population Detected
Ramming Attempt
Invalid Unload System

I believe these are flagged as NPR interruptible so that NPR's get a chance to react as quickly as possible with any strategy changes.  Soon I plan on making it so auto turns keeps processing after the NPR reacts to the event.

(https://cdn.discordapp.com/attachments/487747229445128192/872526808438964304/unknown.png)
Seems the tooltip in the Game Details window hasn't been updated, I think.

Fixed in next version
Title: Re: Bug Reports (Version 138 and up)
Post by: iceball3 on August 04, 2021, 03:52:02 PM
Oh, also, do anyone know if the SM start works presently? I've been trying to figure out how to get a custom start going and I'm probably missing a step, I'm not able to select the SM race from the economics window to do pre-empire creation terraforming. Can't seem to select the SM race from system maps window either.
Title: Re: Bug Reports (Version 138 and up)
Post by: Kyle on August 04, 2021, 05:50:05 PM
Oh, also, do anyone know if the SM start works presently? I've been trying to figure out how to get a custom start going and I'm probably missing a step, I'm not able to select the SM race from the economics window to do pre-empire creation terraforming. Can't seem to select the SM race from system maps window either.

I see a couple bugs in this process, I'll add it to my list to fix.  In the meantime, as a workaround you can start with the default Sol System Terran Federation, enable SM, use that to generate your custom system / race, set your new custom race to default, go to Race Details, and delete the original Terran Federation race.
Title: Re: Bug Reports (Version 138 and up)
Post by: iceball3 on August 04, 2021, 05:52:35 PM
Oh, also, do anyone know if the SM start works presently? I've been trying to figure out how to get a custom start going and I'm probably missing a step, I'm not able to select the SM race from the economics window to do pre-empire creation terraforming. Can't seem to select the SM race from system maps window either.

I see a couple bugs in this process, I'll add it to my list to fix.  In the meantime, as a workaround you can start with the default Sol System Terran Federation, enable SM, use that to generate your custom system / race, set your new custom race to default, go to Race Details, and delete the original Terran Federation race.
Much appreciated! Maybe I can drop a ruins on what's left of earth for extra fluff-potential too haha
Title: Re: Bug Reports (Version 138 and up)
Post by: iceball3 on August 05, 2021, 07:27:44 AM
A possible bug in VB6-parity: the difficulty modifier in quasar caps at three digits (999), when I believe it was possible to set four digits, perhaps more in VB6.
Title: Re: Bug Reports (Version 138 and up)
Post by: iceball3 on August 05, 2021, 02:48:51 PM
Possibly abnormal gamestart behavior for a post-game-start new player empire: i started with an abnormally large naval shipyard, and no civilian shipyards.
(https://cdn.discordapp.com/attachments/487747229445128192/872928492134744186/unknown.png)
Expected behavior: vb6 starts typically have an even spread of commercial and military shipyards, with the commercial one up towards the 5 digit range.
Title: Re: Bug Reports (Version 138 and up)
Post by: Kyle on August 06, 2021, 10:47:31 AM
Possibly abnormal gamestart behavior for a post-game-start new player empire: i started with an abnormally large naval shipyard, and no civilian shipyards.
(https://cdn.discordapp.com/attachments/487747229445128192/872928492134744186/unknown.png)
Expected behavior: vb6 starts typically have an even spread of commercial and military shipyards, with the commercial one up towards the 5 digit range.
Yep, found a bug.  This will be fixed in the next version.  Meanwhile, you can use SM mode to change the type of the 84000 shipyard to commercial as intended.
Title: Re: Bug Reports (Version 138 and up)
Post by: MinuteMan on August 07, 2021, 03:55:08 AM

V143

1. Don't know if it is a bug or WAI.
But when a CMC gets established and you purchase the minerals, no mass driver is present.
So you need to move one their yourself.

2. Started a new game, still having issues with autoturns being interrupted for "no reason". Attached my db.
Title: Re: Bug Reports (Version 138 and up)
Post by: Kyle on August 07, 2021, 06:02:43 PM

V143

1. Don't know if it is a bug or WAI.
But when a CMC gets established and you purchase the minerals, no mass driver is present.
So you need to move one their yourself.

2. Started a new game, still having issues with autoturns being interrupted for "no reason". Attached my db.

1. Despite what the wiki says, CMC's do not appear to come with free mass drivers in VB6

2. Fixed for next version
Title: Re: Bug Reports (Version 138 and up)
Post by: iceball3 on August 08, 2021, 01:03:30 AM
(https://cdn.discordapp.com/attachments/487747229445128192/873807745663516712/unknown.png)
(https://cdn.discordapp.com/attachments/487747229445128192/873808822647554108/unknown.png)
Seems like you can end up with designs that can't be locked as a prototype, even though there are no components on it that could be prototyped.
A request on top of that, could you make it so the component summary has a column indicating prototype status of components? I've noticed that some of the default item name schemes can push the (P) append off the edge of the display and make it hard to tell if you actually have prototypes installed or not.
Title: Re: Bug Reports (Version 138 and up)
Post by: Kyle on August 08, 2021, 03:22:44 AM
Seems like you can end up with designs that can't be locked as a prototype, even though there are no components on it that could be prototyped.

Obviously a bug, and I've seen this reported before, but I can't reproduce myself or see what the problem could be.  Can you post your save file where this is happening? And/or steps to reproduce
Title: Re: Bug Reports (Version 138 and up)
Post by: MinuteMan on August 08, 2021, 04:40:24 AM
When you click "Divide TG" in the "Task Groups" window "Special Orders & Organization" tab, the list of Task Groups isn't updated.
You need to close and reopen the window to get the updated list.


Question:
Where do we post feature suggestions / requests?
Title: Re: Bug Reports (Version 138 and up)
Post by: iceball3 on August 08, 2021, 11:08:12 AM
Seems like you can end up with designs that can't be locked as a prototype, even though there are no components on it that could be prototyped.

Obviously a bug, and I've seen this reported before, but I can't reproduce myself or see what the problem could be.  Can you post your save file where this is happening? And/or steps to reproduce
Where are saves stored again? I can't seem to find them. Could be a good idea also to have the relational location of the save files declared in a readme to be distributed with the game in future updates, for anyone else needing to share their save files.
Title: Re: Bug Reports (Version 138 and up)
Post by: iceball3 on August 08, 2021, 11:18:43 AM
Seems like you can end up with designs that can't be locked as a prototype, even though there are no components on it that could be prototyped.

Obviously a bug, and I've seen this reported before, but I can't reproduce myself or see what the problem could be.  Can you post your save file where this is happening? And/or steps to reproduce
Been messing with it a bit, and it seems that having even a single class design declared as a prototype will lock you out of locking class designs entirely. Maybe.
I then started a new save and the "prototype class designs cannot be locked" chased me over there too, even though i have exactly one design, that had no prototypes TO add to it. So the peril seems to be database-wide.

So how it's happening in my install: There is a prototype class (the Liminal) in one save (Campaign 1) in my entire game. When it has prototype components, I can't lock any class designs anywhere, even if I'm in another save game entirely. If I remove the prototype components from that class in that save, i'm suddenly able to lock designs everywhere again.
Title: Re: Bug Reports (Version 138 and up)
Post by: Kyle on August 08, 2021, 11:41:02 AM
Seems like you can end up with designs that can't be locked as a prototype, even though there are no components on it that could be prototyped.

Obviously a bug, and I've seen this reported before, but I can't reproduce myself or see what the problem could be.  Can you post your save file where this is happening? And/or steps to reproduce
Been messing with it a bit, and it seems that having even a single class design declared as a prototype will lock you out of locking class designs entirely. Maybe.
I then started a new save and the "prototype class designs cannot be locked" chased me over there too, even though i have exactly one design, that had no prototypes TO add to it. So the peril seems to be database-wide.

So how it's happening in my install: There is a prototype class (the Liminal) in one save (Campaign 1) in my entire game. When it has prototype components, I can't lock any class designs anywhere, even if I'm in another save game entirely. If I remove the prototype components from that class in that save, i'm suddenly able to lock designs everywhere again.

Perfect description. Found the bug, fixed it for 146, and released 146.  Thanks!
Title: Re: Bug Reports (Version 138 and up)
Post by: iceball3 on August 08, 2021, 10:14:58 PM
VB6 Parity bug: in VB6, a turret can be made with a tracking speed with 0%, and it will just use the racial base turret tracking speed instead at no gear expenditure. In Quasar, the desired tracking speed is capped down at 1 and will likely make the weapon unusual if it works like VB6 this way.
This is of particular concern of wanting to make hull-mounted beam weaponry with significant armor.
Title: Re: Bug Reports (Version 138 and up)
Post by: Kyle on August 08, 2021, 11:35:23 PM
VB6 Parity bug: in VB6, a turret can be made with a tracking speed with 0%, and it will just use the racial base turret tracking speed instead at no gear expenditure. In Quasar, the desired tracking speed is capped down at 1 and will likely make the weapon unusual if it works like VB6 this way.
This is of particular concern of wanting to make hull-mounted beam weaponry with significant armor.

Fixed for next version
Title: Re: Bug Reports (Version 138 and up)
Post by: xenoscepter on August 09, 2021, 07:59:25 AM
 - I seem to have my "Queue" Option locked in the Research Window if I make a prototype component. Easy to test / re-produce, just start a new game, make a prototype, then try to queue up some Research. I have not ruled out that I may have inadvertently disabled them somehow, but I'd figured I'd shout out about it here anyway just in case it is a bug. :)
Title: Re: Bug Reports (Version 138 and up)
Post by: iceball3 on August 09, 2021, 03:30:54 PM
VB6 Parity bug: in VB6, you can make military designs that have no engineering spaces, with all the maintenance problems that comes with (particularly vital to designing short combat fighters). In Quasar presently, the "Freighters require at least one Engineering Spaces module" design error blocks you even if you're making a military design, or a fighter. I suspect this error will occur when trying to use downsized engineering spaces too, so it can make compact fighter designs require 1 HS of deadweight any way you cut it.
(https://cdn.discordapp.com/attachments/209085745166680065/874388036320895096/unknown.png)
Title: Re: Bug Reports (Version 138 and up)
Post by: Haji on August 09, 2021, 06:00:26 PM
Ships in orbit cannot fire their energy weapons due to atmosphere as if they were PDCs. I'm not sure if this is about whether the ship firing or the target ship as I just created two fleets in orbit of Earth and tried to have them fire at each other.
Atmospheric retention is still wonky at least for the moons (didn't check the dwarf planets). There is no screenshot due to gravity/planet type and greenhouse factor being too far away from each other to fit on a screen.
Planets with too low gravity cannot retain atmosphere which is represented by having a greenhouse factor set permanently to 0 (at least in Quasar, don't know about Aurora). The way it works in Aurora the game checks for gravity, if ti's less than 0.1 it cannot have an atmosphere. Quasar however seems to check for body type, at least in the case of the moons. Those are some of the moons that have been generated in one of the systems:
Large moon, gravity 0.11, greenhouse factor=0
Small terrestrial moon, gravity 0.086, greenhouse factor=1
Small terrestrial moon, gravity 0.16, greenhouse factor=1
Large moon, gravity 0.15, greenhouse factor=0
Overall it seems that rather than checking for gravity, Quasar simply gives greenhouse factor=0 for any moon that isn't classified as small terrestrial or terrestrial irrespective of the actual gravity.
Thank you for your time.
Title: Re: Bug Reports (Version 138 and up)
Post by: iceball3 on August 09, 2021, 06:33:02 PM
VB6 Parity bug: The cost of fire control (and maybe active sensors?) seems to deviate very hard from how VB6 does it. One very intense example is CIWS, where I have an identical system costing three times as much in quasar as it does in VB6, with all of that new cost being uridium.
(https://cdn.discordapp.com/attachments/487747229445128192/874434581116354630/unknown.png)
(https://cdn.discordapp.com/attachments/487747229445128192/874435376486449202/unknown.png)
Title: Re: Bug Reports (Version 138 and up)
Post by: iceball3 on August 09, 2021, 08:53:16 PM
Actual bona-fide bug: Missile warheads cost nothing when allocated in values less than 0.5 MSP. This makes small-warhead missiles extremely brokenly cheap to manufacture. There may be additional rounding-style errors somewhere in there too.
(https://cdn.discordapp.com/attachments/643950372767137838/874469293981577216/unknown.png)
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 10, 2021, 04:57:36 AM
- I seem to have my "Queue" Option locked in the Research Window if I make a prototype component. Easy to test / re-produce, just start a new game, make a prototype, then try to queue up some Research. I have not ruled out that I may have inadvertently disabled them somehow, but I'd figured I'd shout out about it here anyway just in case it is a bug. :)

Fixed for next version


VB6 Parity bug: in VB6, you can make military designs that have no engineering spaces, with all the maintenance problems that comes with (particularly vital to designing short combat fighters). In Quasar presently, the "Freighters require at least one Engineering Spaces module" design error blocks you even if you're making a military design, or a fighter.

As in VB6 you have to add at least one military component for the design error to go away


VB6 Parity bug: The cost of fire control (and maybe active sensors?) seems to deviate very hard from how VB6 does it. One very intense example is CIWS, where I have an identical system costing three times as much in quasar as it does in VB6, with all of that new cost being uridium.

The Uridium cost on CIWS (and total costs) have been fixed for next version. 

Note that there is still a difference that I am keeping: In VB6, your choice for Turret Rotation Gear rating is ignored and has no effect on the stats of the CIWS.  Calculations are done as if you picked your best possible gear tech.  In Q4X you can design CIWS with a lower rotation gear tech if you want, even though it just makes the component more expensive with no benefit.

Beam Fire Control costs in Q4X are a third of what they are in VB6 7.1.  This was a change Steve had planned for 7.2.


Actual bona-fide bug: Missile warheads cost nothing when allocated in values less than 0.5 MSP. This makes small-warhead missiles extremely brokenly cheap to manufacture. There may be additional rounding-style errors somewhere in there too.

Fixed for next version


Ships in orbit cannot fire their energy weapons due to atmosphere as if they were PDCs. I'm not sure if this is about whether the ship firing or the target ship as I just created two fleets in orbit of Earth and tried to have them fire at each other.

Fixed for next version


Atmospheric retention is still wonky at least for the moons (didn't check the dwarf planets). There is no screenshot due to gravity/planet type and greenhouse factor being too far away from each other to fit on a screen.

You can select a cell in the F9 window and use the arrows in the bottom left to move the selected column :)


Planets with too low gravity cannot retain atmosphere which is represented by having a greenhouse factor set permanently to 0 (at least in Quasar, don't know about Aurora). The way it works in Aurora the game checks for gravity, if ti's less than 0.1 it cannot have an atmosphere. Quasar however seems to check for body type, at least in the case of the moons. Those are some of the moons that have been generated in one of the systems:
Large moon, gravity 0.11, greenhouse factor=0
Small terrestrial moon, gravity 0.086, greenhouse factor=1
Small terrestrial moon, gravity 0.16, greenhouse factor=1
Large moon, gravity 0.15, greenhouse factor=0
Overall it seems that rather than checking for gravity, Quasar simply gives greenhouse factor=0 for any moon that isn't classified as small terrestrial or terrestrial irrespective of the actual gravity.
Thank you for your time.

In order to make system generation as faithful to VB6 as possible I generated over 3700 systems in VB6 and compared the results to a similarly sized batch of systems generated by Q4X.  I haven't seen any evidence that 0.1 gravity plays such a role.  VB6 seems to check first and foremost what the body type is.

Below is the distribution of atmospheric pressure and greenhouse factor by body type in my sample from Aurora VB6.  Note that this comes from a 1-to-1 export from mdb to sqlite so I can run queries on it.  The Body Types are:  1 = Asteroid, 2 = Terrestrial Planet, 3 = Dwarf, 4 = Gas, 5 = Jovian, 7 = Small Moon, 8 = Moon, 9 = Large Moon, 10 = Small Terrestrial Moon, 11 = Terrestrial Moon, 14 = Comet.  Also note that each row is showing statistics for all gravities, both above and below 0.1


(https://i.imgur.com/VvTP0qH.png)

Above is VB6. Here's the same query run against a batch of 3700 systems I generated in Quasar4x just now:


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

So I believe Q4X is correct in this area, as far as mirroring how A4X behaves anyway.

--

Thanks for the reports!  I'll be doing some final testing then releasing the next version with the fixes this evening.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: iceball3 on August 10, 2021, 05:27:02 AM
Planets with too low gravity cannot retain atmosphere which is represented by having a greenhouse factor set permanently to 0 (at least in Quasar, don't know about Aurora). The way it works in Aurora the game checks for gravity, if ti's less than 0.1 it cannot have an atmosphere. Quasar however seems to check for body type, at least in the case of the moons. Those are some of the moons that have been generated in one of the systems:
Large moon, gravity 0.11, greenhouse factor=0
Small terrestrial moon, gravity 0.086, greenhouse factor=1
Small terrestrial moon, gravity 0.16, greenhouse factor=1
Large moon, gravity 0.15, greenhouse factor=0
Overall it seems that rather than checking for gravity, Quasar simply gives greenhouse factor=0 for any moon that isn't classified as small terrestrial or terrestrial irrespective of the actual gravity.
Thank you for your time.

In order to make system generation as faithful to VB6 as possible I generated over 3700 systems in VB6 and compared the results to a similarly sized batch of systems generated by Q4X.  I haven't seen any evidence that 0.1 gravity plays such a role.  VB6 seems to check first and foremost what the body type is.

Below is the distribution of atmospheric pressure and greenhouse factor by body type in my sample from Aurora VB6.  Note that this comes from a 1-to-1 export from mdb to sqlite so I can run queries on it.  The Body Types are:  1 = Asteroid, 2 = Terrestrial Planet, 3 = Dwarf, 4 = Gas, 5 = Jovian, 7 = Small Moon, 8 = Moon, 9 = Large Moon, 10 = Small Terrestrial Moon, 11 = Terrestrial Moon, 14 = Comet.  Also note that each row is showing statistics for all gravities, both above and below 0.1



Above is VB6. Here's the same query run against a batch of 3700 systems I generated in Quasar4x just now:


So I believe Q4X is correct in this area, as far as mirroring how A4X behaves anyway.

--

Thanks for the reports!  I'll be doing some final testing then releasing the next version with the fixes this evening.
There might be something funky with how VB6 determines greenhouse factor. I'm checking VB6 Sol right now and there's a significant collection of small moons that have a GH factor of 1, alongside the ones that have zero. For example, Adrastea.
(https://cdn.discordapp.com/attachments/111219652780195840/874597814007644221/unknown.png)
This could be Sol having some funky mechanics though.
Now that I actually check a freshly generated system, I'm almost certain it's sol having it's values a bit messed up.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 10, 2021, 12:12:00 PM
Planets with too low gravity cannot retain atmosphere which is represented by having a greenhouse factor set permanently to 0 (at least in Quasar, don't know about Aurora). The way it works in Aurora the game checks for gravity, if ti's less than 0.1 it cannot have an atmosphere. Quasar however seems to check for body type, at least in the case of the moons. Those are some of the moons that have been generated in one of the systems:
Large moon, gravity 0.11, greenhouse factor=0
Small terrestrial moon, gravity 0.086, greenhouse factor=1
Small terrestrial moon, gravity 0.16, greenhouse factor=1
Large moon, gravity 0.15, greenhouse factor=0
Overall it seems that rather than checking for gravity, Quasar simply gives greenhouse factor=0 for any moon that isn't classified as small terrestrial or terrestrial irrespective of the actual gravity.
Thank you for your time.

In order to make system generation as faithful to VB6 as possible I generated over 3700 systems in VB6 and compared the results to a similarly sized batch of systems generated by Q4X.  I haven't seen any evidence that 0.1 gravity plays such a role.  VB6 seems to check first and foremost what the body type is.

Below is the distribution of atmospheric pressure and greenhouse factor by body type in my sample from Aurora VB6.  Note that this comes from a 1-to-1 export from mdb to sqlite so I can run queries on it.  The Body Types are:  1 = Asteroid, 2 = Terrestrial Planet, 3 = Dwarf, 4 = Gas, 5 = Jovian, 7 = Small Moon, 8 = Moon, 9 = Large Moon, 10 = Small Terrestrial Moon, 11 = Terrestrial Moon, 14 = Comet.  Also note that each row is showing statistics for all gravities, both above and below 0.1



Above is VB6. Here's the same query run against a batch of 3700 systems I generated in Quasar4x just now:


So I believe Q4X is correct in this area, as far as mirroring how A4X behaves anyway.

--

Thanks for the reports!  I'll be doing some final testing then releasing the next version with the fixes this evening.
There might be something funky with how VB6 determines greenhouse factor. I'm checking VB6 Sol right now and there's a significant collection of small moons that have a GH factor of 1, alongside the ones that have zero. For example, Adrastea.
(https://cdn.discordapp.com/attachments/111219652780195840/874597814007644221/unknown.png)
This could be Sol having some funky mechanics though.
Now that I actually check a freshly generated system, I'm almost certain it's sol having it's values a bit messed up.

Yeah I was debating whether to mention Sol.  All the values for Sol are predetermined and stored in a fixed SolSystemBodies table, and do not all adhere to the random sys gen rules.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Haji on August 10, 2021, 06:50:16 PM
So I believe Q4X is correct in this area, as far as mirroring how A4X behaves anyway.

