Author Topic: Official v7.10 Bugs Reporting Thread  (Read 215401 times)

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Offline Erik L

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Re: Official v7.10 Bugs Reporting Thread
« Reply #240 on: February 19, 2016, 12:03:45 PM »
After exploring an nebula system, my Scout ship is permanently hampered to 312km/s whilst it should be going 3158km/s.  Very strange, not to mention annoying.  I did an overhaul on it to check if it was simply damage to the ship, but it did nothing.

On the Task Force window, click the Set Max button.
 

Offline db48x

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Re: Official v7.10 Bugs Reporting Thread
« Reply #241 on: February 19, 2016, 01:09:01 PM »
Error in UpdateRaceClassDesigns
Error 3265 was generated by DAO.Fields
Item not found in this collection

Was just advancing time until one of my ships was finished. Probably the civilians, or an NPR, are up to something.
 

Offline Havan_IronOak

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Re: Official v7.10 Bugs Reporting Thread
« Reply #242 on: February 20, 2016, 03:28:16 AM »
Just got an Error 381 Invalid Property Array Index

I am trying to use a freighter with a 25,000 ton capacity to move pre-fab PDC Components.

I get the error when trying to add the load order at Earth and again when trying to add the unload at Mars order

Though the Error appears, the command does seem to have been added to the orders queue.
Two things are infinite: the universe and human stupidity; and I'm not sure about the universe
 

Offline Havan_IronOak

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Re: Official v7.10 Bugs Reporting Thread
« Reply #243 on: February 20, 2016, 04:01:23 AM »
Just got an Error 381 Invalid Property Array Index

I am trying to use a freighter with a 25,000 ton capacity to move pre-fab PDC Components.

I get the error when trying to add the load order at Earth and again when trying to add the unload at Mars order

Though the Error appears, the command does seem to have been added to the orders queue.

While this is still a VB error, I've resolved the issue. It was a newbie mistake and I'm guessing a result of trying to add an incomplete order.
I built a pre-fab missile complex and was trying to move a PDC that I thought I'd built.
Two things are infinite: the universe and human stupidity; and I'm not sure about the universe
 

Offline InfinitySquared

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Re: Official v7.10 Bugs Reporting Thread
« Reply #244 on: February 20, 2016, 05:07:40 PM »
Hi, I'm getting an Overflow Error 6 in DisplayFleets whenever I try to activate weapon range display on the system map. 
Attached is an image of the system map screen zoomed in on the ship causing it, and the ship design itself.
hxxp: puu. sh/nflNE/a15fc7de30. png
Code: [Select]
Tadugane Ni - Copy class Cruiser    91 200 tons     1853 Crew     48773.88 BP      TCS 1824  TH 2100  EM 0
4797 km/s     Armour 6-180     Shields 0-0     Sensors 55/55/0/0     Damage Control Rating 175     PPV 446.24
Maint Life 1.81 Years     MSP 33356    AFR 2661%    IFR 37%    1YR 12721    5YR 190815    Max Repair 18375 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 140   
Hangar Deck Capacity 12000 tons     Magazine 169   
Maintenance Modules: 3 module(s) capable of supporting ships of 600 tons

Anzai Heavy Industries 1750 EP Gas Core AM Drive (5)    Power 1750    Fuel Use 6.5%    Signature 420    Exp 10%
Fuel Capacity 10 000 000 Litres    Range 303.6 billion km   (732 days at full power)

Single Toha Heavy Industries Higgs Particle Cannon 25/5 Turret Mk. 2 (2x1)    Range 1 120 000km     TS: 30000 km/s     Power 16-5     RM 7    ROF 20        16 16 16 16 16 16 16 13 12 11
Toha Heavy Industries High-Output Higgs Particle Cannon 500/9 (2)    Range 1 200 000km     TS: 25000 km/s     Power 125-5    ROF 125        50 50 50 50 50 50 50 50 50 50
Quad Toha Heavy Industries Gauss Cannon R6-17 Turret (16x32)    Range 60 000km     TS: 45000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Twin Toha Heavy Industries Gauss Cannon R6-100 Turret (4x16)    Range 60 000km     TS: 45000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Toha Heavy Industries 50cm Railgun V9/C5 (4x4)    Range 1 400 000km     TS: 25000 km/s     Power 60-5     RM 9    ROF 60        20 20 20 20 20 20 20 20 20 18
Toha Heavy Industries 25cm Railgun V9/C5 (16x4)    Range 450 000km     TS: 25000 km/s     Power 15-5     RM 9    ROF 15        5 5 5 5 5 5 5 5 5 4
Kunato Development Beam Fire Control S08 700-100k H40 (1)    Max Range: 1 400 000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
Omori Weapon Systems Higgs Particle Reactor 50/200 (1)     Total Power Output 200    Armour 0    Exp 5%

