Author Topic: Official v5.42 Bugs Thread  (Read 69922 times)

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Offline georgiaboy1966

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Re: Official v5.42 Bugs Thread
« Reply #300 on: June 03, 2011, 08:51:32 PM »
Has anyone found the answer/workaround for the update all sensors error.

Glen
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Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #301 on: June 04, 2011, 01:50:26 AM »
My game has been stuck on 1-day increments for about 6 in-game months now.   I checked the SM log text file, and every day has this in it:

Code: [Select]
15th April 2080 22:15:31,SM Only,System 0,Sub-pulse length adjusted due to potential fleet interception
16th April 2080 01:15:31,Precursors,Anikushin,An active sensor contact (Active Sensor S33.6/R100) associated with Hawkesbury 002 has been lost
16th April 2080 01:30:31,Precursors,Anikushin,Destination contact not found for Precursors Fleet #13076
16th April 2080 01:30:31,Precursors,Anikushin,New Active Sensor Detected!  Contact ID: Hawkesbury 002, Class ID: Hawkesbury, Race ID: Diesel Aliens #1048, Strength 3360, Resolution 100
I found out the problem.  A Star Swarm queen was chasing a precursor in a nebula (and they were waaaaay out in deep space too).  I suspect that they both had the same armor and so had exactly the same speed.  Deleting them both solved the problem.

I think the root cause here is that the AI isn't smart enough to eventually give up on chasing TG that it will never catch and do something more profitable.

John

 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #302 on: June 05, 2011, 03:07:13 PM »
I can't see the stats for an NPR race on the "View Race Details" (ctrl-F2) screen (including in SM mode) even if I've captured thousands of them from lifepods.

I understand that you might not want to give players access to the edit functions on the race details screen, 'cuz they might manage to screw up the computer-controlled NPR, but that could be fixed by disabling the edit mode if it's a computer-controlled race.  I think ctrl-F2 information should be available for any race with which you've got communications....

John
 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #303 on: June 05, 2011, 08:25:17 PM »
I just gave orders for a TG to jump out of a system where there are bad guy contacts, and I have "contacts" checked on the orders screen.  The contacts in system A (the one with bad guys) were still listed after the order to jump to system B (no bad guys).  I assume that the contacts list is looking at the present system rather than the last system in the orders chain.

John
 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #304 on: June 06, 2011, 12:05:00 AM »
I think I've found a serious bug in point defence - it looks like multiple beam fire-controls firing at a single salvo only register the hits from the last fire-control to fire. 

I've got a single laser-DD and 3xFFG (AMM) defending a TG that's getting sandblasted by an NPR AMM DD.  The DD has 2x AM fire controls, each with 4x10cm C3 lasers in point-blank mode.  The NPR missiles are coming in in volleys of 12x; the DD is engaging the leakers.  Twice now, I've been told the DD got enough hits to destroy a salvo of leakers, only to see damage being registered.  I looked at the SM mode event log and saw the following messages (amidst a lot of other clutter) when engaging a salvo of 7 leakers (one of which was killed by AMM fire before the salvo attacked):

Terran Federation: Firing Summary: 4 weapons fired, 3 missiles destroyed.
(other Terran Federation messages, but no Empire of Kabili messages)
Terran Federation: Firing Summary: 4 weapons fired, 4 missiles destroyed.
Empire of Kabili: Missiles Destroyed: 4x Santa Cruz Anti-missile Missile destroyed by point blank point defence fire.
Empire of Kabili: Chance to Hit: Salvo of 2x Santa Cruz... has intercepted its target...
Empire of Kabili: Damage: 001 hit by 1 points of damage from Santa Cruz Anti-missile Missile.
Terran Federation: Damage: Arthur W. Radford hit by 1 points of damage from Santa Cruz Anti-missile Missile
...
Empire of Kabili: Damage: 001 hit by 1 points of damage from Santa Cruz Anti-missile Missile.
Terran Federation: Damage: Arthur W. Radford hit by 1 points of damage from Santa Cruz Anti-missile Missile

There's 3 things I see wrong with this picture:
1)  Radford claimed to hit 7 missiles when there were only 6 in the salvo (after AMM).
2)  Radford's 1st 3 hits seem to have been ignored - only 4 missiles were removed from the salvo.
2b)  Note that the first announcement of PD hits for Terran Fed. didn't have a corresponding announcement for Kabili.  This says to me that it was ignored by the system.
3)  Radford doesn't have a class name for the NPR (the "001").  Not sure if this is intentional since it's a computer-controlled NPR so there's no human to read the name....