I've done some additional digging and this is gonna be interesting.
Remember the game you converted for me some time back? I had a colony there on a moon and after conversion it had negative population growth and significant infrastructure deficit because in Aurora it had greenhouse factor but it did not have it in quasar. After additional digging I found out that you are correct about Q4x and AVB checking for body type to set up greenhouse factor however AVB had a bug - even though greenhouse factor was set to 0 as soon as you added any atmosphere it was immediately raised to 1.
So here is fun question - if Aurora VB had a bug do you preserve the bug for parity or do you fix it (it's currently fixed)?
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: iceball3 on August 10, 2021, 11:41:50 PM
So I believe Q4X is correct in this area, as far as mirroring how A4X behaves anyway.

I've done some additional digging and this is gonna be interesting.
Remember the game you converted for me some time back? I had a colony there on a moon and after conversion it had negative population growth and significant infrastructure deficit because in Aurora it had greenhouse factor but it did not have it in quasar. After additional digging I found out that you are correct about Q4x and AVB checking for body type to set up greenhouse factor however AVB had a bug - even though greenhouse factor was set to 0 as soon as you added any atmosphere it was immediately raised to 1.
So here is fun question - if Aurora VB had a bug do you preserve the bug for parity or do you fix it (it's currently fixed)?
Parity need not be completely perfect. At this point it's really just a question of whether atmospheres on small-bodies is a desired outcome and i get the impression that it wasn't, given the desire to put it as a mechanic in the first place. Much I want to turn all asteroids into tiny bubble planets haha
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 11, 2021, 06:13:09 AM
I can't create a new game in V147...

(https://i.ibb.co/TM8nh74/Unbenannt-1.jpg) (https://ibb.co/GQ21P8W)

When clicking on "Create Game" nothing happens and no error message appears...
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Haji on August 11, 2021, 08:10:49 AM
Parity need not be completely perfect. At this point it's really just a question of whether atmospheres on small-bodies is a desired outcome and i get the impression that it wasn't, given the desire to put it as a mechanic in the first place. Much I want to turn all asteroids into tiny bubble planets haha

For the most part I agree, however here's the thing - the mechanic only stops you from changing the temperature of the planet, it does not stop you from making those bodies habitable if the gravity/temp is right. As such it seems rather pointless to me.
To be honest my biggest peeve is that I misunderstood the mechanic. I have no problem with low gravity bodies not having an atmosphere, but that's not how it works, it just checks for body type, no matter the actual gravity which made me colonize bodies and then be unable to terraform them.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 11, 2021, 11:41:52 AM
I can't create a new game in V147...


When clicking on "Create Game" nothing happens and no error message appears...

It just worked for me on version 149 with those exact settings.  Can you try deleting %APPDATA%\Roaming\Godot\app_userdata\Quasar4x\quasar4x.sqlite and running the game again?
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 11, 2021, 12:29:24 PM
It just worked for me on version 149 with those exact settings.  Can you try deleting %APPDATA%\Roaming\Godot\app_userdata\Quasar4x\quasar4x.sqlite and running the game again?
Yes, deleting that file makes it work  :)
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: iceball3 on August 11, 2021, 06:15:47 PM
Potential parity bug, but more of a question really: does anyone know if steve changed how FTR beam fire control costed with his uridium cost reduction? In VB6 it increased the tracking speed of a fire control without actually increasing the cost, I'm not sure if that changed with the same change that made fire control cheaper overall. Presently in quasar, it increases the cost by the same amount a similar tech-related increase of tracking speed would.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 11, 2021, 07:17:38 PM
When the "Event Updates" is in front and you want to advance time in the "Population and Production" window, the amount of time that is advanced is taken from the last action you took, but not the actual one. I misclicked on the "5 days" button but time was advanced "30 days" - as I had done before that. I then put the focus back to the "Events Update" and clicked on the "30 days" and got a 5 days advance... .

Add On: it looks like that that behavior happens all the time - also when the focus is on the "Population and Production" window.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 12, 2021, 01:14:42 AM
When the "Event Updates" is in front and you want to advance time in the "Population and Production" window, the amount of time that is advanced is taken from the last action you took, but not the actual one. I misclicked on the "5 days" button but time was advanced "30 days" - as I had done before that. I then put the focus back to the "Events Update" and clicked on the "30 days" and got a 5 days advance... .

Add On: it looks like that that behavior happens all the time - also when the focus is on the "Population and Production" window.

I can't reproduce this.  The Event Updates window scrolls to the bottom every UI update, but maybe it's scrolling wrong for you and it's showing the second-to-last increment at the bottom?  You can verify the correct amount of time is incremented by watching the date change at the top of the Population window
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 12, 2021, 07:11:56 AM
I can't reproduce this.  The Event Updates window scrolls to the bottom every UI update, but maybe it's scrolling wrong for you and it's showing the second-to-last increment at the bottom?  You can verify the correct amount of time is incremented by watching the date change at the top of the Population window
Yeah, I misread the log entries. They represent the LAST cycle. Sorry.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: iceball3 on August 14, 2021, 01:08:01 AM
Possible bug: In the system map, Passive Sensor Ranges and Show Signature Detection Range don't update when you change the values, only when you toggle them off and back on again.
A VB6 parity thing, also, is that the Signature Detection Range option doesn't seem to apply to populations.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 14, 2021, 01:52:31 PM
Possible bug: In the system map, Passive Sensor Ranges and Show Signature Detection Range don't update when you change the values, only when you toggle them off and back on again.
A VB6 parity thing, also, is that the Signature Detection Range option doesn't seem to apply to populations.

Fixed the range updates in the currently released version.

Didn't see the part about populations, I'll take a look
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 14, 2021, 02:16:45 PM
When transferring parts of Research Facilities I think VB6 Aurora didn't send you a warning of unused Research Labs (in this case parts of them). Maybe you can only send this warning if a complete RL is free, not a fraction?
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 14, 2021, 02:31:15 PM
I have transferred 1 Research Lab to Luna. Now both Earth and Luna are confused about free Research Labs and don't want to use the RLs correctly. I looked in the DB and the numbers of RLs are exact - 21.0 on Earth, 1.0 on Luna. Any idea what is going on here?

Here is the DB:
https://drive.google.com/file/d/1YoMjmy6tOY_CJK4bmNu4GVzG4NxvTVF4/view
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 14, 2021, 06:33:52 PM
A VB6 parity thing, also, is that the Signature Detection Range option doesn't seem to apply to populations.

When transferring parts of Research Facilities I think VB6 Aurora didn't send you a warning of unused Research Labs (in this case parts of them). Maybe you can only send this warning if a complete RL is free, not a fraction?

I have transferred 1 Research Lab to Luna. Now both Earth and Luna are confused about free Research Labs and don't want to use the RLs correctly. I looked in the DB and the numbers of RLs are exact - 21.0 on Earth, 1.0 on Luna. Any idea what is going on here?

Here is the DB:
https://drive.google.com/file/d/1YoMjmy6tOY_CJK4bmNu4GVzG4NxvTVF4/view

Fixed in version 153, which is now available
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Haji on August 15, 2021, 05:40:55 AM
Changing position of jump points in the System Generation and Display window appears to be working. However there is no change on the system map.

Something weird is going on with lagrange points. This isn't just the matter of representation on the map, the game really sees them there. Database attached just in case. Fresh install, new game, version 1.53, non-real stars, Linux.

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=12665.0;attach=6685;image)
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 15, 2021, 05:09:20 PM
Changing position of jump points in the System Generation and Display window appears to be working. However there is no change on the system map.

Fixed in version 155.  If a similar issue occurs in another area, you can hit the refresh button on the F3 window as a temporary workaround

Something weird is going on with lagrange points. This isn't just the matter of representation on the map, the game really sees them there. Database attached just in case. Fresh install, new game, version 1.53, non-real stars, Linux.

Fixed in version 155.  It will correct itself in the next orbital movement.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 17, 2021, 02:45:56 PM
V156: I can't refit a ship that has no orders in its task group. See picture and DB. Bug or am I missing something?

(https://i.ibb.co/Y7Mfx5J/refit.jpg) (https://ibb.co/7J5rq3B)
https://drive.google.com/file/d/1Gj4E1x6RER0w39gI3Jazv5K07rgZAtpW/view?usp=sharing
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 17, 2021, 06:20:50 PM
V156: I can't refit a ship that has no orders in its task group. See picture and DB. Bug or am I missing something?

I believe I already have this fixed in version 157.  I went ahead and released version 157 just now.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 19, 2021, 11:53:13 AM
V157: I have queued a racial tech on one planet but it still shows as being researchable on other planets.

Also a loaded construction brigade does not change the number of loaded battalions in the fleet view.
(https://i.ibb.co/MMkNVWy/Troops.jpg) (https://ibb.co/HnTgz1L)
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 20, 2021, 11:18:13 AM
"Add New Label" in System View doesn't seem to create new Labels.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 20, 2021, 05:53:55 PM
Created a new engine with already researched tech and prototyped it. Cannot research it now because it is labeled as Future Prototype:
(https://i.ibb.co/fMjQ5mR/Engine.jpg) (https://ibb.co/Tc9rSzX)

DB here:
https://drive.google.com/file/d/1T38uRG6iwWrGgB98wdfSFMlGnIjt6Mfz/view?usp=sharing
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 20, 2021, 11:56:36 PM
V157: I have queued a racial tech on one planet but it still shows as being researchable on other planets.

Same as VB6.  Additionally, if a scientist automatically starts researching something from the queue, it will be removed from the queues of all other populations.


Also a loaded construction brigade does not change the number of loaded battalions in the fleet view.

I'm not seeing a bug in the screenshot.  Remember that construction brigades are large.. they take up 5 battalions worth of space.


"Add New Label" in System View doesn't seem to create new Labels.

I put this off because VB6 lets you pick an arbitrary font and size from an operating system dialog, which I can't do in the OS-independent engine I use, it has to be pre-imported.  I can't even arbitrarily scale a font in-game.  I'll need to find a decent font and size or two, and that will have to suffice for every label.


Created a new engine with already researched tech and prototyped it. Cannot research it now because it is labeled as Future Prototype

Fixed in next version, coming in an hour or so
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 21, 2021, 03:32:59 AM
Also a loaded construction brigade does not change the number of loaded battalions in the fleet view.
I'm not seeing a bug in the screenshot.  Remember that construction brigades are large.. they take up 5 battalions worth of space.
It says 0/5 Battalions. Should it not say 5/5?
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 21, 2021, 06:07:12 PM
Interesting combination of messages:
(https://i.ibb.co/y0NZ8Mk/PDC.jpg) (https://ibb.co/Q9JT6qH)

I had shipped the exact number of prefabs needed to Luna. But that somehow still triggered the warning message - and then finished the construction nevertheless... .

Here is the DB:
https://drive.google.com/file/d/1T38uRG6iwWrGgB98wdfSFMlGnIjt6Mfz/view?usp=sharing
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Haji on August 22, 2021, 05:07:00 AM
I'm still using 1.56 but I haven't seen this addressed in patch notes.
I cannot take a screenshot for this as attempting to do so collapses the menu. Task Groups->History & Officers & Misc->Set task group position (SM Only). Systems in the drop dawn menu are in order of discovery not in the alphabetical order. I'm pretty sure it was different in Aurora. Even if it wasn't I'm using the option quite often so I would appreciate if it was in alphabetical order otherwise it will be almost impossible to use once the game gets large.

Edit: I think there is something wrong with gravity planet generation, at least for non-real stars. Here are the statistics for fourteen system (taken for terrestrial planets with temperature above -100C, moons are not included):
Gravity 4 or more - 3
Gravity 3 to 3.99 - 4
Gravity 2 to 2.99 - 18
Gravity 1 to 1.99 - 5
Gravity 0.3 to 1 - 3
I know this isn't a great sample size, but the planets with gravity between 2 and 2.99 outnumber all others combined which seems a little iffy to me. For that matter Mars/Mercury type bodies are almost nonexistent except as moons.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 22, 2021, 12:25:47 PM
Also a loaded construction brigade does not change the number of loaded battalions in the fleet view.
I'm not seeing a bug in the screenshot.  Remember that construction brigades are large.. they take up 5 battalions worth of space.
It says 0/5 Battalions. Should it not say 5/5?
Nope, it's showing remaining capacity. Check VB6.


Interesting combination of messages:
(https://i.ibb.co/y0NZ8Mk/PDC.jpg) (https://ibb.co/Q9JT6qH)

I had shipped the exact number of prefabs needed to Luna. But that somehow still triggered the warning message - and then finished the construction nevertheless... .

Here is the DB:
https://drive.google.com/file/d/1T38uRG6iwWrGgB98wdfSFMlGnIjt6Mfz/view?usp=sharing

Do you have a backup from right before this occurred?  You can enable auto-backups in the Quasar4x Settings window


I'm still using 1.56 but I haven't seen this addressed in patch notes.
I cannot take a screenshot for this as attempting to do so collapses the menu. Task Groups->History & Officers & Misc->Set task group position (SM Only). Systems in the drop dawn menu are in order of discovery not in the alphabetical order. I'm pretty sure it was different in Aurora. Even if it wasn't I'm using the option quite often so I would appreciate if it was in alphabetical order otherwise it will be almost impossible to use once the game gets large.

Alphabetized it for the next version


Edit: I think there is something wrong with gravity planet generation, at least for non-real stars. Here are the statistics for fourteen system (taken for terrestrial planets with temperature above -100C, moons are not included):
Gravity 4 or more - 3
Gravity 3 to 3.99 - 4
Gravity 2 to 2.99 - 18
Gravity 1 to 1.99 - 5
Gravity 0.3 to 1 - 3
I know this isn't a great sample size, but the planets with gravity between 2 and 2.99 outnumber all others combined which seems a little iffy to me.

Here's a larger sample size.  Looks like similar results to me, if anything planets are a little lighter in quasar.

A4X:
(https://i.imgur.com/1aKBQ7M.png)

Q4X:
(https://i.imgur.com/fXH0d9j.png)


Mars/Mercury type bodies are almost nonexistent except as moons.

I believe the same holds true in Aurora VB6. 

I attached both databases I used to generate the screenshots above if you want to do more poking around.  They contain around 3.7k systems each.  The Aurora database has been pre-converted to sqlite so it can be loaded in the sqlite db browser or in quasar4x itself.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 23, 2021, 03:29:56 AM
Interesting combination of messages:
(https://i.ibb.co/y0NZ8Mk/PDC.jpg) (https://ibb.co/Q9JT6qH)

I had shipped the exact number of prefabs needed to Luna. But that somehow still triggered the warning message - and then finished the construction nevertheless... .

Here is the DB:
https://drive.google.com/file/d/1T38uRG6iwWrGgB98wdfSFMlGnIjt6Mfz/view?usp=sharing
Do you have a backup from right before this occurred?  You can enable auto-backups in the Quasar4x Settings window
Unfortunately no. I'll try to replicate and send you the before-DB.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 23, 2021, 03:05:43 PM
I had four Reserve Units - and without being at war one was dissolved into some other unit. DB and lastDB are attached in the zip file.
(https://i.ibb.co/mbVH7Sv/Ground-Unit.jpg) (https://ibb.co/ydc8JVh)
https://drive.google.com/file/d/1T38uRG6iwWrGgB98wdfSFMlGnIjt6Mfz/view?usp=sharing
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 23, 2021, 07:50:13 PM
I had four Reserve Units - and without being at war one was dissolved into some other unit. DB and lastDB are attached in the zip file.
(https://i.ibb.co/mbVH7Sv/Ground-Unit.jpg) (https://ibb.co/ydc8JVh)
https://drive.google.com/file/d/1T38uRG6iwWrGgB98wdfSFMlGnIjt6Mfz/view?usp=sharing

Your empire is in debt, reducing its Economic Production Modifier below 100%.  When this happens your ground units slowly start to lose Readiness.  Your reserve units are being consumed to replenish this lost readiness back to 100%.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 24, 2021, 10:06:08 AM
Oh, that is new... well... there a way you could add that information into a warning?

On second thought: is that making sense because one still has to pay for maintaining these troops. Feels like double punishment if the readyness is taken away by empire dept... . Wonder what the original thinking of Steve was to implement it that way.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 24, 2021, 06:12:43 PM
Oh, that is new... well... there a way you could add that information into a warning?

It shouldn't be new.  If VB6 does it differently I can change it.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Haji on August 25, 2021, 02:58:11 AM
Here's a larger sample size.  Looks like similar results to me, if anything planets are a little lighter in quasar.

Must have just gotten unlucky. Sorry for the bother.

Sector size isn't being calculated correctly in the assign system to sector window. My capital has size 10 radius 4 sector capital, but it is treated as radius 9.

Edit: wow, there is more going on than I realized. When I was previewing the post I noticed that the name for the capital doesn't match. The name should be Kleczanow. The name displayed in the name for the body for a different race (I have 2 races that can see the system). Database attached just in case.

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=12665.0;attach=6710;image)

Colony cost from dangerous gases isn't being calculated properly. In fact it seems to be stacking. An example is shown below. A planet has temperature colony cost below 2 and two dangerous gases resulting in an atmosphere with colony cost 4. I'm pretty sure it would have been 3 in Aurora as the gases are supposed to increase minimum colony cost (similar to non-breathable atmosphere) instead of adding a cost to it.

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=12665.0;attach=6712;image)
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 25, 2021, 05:04:48 AM
Oh, that is new... well... there a way you could add that information into a warning?
It shouldn't be new.  If VB6 does it differently I can change it.
Yeah, I meant, never recognised it in VB6 - though I don't recall being in a deficit there very often. Therefore new to me ;-)
I wouldn't change it per se. It might have a well based reason which is not obvious right now. We should take a look into the complete mechanics here. Ground Units usually don't cost training and maintenance when they are inside a PDC. Maybe that is a reason why Steve did this in the first place. Or we should ask him for the background of this mechanic. I guess it is still in C# also?!? Does he read here in this part of the forum?
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 25, 2021, 08:42:28 AM
Oh, that is new... well... there a way you could add that information into a warning?
It shouldn't be new.  If VB6 does it differently I can change it.
Yeah, I meant, never recognised it in VB6 - though I don't recall being in a deficit there very often. Therefore new to me ;-)
I wouldn't change it per se. It might have a well based reason which is not obvious right now. We should take a look into the complete mechanics here. Ground Units usually don't cost training and maintenance when they are inside a PDC. Maybe that is a reason why Steve did this in the first place. Or we should ask him for the background of this mechanic. I guess it is still in C# also?!? Does he read here in this part of the forum?

Aha!  There's the bug.  Ground units inside PDC's still had maintenance cost when they should have been free.  This is fixed in version 161 which is available now.

This should ease your debt problems, and stop those replacements from being gobbled up. 

When ground units are *not* in PDCs, I think it makes sense for replacements to being consumed to fill the readiness loss caused by the debt.  "Readiness" is flexible for RP purposes.  I think of it as, among other explanations, vehicles breaking down, uniforms getting torn, and the reserve stockpiles being raided for replacement parts.

Also, note that the maintenance cost of ground units is multiplied by their readiness, so as their readiness falls, they become cheaper to maintain. 


Sector size isn't being calculated correctly in the assign system to sector window. My capital has size 10 radius 4 sector capital, but it is treated as radius 9.

Edit: wow, there is more going on than I realized. When I was previewing the post I noticed that the name for the capital doesn't match. The name should be Kleczanow. The name displayed in the name for the body for a different race (I have 2 races that can see the system). Database attached just in case.

Fixed in version 161 which is available now. 

Found and fixed a few other bugs while investigating these, take a look at the patch notes if you're interested

Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Haji on August 26, 2021, 01:37:03 AM
Found and fixed a few other bugs while investigating these, take a look at the patch notes if you're interested

That escalated quickly. Thank you for finding them.
Unfortunately there seem to be more problems related to interconnection. I'm currently playing 2 empires and their galactic maps are synced. If I change one map the other one is changed automatically making it impossible to create custom maps for different races.
Edit: I just noticed that moons are not being listed in the order of distance from the star. It can be seen on the same screenshot I provided for the colony cost bug. The first colony candidate moon has number 14 and is fifteen million kilometers from the parent body, the second candidate has number 19 and is only six hundred thousand kilometers from the gas giant.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 26, 2021, 04:47:43 AM
Found and fixed a few other bugs while investigating these, take a look at the patch notes if you're interested

That escalated quickly. Thank you for finding them.
Unfortunately there seem to be more problems related to interconnection. I'm currently playing 2 empires and their galactic maps are synced. If I change one map the other one is changed automatically making it impossible to create custom maps for different races.
Edit: I just noticed that moons are not being listed in the order of distance from the star. It can be seen on the same screenshot I provided for the colony cost bug. The first colony candidate moon has number 14 and is fifteen million kilometers from the parent body, the second candidate has number 19 and is only six hundred thousand kilometers from the gas giant.

Both bugs fixed in version 162, available now.