Kanagaki-Endo Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 10
Genda Sensor Systems Interceptor Fire Control FC330-R1 (40%) (1)     Range 330.0m km    Resolution 1
M-I 1 (169)  Speed: 20 000 km/s   End: 18.6d    Range: 32068.4m km   WH: 2    Size: 1    TH: 66/40/20

GSS Ship Active Search Sensor MR1100-R100 (40%) (1)     GPS 100000     Range 1 100.0m km    Resolution 100
GSS Missile Active Search Sensor MR110-R1 (40%) (1)     GPS 1000     Range 110.0m km    MCR 12.0m km    Resolution 1
GSS Light Ship Active Search Sensor MR491-R20 (40%) (1)     GPS 20000     Range 491.9m km    Resolution 20
Kunato Development Thermal Sensor TH5-55 (40%) (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
Kunato Development EM Detection Sensor EM5-55 (40%) (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

 

Offline bsh

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Re: Official v7.10 Bugs Reporting Thread
« Reply #245 on: February 21, 2016, 07:09:03 AM »
Hello,
I'm getting an "Error 9 - Subscription out of Range" "MoveToClosestItem" error in a (probably) infinite cycle, so I can't continue the game.   
Campaig is at ~121 years.   
What I did before: Started building another two ships at the same shipyard, and assigned their intended TaskGroup for them.    (But this was quite a while back, ships are taking long to build.    they are less than 50% complete.   ) Sent that TG to TF training.    They started to develop maintenance failures as usual.    So i stopped the TF training and ordered them back.    But they weren't moving, despite having max speed apparently, their order showed move to earth as it should and max speed, but they just didn't move at all.    No movement trail either.    I guessed this may be because the ships being built are set to this TG maybe? So I sent another ship to this stuck TG, absorbed the TG, moved back to earth, then split the TG again and the ships new TG was renamed to the old name.    The two ships under construction now showed "No taskgroup associated" or something like that.    The error 9 came roughly after this.   
I tried removing all orders on all taskgroups, which didn't help.   
Tried assigning ShipyardTG to the ships under construction, but I didn't find a way to do it.   
Then I cancelled the two ship build tasks.    Didn't help.   
Transferred the ships (that got stuck earlier) to ShipyardTG, and deleted their (now empty) Taskgroup.    Didn't help.   

Now I can't do anything in the game, because the next time increment generates these errors forever.    Please help!

Edit: ok so it's not in an infinite loop. . .  i've put a cup on ESC, so that it keeps closing the error window, and after like 5 minutes and a million error messages, the game works again.  but only until the next time increment, when the error comes back again.
« Last Edit: February 21, 2016, 10:39:18 AM by bsh »
 

Offline bean

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Re: Official v7.10 Bugs Reporting Thread
« Reply #246 on: February 21, 2016, 11:23:09 AM »
It's apparently possible to build illegal ships.  Having an unlockable design doesn't stop one from retooling a shipyard for it, and then the primary unit in the yard is automatically eligible to be built, even if it's a freighter with no engineering space.  The same can be done with PDCs.
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Offline TheDeadlyShoe

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Re: Official v7.10 Bugs Reporting Thread
« Reply #247 on: February 21, 2016, 05:15:31 PM »
@bsh i think you are boned  :(

no backup?

you could try posting the db, maybe someone with the db password could take a poke at it.
 

Offline ab9rf

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Re: Official v7.10 Bugs Reporting Thread
« Reply #248 on: February 21, 2016, 09:47:23 PM »
Five years into a conventional start, two NPC races, I get an error 3141 "The SELECT statement includes a reserved word. . . . " message in DetachShipType, after a series of short time steps, which suggests that it's due to NPC fleet activity.  Snap of error dialog attached, I hope.
 

Offline bsh

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Re: Official v7.10 Bugs Reporting Thread
« Reply #249 on: February 22, 2016, 12:40:11 AM »
Quote from: TheDeadlyShoe link=topic=8144. msg86998#msg86998 date=1456096531
you could try posting the db, maybe someone with the db password could take a poke at it.

that would be awesome.  here's a link, i hope it works, never used google drive. . .
https://drive. google. com/file/d/0B3IznApFSqSlSHN1Y0ZxT1lHNUU/view?usp=sharing

meanwhile i've progressed a few time increments wia the coffeecup-on-esc method, and time increments seem to be around 5-10-20 seconds.  my guess is the error is triggered by another npr maybe fighting or something? dunno.
 