The other time this happened it was a salvo of 4x and Radford got 1x then 3x hits and took 1 damage - same pattern.

John
 

Offline Hawkeye

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Re: Official v5.42 Bugs Thread
« Reply #305 on: June 06, 2011, 10:29:33 AM »
Interesting one :)

I hit a series of Increment adjustments and went into designer mode to look what was up.

I found an NPR Jumpgate-constructer and a Precursor squadron basicly on the same spot in space.
I started to wonder, why the Precorsurs would not blow the NPR ship away and looked a bit deeper to find this:



Fighter-Killer #39690 class Missile Destroyer    7100 tons     628 Crew     1908.2 BP      TCS 142  TH 1100  EM 0
7746 km/s     Armour 7-32     Shields 0-0     Sensors 18/1/0/0     Damage Control 4     PPV 12
Annual Failure Rate: 35%    IFR: 0.5%    Maintenance Capacity 672 MSP
Magazine 266  

Internal Confinement Fusion Drive E6 (11)    Power 100    Fuel Use 60%    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 126.8 billion km   (189 days at full power)

CIWS-250 (1x2)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Size 4 Missile Launcher (3)    Missile Size 4    Rate of Fire 20
Hegu Anti-ship Missile (66)  Speed: 31,000 km/s   End: 80.6m    Range: 150m km   WH: 6    Size: 4    TH: 103 / 62 / 31

Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Signature 1000: 18m km
Active Search Sensor MR155-R4 (1)     GPS 1728     Range 155.5m km     Resolution 4
Active Search Sensor MR51-R4 (1)     GPS 576     Range 51.8m km     Resolution 4

ECCM-5 (1)         ECM 50


Now, this DDG doesn´t have any firecon, so it can not engage the enemy. Instead it has a second, smaller Active Sensor, that seems to be the size the MFC should be.

Ralph Hoenig, Germany
 

Offline Erik L

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Re: Official v5.42 Bugs Thread
« Reply #306 on: June 06, 2011, 11:03:23 AM »
Interesting one :)

I hit a series of Increment adjustments and went into designer mode to look what was up.

I found an NPR Jumpgate-constructer and a Precursor squadron basicly on the same spot in space.
I started to wonder, why the Precorsurs would not blow the NPR ship away and looked a bit deeper to find this:



Fighter-Killer #39690 class Missile Destroyer    7100 tons     628 Crew     1908.2 BP      TCS 142  TH 1100  EM 0
7746 km/s     Armour 7-32     Shields 0-0     Sensors 18/1/0/0     Damage Control 4     PPV 12
Annual Failure Rate: 35%    IFR: 0.5%    Maintenance Capacity 672 MSP
Magazine 266  

Internal Confinement Fusion Drive E6 (11)    Power 100    Fuel Use 60%    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 126.8 billion km   (189 days at full power)

CIWS-250 (1x2)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Size 4 Missile Launcher (3)    Missile Size 4    Rate of Fire 20
Hegu Anti-ship Missile (66)  Speed: 31,000 km/s   End: 80.6m    Range: 150m km   WH: 6    Size: 4    TH: 103 / 62 / 31

Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Signature 1000: 18m km
Active Search Sensor MR155-R4 (1)     GPS 1728     Range 155.5m km     Resolution 4
Active Search Sensor MR51-R4 (1)     GPS 576     Range 51.8m km     Resolution 4

ECCM-5 (1)         ECM 50


Now, this DDG doesn´t have any firecon, so it can not engage the enemy. Instead it has a second, smaller Active Sensor, that seems to be the size the MFC should be.



Battle damage?
 

Offline Hawkeye

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Re: Official v5.42 Bugs Thread
« Reply #307 on: June 06, 2011, 10:57:16 PM »
No damage at all.

I checked all Precurser designs, and the Fighter Killer and Jump Fighter Killer were the only ones without any kind of firecon

After changing the designs by exchanging the small active with a MFC, they started to take out the offending NPR ship.
Ralph Hoenig, Germany
 

Offline ZimRathbone

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Re: Official v5.42 Bugs Thread
« Reply #308 on: June 07, 2011, 06:32:53 AM »
In my latest campaign I started with autodesigns (to save time) and saw the same thing - a DDG with two Active sensors, one of which was obviously meant to be an MFC (1/3 size, same resolution). It was also the AntiFighter type.