The fix to moon ordering isn't retroactive because it takes more than a 1-liner to change all the names, and game logs and fleet history text would still contain the old names/numbers of the moons
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 29, 2021, 01:51:44 AM
V163: I have a planet with 5 Mines but they are inactive - though "Manned Mines" in the civilian tab is not blocked. What is blocked though are "Fuel Refineries", "Ordnance Factories", "Fighter Factories" and "Maintenance Facilities". Maybe there is a mixup in your code? Though there are "Mine Workers" in the Breakdown. Maybe it is just a glitch in the summary display?
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 29, 2021, 06:48:10 AM
V163: I have a planet with 5 Mines but they are inactive - though "Manned Mines" in the civilian tab is not blocked. What is blocked though are "Fuel Refineries", "Ordnance Factories", "Fighter Factories" and "Maintenance Facilities". Maybe there is a mixup in your code? Though there are "Mine Workers" in the Breakdown. Maybe it is just a glitch in the summary display?

Can you send me your save file?
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 29, 2021, 12:12:10 PM
V163: I have a planet with 5 Mines but they are inactive - though "Manned Mines" in the civilian tab is not blocked. What is blocked though are "Fuel Refineries", "Ordnance Factories", "Fighter Factories" and "Maintenance Facilities". Maybe there is a mixup in your code? Though there are "Mine Workers" in the Breakdown. Maybe it is just a glitch in the summary display?

Can you send me your save file?
Here we go. A little later in the game (6 mines there now). Planet Name: Snowden (Base)

https://drive.google.com/file/d/1T38uRG6iwWrGgB98wdfSFMlGnIjt6Mfz/view?usp=sharing
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on August 29, 2021, 05:41:41 PM
V163: I have a planet with 5 Mines but they are inactive - though "Manned Mines" in the civilian tab is not blocked. What is blocked though are "Fuel Refineries", "Ordnance Factories", "Fighter Factories" and "Maintenance Facilities". Maybe there is a mixup in your code? Though there are "Mine Workers" in the Breakdown. Maybe it is just a glitch in the summary display?

Can you send me your save file?
Here we go. A little later in the game (6 mines there now). Planet Name: Snowden (Base)

https://drive.google.com/file/d/1T38uRG6iwWrGgB98wdfSFMlGnIjt6Mfz/view?usp=sharing

Thanks!  This is fixed in 164 which is available now

I believe 164 will also fix the issue you had with shipping prefabs, and also fixes similar potential issues with shipping of any cargo, ordnance, colonists etc.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on August 30, 2021, 12:11:10 AM
I had tested prefabs recently and it had worked. But good to know that you found something there  ;)
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 02, 2021, 03:06:28 PM
V165: If you set research facilities off in the civilian tab the game still asks you if your want to continue time progression because there are free research facilities.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 10, 2021, 01:21:35 PM
V166: A civilian ship on refit done with refitting is set to overhaul?!? Any idea how that could have come about? DB attached - though I don't have a DB before that happened.

https://drive.google.com/file/d/1T38uRG6iwWrGgB98wdfSFMlGnIjt6Mfz/view?usp=sharing
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 11, 2021, 12:15:35 PM
When removing a plotted move from a task force the time and distance calculation is not updated.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 11, 2021, 02:17:07 PM
In "Individual Unit Details" under the Maintenance Tab is an infobox with "Range". That number is way larger than the design of the ship class when the ship has military engines.

The "Subsidise" button under "Shipping lines" seems to do nothing.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 15, 2021, 05:56:17 AM
V165: If you set research facilities off in the civilian tab the game still asks you if your want to continue time progression because there are free research facilities.

Fixed in 166


V166: A civilian ship on refit done with refitting is set to overhaul?!? Any idea how that could have come about? DB attached - though I don't have a DB before that happened.

https://drive.google.com/file/d/1T38uRG6iwWrGgB98wdfSFMlGnIjt6Mfz/view?usp=sharing

Fixed for version 168 (not released yet)


When removing a plotted move from a task force the time and distance calculation is not updated.

Fixed for version 168


In "Individual Unit Details" under the Maintenance Tab is an infobox with "Range". That number is way larger than the design of the ship class when the ship has military engines.

It's way off for commercial too.  If you check VB6 you'll see the number is way off there as well.  At the time I was coding this section, I figured out the formula VB6 was using for this number and copied it, figuring I would someday understand what this number meant.  At this point I'll just assume it's a bug.  My best guess is that it was supposed to show how far the ship can go based on its current fuel level, so I'll change it to that for version 168


The "Subsidise" button under "Shipping lines" seems to do nothing.

It works for me, although I did notice and fix a UI error in the Recent Deliveries panel that may or may not have caused the whole window to stop working (I'm always in debug mode which handles these kinds of errors differently than release does, so I'm not always sure what kind of impact the errors had)

--

I've finished my line-by-line verification of the massive rewrite I've been working on... I'm now going to playtest my campaign a day or so before releasing 168
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 15, 2021, 11:05:01 AM
Nice progress  :D

This one isn't a bug - just something that "bugs" me  ;). The "Officer Update" includes several things - also if an officer retires. I pretty much don't care about any of the updates BUT the one when they "retire". Could you separate that one into a separate category so I could unhide that message and hide the rest?  :)
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 15, 2021, 05:57:37 PM
Nice progress  :D

This one isn't a bug - just something that "bugs" me  ;). The "Officer Update" includes several things - also if an officer retires. I pretty much don't care about any of the updates BUT the one when they "retire". Could you separate that one into a separate category so I could unhide that message and hide the rest?  :)

Thanks!

All retirement falls under Officer Health if I'm not mistaken.  Try filtering out the new event type "Officer Health (Minor)" to help with this problem.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Droll on September 15, 2021, 10:33:25 PM
Nice progress  :D

This one isn't a bug - just something that "bugs" me  ;). The "Officer Update" includes several things - also if an officer retires. I pretty much don't care about any of the updates BUT the one when they "retire". Could you separate that one into a separate category so I could unhide that message and hide the rest?  :)

Thanks!

All retirement falls under Officer Health if I'm not mistaken.  Try filtering out the new event type "Officer Health (Minor)" to help with this problem.

I think C# just uses one called "retirement" IIRC
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 16, 2021, 05:01:14 AM
Nice progress  :D

This one isn't a bug - just something that "bugs" me  ;). The "Officer Update" includes several things - also if an officer retires. I pretty much don't care about any of the updates BUT the one when they "retire". Could you separate that one into a separate category so I could unhide that message and hide the rest?  :)

Thanks!

All retirement falls under Officer Health if I'm not mistaken.  Try filtering out the new event type "Officer Health (Minor)" to help with this problem.
Yeah, I already filter out the minor ones. There are still a lot that fall under "Officer Health" which are not interesting to me. So as in C# have the retirement under "Retirement" - I would love to have that  ;)
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 17, 2021, 07:51:20 AM
V168: Several name input fields exist, that don't show the already given name. I.e. would be a nice QoL if that name is already there to be edited.

a) General System Info:
- Rename Sys
- Rename Body (also in the "Population and Production" window) "Rename")

b) Population and Production:
- Ground Units: Rename
- GU Training Rename
- Manage Shipyards: Rename SY

Another QoL which is a leftover from VB6. If you want to add a team member to a team you have to do that via the "Commanders" windows - though having a button in the "Population and Production" windows in the Teams&Academy tab would be way easier because there you can see how many members are missing in a team. So instead of having to open a completely different window, could you add a button there "Assign selected commanders to the team"?

Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 17, 2021, 09:01:47 AM
In the Galactic Map is a tab "System Info" where you can enter a text. But that text isn't saved when you press the Save button. Next time you click on a system the text is gone.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 18, 2021, 04:52:38 AM
V168: Once an atmosphere has become breathable the game continues to send you that log message every 5-day turn. I thought it might end when the actual terraforming is finished, but it doesn't it keeps continuing. DB attached.

https://drive.google.com/file/d/1T38uRG6iwWrGgB98wdfSFMlGnIjt6Mfz/view?usp=sharing
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 18, 2021, 05:12:31 AM
V168: Several name input fields exist, that don't show the already given name. I.e. would be a nice QoL if that name is already there to be edited.

a) General System Info:
- Rename Sys
- Rename Body (also in the "Population and Production" window) "Rename")

b) Population and Production:
- Ground Units: Rename
- GU Training Rename
- Manage Shipyards: Rename SY

Added to v169


Another QoL which is a leftover from VB6. If you want to add a team member to a team you have to do that via the "Commanders" windows - though having a button in the "Population and Production" windows in the Teams&Academy tab would be way easier because there you can see how many members are missing in a team. So instead of having to open a completely different window, could you add a button there "Assign selected commanders to the team"?

I've put this at the top of my list of nice-to-haves, will most likely add it in one of the next few versions


In the Galactic Map is a tab "System Info" where you can enter a text. But that text isn't saved when you press the Save button. Next time you click on a system the text is gone.

Fixed for 169


V168: Once an atmosphere has become breathable the game continues to send you that log message every 5-day turn. I thought it might end when the actual terraforming is finished, but it doesn't it keeps continuing. DB attached.

https://drive.google.com/file/d/1T38uRG6iwWrGgB98wdfSFMlGnIjt6Mfz/view?usp=sharing

Fixed for 169


I'll be releasing v169 within an hour most likely
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 18, 2021, 08:14:07 AM
Did you change anything with the auto-progress dialogue in V169? I all of a sudden have 5 to 40sec stops in my progress - which I thought should be auto-progressed. I checked the dialogue, and the option to turn that off is off; i.e. the dialog should do its magic.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 18, 2021, 04:00:51 PM
V169: Some messages in the log contain the abbreviation of the ship, others don't (like Overhaul complete), which only displays the ship name. Maybe you can unify this and always show abbreviation + ship name... .
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 19, 2021, 12:18:09 AM
Did you change anything with the auto-progress dialogue in V169? I all of a sudden have 5 to 40sec stops in my progress - which I thought should be auto-progressed. I checked the dialogue, and the option to turn that off is off; i.e. the dialog should do its magic.

Nope, shouldn't be any changes in that area.  The dialog only triggers in systems with no player presence (ie, either you haven't discovered the system yet or it says "No System Presence" in the F3 window), maybe that's the reason?


V169: Some messages in the log contain the abbreviation of the ship, others don't (like Overhaul complete), which only displays the ship name. Maybe you can unify this and always show abbreviation + ship name... .

These were designed to exactly match whether Aurora VB6 included the abbreviation.  The reason for this is I wrote a tool which compares a quasar4x database to an aurora database and prints out any discrepancies.  In many cases, such as XY coordinates, the comparisons are fuzzy, but when comparing event logs, it was lot easier to just code the event messages to be identical to VB6 in the first place then to write fuzzy comparisons for written language sentences.

So in general I'll be leaving these alone unless one of them specifically bothers me enough to make a change.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 19, 2021, 12:30:18 AM
The galaxy map's right click menu leaks information about populations you have not found yet. My ships have been exploded by my neighbor's missiles, but I was not even 100% sure they were precursors until I saw this, and I had not found their colonies. See attached screenshots.

That menu is also showing what I assume is the Precursor's name for the system. Note that on my galaxy map and system display it is called Edmonton, but that menu shows it having a population on "Denise-A IV - Moon 4"

Found on version 167, I see I missed an update or two, will download the new version and see if it persists.

Edit: Confirmed on build 169
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 19, 2021, 01:06:22 AM
And a related detail which may or may not be a bug: Based on the wrecks I can see in that system I suspect those two precursor colonies are different factions and at war with each other.

Occasionally they get into really big fights that make a 30 day turn last more than 10 real time minutes. The current 30 day turn I am processing has been the slowest at almost 3 days with every tick being a 5 second tick, if this continues it will take over an hour for these 30 days to process.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 19, 2021, 01:15:19 AM
Did you change anything with the auto-progress dialogue in V169? I all of a sudden have 5 to 40sec stops in my progress - which I thought should be auto-progressed. I checked the dialogue, and the option to turn that off is off; i.e. the dialog should do its magic.

Nope, shouldn't be any changes in that area.  The dialog only triggers in systems with no player presence (ie, either you haven't discovered the system yet or it says "No System Presence" in the F3 window), maybe that's the reason?
Ah, I have a presence in that system ATM - so that is why  ;)

V169: The Checkbox for "Inc All" in the ground units tab doesn't seem to do anything.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 19, 2021, 03:50:54 AM
New bug: Get infinite crewmen by abandoning a ship multiple times

Steps to reproduce:
1. On the "Individual Unit Details" screen, damage control tab, click the big red "Abandon Ship" button
2. Observe escape pods with the correct number of survivors
3. Click the button again
4. Observe another set of escape pods also with a full compliment of survivors
5. repeat step 3 until you have all the crew you wnat in the escape pods
6. Use the ship which you "abandoned" to rescu the escape pods.
7. Unload survivors on a colony

The abandoning and rescuing can be done in the same 5 second turn, and if you were already orbiting the colony then the drop off only takes 5 seconds as well.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 19, 2021, 04:12:21 AM
New bug: Get infinite crewmen by abandoning a ship multiple times

Steps to reproduce:
1. On the "Individual Unit Details" screen, damage control tab, click the big red "Abandon Ship" button
2. Observe escape pods with the correct number of survivors
3. Click the button again
4. Observe another set of escape pods also with a full compliment of survivors
5. repeat step 3 until you have all the crew you wnat in the escape pods
6. Use the ship which you "abandoned" to rescu the escape pods.
7. Unload survivors on a colony

The abandoning and rescuing can be done in the same 5 second turn, and if you were already orbiting the colony then the drop off only takes 5 seconds as well.
And this is how the clone army in Star Wars came about  ;) - A glitch in the Matrix...
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 19, 2021, 09:33:41 AM
The galaxy map's right click menu leaks information about populations you have not found yet. My ships have been exploded by my neighbor's missiles, but I was not even 100% sure they were precursors until I saw this, and I had not found their colonies. See attached screenshots.

That menu is also showing what I assume is the Precursor's name for the system. Note that on my galaxy map and system display it is called Edmonton, but that menu shows it having a population on "Denise-A IV - Moon 4"

Found on version 167, I see I missed an update or two, will download the new version and see if it persists.

Edit: Confirmed on build 169

Fixed for v170


And a related detail which may or may not be a bug: Based on the wrecks I can see in that system I suspect those two precursor colonies are different factions and at war with each other.

Occasionally they get into really big fights that make a 30 day turn last more than 10 real time minutes. The current 30 day turn I am processing has been the slowest at almost 3 days with every tick being a 5 second tick, if this continues it will take over an hour for these 30 days to process.

Maybe it's an NPR empire?  (It could also be star swarm, but that would be pretty obvious from the wrecks if you know anything about swarm)  Feel free to post the DB if you want me to take a look.


V169: The Checkbox for "Inc All" in the ground units tab doesn't seem to do anything.

Do you mean 'Inc Sub' ?  If so, I just tested it and it works for me.  Maybe not enough room in the PDC for the HQ and all its subordinates?


New bug: Get infinite crewmen by abandoning a ship multiple times

Steps to reproduce:
1. On the "Individual Unit Details" screen, damage control tab, click the big red "Abandon Ship" button
2. Observe escape pods with the correct number of survivors
3. Click the button again
4. Observe another set of escape pods also with a full compliment of survivors
5. repeat step 3 until you have all the crew you wnat in the escape pods
6. Use the ship which you "abandoned" to rescu the escape pods.
7. Unload survivors on a colony

The abandoning and rescuing can be done in the same 5 second turn, and if you were already orbiting the colony then the drop off only takes 5 seconds as well.

Short story: Fixed for v170

Long story: My fix is to set the number of crew to 0 on the ship after abandoning it.  Crew Grade Points and Task Force training will be reset to 0 as well.  This is going to have the unrealistic effect of a ship that is still fully operational with 0 crew members remaining.  A complete lack of crew is still treated as plain ol' undermanning, and the only downside to that is a steady drop in morale -- yes, morale of a non-existant crew.  So, I suppose operating the ship with 0 crew is debatably still "cheating at solitaire," but in my opinion it's a lot less absurd than infinite crew.

In VB6, abandoning creates a wreck.  But that can already be accomplished by applying lethal damage to the ship.  I wanted to add new storyline possibilities of abandoning a ship in a safe and orderly fashion, leaving behind a fully functional but derelict ship in space, claimable by others via boarding.  A lot more backstory to this can be found in my post here (http://aurora2.pentarch.org/index.php?topic=10149.msg141620#msg141620).  I did make one mistake in that post, which was to say that abandoning a ship in VB6 deletes the ship without leaving a wreck.  It does leave a wreck, I just forgot to click Refresh All. 

My reasoning for the change still stands though; I think Quasars' implementation of Abandon Ship adds RP possibilities, and VB6's implementation can still be achieved by first Abandon Ship then applying lethal damage to the ship to create a wreck.  For now, I'll leave it up to the player to decide which version they want to do. If the 0-crew ship leads to further bugs or weirdness I can always just switch it back to the VB6 implementation.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 19, 2021, 09:37:43 AM
V169: The Checkbox for "Inc All" in the ground units tab doesn't seem to do anything.
Do you mean 'Inc Sub' ?  If so, I just tested it and it works for me.  Maybe not enough room in the PDC for the HQ and all its subordinates?
That's the one I meant. Sorry. And I wanted to transfer to another population - and that doesn't work. PDC, yes, Population, no.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 19, 2021, 09:45:32 AM
V169: The Checkbox for "Inc All" in the ground units tab doesn't seem to do anything.
Do you mean 'Inc Sub' ?  If so, I just tested it and it works for me.  Maybe not enough room in the PDC for the HQ and all its subordinates?
That's the one I meant. Sorry. And I wanted to transfer to another population - and that doesn't work. PDC, yes, Population, no.
Still works for me, transferring them back to the population.  If you mean transferring troops to a population on another system body, you have to use a troop transport ship.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 19, 2021, 09:53:58 AM
V169: The Checkbox for "Inc All" in the ground units tab doesn't seem to do anything.
Do you mean 'Inc Sub' ?  If so, I just tested it and it works for me.  Maybe not enough room in the PDC for the HQ and all its subordinates?
That's the one I meant. Sorry. And I wanted to transfer to another population - and that doesn't work. PDC, yes, Population, no.
Still works for me, transferring them back to the population.  If you mean transferring troops to a population on another system body, you have to use a troop transport ship.
Well, technically right. But you can transfer one unit in this menu - so I thought it would make sense if all subunits would be auto transferred as well, if I turn that option on, instead of having to do it manually for each.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 19, 2021, 09:59:43 AM
I created an orbital mining ship like this:

Code: [Select]
Martin Rees Mk.3 class Mineral Harvester    180 000 tons     1485 Crew     4723 BP      TCS 3600  TH 2400  EM 0
660 km/s     Armor 1-283     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 16    Max Repair 120 MSP
Intended Deployment Time: 3 months    Spare Berths 2
Cargo 25000    Cargo Handling Multiplier 20
Asteroid Miner: 25 modules producing 350 tons per mineral per annum

Dodd Dynamics C300.0 EP Engine TR:75% (8)    Power 300    Fuel Use 5.3%    Signature 300    Exp 5%
Fuel Capacity 5 750 000 Liters    Range 108.4 billion km   (1882 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Moved it to a colony (not to the planet but the colony) where it is recognized as orbital mining modules; but no mining is happening. Am I missing something or is this a bug? Did the mining only work on asteroids? It is a moon with a diameter of 360km... .

(https://i.ibb.co/C6NSm73/Unbenannt-1.jpg) (https://ibb.co/dt1Hj2w)


Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 19, 2021, 09:21:19 PM
I created an orbital mining ship like this:

Code: [Select]
Martin Rees Mk.3 class Mineral Harvester    180 000 tons     1485 Crew     4723 BP      TCS 3600  TH 2400  EM 0
660 km/s     Armor 1-283     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 16    Max Repair 120 MSP
Intended Deployment Time: 3 months    Spare Berths 2
Cargo 25000    Cargo Handling Multiplier 20
Asteroid Miner: 25 modules producing 350 tons per mineral per annum

Dodd Dynamics C300.0 EP Engine TR:75% (8)    Power 300    Fuel Use 5.3%    Signature 300    Exp 5%
Fuel Capacity 5 750 000 Liters    Range 108.4 billion km   (1882 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Moved it to a colony (not to the planet but the colony) where it is recognized as orbital mining modules; but no mining is happening. Am I missing something or is this a bug? Did the mining only work on asteroids? It is a moon with a diameter of 360km... .

(https://i.ibb.co/C6NSm73/Unbenannt-1.jpg) (https://ibb.co/dt1Hj2w)

Yep, mining modules only work on asteroids and comets.  Same as VB6.  I'll change the population window so it doesn't have the "25x Orb Mines" in this situation.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: xenoscepter on September 19, 2021, 11:09:18 PM
Version 170:
 -- Currently designing a fightercraft and it has 4 crew, but six spare berths. Wanted to muck around with that to reduce it, maybe gain the 3 tons, but when I try to add Fighter Sized Crew Cabins it adds a Tiny one instead. I've got Keep Excess Q on, and in VB6 you could use that to manually add smaller ones that game simply rounded up over. With a 0.1 Deployment, it's not like I'm stocking much, lol.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 20, 2021, 01:27:18 AM

Maybe it's an NPR empire?  (It could also be star swarm, but that would be pretty obvious from the wrecks if you know anything about swarm)  Feel free to post the DB if you want me to take a look.