Offline Tyrope

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Re: Official v7.10 Bugs Reporting Thread
« Reply #250 on: February 22, 2016, 01:51:44 AM »
In the attached 'Vanu Sovereignty' savegame I have a tugging task group (TG Trafalgar 001) pulling an engine-less base (JPDB Vanguard 001).  Due to a maintenance problem the tractor beam disengaged, this caused an error in UseFuel (I forgot the exact error due to forum registration delay) that would repeat until the process is killed.

Fix for this is to detach the link from both sides in the ship window, clear orders on both sides, pass 5s, then re-attach and resume as normal.

This makes me believe it's an error where the tractoring vessel moved ahead of the immobile one, but somehow kept the beam active, making the second ship (the Vanguard in my case) move without being able to.
 

Offline Havan_IronOak

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Re: Official v7.10 Bugs Reporting Thread
« Reply #251 on: February 22, 2016, 02:20:59 AM »
Error in ReturnTime Currency
Error 6 was generated by Aurora

I got this when I first opened the game today and went to the fleet screen and selected my first freighter. The error shows up after filling the orders panel but before filling the leftmost system locations available panel


Not a big problem but the error box did say Please....
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Offline Pixel1191

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Re: Official v7.10 Bugs Reporting Thread
« Reply #252 on: February 22, 2016, 03:10:33 AM »
So, that whole WPLink Error after receiving intel from enemy prisoners, happened once more. I fixed it the first time because I got lucky, this time I can't fix it.

Maybe that whole feature should be considered. Unless you get stupendously lucky, star system data you receive in interogations will always put a disconnected system smack in the middle of your galaxy map, leading to the errors regarding invalid jump points. It either takes a lot of luck to get a survey ship through the right JP or a lot of fudging about with the Spacemaster.

maybe make it so interogations give you system data including a valid path to known space, or remove it entirely.
 

Offline SerBeardian

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Re: Official v7.10 Bugs Reporting Thread
« Reply #253 on: February 22, 2016, 07:58:36 AM »
Quote from: bsh link=topic=8144. msg86972#msg86972 date=1456060143
Hello,
I'm getting an "Error 9 - Subscription out of Range" "MoveToClosestItem" error in a (probably) infinite cycle, so I can't continue the game.   
Campaig is at ~121 years.   
What I did before: Started building another two ships at the same shipyard, and assigned their intended TaskGroup for them.     (But this was quite a while back, ships are taking long to build.     they are less than 50% complete.    ) Sent that TG to TF training.     They started to develop maintenance failures as usual.     So i stopped the TF training and ordered them back.     But they weren't moving, despite having max speed apparently, their order showed move to earth as it should and max speed, but they just didn't move at all.     No movement trail either.     I guessed this may be because the ships being built are set to this TG maybe? So I sent another ship to this stuck TG, absorbed the TG, moved back to earth, then split the TG again and the ships new TG was renamed to the old name.     The two ships under construction now showed "No taskgroup associated" or something like that.     The error 9 came roughly after this.   
I tried removing all orders on all taskgroups, which didn't help.   
Tried assigning ShipyardTG to the ships under construction, but I didn't find a way to do it.   
Then I cancelled the two ship build tasks.     Didn't help.   
Transferred the ships (that got stuck earlier) to ShipyardTG, and deleted their (now empty) Taskgroup.     Didn't help.   

Now I can't do anything in the game, because the next time increment generates these errors forever.     Please help!

Edit: ok so it's not in an infinite loop.  .  .   i've put a cup on ESC, so that it keeps closing the error window, and after like 5 minutes and a million error messages, the game works again.   but only until the next time increment, when the error comes back again.

Found the problem.

Bunch of NPR ships somehow had an order to transit a JP that didn't exist.  Each one was throwing mass errors.
Designer and deleted the TGs and now it works.

Added SMEventLog dumped after the fix for anyone to review if they want.  DB is available from original link.
 
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Offline bsh

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Re: Official v7.10 Bugs Reporting Thread
« Reply #254 on: February 22, 2016, 08:33:07 AM »
Thanks a lot, SerBeardian.  Will report back.