A lot of the ships also had errors in the amount of Life support.  There may also have been problems with larger units - I deleted all the 16Kt & 24Kt ship designs as the race only had shipyards capable of building to 10Kt (3 years in I'm starting to see the first heavier units come out of the slipways)
« Last Edit: June 08, 2011, 07:12:24 AM by ZimRathbone »
Slàinte,

Mike
 

Offline Soyweiser

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Re: Official v5.42 Bugs Thread
« Reply #309 on: June 07, 2011, 11:21:26 AM »
Found some bugs
1
Selecting Help -> About. 

Got the following errors:
Error in UpdateNPRClass
Error 3021 was generated bij DAO.  Field
No current record

And some similar errors in DAO.  Recordsset

And then a:
Error 3020 was generated by DOA.  Field
Update or CancelUpdate without AddNew or Edit. 

The about screen then opens normally. 

This was while I already had a game open (of course).   Running winxp. 

2
Selecting Miscellaneous -> StarType

Run-time error '3024':
Could not find file 'HYG. mdb'.
« Last Edit: June 07, 2011, 11:24:11 AM by Soyweiser »
 

Offline Jong

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Re: Official v5.42 Bugs Thread
« Reply #310 on: June 09, 2011, 03:54:21 PM »
Hi. 

I found that microwaves can damage non-electronic components.   I accidentally blew up a ship I was trying to disable.   It also made it monstrously hard to blind this other big ship. 

SM log

Quote
30th January 2042 22:22:51,Corsairs,London,Goiingsak 132 hit by 1 points of damage from R4.    5/C3 High Power Microwave
30th January 2042 22:22:51,Star Swarm,Carpi,Soldier 001 hit by 1 points of damage from an energy or kinetic weapon
30th January 2042 22:22:51,Star Swarm,Carpi,The ship has no shields
30th January 2042 22:22:51,Star Swarm,Unknown,As a result of combat, the crew grade bonus of Soldier 001 has increased to 0%
30th January 2042 22:22:51,Star Swarm,Carpi,GB Magneto-plasma Drive E70 destroyed on Soldier 001 after receiving 1 points of damage.     10 Casualties.   
30th January 2042 22:22:51,Star Swarm,Carpi,As Soldier 001 has slowed to 1 km/s due to damage, it has been detached from Queen 001 - Parasites.   

30th January 2042 22:23:01,Corsairs,London,Goiingsak 132 hit by 1 points of damage from R4.    5/C3 High Power Microwave
30th January 2042 22:23:01,Star Swarm,Carpi,Soldier 001 hit by 1 points of damage from an energy or kinetic weapon
30th January 2042 22:23:01,Star Swarm,Carpi,The ship has no shields
30th January 2042 22:23:01,Star Swarm,Unknown,As a result of combat, the crew grade bonus of Soldier 001 has increased to 0%
30th January 2042 22:23:01,Star Swarm,Carpi,R12/C3 Meson Cannon destroyed on Soldier 001 after receiving 1 points of damage.     18 Casualties.   

30th January 2042 22:23:06,Corsairs,London,Goiingsak 132 hit by 1 points of damage from R9/C3 High Power Microwave
30th January 2042 22:23:06,Star Swarm,Carpi,Soldier 001 hit by 1 points of damage from an energy or kinetic weapon
30th January 2042 22:23:06,Star Swarm,Carpi,The ship has no shields
30th January 2042 22:23:06,Star Swarm,Unknown,As a result of combat, the crew grade bonus of Soldier 001 has increased to 0%
30th January 2042 22:23:06,Star Swarm,Carpi,Fuel Storage - Small destroyed on Soldier 001 after receiving 1 points of damage.     0 Casualties.   