I am almost a total newbie, I know nothing about Star Swarms. Peeking at the races table in the database, it is a Star Swarm. Thank you.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 20, 2021, 03:51:43 AM

Maybe it's an NPR empire?  (It could also be star swarm, but that would be pretty obvious from the wrecks if you know anything about swarm)  Feel free to post the DB if you want me to take a look.


I am almost a total newbie, I know nothing about Star Swarms. Peeking at the races table in the database, it is a Star Swarm. Thank you.

Oh fun!  Good luck dealing with that :)


Version 170:
 -- Currently designing a fightercraft and it has 4 crew, but six spare berths. Wanted to muck around with that to reduce it, maybe gain the 3 tons, but when I try to add Fighter Sized Crew Cabins it adds a Tiny one instead. I've got Keep Excess Q on, and in VB6 you could use that to manually add smaller ones that game simply rounded up over. With a 0.1 Deployment, it's not like I'm stocking much, lol.

Fixed for version 171.  Found and fixed a couple other rare issues with auto-crew-quarters as well.  Note, there is still one known issue:  A ship design cannot contain both tiny and fighter sized quarters.  Mainly because I got tired of messing with it, and I'm not too concerned with an occasional ~0.02 HS inefficiency.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 20, 2021, 12:33:13 PM
V170: The Orbital Mines are now correctly shown only on asteroids and comets. But if you have two ships in one fleet it only shows the number of mines next to the planet of one ship. In the mineral tab however, everything seems ok - number of orbital mines and mineral mining.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 21, 2021, 01:24:34 AM
V170: The Orbital Mines are now correctly shown only on asteroids and comets. But if you have two ships in one fleet it only shows the number of mines next to the planet of one ship. In the mineral tab however, everything seems ok - number of orbital mines and mineral mining.

Fixed in v171


Nice progress  :D

This one isn't a bug - just something that "bugs" me  ;). The "Officer Update" includes several things - also if an officer retires. I pretty much don't care about any of the updates BUT the one when they "retire". Could you separate that one into a separate category so I could unhide that message and hide the rest?  :)

All retirement falls under Officer Health if I'm not mistaken.  Try filtering out the new event type "Officer Health (Minor)" to help with this problem.
Yeah, I already filter out the minor ones. There are still a lot that fall under "Officer Health" which are not interesting to me. So as in C# have the retirement under "Retirement" - I would love to have that  ;)

Ok found a batch of retirement events that were still logged as Officer Update.  I've moved retirement into an event type of its own for v172. 

Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 21, 2021, 10:22:35 AM
Out of curiosity, are lay-off going to be counted as retirement? And are they preventable?

"_ has been deemed surplus to requirements and released from the service" as part of automatic commander assignment is what I am talking about.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 21, 2021, 12:19:25 PM
V171: I've added two LPs to Kuiper75 system into the DB as you suggested to do (SysID, StarID, PlanetID + Distance). Rest was added by the game as you said. They do appear as LPs in the task force list but there are no dots in the system map drawn.

https://drive.google.com/file/d/1T38uRG6iwWrGgB98wdfSFMlGnIjt6Mfz/view?usp=sharing

Added to Kuiper 75 A IV Moon 13 & Kuper 75 C IV Moon 18
1090-1486-131862 & 1090-1488-131911
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 21, 2021, 02:49:01 PM
Out of curiosity, are lay-off going to be counted as retirement? And are they preventable?

"_ has been deemed surplus to requirements and released from the service" as part of automatic commander assignment is what I am talking about.

The "deemed surplus" events will be going into their own event type in v172 since they're so spammy.
They can be prevented by unchecking the Auto Assignments box in the commanders window.  Or you can increase the tour length to make it happen less often.


V171: I've added two LPs to Kuiper75 system into the DB as you suggested to do (SysID, StarID, PlanetID + Distance). Rest was added by the game as you said. They do appear as LPs in the task force list but there are no dots in the system map drawn.

https://drive.google.com/file/d/1T38uRG6iwWrGgB98wdfSFMlGnIjt6Mfz/view?usp=sharing

Added to Kuiper 75 A IV Moon 13 & Kuper 75 C IV Moon 18
1090-1486-131862 & 1090-1488-131911

I don't think they will work with moons, only with bodies orbiting a star.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 21, 2021, 03:20:39 PM
Added to Kuiper 75 A IV Moon 13 & Kuper 75 C IV Moon 18
1090-1486-131862 & 1090-1488-131911

I don't think they will work with moons, only with bodies orbiting a star.
[/quote]
I see. I'll test functionality ;-)

Another point: I have 3 Asteroid Miners on a planet and that planet is done mining. I wanted to load the minerals and move on, but somehow loading the minerals sets one or more of the already loaded minerals to zero. I tested it several times from the attached savegame. Just click forward until ALL minerals are mined on the body and then load them into the cargo of the mining fleet. Sometimes one or more of the minerals then are set to zero in the fleet - though only the load amount. There is a second BD field that calculates used cargo space - and that still has the correct number.

https://drive.google.com/file/d/14BXilNaAIy_KvZWkHFYTJjERXvH_9Xbu/view?usp=sharing
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 21, 2021, 05:27:37 PM
Added to Kuiper 75 A IV Moon 13 & Kuper 75 C IV Moon 18
1090-1486-131862 & 1090-1488-131911

I don't think they will work with moons, only with bodies orbiting a star.
I see. I'll test functionality ;-)

Another point: I have 3 Asteroid Miners on a planet and that planet is done mining. I wanted to load the minerals and move on, but somehow loading the minerals sets one or more of the already loaded minerals to zero. I tested it several times from the attached savegame. Just click forward until ALL minerals are mined on the body and then load them into the cargo of the mining fleet. Sometimes one or more of the minerals then are set to zero in the fleet - though only the load amount. There is a second BD field that calculates used cargo space - and that still has the correct number.

https://drive.google.com/file/d/14BXilNaAIy_KvZWkHFYTJjERXvH_9Xbu/view?usp=sharing
[/quote]

Ergh.  I think I've been losing a lot of minerals to this one  >:(

Fixed for v172, available within the hour.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 22, 2021, 12:03:53 AM
Ergh.  I think I've been losing a lot of minerals to this one  >:(

Fixed for v172, available within the hour.
Just call it piracy  ;D
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 22, 2021, 02:40:15 AM
The in game description of the various laser frequency technologies describe the opposite of what those technologies do.

The tech names indicate that they increase frequency, which means they decrease wavelength. However the description claims they are increasing wavelength, and then goes on to describe the game mechanic. I am not complaining that the game mechanic fails to map to reality, I recognize that doing it the right way round would be confusing and/or hard to balance. But, saying UV has a higher wavelength than visible is sort of painful to me for some reason.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 22, 2021, 04:17:34 AM
I just finished adding oxygen to the atmosphere of mars, and the message on completion says I just finished subtracting it. Minor visual bug I would say, but it did cause me a moment of panic.

Version 172
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 22, 2021, 04:43:02 AM
Related bug: I set the oxygen order on Mars and Io a long time ago, but a single terraforming module just arrived in orbit of each. In both cases, the oxygen job completed in the same 5 day tick as the terraforming fleet arriving. When I made the prior post, I had not realized Mars was in the batch just now getting their first terraformers.

Several other planets in this save have had terraforming orders for quite some time with no terraforming modules or installations present, so I am attaching a database backup from just after getting the Io message.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 22, 2021, 08:44:14 AM
The in game description of the various laser frequency technologies describe the opposite of what those technologies do.

The tech names indicate that they increase frequency, which means they decrease wavelength. However the description claims they are increasing wavelength, and then goes on to describe the game mechanic. I am not complaining that the game mechanic fails to map to reality, I recognize that doing it the right way round would be confusing and/or hard to balance. But, saying UV has a higher wavelength than visible is sort of painful to me for some reason.

Noted.  This comes from VB6, presumably written by Steve a really long time ago.  Has Steve or anyone provided a better description for this, technobabbly or otherwise?  If someone can link me to a post I can cobble together a new description from that.


I just finished adding oxygen to the atmosphere of mars, and the message on completion says I just finished subtracting it. Minor visual bug I would say, but it did cause me a moment of panic.

Version 172


Related bug: I set the oxygen order on Mars and Io a long time ago, but a single terraforming module just arrived in orbit of each. In both cases, the oxygen job completed in the same 5 day tick as the terraforming fleet arriving. When I made the prior post, I had not realized Mars was in the batch just now getting their first terraformers.

Several other planets in this save have had terraforming orders for quite some time with no terraforming modules or installations present, so I am attaching a database backup from just after getting the Io message.


For both of these I would need to look at a backup of the db from before the message.  But I'm willing to bet you didn't click the 'Save Atm', meaning the game thought your desired level was 0, which would indeed finish instantly if it was already 0. 
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 22, 2021, 12:28:40 PM
The in game description of the various laser frequency technologies describe the opposite of what those technologies do.

The tech names indicate that they increase frequency, which means they decrease wavelength. However the description claims they are increasing wavelength, and then goes on to describe the game mechanic. I am not complaining that the game mechanic fails to map to reality, I recognize that doing it the right way round would be confusing and/or hard to balance. But, saying UV has a higher wavelength than visible is sort of painful to me for some reason.

Noted.  This comes from VB6, presumably written by Steve a really long time ago.  Has Steve or anyone provided a better description for this, technobabbly or otherwise?  If someone can link me to a post I can cobble together a new description from that.
You could change the word "wavelength" into "frequency": Laser frequency technology. The higher a laser frequency, the less the laser loses power with range. Therefore, higher frequency lasers will cause more damage at a longer range than lower-frequency lasers of the same focal size.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 22, 2021, 01:34:24 PM
V172: Don't know if this is a bug... take a look at the ship GEV Condor. The message in the log says that it can't find any new locations to perform its geo survey. There are still 5 targets left in that system and they are within 10bkm.

https://drive.google.com/file/d/14BXilNaAIy_KvZWkHFYTJjERXvH_9Xbu/view?usp=sharing
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 22, 2021, 01:41:20 PM
V172: Don't know if this is a bug... take a look at the ship GEV Condor. The message in the log says that it can't find any new locations to perform its geo survey. There are still 5 targets left in that system and they are within 10bkm.

https://drive.google.com/file/d/14BXilNaAIy_KvZWkHFYTJjERXvH_9Xbu/view?usp=sharing

Bodies have to be within 10bkm of primary star or 5bkm of the fleet, with no other fleet of your race or an ally race a race sharing geo data with you on the way to survey it already
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 22, 2021, 03:15:07 PM
Ah, I thought within 10bkm of the ship itself. Well, that explains it, because I hadn't realized that there was another ship also in the system and the one planet left was 6bkm away... .
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 23, 2021, 05:39:18 AM
For both of these I would need to look at a backup of the db from before the message.  But I'm willing to bet you didn't click the 'Save Atm', meaning the game thought your desired level was 0, which would indeed finish instantly if it was already 0.

Summary: If the "Add Gas to Atmosphere" checkbox is checked and the target is below the current actual, then the completion is announced and the actual value is set to the target immediately. The reverse also works for raising the pressure in the atmosphere.

That was discovered while intending to just document what I know about my Mars and Io incident. That rambling discussion is as follows:

Off-Topic: show
It doubt it, but lets see what I can get from backups that I still have. With an annual production of 0.0017 atm from a terraforming module it should take nearly 100 years for a single module to add 0.11 atmospheres of oxygen to Mars or Io. So going from no oxygen on either on March 30 to 0.11 atm of oxygen on both on July 30, there is definitely a bug to track down.

2072 March 30: neither has any oxygen or terraformers present. But both have "add gas to atmosphere" unchecked, with 0.11 as the "Maximum ATM".
2072 July 30: Both have 0.11 atm of oxygen and are working on greenhouse gasses with a single terraforming module each.

2072 September 6: TFB Itaperuna is 1:29 (One hour and 29 minutes) from arriving at Callisto which has no terraformers currently present. Callisto has been set to oxygen with "add gas" checked and Maximum Atm set to 0.11.

If I click "1 Day" without changing anything, then it actually advance 1:30, TFB Itaperuna completes its orders, and Callisto still has no atmosphere. Click "30 Days" and Callisto still has no atmosphere.

Reload the September 6 database, and un-check "Add Gas to Atmosphere" on Callisto. Click "1 Day". It actually advance 1:30, TFB Itaperuna completes its orders, and Callisto still has no atmosphere. Click "30 Days" and I get teh terraforming report about Subtraction of Oxygen being completed and Callisto now has 0.11 atm of oxygen.

Mars is trying to remove Carbon dioxide, I wonder what will happen if I check that checkbox on and advance 30 days? Answer: "Gas Removed" event fires.

Io is trying to add 1.01 atm of safe greenhouse gas, I wonder what will happen if I un-check "Add Gas to Atmosphere" and advance 30 days? Answer: "Breathable Atmosphere" event fires.


All three mentioned databases are in the attached 7z

You could change the word "wavelength" into "frequency": Laser frequency technology. The higher a laser frequency, the less the laser loses power with range. Therefore, higher frequency lasers will cause more damage at a longer range than lower-frequency lasers of the same focal size.
I agree with this, still a tad technobably, but all the words map to their fundamental definitions that way.

I suspect the original wording probably sprang from confusion among diffusion, dispersion, and energy density concepts while reading up on how laser weapons work. Longer wavelength is technically more efficient in atmosphere, but higher frequency is functionally better at getting a large concentration of energy in a small spot on a target. And the advantages of long wavelength don't exist in a vacuum. Really, the entire discussion of diffusion as a function of wavelength is a red herring at energies densities which can be weaponized, but it always gets brought up and always adds confusion.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 23, 2021, 12:10:12 PM
For both of these I would need to look at a backup of the db from before the message.  But I'm willing to bet you didn't click the 'Save Atm', meaning the game thought your desired level was 0, which would indeed finish instantly if it was already 0.

Summary: If the "Add Gas to Atmosphere" checkbox is checked and the target is below the current actual, then the completion is announced and the actual value is set to the target immediately. The reverse also works for raising the pressure in the atmosphere.

That was discovered while intending to just document what I know about my Mars and Io incident. That rambling discussion is as follows:

Aha, good find!  Fixed in version 173 which is available now.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on September 23, 2021, 03:16:35 PM
Bug squishing ;-). Be off for a week of vacation. Don't become to comfortable  ;)
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 26, 2021, 02:38:24 PM
I don't know whether this is a bug or just me not understanding how beam weapons work.

I have 3 ships that each have 2 turrets and 2 fire controls, one turret is assigned to each fire control. The ROF of the turrets are 5 seconds and I have excess power generation. But most 5 second turns I get the message "... is preparing to fire but her weapons are not yet ready" for each of the three ships. I did not think to backup my database before the fight, but I exported the log to a text file to review.

It looks like they fire 1 to 3 times at 5 second intervals and then give that message 2 to 9 times at five second intervals. but it is probably best described as random with more failures to fire than successes.

The fight was lost either way, so not super annoyed, but if this is clearly a bug I can try to get a reproduction situation with the same ship class, I have three more under construction and I only killed one of the 137 ships in the swarm fleet.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 26, 2021, 03:20:32 PM
Cadres do not get refunded if you cancel construction of a ground unit.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 27, 2021, 09:23:08 AM
I cannot create a task to repair a ship. The "Add Task" button is enabled, but clicking it does nothing.

Shipyard has 10,000 ton capacity and one slipway (out of 4) is unused. the shipyard's current complex activity is adding another slipway.

The class of the ship that need repaired is:
Off-Topic: show
(A) Survey Craft Mk. 5 class Survey Craft    10 000 tons     251 Crew     1222.4 BP      TCS 200  TH 352  EM 0
1760 km/s    JR 3-50     Armor 1-41     Shields 0-0     Sensors 5/1/2/2     Damage Control Rating 12     PPV 0
Maint Life 4.55 Years     MSP 919    AFR 66%    IFR 0.9%    1YR 72    5YR 1080    Max Repair 286 MSP
Intended Deployment Time: 48 months    Spare Berths 0

Holloway Engineering J10000(3-50) Military Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 3
Ross Aerospace 176 EP Nuclear Pulse Engine (2)    Power 176    Fuel Use 10.77%    Signature 176    Exp 5%
Fuel Capacity 600 000 Liters    Range 100.3 billion km   (659 days at full power)

Robinson-West Design Bureau Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Gravitational Survey Sensors (2)   2 Survey Points Per Hour
Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes


Both of it's gravitational survey sensors are destroyed:
Off-Topic: show
(A) Survey Craft Mk. 5 class Survey Craft    10 000 tons     251 Crew     1223 BP      TCS 199.5  TH 352  EM 0
1764 km/s    JR 3-50     Armor 1-41     Shields 0-0     Sensors 5/1/0/2     Damage Control Rating 12     PPV 0
Maint Life 3.55 Years     MSP 590.6    AFR 66%    IFR 0.9%    1YR 72    5YR 1080    Max Repair 286 MSP
Intended Deployment Time: 48 months    Spare Berths 20

Holloway Engineering J10000(3-50) Military Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 3
Ross Aerospace 176 EP Nuclear Pulse Engine (2)    Power 176    Fuel Use 10.7683%    Signature 176    Exp 5%
Fuel Capacity 600 000 Liters    Range 100.3 billion km   (659 days at full power)

Robinson-West Design Bureau Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Geological Survey Sensors (2)   2 Survey Points Per Hour

This ship is classed as a Military Vessel for maintenance purposes


I am going to try working around this with damage control tasks, which may have been the more optimal approach in retrospect anyway.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 27, 2021, 10:46:40 AM
I don't know whether this is a bug or just me not understanding how beam weapons work.

I have 3 ships that each have 2 turrets and 2 fire controls, one turret is assigned to each fire control. The ROF of the turrets are 5 seconds and I have excess power generation. But most 5 second turns I get the message "... is preparing to fire but her weapons are not yet ready" for each of the three ships. I did not think to backup my database before the fight, but I exported the log to a text file to review.

It looks like they fire 1 to 3 times at 5 second intervals and then give that message 2 to 9 times at five second intervals. but it is probably best described as random with more failures to fire than successes.

The fight was lost either way, so not super annoyed, but if this is clearly a bug I can try to get a reproduction situation with the same ship class, I have three more under construction and I only killed one of the 137 ships in the swarm fleet.

This message only appears after you first click an 'Open Fire' button or after a fleet transits a warp point.  Delays can be reduced by better crew grade, crew morale, task force Comms modifier, and task force Operations modifier, or turned off completely by playing without Inexperienced Fleets enabled.

Edit: also try version 174 just in case :)


Cadres do not get refunded if you cancel construction of a ground unit.

I believe that's the case with VB6 as well. 


I cannot create a task to repair a ship. The "Add Task" button is enabled, but clicking it does nothing.

Shipyard has 10,000 ton capacity and one slipway (out of 4) is unused. the shipyard's current complex activity is adding another slipway.

The class of the ship that need repaired is:
Off-Topic: show
(A) Survey Craft Mk. 5 class Survey Craft    10 000 tons     251 Crew     1222.4 BP      TCS 200  TH 352  EM 0
1760 km/s    JR 3-50     Armor 1-41     Shields 0-0     Sensors 5/1/2/2     Damage Control Rating 12     PPV 0
Maint Life 4.55 Years     MSP 919    AFR 66%    IFR 0.9%    1YR 72    5YR 1080    Max Repair 286 MSP
Intended Deployment Time: 48 months    Spare Berths 0

Holloway Engineering J10000(3-50) Military Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 3
Ross Aerospace 176 EP Nuclear Pulse Engine (2)    Power 176    Fuel Use 10.77%    Signature 176    Exp 5%
Fuel Capacity 600 000 Liters    Range 100.3 billion km   (659 days at full power)

Robinson-West Design Bureau Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Gravitational Survey Sensors (2)   2 Survey Points Per Hour
Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes


Both of it's gravitational survey sensors are destroyed:
Off-Topic: show
(A) Survey Craft Mk. 5 class Survey Craft    10 000 tons     251 Crew     1223 BP      TCS 199.5  TH 352  EM 0
1764 km/s    JR 3-50     Armor 1-41     Shields 0-0     Sensors 5/1/0/2     Damage Control Rating 12     PPV 0
Maint Life 3.55 Years     MSP 590.6    AFR 66%    IFR 0.9%    1YR 72    5YR 1080    Max Repair 286 MSP
Intended Deployment Time: 48 months    Spare Berths 20

Holloway Engineering J10000(3-50) Military Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 3
Ross Aerospace 176 EP Nuclear Pulse Engine (2)    Power 176    Fuel Use 10.7683%    Signature 176    Exp 5%
Fuel Capacity 600 000 Liters    Range 100.3 billion km   (659 days at full power)

Robinson-West Design Bureau Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Geological Survey Sensors (2)   2 Survey Points Per Hour

This ship is classed as a Military Vessel for maintenance purposes


I am going to try working around this with damage control tasks, which may have been the more optimal approach in retrospect anyway.

Easiest way for me to investigate this is to just have a copy of the save file to try it out.  I'll be repairing one of my own fleets soon though, so I may run into an issue myself.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 27, 2021, 04:15:26 PM
Easiest way for me to investigate this is to just have a copy of the save file to try it out.  I'll be repairing one of my own fleets soon though, so I may run into an issue myself.

The post you quoted has the save attached as well a screenshot to show which shipyard and ship.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 27, 2021, 04:36:48 PM
New issue: A ship design with 0 spare berths became -1 after an overhaul and gave me a "crew morale falling" message. However that message only fired once per ship (at lest has not fired again after a couple 5 day ticks). Nor has morale dropped below 100% in 10 days.

Class design:
Off-Topic: show
(M) Laser Frigate Mk. 1 class Frigate    5 000 tons     189 Crew     843.5 BP      TCS 100  TH 228  EM 30
2280 km/s     Armor 4-26     Shields 1-300     Sensors 6/6/0/0     Damage Control Rating 24     PPV 11.86
Maint Life 4.65 Years     MSP 423    AFR 49%    IFR 0.6%    1YR 32    5YR 479    Max Repair 160 MSP
Intended Deployment Time: 4 months    Spare Berths 0

Hanson Dynamics 228 EP Ion Drive (1)    Power 228    Fuel Use 49.26%    Signature 228    Exp 9%
Fuel Capacity 300 000 Liters    Range 21.9 billion km   (111 days at full power)
Bradley-Hill Alpha R300/168 Shields (1)   Total Fuel Cost  7 Liters per hour  (168 per day)

Single 12k/1 Turret -  Bradley-Hill 12cm C4 Near Ultraviolet Laser (2)    Range 120 000km     TS: 12000 km/s     Power 4-4     RM 3    ROF 5        4 4 4 3 2 2 2 2 1 1
Bradley-Hill Fire Control S08 64-12000 (2)    Max Range: 128 000 km   TS: 12000 km/s     92 84 77 69 61 53 45 38 30 22
Bradley-Hill 4.2MW Stellarator Fusion Reactor Technology (2)     Total Power Output 8.4    Armor 1    Exp 5%

Bradley-Hill Active Search Sensor MR96-R100 (1)     GPS 16000     Range 96m km    Resolution 100
Bradley-Hill Active Search Sensor MR3-R1 (1)     GPS 64     Range 3.84m km    MCR 418.2k km    Resolution 1
Robinson-West Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Robinson-West EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Military Vessel for maintenance purposes


One of the affected ship designs:
Off-Topic: show
(M) Laser Frigate Mk. 1 class Frigate    5 000 tons     189 Crew     844 BP      TCS 100  TH 228  EM 30
2280 km/s     Armor 4-26     Shields 1-300     Sensors 6/6/0/0     Damage Control Rating 24     PPV 11.86
Maint Life 4.65 Years     MSP 423    AFR 49%    IFR 0.6%    1YR 32    5YR 479    Max Repair 160 MSP
Intended Deployment Time: 4 months    Spare Berths -1

Hanson Dynamics 228 EP Ion Drive (1)    Power 228    Fuel Use 49.2603%    Signature 228    Exp 9%
Fuel Capacity 300 000 Liters    Range 21.9 billion km   (111 days at full power)
Bradley-Hill Alpha R300/168 Shields (1)   Total Fuel Cost  7 Liters per hour  (168 per day)

Single 12k/1 Turret -  Bradley-Hill 12cm C4 Near Ultraviolet Laser (2)    Range 120 000km     TS: 12000 km/s     Power 4-4     RM 3    ROF 5        4 4 4 3 2 2 2 2 1 1
Bradley-Hill Fire Control S08 64-12000 (2)    Max Range: 128 000 km   TS: 12000 km/s     92 84 77 69 61 53 45 38 30 22
Bradley-Hill 4.2MW Stellarator Fusion Reactor Technology (2)     Total Power Output 8.4    Armor 1    Exp 5%
Bradley-Hill Active Search Sensor MR96-R100 (1)     GPS 16000     Range 96m km    Resolution 100
Bradley-Hill Active Search Sensor MR3-R1 (1)     GPS 64     Range 3.84m km    MCR 418.2k km    Resolution 1
Robinson-West Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Robinson-West EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This ship is classed as a Military Vessel for maintenance purposes


Database is attached (I moved the affected ships to their own fleet before thinking to back up the save, they were the three with the least time deployed before the overhaul of "Battle Training Group", the rest of which is still overhauling)

This was on version 173.
"Ship Design Display" still shows -1 berths after upgrade to 174.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 28, 2021, 10:43:07 AM
The "Available Colony Analysis" screen ("Potential Colonies" button) only shows bodies in my home system. I have inhabited colonies in 3 systems and I have surveyed planets with 2.0 habitability in 8 different systems, but that view only shows me systems in Sol. The database I uploaded in my previous post has this bug as well.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 28, 2021, 02:03:07 PM
You can "prototype" a species doing so seems to instantly research it for free. Also, there is no way I can find to delete a species, rename a species, or mark a species as obsolete, I would expect to do the rename or obsolete from the Technology Report (View Technology button) but it does not list "species" or "new species" in its categories.

A "Human #2" I prototyped (thus hitting this bug) and could not figure out how to research, as well as a "Human #2" I actually did research are selectable on the "Environment & GMC" tab with the attached database.

Tested and still an issue on version 174
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on September 28, 2021, 02:11:16 PM
Oh, and I cannot find any reference to this, so I guess it is a bug in light of "all the features including AI are in place now" being part of the official description:

The "Auto Fire" button on the Combat Overview Window pops a "Not yet implemented" modal dialog. See attached.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on September 28, 2021, 03:41:26 PM
Easiest way for me to investigate this is to just have a copy of the save file to try it out.  I'll be repairing one of my own fleets soon though, so I may run into an issue myself.

The post you quoted has the save attached as well a screenshot to show which shipyard and ship.

Fixed for the next version, sorry about that


New issue: A ship design with 0 spare berths became -1 after an overhaul and gave me a "crew morale falling" message. However that message only fired once per ship (at lest has not fired again after a couple 5 day ticks). Nor has morale dropped below 100% in 10 days.

Class design:
Off-Topic: show
(M) Laser Frigate Mk. 1 class Frigate    5 000 tons     189 Crew     843.5 BP      TCS 100  TH 228  EM 30
2280 km/s     Armor 4-26     Shields 1-300     Sensors 6/6/0/0     Damage Control Rating 24     PPV 11.86
Maint Life 4.65 Years     MSP 423    AFR 49%    IFR 0.6%    1YR 32    5YR 479    Max Repair 160 MSP
Intended Deployment Time: 4 months    Spare Berths 0

Hanson Dynamics 228 EP Ion Drive (1)    Power 228    Fuel Use 49.26%    Signature 228    Exp 9%
Fuel Capacity 300 000 Liters    Range 21.9 billion km   (111 days at full power)
Bradley-Hill Alpha R300/168 Shields (1)   Total Fuel Cost  7 Liters per hour  (168 per day)

Single 12k/1 Turret -  Bradley-Hill 12cm C4 Near Ultraviolet Laser (2)    Range 120 000km     TS: 12000 km/s     Power 4-4     RM 3    ROF 5        4 4 4 3 2 2 2 2 1 1
Bradley-Hill Fire Control S08 64-12000 (2)    Max Range: 128 000 km   TS: 12000 km/s     92 84 77 69 61 53 45 38 30 22
Bradley-Hill 4.2MW Stellarator Fusion Reactor Technology (2)     Total Power Output 8.4    Armor 1    Exp 5%

Bradley-Hill Active Search Sensor MR96-R100 (1)     GPS 16000     Range 96m km    Resolution 100
Bradley-Hill Active Search Sensor MR3-R1 (1)     GPS 64     Range 3.84m km    MCR 418.2k km    Resolution 1
Robinson-West Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Robinson-West EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Military Vessel for maintenance purposes


One of the affected ship designs:
Off-Topic: show
(M) Laser Frigate Mk. 1 class Frigate    5 000 tons     189 Crew     844 BP      TCS 100  TH 228  EM 30
2280 km/s     Armor 4-26     Shields 1-300     Sensors 6/6/0/0     Damage Control Rating 24     PPV 11.86
Maint Life 4.65 Years     MSP 423    AFR 49%    IFR 0.6%    1YR 32    5YR 479    Max Repair 160 MSP
Intended Deployment Time: 4 months    Spare Berths -1

Hanson Dynamics 228 EP Ion Drive (1)    Power 228    Fuel Use 49.2603%    Signature 228    Exp 9%
Fuel Capacity 300 000 Liters    Range 21.9 billion km   (111 days at full power)
Bradley-Hill Alpha R300/168 Shields (1)   Total Fuel Cost  7 Liters per hour  (168 per day)

Single 12k/1 Turret -  Bradley-Hill 12cm C4 Near Ultraviolet Laser (2)    Range 120 000km     TS: 12000 km/s     Power 4-4     RM 3    ROF 5        4 4 4 3 2 2 2 2 1 1
Bradley-Hill Fire Control S08 64-12000 (2)    Max Range: 128 000 km   TS: 12000 km/s     92 84 77 69 61 53 45 38 30 22
Bradley-Hill 4.2MW Stellarator Fusion Reactor Technology (2)     Total Power Output 8.4    Armor 1    Exp 5%
Bradley-Hill Active Search Sensor MR96-R100 (1)     GPS 16000     Range 96m km    Resolution 100
Bradley-Hill Active Search Sensor MR3-R1 (1)     GPS 64     Range 3.84m km    MCR 418.2k km    Resolution 1
Robinson-West Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Robinson-West EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This ship is classed as a Military Vessel for maintenance purposes


Database is attached (I moved the affected ships to their own fleet before thinking to back up the save, they were the three with the least time deployed before the overhaul of "Battle Training Group", the rest of which is still overhauling)

This was on version 173.
"Ship Design Display" still shows -1 berths after upgrade to 174.

Fixed for the next version.  Warning, this class design is going to show -1 spare berths in the next version.  I originally figured I'd give a little wiggle room for crew quarters hull size requirements so a requirement of 6.0004 would round down to 6, but I had forgotten about the Crew Morale phase.  Things start to get messy if I try adding this wiggle room to the Morale phase as well, so I have to get rid of it. 

Edit: I fixed the auto-fill of crew quarters on the Class Design window to reflect this as well.  So your design will change to this:

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

Interestingly enough, this only changes the Exact Class Size from 99.66 to 99.76, so the design remains at 5000 tons

The "Available Colony Analysis" screen ("Potential Colonies" button) only shows bodies in my home system. I have inhabited colonies in 3 systems and I have surveyed planets with 2.0 habitability in 8 different systems, but that view only shows me systems in Sol. The database I uploaded in my previous post has this bug as well.

Fixed for next version


You can "prototype" a species doing so seems to instantly research it for free. Also, there is no way I can find to delete a species, rename a species, or mark a species as obsolete, I would expect to do the rename or obsolete from the Technology Report (View Technology button) but it does not list "species" or "new species" in its categories.

A "Human #2" I prototyped (thus hitting this bug) and could not figure out how to research, as well as a "Human #2" I actually did research are selectable on the "Environment & GMC" tab with the attached database.

Tested and still an issue on version 174

Fixed for next version (it will no longer be possible to prototype a species)

You're right, there's no way to delete a species unfortunately. The best you can do is just not use it. 


Oh, and I cannot find any reference to this, so I guess it is a bug in light of "all the features including AI are in place now" being part of the official description:

The "Auto Fire" button on the Combat Overview Window pops a "Not yet implemented" modal dialog. See attached.

Auto Fire is coming Soon(TM).  Basically when I run into a situation where I need it myself, so I have a good testing scenario.  Almost had such a situation but wound up doing things manually, with some help from the Same Loc button.

The next version should be within 24 hours.  I made some modifications to civ shipping that I want to field test a bit more.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on October 01, 2021, 07:05:53 PM
Multiple colonies on a body all get full bonuses from orbital mines, effectively duplicating them (see Neujmin in the attached database). The same is true for orbital transforming modules if both colonies have terraforming configured, you can even add multiple gasses at the same time this way (see Luna in the attached database).
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 02, 2021, 08:58:11 AM
V175: The "Modify Shipyard" dialog-overlay that can be activated by the "SM SY Mod" button doesn't disappear when you switch off the SpaceMaster mode.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: alex_brunius on October 03, 2021, 02:46:10 AM
Orbit compairson of "Pluto" appears to show the same distance as 10x Pluto

(https://i.imgur.com/hVj4DoD.png)
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 03, 2021, 03:21:17 AM
V175: In the technology report I can't rename missiles. The dialog pops up but the changed name doesn't seem to be saved.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: nuclearslurpee on October 03, 2021, 09:38:51 AM
V175: In the technology report I can't rename missiles. The dialog pops up but the changed name doesn't seem to be saved.

I've recently downloaded Quasar to play around with, and can confirm the same issue.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 04, 2021, 03:09:49 PM
V175: Don't know what happened to this dialog screen... lots of options missing...

(https://i.ibb.co/MkXXZ95/Unbenannt-1.jpg) (https://ibb.co/0ywwmQV)
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Zenoth on October 05, 2021, 01:28:56 AM
Hi Kyle, first of all, thanks for Quasar 4X, it's great.  And it also allows me to perfectly play Aurora VB6 on my 1366X768 monitor with the option you added: "Shrink to fit. . . " (I wish there was such an option in Aurora C #. . . ).  The only problem I'm having with Quasar 4X is in the Class Design window, when I want to choose the different options in the "Hull" tab, I can only scroll down to a certain point, (just before the hulls called with the letter "T").  I realized this by wanting to create a Troop Transport ship and a Tug and could not select them.  Is there any way to fix this? If so, I would really appreciate it.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on October 05, 2021, 01:07:03 PM
V175: Don't know what happened to this dialog screen... lots of options missing...

He is probably going to need a database to debug that. I cannot reproduce. The attached screenshot is also V175.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on October 06, 2021, 12:08:27 PM
Multiple colonies on a body all get full bonuses from orbital mines, effectively duplicating them (see Neujmin in the attached database). The same is true for orbital transforming modules if both colonies have terraforming configured, you can even add multiple gasses at the same time this way (see Luna in the attached database).

Fixed for the next version.  Note: VB6 uses a ship's assigned population to determine which population on the body it's benefitting.  That requires you to move a ship to a body if you want this assignment to be done automatically.  Joining another fleet orbiting the body will not work, you have to set the ship's assigned population manually on the Ships window.

Q4X wasn't using the ship's Assigned Population.  If a ship is in the same position as a body, it's benefiting the population at the body.  So (e.g.) an orbital miner can join another fleet without manually assigning the population afterwards.  Obviously this is a problem if multiple pops of the same race are on the body.  I thought I dealt with that problem already but I guess I didn't.

So now, it's going to revert to VB6's way of doing things, using the ship's Assigned Population and requiring a move order directly to the body itself if you want it assigned automatically IF there are multiple populations of the same race present.  If there are NOT multiples, then it will behave as in earlier quasar versions: assigning a population isn't necessary and any ship of the population's race in the same location will benefit that population. 
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on October 06, 2021, 01:26:27 PM
V175: The "Modify Shipyard" dialog-overlay that can be activated by the "SM SY Mod" button doesn't disappear when you switch off the SpaceMaster mode.

Fixed for next version


Orbit compairson of "Pluto" appears to show the same distance as 10x Pluto

Fixed for next version


V175: In the technology report I can't rename missiles. The dialog pops up but the changed name doesn't seem to be saved.

Fixed for next version


V175: Don't know what happened to this dialog screen... lots of options missing...

He is probably going to need a database to debug that. I cannot reproduce. The attached screenshot is also V175.

I can't reproduce this.  Is this still happening after a game restart?  If so, do the galactic map graphics (circles etc) look ok?


Hi Kyle, first of all, thanks for Quasar 4X, it's great.  And it also allows me to perfectly play Aurora VB6 on my 1366X768 monitor with the option you added: "Shrink to fit. . . " (I wish there was such an option in Aurora C #. . . ).  The only problem I'm having with Quasar 4X is in the Class Design window, when I want to choose the different options in the "Hull" tab, I can only scroll down to a certain point, (just before the hulls called with the letter "T").  I realized this by wanting to create a Troop Transport ship and a Tug and could not select them.  Is there any way to fix this? If so, I would really appreciate it.

Thanks!  I can't reproduce this, but it sounds like the bottom of your game window may be clipped off screen.  Try this:  Miscellaneous > Toggle Full Screen.   If full screen doesnt fix it, turn full screen back OFF so you're in windowed mode, then go to Quasar4x > Settings > Remember window sizes and positions > Save.  Manually adjust the screen height until you can see the bottom edge of the screen. The bottom edge of the screen will move in realtime as you adjust the value for height.  Then check the hull menu again.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 06, 2021, 01:59:06 PM
V175: Don't know what happened to this dialog screen... lots of options missing...
I can't reproduce this.  Is this still happening after a game restart?  If so, do the galactic map graphics (circles etc) look ok?
Yes, still happening. DB attached.

https://drive.google.com/file/d/14BXilNaAIy_KvZWkHFYTJjERXvH_9Xbu/view?usp=sharing
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: MinuteMan on October 06, 2021, 02:32:55 PM
Don't know if the following is an actual bug or WAI.

* You cannot transport a spaceport?
* Also could you add something that will auto-assign new research labs? Something like in aurora c#?


Btw, Quasar4x is awesome.
I love that it just works on linux.
Thanks for doing this!
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on October 06, 2021, 02:34:42 PM
V175: Don't know what happened to this dialog screen... lots of options missing...
I can't reproduce this.  Is this still happening after a game restart?  If so, do the galactic map graphics (circles etc) look ok?
Yes, still happening. DB attached.

https://drive.google.com/file/d/14BXilNaAIy_KvZWkHFYTJjERXvH_9Xbu/view?usp=sharing

I still can't reproduce this :(   If you don't mind trying some things to figure out this bug, could you try creating a new game and see if it's the same in that game?   Can you tell me exactly what UI elements you're clicking on and/or what keys you're pressing from the moment you run the program to reproduce this, using the file you uploaded? 
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on October 06, 2021, 02:37:14 PM

* You cannot transport a spaceport?
* Also could you add something that will auto-assign new research labs? Something like in aurora c#?


Correct, as in VB6 you can't transport spaceports and a couple other installation types as well

I do plan to add a way to have a particular research project be the default project that newly constructed research labs are assigned to.  No ETA on this feature though.

Thanks!

Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 07, 2021, 09:31:40 AM
I still can't reproduce this :(   If you don't mind trying some things to figure out this bug, could you try creating a new game and see if it's the same in that game?   Can you tell me exactly what UI elements you're clicking on and/or what keys you're pressing from the moment you run the program to reproduce this, using the file you uploaded?
I started a game from scratch as well as starting that active game and in both cases, it works. So it must be something that happens because of gameplay. I'll try to narrow it down.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 07, 2021, 10:24:13 AM
V176: I can't move systems around in the galactic map. When I have moved a system and want to move the next, the former is reset to its former position.

Edit: Isn't reproduceable. Maybe the same source error as the other thing... strange, strange...
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 07, 2021, 02:55:09 PM
V176: With the following savegame it directly occurs when you open the galactic map and switch the view to map display options. The game takes some seconds and then only displays a limited amount of options.

https://drive.google.com/file/d/14BXilNaAIy_KvZWkHFYTJjERXvH_9Xbu/view?usp=sharing
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: alex_brunius on October 07, 2021, 03:02:02 PM
Looks like "Mineral text" is bugged and wont update after swapping system through the system map:

https://imgur.com/Uq910s1
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on October 07, 2021, 04:25:17 PM
I still can't reproduce this :(   If you don't mind trying some things to figure out this bug, could you try creating a new game and see if it's the same in that game?   Can you tell me exactly what UI elements you're clicking on and/or what keys you're pressing from the moment you run the program to reproduce this, using the file you uploaded?
I started a game from scratch as well as starting that active game and in both cases, it works. So it must be something that happens because of gameplay. I'll try to narrow it down.

Awesome! Found the bug and fixed it, thanks for the save file.  (Some of the checkboxes and the rest of the map were recursively refreshing each other)



V176: I can't move systems around in the galactic map. When I have moved a system and want to move the next, the former is reset to its former position.

Edit: Isn't reproduceable. Maybe the same source error as the other thing... strange, strange...

This will only happen when you're displaying distances to displayed system.  You'll have to either hide the distances while you reposition things, or re-save positions after moving each system.


Looks like "Mineral text" is bugged and wont update after swapping system through the system map:

https://imgur.com/Uq910s1

Fixed.  I still had Mr. Maekler's file loaded while I was checking this out and fixed another bug where duplicate rows were being displayed in this tab as well :)

--

Fixes are in version 177 which is now live.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: trabber Shir on October 07, 2021, 05:49:35 PM
Pops that have orbital miners in orbit but not assigned to them display wrong in the populated systems list on the economics window in V177. Specifically, they get categorized under "Automated Mining Colonies" and show the number of miners in orbit as part of their name ("Neujmin - Human - TR+3: 100x Orb Mines").
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: alex_brunius on October 08, 2021, 03:27:07 PM
Looks like "Mineral text" is bugged and wont update after swapping system through the system map:

https://imgur.com/Uq910s1

Fixed.  I still had Mr. Maekler's file loaded while I was checking this out and fixed another bug where duplicate rows were being displayed in this tab as well :)

Nice work! I saw the duplicates as well but didn't have time to report it before it was fixed, so can confirm that was a bug.