30th January 2042 22:23:26,Star Swarm,Carpi,Soldier 001 hit by 1 points of damage from an energy or kinetic weapon
30th January 2042 22:23:26,Star Swarm,Carpi,The ship has no shields
30th January 2042 22:23:26,Star Swarm,Unknown,As a result of combat, the crew grade bonus of Soldier 001 has increased to 0%
30th January 2042 22:23:26,Star Swarm,Carpi,Stellarator Fusion Reactor Technology PB-1 AR-0 destroyed on Soldier 001 after receiving 0 points of damage.     0 Casualties.   
30th January 2042 22:23:26,Star Swarm,Carpi,Active Search Sensor MR11-R1 destroyed on Soldier 001 after receiving 1 points of damage.     3 Casualties.   
30th January 2042 22:23:26,Corsairs,London,Goiingsak 132 hit by 1 points of damage from R9/C3 High Power Microwave
30th January 2042 22:23:26,Star Swarm,Carpi,Soldier 001 hit by 1 points of damage from an energy or kinetic weapon
30th January 2042 22:23:26,Star Swarm,Carpi,The ship has no shields
30th January 2042 22:23:26,Star Swarm,Unknown,As a result of combat, the crew grade bonus of Soldier 001 has increased to 0%
30th January 2042 22:23:26,Star Swarm,Carpi,Soldier 001 suffers complete structural failure due to the amount of damage it has received.     The ship is destroyed.   

Also in the system map view, the speed listing for my own ships are complete nonsense, sometimes showing 0km/s and sometimes showing the speeds of my other ships. 

I have occasionally encountered a certain OrbitalMovement, error 11, division by zero.   I never had this problem when using real stars, but I've seen it early in 2 previous campaigns w/o real stars, which are apparently in systems discovered by NPRs.   And in my current campaign I've already found 2 systems that caused this error.   They both planets orbiting the primary at 75k, and they both had stars with a luminosity of 1.  000E-04.   The error pops up every 5-days.   I managed to use SM to delete and regenerate the systems that I found, but I think I'll be at a loss if the NPR spawns a bugged system. 

I did start my current campaign with a fresh DB, but I think there might have been a point where I had to kill the program when it froze.  I'm not sure if I did it during the current campaign though. 
 

Offline Father Tim

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Re: Official v5.42 Bugs Thread
« Reply #311 on: June 09, 2011, 11:16:16 PM »
The ship speeds displayed on the map are calculated by the simple expedient of distance moved since last increment / time of last increment.  So any ship that spent time not moving (loading, unloading, surveying, etc.) or jumped (only distance moved in the latest system is counted) will show an incorrect speed.

 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #312 on: June 09, 2011, 11:40:11 PM »
I'm fairly certain that there's a bug in PDC production when more than 1 PDC of a particular type is produced in a 5-day.

I designed a fairly cheap fighter base and launched a build of 8 on Earth.  A while later I checked, and noticed there was 1 of them in my PDC task group, and the count remaining was 5.8-ish.  I thought "wait, where's the 2nd one?" then decided I'd probably just had a little too much Bailey's when I launched the task.  I bumped the number back up to 6.8 and didn't think about it more.  A while passed and the same thing happened - (built)+(sheduled)<8.  I bumped it up again, and this time watched more carefully.  I started out at ~5.6, now there's 2.66 left on the task, but only 1 appeared.  I assume that what's going on is that the PDC code is assuming that only 1 PDC needs to be added to the TG, even if more than 1 was completed in that 5-day, and the extras all "fell off the truck".

Now that I know what's going on, I'll just insta-oob the phantoms back into existence.

John
 

Offline Jong

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Re: Official v5.42 Bugs Thread
« Reply #313 on: June 10, 2011, 07:13:10 PM »
Planetary Albedo doesn't go back down when you refreeze the hydrosphere. 

I was playing a methane breathing race and I accidentally melted the ice sheet while adding methane, raising the albedo from 1. 02 to 1. 0515, and the temperature from -27. 9C to -20. 4C.  Big whoops.  After adding some anti greenhouse gas the temperature is now -29. 45.  According to the system information window, the hydrosphere is back to "ice sheet", but the albedo is still 1. 05.
 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #314 on: June 11, 2011, 03:13:26 PM »
TG speed is not reset when max changes due to maintenance failure.

I've got a single-ship TG that has essentially no maintenance supplies running away from bad guys who are at exactly the same speed.  I just noticed that it lost one of its two engines (slowing it from 10,000 km/s to 5,000 km/s) a few 5-days ago, but the TG is still charging along at a speed of 10,000 km/s (it is correctly listing the max speed as 5,000 km/s, though - that's how I noticed.)

John