Another duplicate seems to be present somewhere in system generation naming or in the systems view:

https://i.imgur.com/UkOQASo.png
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: shepard1707 on October 08, 2021, 04:20:37 PM
For some unknowable reason I find that the game is not letting me interact with it.  The system map window won't let me zoom or pan the view.  Time also does not seem to progress when I hit the time control buttons.  I thought it might be a problem with the save game, but I can't seem to pull up a new one, either, it simply does not progress to the next window when I hit 'create game'.  Nor does it allow me to delete the game.  I'm really rather quite boggled by it.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: alex_brunius on October 09, 2021, 02:36:58 PM
Is anyone else encountering issues with nothing happening when giving orders to repair ships to shipyards? ( No error, but also no ship repair task appearing ).
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 09, 2021, 02:46:06 PM
V176: It looks like that the number of free research labs is checked before parts of the labs are transported away by civilians. So even if already half of a lab is packed and in flight the research tab still says that it has one free unused lab and sends a warning.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on October 09, 2021, 05:24:48 PM
Pops that have orbital miners in orbit but not assigned to them display wrong in the populated systems list on the economics window in V177. Specifically, they get categorized under "Automated Mining Colonies" and show the number of miners in orbit as part of their name ("Neujmin - Human - TR+3: 100x Orb Mines").

Added to "to-do" list for next version :)


Another duplicate seems to be present somewhere in system generation naming or in the systems view:

https://i.imgur.com/UkOQASo.png

Can you mouse over the names of those moons to see the full name?  I bet those are moons 10-19 and 20-29 and just getting clipped.


For some unknowable reason I find that the game is not letting me interact with it.  The system map window won't let me zoom or pan the view.  Time also does not seem to progress when I hit the time control buttons.  I thought it might be a problem with the save game, but I can't seem to pull up a new one, either, it simply does not progress to the next window when I hit 'create game'.  Nor does it allow me to delete the game.  I'm really rather quite boggled by it.

It sounds like the game is unable to write to the save file.  Can you please try deleting it then starting the game again?  On windows it's located at %appdata%/Godot/app_userdata/Quasar4x/quasar4x.sqlite


V176: It looks like that the number of free research labs is checked before parts of the labs are transported away by civilians. So even if already half of a lab is packed and in flight the research tab still says that it has one free unused lab and sends a warning.

Yes, it's a workflow I need to improve.  I've been turning off the interrupt for Inactive Labs (events window > manage interrupts) and disabling the warning popup (quasar4x > settings) when moving research labs around. 

Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 10, 2021, 04:05:17 AM
V176: Messages in cycled moves seem to get lost after saving a game. The fleet "zzz_FH Jupiter TK(c)" should just have sent a message to the log, but there is none. I know it worked previously, but I don't remember receiving that message after I restarted the game.

https://drive.google.com/file/d/14BXilNaAIy_KvZWkHFYTJjERXvH_9Xbu/view?usp=sharing

PS-QoL: if we could edit a message, that would be awesome  ;D
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: shepard1707 on October 10, 2021, 04:12:29 AM
Quote from: Kyle link=topic=12665. msg155904#msg155904 date=1633818288


Quote from: shepard1707 link=topic=12665. msg155878#msg155878 date=1633728037
For some unknowable reason I find that the game is not letting me interact with it.   The system map window won't let me zoom or pan the view.   Time also does not seem to progress when I hit the time control buttons.   I thought it might be a problem with the save game, but I can't seem to pull up a new one, either, it simply does not progress to the next window when I hit 'create game'.   Nor does it allow me to delete the game.   I'm really rather quite boggled by it. 

It sounds like the game is unable to write to the save file.   Can you please try deleting it then starting the game again?  On windows it's located at %appdata%/Godot/app_userdata/Quasar4x/quasar4x. sqlite


That did the trick, thank you.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: alex_brunius on October 10, 2021, 10:35:43 AM
Can you mouse over the names of those moons to see the full name?  I bet those are moons 10-19 and 20-29 and just getting clipped.

You are of course correct, thanks. I now feel stupid  ;D  Or perhaps also a bit lazy in assuming all UIs should be using the standard "lorem ipsu..." nomenclature of 3 dots whenever the full name can't fit  ::)


Unrelated I found something else that seemed odd. A NPR that spawned on a methane world with an atmosphere of 79% methane, 16% Nitrogen and 5% Ammonia seemed very weak, and apparently they suffered 2.0 colony cost on their homeworld leading to only 9 million surviving ( of the approximately 400 million starting pop based on my starting pop and 100% difficulty ).


Based on their tolerance and homeworld 79% of 0.182 pressure seems to match 0.144 Ideal Methane Content, so perhaps the Ammonia being the Dangerous Gas might be the culprit here.

https://i.imgur.com/MPWQS2w.png
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 11, 2021, 01:50:34 PM
V176: Cannot pin it 100%, but it looks like that some data gets lost when you transfer a research facility to another planet and the installation is half here and half sere, then leave the game and continue later. After continuation, the parts not underway are still in the civilian contracts view as supply and demand, but when you look with SM into the planet values, there are no partial numbers. Can't reproduce it every time, but someplace in that area something fishy is going on... .
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on October 13, 2021, 06:33:27 AM
Pops that have orbital miners in orbit but not assigned to them display wrong in the populated systems list on the economics window in V177. Specifically, they get categorized under "Automated Mining Colonies" and show the number of miners in orbit as part of their name ("Neujmin - Human - TR+3: 100x Orb Mines").

Fixed in v178


Is anyone else encountering issues with nothing happening when giving orders to repair ships to shipyards? ( No error, but also no ship repair task appearing ).

Fixed in v178


V176: Messages in cycled moves seem to get lost after saving a game. The fleet "zzz_FH Jupiter TK(c)" should just have sent a message to the log, but there is none. I know it worked previously, but I don't remember receiving that message after I restarted the game.

https://drive.google.com/file/d/14BXilNaAIy_KvZWkHFYTJjERXvH_9Xbu/view?usp=sharing

PS-QoL: if we could edit a message, that would be awesome  ;D

Fixed in v178  (agreed on QoL, may add at some point)


Can you mouse over the names of those moons to see the full name?  I bet those are moons 10-19 and 20-29 and just getting clipped.

You are of course correct, thanks. I now feel stupid  ;D  Or perhaps also a bit lazy in assuming all UIs should be using the standard "lorem ipsu..." nomenclature of 3 dots whenever the full name can't fit  ::)


Unrelated I found something else that seemed odd. A NPR that spawned on a methane world with an atmosphere of 79% methane, 16% Nitrogen and 5% Ammonia seemed very weak, and apparently they suffered 2.0 colony cost on their homeworld leading to only 9 million surviving ( of the approximately 400 million starting pop based on my starting pop and 100% difficulty ).


Based on their tolerance and homeworld 79% of 0.182 pressure seems to match 0.144 Ideal Methane Content, so perhaps the Ammonia being the Dangerous Gas might be the culprit here.

https://i.imgur.com/MPWQS2w.png

Fixed in v178.  Good find on the dangerous gas being the culprit for a mysteriously weak NPR!  The query for dangerous gasses in this routine was checking whether "Gases.Dangerous = 1" in the db when it should have checked for "Gases.Dangerous > 0".


V176: Cannot pin it 100%, but it looks like that some data gets lost when you transfer a research facility to another planet and the installation is half here and half sere, then leave the game and continue later. After continuation, the parts not underway are still in the civilian contracts view as supply and demand, but when you look with SM into the planet values, there are no partial numbers. Can't reproduce it every time, but someplace in that area something fishy is going on... .

I can't think what this could be.  The only clue I can give is that nothing is stored in memory such that an unexpected close of the program would cause data to get lost.  You can even abort the program while a long turn is processing without corrupting the database or leaving it in a "halfway" state. 

There is a possibility that you do an action in the UI that doesn't auto refresh the information you see in a different area of the UI (which would be a bug I should fix).  So when you restart the game, you are effectively just refreshing the data you see.  In which case, you don't need to restart the program to try reproducing the bug, you can just click Refresh All on the F3 window.  Let me know if you find anything!

--

Version 178 is available now.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 13, 2021, 12:12:11 PM
V178: System Generation and Display - When you select "Minerals" so only bodies with minerals are shown, it doesn't matter what option you select for moons - they are never shown - even if they have minerals on them.

Send messages by a cycled fleet seem to reset the current speed back to maximum.

Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 14, 2021, 09:43:56 AM
V178: When a planet has no population and you gain research facilities by exploring a ruin, the warning message that there are unused research facilities keeps being given even if you have disabled research facilities in the civilian tab.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 14, 2021, 03:44:51 PM
V178: Disassembling an alien tech gains you research points - but only on the planet you disassemble them on. I think that is a leftover from VB6 which handled that in the same way. Steve changed that for C# Aurora - I think it makes more sense if those values are globally available as in C#... .
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 15, 2021, 06:22:29 AM
V178: When a fleet transits into another system AND is set to a slower than maximum fleet, the speed is reset to maximum.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 15, 2021, 03:48:14 PM
V178: When you already have a move command in a fleet to jump between two LPs and you next want to move to a waypoint the automation adds another jump command between the LPs if the fleet is still on the far side of the LPs.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 16, 2021, 08:39:37 AM
V178: In the "Individual Unit Display" there are some 000 missing in the fuel display of the population (see red lines)

(https://i.ibb.co/jbcGyx9/Unbenannt-1.png) (https://ibb.co/CmkvbXp)
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: alex_brunius on October 16, 2021, 05:36:43 PM
Based on what I can see using the "Unload Ordnance to Colony" Action on a Carrier fleet with both Carriers and Fighters loaded with missiles their ordnance seems to simply vanish into thin air.

This was tested on a colony both with and without Missiles in the stockpile and in both cases they never arrive at the colony. Missiles were in a missile series.

In one test using a combination of load/unload actions also managed to vaporize a stockpile of thousands of missiles from the colony itself ( despite there not even being room for that many missiles on the fleet ).

I normally use these actions to upgrade missiles to a new model for the whole TG, so them not working properly is a small inconvenience for Carrier Ops ::)
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on October 17, 2021, 08:54:07 AM
V178: When plotting a course with tankers into another system, if that other system has Lagrance points the calculation routine does not add the LPs automatically. If you do the same when the ship is already in system, it works.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: alex_brunius on October 19, 2021, 04:26:57 PM
It looks like Point Defense won't fire unless the sensors were able to detect the missiles in a previous time increment before they intercept their target.

Not sure if this was the case in VB6 Aurora, perhaps it was, but it's still quite annoying when it happens due to advancing time and getting your ships blown up despite having overwhelming PD firepower.

When I reversed course with the fleet and stepped 5 second increments they were able to spot the incoming missiles and kill them when their speed / distance combination were able to detect them in the previous 5 second increment.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Droll on October 19, 2021, 08:09:07 PM
It looks like Point Defense won't fire unless the sensors were able to detect the missiles in a previous time increment before they intercept their target.

Not sure if this was the case in VB6 Aurora, perhaps it was, but it's still quite annoying when it happens due to advancing time and getting your ships blown up despite having overwhelming PD firepower.

When I reversed course with the fleet and stepped 5 second increments they were able to spot the incoming missiles and kill them when their speed / distance combination were able to detect them in the previous 5 second increment.

I think this was in VB6 and was one of the bugs/features that C# fixed. I would say that this should probably be fixed in quasar as well.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: nuclearslurpee on October 19, 2021, 08:19:01 PM
It looks like Point Defense won't fire unless the sensors were able to detect the missiles in a previous time increment before they intercept their target.

Not sure if this was the case in VB6 Aurora, perhaps it was, but it's still quite annoying when it happens due to advancing time and getting your ships blown up despite having overwhelming PD firepower.

When I reversed course with the fleet and stepped 5 second increments they were able to spot the incoming missiles and kill them when their speed / distance combination were able to detect them in the previous 5 second increment.

I think this was in VB6 and was one of the bugs/features that C# fixed. I would say that this should probably be fixed in quasar as well.

Isn't this the same bug/behavior that allowed people to make "torpedoes", i.e., missiles meant to close a short range in <5 seconds so they wouldn't trigger PD fire? If so, maybe it should be considered a "feature" since I think for some the torpedoes were part of the endearing VB6 flavor.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: alex_brunius on October 20, 2021, 08:25:03 AM
I'm not certain that is the same issue as in the case with torpedoes the missiles are not possible to detect at all the previous increment ( as they weren't even launched which is 100% predictable ), and in my case detection depends on how close they randomly happen to end up in their movement the increment before impact ( within or outside of sensors detection range ) which feels like a pretty strange and unpredictable behavior.



Unrelated to above I ran into some more bugs with Carrier ops:
- Seems like automatic Hangar reloads did reload the launchers, but did not transfer the actual ordnance from the Carrier Mothership to the Fighter. ( Edit: This one I might be remembering wrong though, was a few years since I played VB6 Aurora with Carriers and reloading with the button in TG UI does seem to work to transfer the missiles ).
- When launching a Fighter Squadron from F7 it's not converted into a separate fleet.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on October 27, 2021, 08:12:54 AM
V178: System Generation and Display - When you select "Minerals" so only bodies with minerals are shown, it doesn't matter what option you select for moons - they are never shown - even if they have minerals on them.

Fixed in v179 which is available now


Send messages by a cycled fleet seem to reset the current speed back to maximum.

Couldn't reproduce, but I think this may have actually happened when the fleet switched systems, see below


V178: When a fleet transits into another system AND is set to a slower than maximum fleet, the speed is reset to maximum.

Fixed in v179   (did not verify the fix is working correctly)


V178: When a planet has no population and you gain research facilities by exploring a ruin, the warning message that there are unused research facilities keeps being given even if you have disabled research facilities in the civilian tab.

Fixed in v179  (did not verify the fix is working correctly)


V178: Disassembling an alien tech gains you research points - but only on the planet you disassemble them on. I think that is a leftover from VB6 which handled that in the same way. Steve changed that for C# Aurora - I think it makes more sense if those values are globally available as in C#... .

I don't currently have any plans to change this functionality.  Components can be transported to the population you desire prior to disassembling them.


V178: When you already have a move command in a fleet to jump between two LPs and you next want to move to a waypoint the automation adds another jump command between the LPs if the fleet is still on the far side of the LPs.
 

Fixed in v179


V178: In the "Individual Unit Display" there are some 000 missing in the fuel display of the population

Fixed in v179


V178: When plotting a course with tankers into another system, if that other system has Lagrange points the calculation routine does not add the LPs automatically. If you do the same when the ship is already in system, it works.

This is intentional.  There is currently no logic in place to calculate where the Lagrange Points and the destination will be in the future when the fleet finally reaches that system and whether an LP jump is still beneficial at that point in time.


Based on what I can see using the "Unload Ordnance to Colony" Action on a Carrier fleet with both Carriers and Fighters loaded with missiles their ordnance seems to simply vanish into thin air.

This was tested on a colony both with and without Missiles in the stockpile and in both cases they never arrive at the colony. Missiles were in a missile series.

In one test using a combination of load/unload actions also managed to vaporize a stockpile of thousands of missiles from the colony itself ( despite there not even being room for that many missiles on the fleet ).

I normally use these actions to upgrade missiles to a new model for the whole TG, so them not working properly is a small inconvenience for Carrier Ops ::)


This sounds like a critical bug that needs to be fixed ASAP.  Unfortunately, 98% of the time it takes to fix these types of bugs is spent setting up a scenario that reproduces the bug.  The scenario is necessary to trace the code and find where the bug is occurring, and also to verify that the fix works and nothing new was broken afterwards.  My time is limited these days so I don't have time to set this up right now... would you be willing to post your save file where you did your own testing or create a new save file I can work on?  It'd be super appreciated.



It looks like Point Defense won't fire unless the sensors were able to detect the missiles in a previous time increment before they intercept their target.

Not sure if this was the case in VB6 Aurora, perhaps it was...

The database structure and the rules for sequence of play make it hard to do it any other way, unfortunately.


but it's still quite annoying when it happens due to advancing time and getting your ships blown up despite having overwhelming PD firepower.

When I reversed course with the fleet and stepped 5 second increments they were able to spot the incoming missiles and kill them when their speed / distance combination were able to detect them in the previous 5 second increment.

I'm not certain that is the same issue as in the case with torpedoes the missiles are not possible to detect at all the previous increment ( as they weren't even launched which is 100% predictable ), and in my case detection depends on how close they randomly happen to end up in their movement the increment before impact ( within or outside of sensors detection range ) which feels like a pretty strange and unpredictable behavior.

This is something I'd be able to fix, if I had a copy of the save file you had where this was occurring.  I don't want the player to have to worry about making sure their increments and sub-pulse lengths are short enough to avoid this problem, the game is supposed to automatically shorten them when such a collision is imminent.


- Seems like automatic Hangar reloads did reload the launchers, but did not transfer the actual ordnance from the Carrier Mothership to the Fighter. ( Edit: This one I might be remembering wrong though, was a few years since I played VB6 Aurora with Carriers and reloading with the button in TG UI does seem to work to transfer the missiles ).
- When launching a Fighter Squadron from F7 it's not converted into a separate fleet.

Again, a save file so I can quickly reproduce these issues would be appreciated.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: alex_brunius on October 27, 2021, 09:48:34 AM
For sensors and missiles I guess the easiest solution to enjoy the game is to do as in VB6 and just design sufficiently large Res 1 sensors so no missile can cross them within a 5 second increment.

This sounds like a critical bug that needs to be fixed ASAP.  Unfortunately, 98% of the time it takes to fix these types of bugs is spent setting up a scenario that reproduces the bug.  The scenario is necessary to trace the code and find where the bug is occurring, and also to verify that the fix works and nothing new was broken afterwards.  My time is limited these days so I don't have time to set this up right now... would you be willing to post your save file where you did your own testing or create a new save file I can work on?  It'd be super appreciated.

Apparently I'm not tech savvy enough to set up a save file...
Even if I copy the quasar4x.sqlite DB file to somewhere else inside a .rar file after advancing time ingame I can't manage to rollback gamestate to when I tested to replace the backup DB copy to verify it was working.


I did do some more testing though and I think I found a simple reproduceable part of the bug at least:

- "Unload Ordnance" Command seems to never transfer the missiles back to colony missile stockpile, regardless of if the loaded missiles were of the type assigned to the classes or not. It does work to empty the magazines however meaning the missiles are lost into the void.
- "Load Ordnance" Command strangely enough does transfer the missiles of wrong type that are loaded back to colony missile stockpile and loads the new missiles ( I expected it to not unload any missiles as there is a separate command for that, but I guess only needing one command to change missiles does make things easier, especially if it is working which appears to be the case  ;D ). In VB6 I recall Load not swapping missiles but keeping the old one still loaded so you had to use both commands.


I wasn't able to reproduce the wiping out of entire colony missile stockpile though. All I remember is using both the Unload and Load Ordnance commands at the same time. Actually now that I think back on it... it might just have been me trying the unload -> load combination multiple times as I couldn't get unload to work, and each time it wiped out some of the missiles until all stockpile was gone...


Again, a save file so I can quickly reproduce these issues would be appreciated.

Launching fighters not splitting to separate fleets from F7 should be pretty quick and easy to reproduce. That one I'm 99% certain was working in VB6 and it's also listed as an intended behavior in the tooltip for the Launch Button, but I've never gotten it to work in Quasar4x.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Ektor on October 27, 2021, 10:10:48 PM
The conditional orders aren't really working very well. It seems the game is completely unable to auto-route my survey ships back to my home colony for overhauling. When they reach their condition (50% fuel) they get an order to overhaul, but it completely ignores the actual jump points, and tried to go directly to a colony, this causes an error message, so I go and give it an order to properly transit the jump points, but since the fleet is already at 50% fuel, it keeps adding new overhaul orders to the top of the list every sub-increment, freezing the game to 2 or so hour increments unless I remove their conditional orders and manually send them back, this entirely defeats the purpose of said orders.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: alex_brunius on October 31, 2021, 03:24:54 PM
I encountered some issues getting shields to work.

Equipped a few different ships with "Epsilon Shields" - "Regeneration Rate 3" and neither the button for Shields On in F12(TG window) nor the button to Raise Shields in F8(Battle Control window) resulted in any shield going active or working against incoming damage.

Edit: This might have already been partially fixed. Found this in change log from September 29:th "- Fixed: Ships window, Combat Settings tab: the Activate Sensors/Shields buttons weren't working"
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on November 01, 2021, 03:54:01 AM
I think the game should give you a message log that shields are loading... if not, the function/button does not work.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: alex_brunius on November 01, 2021, 05:36:38 AM
I think the game should give you a message log that shields are loading... if not, the function/button does not work.

I was expecting both log entries and shield strength showing up on TG Screen but saw neither. Now that I try to reproduce it with a few different TGs I'm getting more mixed results than not working at all.

During some time increments shields do regain strength, and during others they don't. No damn clue what determines which behavior to expect but it feels like the game sometimes "forgets" it's supposed to be charging shields ( either right after pressing "Shields on" or even once during a time increment down the line when shields were partially charged ).

"Shields Off" Always seem to work in resetting shields strength back to 0 though.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: alex_brunius on November 11, 2021, 03:11:07 PM
List of PDC Component cargo and Fighters carried ( and possibly more types ) only display the name of the first type, and attribute the correct total to the first loaded:

(https://i.imgur.com/kEciJ52.png)
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Haji on November 21, 2021, 09:34:16 AM
The following bugs have been observed over several days of play. As none of those were crippling I just continued the campaign. As such I don't have specific save files nor have I dived deeper into them. The current version is 179 but it has been updated from 170. I do not remember if 170 was a fresh install or an upgrade of an even earlier version. Playing on linux if that matters.

Damaged fuel tanks do not cause the loss of fuel. I have had a ship with four ultra large fuel tanks and one large for a total of 20 250 000 liters of fuel carried. After receiving damage the vessel lost four ultra large fuel tanks. However the individual units detail screen was still showing over twenty million liters of fuel on the ship. In Aurora if the maximum amount of fuel the ship could carry was smaller than the amount of fuel the ship carried, the additional fuel was lost. In this case the vessel should have had only 250 000 liters of fuel remaining.

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=12665.0;attach=6879;image)

Damaged ships have an incredibly high energy requirement. I believe it is a shield energy requirement bug once again. Repairing only internal systems did not help. Fully repairing the ship in a shipyard have brought energy requirements back to normal. I have confirmed that the shields were not recharging after a ship received damage, but I have not tried to fire energy weapons.

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=12665.0;attach=6885;image)

It would would appear destroyed fire controls can still launch missiles. One of my ships had only one anti-missile fire control remaining but two of his fire controls were firing.

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=12665.0;attach=6883;image)

A side defending against missiles does not receive updates on the number of missiles in a give salvo. Salvo is shown to have the initial number of missiles or is not shown if completely destroyed. Judging by the number of anti-missiles fired it is only a display bug and "under the hood" calculations are being done correctly.

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=12665.0;attach=6881;image)

Civilian mining operations do not come with a mass driver. They did in Aurora.

In Aurora if a tug order 'release tracktored ship" was used on a task group the released ship was automatically added to the task group. In Quasar it always results in the vessel becoming it's own, new task group.

Construction brigades do not work on uninhabited planets. Production rate is above zero but production is not progressing. Adding population (via orbital habitat for example) solves the problem. Production efficiency = 0% may be the problem.

The order "unload ordnance to colony" deletes the ordnance unless the vessel has the "collier" tag.

Launch date on the design screen shows the date a ship was added to its current task force, not the date the ship was actually launched.

Individual unit details – manual reloading from colliers (double click on missiles) isn’t working.

Abandoning ship causes the crew to leave the vessel but the vessel itself remains. Did not try to order it around, I simply used SM mode to cause additional damage and destroy it. I have a save if needed.

If you stop ship construction, the class design> ships in class window will still show the vessel as under construction.

Population is not growing in orbital habitats. I had two colonies with OHs exclusively (no ground population) and the population growth was shown as non-zero (well above five percent in both cases) but there was no population growth as time was progressing.

Thank you for your time.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on December 07, 2021, 11:07:42 PM
Based on what I can see using the "Unload Ordnance to Colony" Action on a Carrier fleet with both Carriers and Fighters loaded with missiles their ordnance seems to simply vanish into thin air.

This was tested on a colony both with and without Missiles in the stockpile and in both cases they never arrive at the colony. Missiles were in a missile series.

In one test using a combination of load/unload actions also managed to vaporize a stockpile of thousands of missiles from the colony itself ( despite there not even being room for that many missiles on the fleet ).

I normally use these actions to upgrade missiles to a new model for the whole TG, so them not working properly is a small inconvenience for Carrier Ops ::)

Fixed


- Seems like automatic Hangar reloads did reload the launchers, but did not transfer the actual ordnance from the Carrier Mothership to the Fighter. ( Edit: This one I might be remembering wrong though, was a few years since I played VB6 Aurora with Carriers and reloading with the button in TG UI does seem to work to transfer the missiles ).

Send me an Aurora VB6 save file with this scenario set up in SM mode if you want me to take a look at this.


- When launching a Fighter Squadron from F7 it's not converted into a separate fleet.

Fixed


The conditional orders aren't really working very well. It seems the game is completely unable to auto-route my survey ships back to my home colony for overhauling. When they reach their condition (50% fuel) they get an order to overhaul, but it completely ignores the actual jump points, and tried to go directly to a colony, this causes an error message, so I go and give it an order to properly transit the jump points, but since the fleet is already at 50% fuel, it keeps adding new overhaul orders to the top of the list every sub-increment, freezing the game to 2 or so hour increments unless I remove their conditional orders and manually send them back, this entirely defeats the purpose of said orders.

Fixed for Overhaul conditional orders.  Let me know if this happens with any other types.


I encountered some issues getting shields to work.

Equipped a few different ships with "Epsilon Shields" - "Regeneration Rate 3" and neither the button for Shields On in F12(TG window) nor the button to Raise Shields in F8(Battle Control window) resulted in any shield going active or working against incoming damage.

Edit: This might have already been partially fixed. Found this in change log from September 29:th "- Fixed: Ships window, Combat Settings tab: the Activate Sensors/Shields buttons weren't working"

Yes, it sounds like the exact issue that was fixed on Sep 29


I think the game should give you a message log that shields are loading... if not, the function/button does not work.

I was expecting both log entries and shield strength showing up on TG Screen but saw neither. Now that I try to reproduce it with a few different TGs I'm getting more mixed results than not working at all.

During some time increments shields do regain strength, and during others they don't. No damn clue what determines which behavior to expect but it feels like the game sometimes "forgets" it's supposed to be charging shields ( either right after pressing "Shields on" or even once during a time increment down the line when shields were partially charged ).

"Shields Off" Always seem to work in resetting shields strength back to 0 though.

In the Combat (F8) window, raising or lowering shields while a fleet was selected wasn't doing anything -- this is now fixed.  I have not been able to reproduce any strangeness in shield recharging.  It seems to be working correctly and reliably.


List of PDC Component cargo and Fighters carried ( and possibly more types ) only display the name of the first type, and attribute the correct total to the first loaded:

Fixed


The following bugs have been observed over several days of play. As none of those were crippling I just continued the campaign. As such I don't have specific save files nor have I dived deeper into them.

It doesn't have to be your live save file.  It would save me just as much time if you set up a scenario that exhibits the bug reported using SM. 

The current version is 179 but it has been updated from 170. I do not remember if 170 was a fresh install or an upgrade of an even earlier version. Playing on linux if that matters.

Damaged fuel tanks do not cause the loss of fuel. I have had a ship with four ultra large fuel tanks and one large for a total of 20 250 000 liters of fuel carried. After receiving damage the vessel lost four ultra large fuel tanks. However the individual units detail screen was still showing over twenty million liters of fuel on the ship. In Aurora if the maximum amount of fuel the ship could carry was smaller than the amount of fuel the ship carried, the additional fuel was lost. In this case the vessel should have had only 250 000 liters of fuel remaining.

Fixed


Damaged ships have an incredibly high energy requirement. I believe it is a shield energy requirement bug once again. Repairing only internal systems did not help. Fully repairing the ship in a shipyard have brought energy requirements back to normal. I have confirmed that the shields were not recharging after a ship received damage, but I have not tried to fire energy weapons.

Fixed.  It was indeed the shields.


It would would appear destroyed fire controls can still launch missiles. One of my ships had only one anti-missile fire control remaining but two of his fire controls were firing.

I was not able to reproduce this, either with regular missile fire and anti-missile PD fire.


A side defending against missiles does not receive updates on the number of missiles in a give salvo. Salvo is shown to have the initial number of missiles or is not shown if completely destroyed. Judging by the number of anti-missiles fired it is only a display bug and "under the hood" calculations are being done correctly.

Fixed


Civilian mining operations do not come with a mass driver. They did in Aurora.

I'm pretty sure they come with Sensors in Aurora, not Mass Drivers.


In Aurora if a tug order 'release tracktored ship" was used on a task group the released ship was automatically added to the task group. In Quasar it always results in the vessel becoming it's own, new task group.

Fixed


Construction brigades do not work on uninhabited planets. Production rate is above zero but production is not progressing. Adding population (via orbital habitat for example) solves the problem. Production efficiency = 0% may be the problem.

Fixed


The order "unload ordnance to colony" deletes the ordnance unless the vessel has the "collier" tag.

Fixed


Launch date on the design screen shows the date a ship was added to its current task force, not the date the ship was actually launched.

Could not reproduce


Individual unit details – manual reloading from colliers (double click on missiles) isn’t working.

Fixed


Abandoning ship causes the crew to leave the vessel but the vessel itself remains. Did not try to order it around, I simply used SM mode to cause additional damage and destroy it. I have a save if needed.

This is intentional to allow for more story possibilities.  Press Destroy Ship afterwards to replicate the original effect of Abandon Ship.


If you stop ship construction, the class design> ships in class window will still show the vessel as under construction.

Could not reproduce.  If by "Stop" you meant "Pause" then yes it will remain on the list.


Population is not growing in orbital habitats. I had two colonies with OHs exclusively (no ground population) and the population growth was shown as non-zero (well above five percent in both cases) but there was no population growth as time was progressing.

Could not reproduce this, OH population grew normally.  Note that, as far as the database is concerned there is no such thing as population "on" an orbital habitat, it still uses the same Population field that ground population does.  OH simply increases the capacity of ground population that requires no infrastructure to operate.  I'm not sure how non-zero growth was showing if there was no ground population.



Version 180 is available now containing the fixes noted above.

Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: xenoscepter on December 07, 2021, 11:20:54 PM
 --- CMCs did indeed come with Mass Drivers in VB6.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Haji on December 08, 2021, 04:16:57 AM
--- CMCs did indeed come with Mass Drivers in VB6.

To be specific, if my memory serves, CMCs came with a single ground combat unit and a tracking station by default and then had mass driver spawned when buying minerals and despawned when minerals were being sold to civilian sector.

Kyle - thank you for your work. In regards to bugs you could not reproduce most of them are not important enough for me to try and hunt them. If I encounter them again I will make a dedicated save/additional notes. The exception are habitats. I will attach a save to this post which has a dedicated save made from fresh 1.80 install where three bugs related to orbital habitats are shown. First, after pressing the thirty day increment the population on Earth has grown but there was no growth on any of the orbital habitats. Second orbital habitats on planets with too high gravity do not work, they are shown as unsuitable (Southampton I colony). This does not happen for habitats orbiting planets with too low gravity (Ceres colony). Third large clusters of habitats have all population going to manufacturing. In Aurora DB habitats had no population in environment but they had the rest spread between civilian sector and manufacturing sector (75% and 25% I believe, once the cap was reached of course). This is shown on Venus colony. Interestingly Mercury doesn't have that problem. It may have to do with newly spawned planetary infrastructure, but that's just conjecture on my part.

Also while I realize this isn't a suggestions topic, if you fix those bugs can you also add an option for orbital habitat colonies to not have population growth/infrastructure spawning on planets? It's very problematic when developing planets like Venus as it makes population go to the planet and have insane requirements for life support/infrastructure.

And now for the new bugs.

Combat Assignments Overview tab - if you have a fire control for energy weapons selected and you use "assign all" option for missiles you can assign missiles to energy weapons. I do not know what happens if you try to use them. I also have no idea how to unassign them. (the one gauss cannon that doesn't have a missile assigned is probably damaged as I used the assign all order on a damaged vessel)

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=12665.0;attach=6920;image)

Task Groups tab - when moving using "show all pops" option Lagrange points are auto included only for the system the task group is currently in. As an example in this screenshot I'm moving a task group from Kleczanow to Katowice and the route is incredibly long because Lagrange points in the Slask system (where Katowice is located) are not automatically included.

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=12665.0;attach=6922;image)

In this screenshot I'm doing the opposite, moving task group from Katowice to Kleczanow. Lagrange points in the Slask system are automatically included and the route has normal length.

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=12665.0;attach=6924;image)

Technology report tab - in the missiles sub tab there is 'missiles in service" column. In Aurora DB it showed all the missiles (storage, ships, PDCs). In quasar it seems to be counting only the missiles that are on the ships and PDCs.

Energy weapons set to final defensive fire do not intercept missiles targeting the planet said energy weapons are orbiting. In Aurora DB they did (to be specific final defensive fire protected everything in the same spot as the weapon, irrespective of whether or not it was part of the task group). (This is 1.79 bug, did not try it again in 1.80 version)

It is possible to put missile launchers designed for PDCs (twice the reload rate) on ships.

Combat Assignments Overview tab -  the clear fleet button clears all orders for all fleets for all races in all systems instead of only the selected fleet (very annoying when playing two sides of a conflict).

Thank you for your time.

Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on December 09, 2021, 09:25:41 PM
--- CMCs did indeed come with Mass Drivers in VB6.

To be specific, if my memory serves, CMCs came with a single ground combat unit and a tracking station by default and then had mass driver spawned when buying minerals and despawned when minerals were being sold to civilian sector.

This missing feature has been added.  I checked the wiki and verified in VB6 this is how it works:  Civ Mining Colonies have a built-in mass driver with infinite capacity for purchased civ minerals.  This mass driver will only ship minerals as they are mined.  Existing minerals in stockpiles need to be transported with traditional methods.


Kyle - thank you for your work. In regards to bugs you could not reproduce most of them are not important enough for me to try and hunt them. If I encounter them again I will make a dedicated save/additional notes. The exception are habitats. I will attach a save to this post which has a dedicated save made from fresh 1.80 install where three bugs related to orbital habitats are shown. First, after pressing the thirty day increment the population on Earth has grown but there was no growth on any of the orbital habitats.

Fixed


Second orbital habitats on planets with too high gravity do not work, they are shown as unsuitable (Southampton I colony).

Fixed


Third large clusters of habitats have all population going to manufacturing. In Aurora DB habitats had no population in environment but they had the rest spread between civilian sector and manufacturing sector (75% and 25% I believe, once the cap was reached of course). This is shown on Venus colony. Interestingly Mercury doesn't have that problem.

The population distribution displayed in VB6 is actually bugged.  I set up your Venus scenario in VB6.  In VB6, Venus with 200m orbital capacity and 100m population shows about 56% of the population as serving in the service sector.  However, when you advance 5 days, all industrial activity proceeds as if 100% of the population were in the Industrial sector.  I verified this by adding 80 research labs and checking how much research was done in 5 day intervals.

So, for better or worse, Quasar uses the formula VB6 uses during the production cycle rather than the values VB6 displays in the UI.


Also while I realize this isn't a suggestions topic, if you fix those bugs can you also add an option for orbital habitat colonies to not have population growth/infrastructure spawning on planets? It's very problematic when developing planets like Venus as it makes population go to the planet and have insane requirements for life support/infrastructure.

This would be a mechanics change, so for now I'm not going to change it.  The same problem exists for regular planets such as mars that eventually outgrow their infrastructure and continuously cause very tiny bursts of unrest as population cycles between growing and shrinking.  I view it as one more issue one has to deal with one way or another.  I will say that I want to eliminate tedium wherever possible.  Ideally, some day I come up with a way to automate hauling excess colonists off of planets to maintain a player-specified desired population level.


Combat Assignments Overview tab - if you have a fire control for energy weapons selected and you use "assign all" option for missiles you can assign missiles to energy weapons. I do not know what happens if you try to use them. I also have no idea how to unassign them. (the one gauss cannon that doesn't have a missile assigned is probably damaged as I used the assign all order on a damaged vessel)

Fixed. 

The next time you run the game, missiles will be unassigned from beam weapons in your game.


Task Groups tab - when moving using "show all pops" option Lagrange points are auto included only for the system the task group is currently in. As an example in this screenshot I'm moving a task group from Kleczanow to Katowice and the route is incredibly long because Lagrange points in the Slask system (where Katowice is located) are not automatically included.

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=12665.0;attach=6922;image)

In this screenshot I'm doing the opposite, moving task group from Katowice to Kleczanow. Lagrange points in the Slask system are automatically included and the route has normal length.

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=12665.0;attach=6924;image)

The problem is, it's very hard to predict where the Lagrange points will be once you reach Slask.  Jumping from point A to B might make the trip shorter if you were in Slask right now, but it could very well make the trip longer by the time your fleet arrives in Slask.  This is why the game only checks the current system for any possible LP shortcuts. 

I think if I were to tackle this problem, rather than try to predict where LP points will be in other systems, I would add a checkbox that says to insert an LP jump before any move where applicable.  Since that would be a performance hit I would need to decide how often that check is made.  Possibly during the construction cycle for all fleets.  BUT... I currently have no plans to work on this.


Technology report tab - in the missiles sub tab there is 'missiles in service" column. In Aurora DB it showed all the missiles (storage, ships, PDCs). In quasar it seems to be counting only the missiles that are on the ships and PDCs.

Fixed


Energy weapons set to final defensive fire do not intercept missiles targeting the planet said energy weapons are orbiting. In Aurora DB they did (to be specific final defensive fire protected everything in the same spot as the weapon, irrespective of whether or not it was part of the task group). (This is 1.79 bug, did not try it again in 1.80 version)

Fixed.  Final PD Fire will now protect populations, shipyards, and ground units.


It is possible to put missile launchers designed for PDCs (twice the reload rate) on ships.

Fixed.  Existing components and designs will not be affected by this fix.


Combat Assignments Overview tab -  the clear fleet button clears all orders for all fleets for all races in all systems instead of only the selected fleet (very annoying when playing two sides of a conflict).

Fixed

--

These fixes are available now in version 181.  Thanks for the bug reports and the helpful save file!


Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: drakonbane on January 16, 2022, 04:43:51 PM
Version 182

When my exploration ship refuels at Earth, all of my maintenance supplies vanish.  Conversely when the ship resupplies, all my fuel reserves vanish.

Im not sure which one is the save but ill attach the sqlite file.  please correct me if i am wrong and i will upload the right file.  Thanks!
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TMaekler on January 17, 2022, 12:34:26 AM
Maybe you can insert that check for LPs when a fleet enters a system. To address the problem of possibly adding time to the move because of changing positions of LPs you could check the amount of time saved by adding the LPs. If it is less than 20% time save or less than 1bkm skip the adding.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on January 19, 2022, 03:00:17 PM
Maybe you can insert that check for LPs when a fleet enters a system. To address the problem of possibly adding time to the move because of changing positions of LPs you could check the amount of time saved by adding the LPs. If it is less than 20% time save or less than 1bkm skip the adding.

Yep at some point I'll probably do that.


Version 182

When my exploration ship refuels at Earth, all of my maintenance supplies vanish.  Conversely when the ship resupplies, all my fuel reserves vanish.

Im not sure which one is the save but ill attach the sqlite file.  please correct me if i am wrong and i will upload the right file.  Thanks!

Fixed in 183, available now
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Haji on May 27, 2022, 01:32:52 PM
I've been playing and collecting bugs over the past several months intending to put them in one big post (I'm lazy like that). I'll start with the newest ones and move over to older ones, as I only have notes on them (don't necessarily remember the situations/don't have saves) and they may be from older versions of the game, although I should note I haven't seen them in the patch notes.

In aurora if a jump ship was at a jump point it acted as a jump gate for all relevant ships (smaller tonnage, type). What I mean by that is that if, for example, there was a 10kT military jump ship at a jump point I could order any warship 10kT or smaller to perform standard jump without having to put the ship in the same group, as if a jump gate was on the jump point. This worked from both sides of the jump point. In quasar ships need to be in the same group to make a jump which adds a lot of micromanagement.

In Aurora DB ship size for the purposes of a jump point transit was rounded up to nearest 50, the same as the ship size in tonnes. In quasar the exact ship size is used. For example I had an exploration ship massing 6600T and a destroyer massing 6600T but I was not able to jump. Turns out that the exact ship size of the exploration ship is 131.6 while the exact size of the destroyer is 131.9, which prevents the jump. In Aurora that would not have mattered.

When creating a new race, the gravity deviation claims to be percentage based however it is absolute. For example creating a species on a planet with gravity of 0.6 and deviation of 70% should result in gravity tolerance of 0.18 to 1.02 however it results in gravity tolerance of -0.1 to 1.3.

Reduced thermal signature doesn’t work. According to the ship design window it is lowered, however while playing two sides, the other side was able to detect full thermal signature as if the tech wasn’t applied.

Not sure if this is a bug, but it appears the game first applies last ditch point defense and then applies potential misses by missiles. I can’t be sure since I haven’t played Aurora in several years but I think the point defenses were engaging only missiles that were going to hit, ignoring those that were going to miss.

Extended orbit doesn’t appear to be working. The vessel treats this as “move to x distance from the object” instead of following the object at a given distance.

It is possible to start the game without scientists.

Order delay works as intended in case of normal orders, however if “cycle moves” is toggled on, it will only work the first time. The next time the orders are cycled there will be no delay. Adds a lot of micromanagement for fuel harvesting operations.

The above bugs were all observed on the newest version over the past few days. The bugs below were observed over the past several months.

I was salvaging wrecks (very large wrecks of ships which had hundreds of shield generators/box launchers each) and I’ve never seen more than five components of a given type salvaged from a single wreck but I’ve seen a lot of exactly five components recovered. Is it a bug or is it working as intended?

Secondary explosions do not show in the summary/tactical map if armor wasn’t breached. Not sure if it’s supposed to work like this.

It is possible to use damaged components in combat. The exact mechanics are as follows. You need two ships of the same class, let's call them A and B. B gets damaged, some weapons are no longer operational. You set up weapons for ship A and use "copy assign". The ship B can now use destroyed weapons.

I've got ruins on venusian planets in non-real stars. I think it happened exactly once.

Political stability doesn't appear to affect mining. It's always extracting the maximum possible amount, even when political stability modifier is 0.

New PDCs are being put into individual, new task groups rather than existing ones. I think it may have to do with there being two populations on the planet (genetic engineering was being performed).

If a ship has automated orders to survey both bodies and jump points it will move from bodies to jump points without regard for lagrange points. This makes surveying distant binaries very annoying. For example let us say we have a distant binary with lagrange points. If I send the ship to the secondary component, after performing geological survey it will then move through normal space towards the jump point survey until it runs out of fuel.

It seems like surveying bodies means surveying bodies withing 10 bln km of the central star rather than the ship itself. I'm pretty sure it was 10 bln kilometers from the ship in Aurora.

That's all the bugs I have right now. Thank you very much for your work.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: nuclearslurpee on June 02, 2022, 11:09:53 PM
Bug Report: Quasar seems to use rounded-up class size to calculate speed, when it should be using exact class size. Build cost for engines seems to be determined incorrectly

Example: I can reproduce the following design from Steve's VB6 Rigellian Campaign reboot (http://aurora2.pentarch.org/index.php?topic=7673.msg77927#msg77927). I don't know what version of VB6 Aurora the Rigellian campaign was written under, but based on the date I believe it was a fairly early of patch 7.0, so fairly current to the "final form" of VB6 Aurora:

Code: [Select]
A6M Reisen (VB6 7.0) class Fighter    295 tons     3 Crew     58.4 BP      TCS 5.89  TH 48  EM 0
8149 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.25
Maint Life 0 Years     MSP 0    AFR 58%    IFR 0.8%    1YR 3    5YR 50    Max Repair 12 MSP
Intended Deployment Time: 0.2 months    Spare Berths 0   
Magazine 15   

Nakajima Sakae Fighter Engine (2)    Power 24    Fuel Use 336.02%    Signature 24    Exp 20%
Fuel Capacity 10,000 Litres    Range 1.8 billion km   (62 hours at full power)

TSH Dragon-5B Missile Launch System (3)    Missile Size 5    Hangar Reload 37.5 minutes    MF Reload 6.2 hours
Nagumo Engineering FC-40 Missile Fire Control (1)     Range 38.0m km    Resolution 120
ASM-4 Comet Anti-ship Missile (3)  Speed: 28,800 km/s   End: 30.6m    Range: 52.9m km   WH: 9    Size: 5    TH: 96/57/28

Nagumo Engineering AS-10 Active Sensor (1)     GPS 1008     Range 10.1m km    Resolution 120

Here is the design in the Quasar Class Design window. Aside from display rounding differences the design is identical - with the notable exceptions of the build cost, 84 BP in Quasar versus 58.4 in VB6, and the speed, 8000 km/s in Quasar versus 8149 km/s in VB6 7.0.

Code: [Select]
A6M Reisen (Quasar 183) class Fighter    295 tons     3 Crew     84 BP      TCS 5.9  TH 48  EM 0
8000 km/s     Armor 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.25
Maint Life 0 Years     MSP 0    AFR 58%    IFR 0.8%    1YR 5    5YR 74    Max Repair 24 MSP
Intended Deployment Time: 0.2 months    Spare Berths 5
Magazine 15

Nakajima Sakae Fighter Engine (2)    Power 24    Fuel Use 336.02%    Signature 24    Exp 20%
Fuel Capacity 10 000 Liters    Range 1.8 billion km   (2 days at full power)

TSH Dragon-5B Missile Launch System (3)    Missile Size 5    Rate of Fire 2250
Nagumo Engineering FC-40 Missile Fire Control (1)     Range 38.0m km    Resolution 120
ASM-4 Comet Anti-ship Missile (3)  Speed: 28 799 km/s   End: 30.62m    Range: 52.9m km   WH: 9    Size: 5    TH: 96/58/29

Nagumo Engineering AS-10 Active Sensor (1)     GPS 1008     Range 10.1m km    Resolution 120

Usually the speed bug is not too noticeable as most ship designs aim for a round HS number, and the impact for large warships is almost unnoticeable. However, I have run into this bug when I design, e.g., a 250-ton scout fighter which is exactly size-5, and for some reason in the game code this is rounded up to size-6 for the speed calculation - a very noticeable 20% difference in speed between the Quasar class and the intended design! I have reproduced this bug using Steve's design to prove that this is an inconsistency between Quasar and VB6 which should be corrected.

The BP difference is attributable mostly to an engine cost bug which appears to be because the cost is multiplied by the EP modifier (2.0x) when this should only be the case when the EP modifier is lower than 1.0x - this is the case in C# and I cannot find any evidence that things were any different in VB6. This explains 24 BP of the 25.4 BP difference, I am unsure what factor accounts for the remaining difference.

I also note that there is some inconsistency in the display (Quasar appears to round more aggressively than VB6), a small inconsistency in the missile speed likely due to rounding, and that the box launcher is displayed with a rate of fire as if it was a larger, reloadable launcher type
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on July 17, 2022, 05:56:41 AM
I've been playing and collecting bugs over the past several months intending to put them in one big post (I'm lazy like that). I'll start with the newest ones and move over to older ones, as I only have notes on them (don't necessarily remember the situations/don't have saves) and they may be from older versions of the game, although I should note I haven't seen them in the patch notes.

In aurora if a jump ship was at a jump point it acted as a jump gate for all relevant ships (smaller tonnage, type). What I mean by that is that if, for example, there was a 10kT military jump ship at a jump point I could order any warship 10kT or smaller to perform standard jump without having to put the ship in the same group, as if a jump gate was on the jump point. This worked from both sides of the jump point. In quasar ships need to be in the same group to make a jump which adds a lot of micromanagement.

In Aurora DB ship size for the purposes of a jump point transit was rounded up to nearest 50, the same as the ship size in tonnes. In quasar the exact ship size is used. For example I had an exploration ship massing 6600T and a destroyer massing 6600T but I was not able to jump. Turns out that the exact ship size of the exploration ship is 131.6 while the exact size of the destroyer is 131.9, which prevents the jump. In Aurora that would not have mattered.

When creating a new race, the gravity deviation claims to be percentage based however it is absolute. For example creating a species on a planet with gravity of 0.6 and deviation of 70% should result in gravity tolerance of 0.18 to 1.02 however it results in gravity tolerance of -0.1 to 1.3.

Reduced thermal signature doesn’t work. According to the ship design window it is lowered, however while playing two sides, the other side was able to detect full thermal signature as if the tech wasn’t applied.

Not sure if this is a bug, but it appears the game first applies last ditch point defense and then applies potential misses by missiles. I can’t be sure since I haven’t played Aurora in several years but I think the point defenses were engaging only missiles that were going to hit, ignoring those that were going to miss.

Extended orbit doesn’t appear to be working. The vessel treats this as “move to x distance from the object” instead of following the object at a given distance.

It is possible to start the game without scientists.

Order delay works as intended in case of normal orders, however if “cycle moves” is toggled on, it will only work the first time. The next time the orders are cycled there will be no delay. Adds a lot of micromanagement for fuel harvesting operations.

The above bugs were all observed on the newest version over the past few days. The bugs below were observed over the past several months.

I was salvaging wrecks (very large wrecks of ships which had hundreds of shield generators/box launchers each) and I’ve never seen more than five components of a given type salvaged from a single wreck but I’ve seen a lot of exactly five components recovered. Is it a bug or is it working as intended?

Secondary explosions do not show in the summary/tactical map if armor wasn’t breached. Not sure if it’s supposed to work like this.

It is possible to use damaged components in combat. The exact mechanics are as follows. You need two ships of the same class, let's call them A and B. B gets damaged, some weapons are no longer operational. You set up weapons for ship A and use "copy assign". The ship B can now use destroyed weapons.

I've got ruins on venusian planets in non-real stars. I think it happened exactly once.

Political stability doesn't appear to affect mining. It's always extracting the maximum possible amount, even when political stability modifier is 0.

New PDCs are being put into individual, new task groups rather than existing ones. I think it may have to do with there being two populations on the planet (genetic engineering was being performed).

If a ship has automated orders to survey both bodies and jump points it will move from bodies to jump points without regard for lagrange points. This makes surveying distant binaries very annoying. For example let us say we have a distant binary with lagrange points. If I send the ship to the secondary component, after performing geological survey it will then move through normal space towards the jump point survey until it runs out of fuel.

It seems like surveying bodies means surveying bodies withing 10 bln km of the central star rather than the ship itself. I'm pretty sure it was 10 bln kilometers from the ship in Aurora.

That's all the bugs I have right now. Thank you very much for your work.

Hi, if any of these are still bothering you can you please set up some example save files for me to look at.


Bug Report: Quasar seems to use rounded-up class size to calculate speed, when it should be using exact class size. Build cost for engines seems to be determined incorrectly

Example: I can reproduce the following design from Steve's VB6 Rigellian Campaign reboot (http://aurora2.pentarch.org/index.php?topic=7673.msg77927#msg77927). I don't know what version of VB6 Aurora the Rigellian campaign was written under, but based on the date I believe it was a fairly early of patch 7.0, so fairly current to the "final form" of VB6 Aurora:

Code: [Select]
A6M Reisen (VB6 7.0) class Fighter    295 tons     3 Crew     58.4 BP      TCS 5.89  TH 48  EM 0
8149 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.25
Maint Life 0 Years     MSP 0    AFR 58%    IFR 0.8%    1YR 3    5YR 50    Max Repair 12 MSP
Intended Deployment Time: 0.2 months    Spare Berths 0   
Magazine 15   

Nakajima Sakae Fighter Engine (2)    Power 24    Fuel Use 336.02%    Signature 24    Exp 20%
Fuel Capacity 10,000 Litres    Range 1.8 billion km   (62 hours at full power)

TSH Dragon-5B Missile Launch System (3)    Missile Size 5    Hangar Reload 37.5 minutes    MF Reload 6.2 hours
Nagumo Engineering FC-40 Missile Fire Control (1)     Range 38.0m km    Resolution 120
ASM-4 Comet Anti-ship Missile (3)  Speed: 28,800 km/s   End: 30.6m    Range: 52.9m km   WH: 9    Size: 5    TH: 96/57/28

Nagumo Engineering AS-10 Active Sensor (1)     GPS 1008     Range 10.1m km    Resolution 120

Here is the design in the Quasar Class Design window. Aside from display rounding differences the design is identical - with the notable exceptions of the build cost, 84 BP in Quasar versus 58.4 in VB6, and the speed, 8000 km/s in Quasar versus 8149 km/s in VB6 7.0.

Code: [Select]
A6M Reisen (Quasar 183) class Fighter    295 tons     3 Crew     84 BP      TCS 5.9  TH 48  EM 0
8000 km/s     Armor 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.25
Maint Life 0 Years     MSP 0    AFR 58%    IFR 0.8%    1YR 5    5YR 74    Max Repair 24 MSP
Intended Deployment Time: 0.2 months    Spare Berths 5
Magazine 15

Nakajima Sakae Fighter Engine (2)    Power 24    Fuel Use 336.02%    Signature 24    Exp 20%
Fuel Capacity 10 000 Liters    Range 1.8 billion km   (2 days at full power)

TSH Dragon-5B Missile Launch System (3)    Missile Size 5    Rate of Fire 2250
Nagumo Engineering FC-40 Missile Fire Control (1)     Range 38.0m km    Resolution 120
ASM-4 Comet Anti-ship Missile (3)  Speed: 28 799 km/s   End: 30.62m    Range: 52.9m km   WH: 9    Size: 5    TH: 96/58/29

Nagumo Engineering AS-10 Active Sensor (1)     GPS 1008     Range 10.1m km    Resolution 120

Usually the speed bug is not too noticeable as most ship designs aim for a round HS number, and the impact for large warships is almost unnoticeable. However, I have run into this bug when I design, e.g., a 250-ton scout fighter which is exactly size-5, and for some reason in the game code this is rounded up to size-6 for the speed calculation - a very noticeable 20% difference in speed between the Quasar class and the intended design! I have reproduced this bug using Steve's design to prove that this is an inconsistency between Quasar and VB6 which should be corrected.

The BP difference is attributable mostly to an engine cost bug which appears to be because the cost is multiplied by the EP modifier (2.0x) when this should only be the case when the EP modifier is lower than 1.0x - this is the case in C# and I cannot find any evidence that things were any different in VB6. This explains 24 BP of the 25.4 BP difference, I am unsure what factor accounts for the remaining difference.

I also note that there is some inconsistency in the display (Quasar appears to round more aggressively than VB6), a small inconsistency in the missile speed likely due to rounding, and that the box launcher is displayed with a rate of fire as if it was a larger, reloadable launcher type

Thanks for the report!  Version 184 has been pushed which fixes the major issues noted above. After the fixes I was able to get an exact match on 8149 km/s, with a BP of 57, and the design summary now shows Hangar/MF reload times for box launchers instead of a rate of fire.

---

As a general update: I haven't been spending time on Q4X, so there won't be any new features.  I probably wont be working on it any more in the near future either, outside of bug fixes -- as long as they don't require too much work setting up test scenarios.  I got the itch to do some coding in Godot, hence the small patch update, but further coding will probably be in some other project.  I'm pretty happy with the state of Q4X though, it is fairly complete and stable.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Haji on July 17, 2022, 06:10:59 AM
Hi, if any of these are still bothering you can you please set up some example save files for me to look at.

I will, thank you. I can deal with most problems using SM mode but I'll check my lists later (I have found over a dozen new bugs). Right now I need a help with a crash. I have no idea what's been causing it as I have not had any errors, at some point the game just refuses to progress even if I use only 5 sec interval. Save file have been attached.

For clarity I did mess with the database file. I changed system abundance (but no new systems should be being generated), species tolerances (gravity, oxygen) and race modifiers (shipyard production, research speed). However I have not touched the database for several decades of game time.

Thank you for your time.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on July 17, 2022, 11:00:15 PM
Version 185 is now available with a fix for this crash.  Thanks for the report and the save file!
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Kyle on July 18, 2022, 07:01:02 PM
Well, I was itching to poke away at Q4X some more :)  Here are some more fixes and comments

In aurora if a jump ship was at a jump point it acted as a jump gate for all relevant ships (smaller tonnage, type). What I mean by that is that if, for example, there was a 10kT military jump ship at a jump point I could order any warship 10kT or smaller to perform standard jump without having to put the ship in the same group, as if a jump gate was on the jump point. This worked from both sides of the jump point. In quasar ships need to be in the same group to make a jump which adds a lot of micromanagement.

From eyeballing the code, this should already be working.  I don't see a requirement to be in the same group.  If this is still an issue please send me a save file for testing


In Aurora DB ship size for the purposes of a jump point transit was rounded up to nearest 50, the same as the ship size in tonnes. In quasar the exact ship size is used. For example I had an exploration ship massing 6600T and a destroyer massing 6600T but I was not able to jump. Turns out that the exact ship size of the exploration ship is 131.6 while the exact size of the destroyer is 131.9, which prevents the jump. In Aurora that would not have mattered.

I'm pretty sure this is how it works in VB6.  If I can see a counter-example in VB6 I'll make an update


When creating a new race, the gravity deviation claims to be percentage based however it is absolute. For example creating a species on a planet with gravity of 0.6 and deviation of 70% should result in gravity tolerance of 0.18 to 1.02 however it results in gravity tolerance of -0.1 to 1.3.

Fixed


Reduced thermal signature doesn’t work. According to the ship design window it is lowered, however while playing two sides, the other side was able to detect full thermal signature as if the tech wasn’t applied.

Fixed


Not sure if this is a bug, but it appears the game first applies last ditch point defense and then applies potential misses by missiles. I can’t be sure since I haven’t played Aurora in several years but I think the point defenses were engaging only missiles that were going to hit, ignoring those that were going to miss.

I'm pretty sure this is how it works in VB6.  If I can see a counter-example in VB6 I'll make an update.  I would need a save file I can use as a testing scenario


Extended orbit doesn’t appear to be working. The vessel treats this as “move to x distance from the object” instead of following the object at a given distance.

Added to my todo list to check this out


It is possible to start the game without scientists.

Fixed


Order delay works as intended in case of normal orders, however if “cycle moves” is toggled on, it will only work the first time. The next time the orders are cycled there will be no delay. Adds a lot of micromanagement for fuel harvesting operations.

I tested this in VB6 and it appears to behave the same way.  However I do see the benefit of potentially adding a new "Maintain Position" order in which a fleet will just stay put for the specified time before moving to the next order.


I was salvaging wrecks (very large wrecks of ships which had hundreds of shield generators/box launchers each) and I’ve never seen more than five components of a given type salvaged from a single wreck but I’ve seen a lot of exactly five components recovered. Is it a bug or is it working as intended?

I'm pretty sure VB6 is the same, for better or worse.  Maximum of 5 components per component type in a wreck.


Secondary explosions do not show in the summary/tactical map if armor wasn’t breached. Not sure if it’s supposed to work like this.

Nor am I :)


It is possible to use damaged components in combat. The exact mechanics are as follows. You need two ships of the same class, let's call them A and B. B gets damaged, some weapons are no longer operational. You set up weapons for ship A and use "copy assign". The ship B can now use destroyed weapons.

Fixed


I've got ruins on venusian planets in non-real stars. I think it happened exactly once.

Would need to see the save file.  Conditions for ruins are more lenient than for NPR's however.  Maybe the ancients were around in a time prior to the runaway greenhouse event.


Political stability doesn't appear to affect mining. It's always extracting the maximum possible amount, even when political stability modifier is 0.

I'm not sure stability affects mining.  Would need to see an example in VB6. 


New PDCs are being put into individual, new task groups rather than existing ones. I think it may have to do with there being two populations on the planet (genetic engineering was being performed).

If this is still bothering you please send me a save file for testing


If a ship has automated orders to survey both bodies and jump points it will move from bodies to jump points without regard for lagrange points. This makes surveying distant binaries very annoying. For example let us say we have a distant binary with lagrange points. If I send the ship to the secondary component, after performing geological survey it will then move through normal space towards the jump point survey until it runs out of fuel.

If this is still bothering you please send me a save file for testing


It seems like surveying bodies means surveying bodies withing 10 bln km of the central star rather than the ship itself. I'm pretty sure it was 10 bln kilometers from the ship in Aurora.

I think this is how it works in VB6.  Even if it isn't, I think this way is better for NPRs.  I might make this configurable for players.

--

The fixes are available now in version 186.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Haji on July 24, 2022, 07:28:24 AM
Thank you for your work. Unfortunately I have another bug. I cannot activate shields on some ships. In the save file below I went to the Remnant->Bath Picket Group and used the button 'shields on' (Task Groups window) after which I progressed the game by one hour. The same screen (Task Groups window) claims the shields are 0 for all ships. Individual units detail is showing that shields are on. I also had task groups where some ships had shields activated and some didn't.
Thank you for your time.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: ussmidway on August 28, 2022, 02:32:53 PM
Can't seem to get 'Exclude Surveyed' to work, on the task group orders area.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Haji on November 13, 2022, 11:52:08 AM
I had a ship that had exclusively size 1 magazines with 16 capacity and was armed either with anti-missiles or size 1 missiles with warhead strength 3. I would imagine such a magazine would have maximum explosion size of 48. The ship suffered magazine explosion strength 1200. I don't know how Aurora was calculating magazine damage, but even if something like that was possible there I would still be grateful if this could be corrected.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: dustrial on May 28, 2023, 08:41:01 PM
When putting an overhaul conditional order, the order would get duplicated each increment as long as it not on it's overhaul destination
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Gyrfalcon on May 29, 2023, 12:16:32 AM
I had a ship that had exclusively size 1 magazines with 16 capacity and was armed either with anti-missiles or size 1 missiles with warhead strength 3. I would imagine such a magazine would have maximum explosion size of 48. The ship suffered magazine explosion strength 1200. I don't know how Aurora was calculating magazine damage, but even if something like that was possible there I would still be grateful if this could be corrected.

That explosion strength is equal to 25 magazines detonating. Does the design have 25 (or more) magazines? If more, it might be explainable that 25 failed their ejection check and the total damage was totaled.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: TrashTWellington on July 05, 2023, 09:35:20 PM
     Not sure if it's a bug or if I'm just doing something incorrectly because I see no-one else with this issue.  For some reason, when designing a ship, I can add components using the add button or by double clicking its name in the design tab.  However, I can never remove components, the remove button just doesn't work.  I've completely deleted all files of Quasar 4x and re-downloaded it but it still didn't fix it.

     Let me know if you need any more information and thank you.
Title: Re: Bug Reports (Version 138 and up) [q4x]
Post by: Havear on August 23, 2023, 07:15:29 PM
Loving it, and have actually moved fully over to Quasar from Oldrora. Here's some of the things I've noticed off-and-on over the past year that are at least different, though may or may not be bugs.