Aurora 4x

Other Games => Quasar4x => Topic started by: Kyle on October 08, 2020, 04:43:58 PM

Title: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on October 08, 2020, 04:43:58 PM
Feel free to start sending in bug reports again.  I may not have time to look into all of them, especially the more vague or hard-to-reproduce bugs.  If I can't instantly figure out the issue you're describing I may just leave a quick message saying what additional information I'd like to get if you really want the bug fixed.  The more detail you can provide the better, and a copy of the save game is always welcome. 

Save files are located here:
- Windows: %APPDATA%/Godot/app_userdata/Quasar4x/quasar4x.sqlite
- Linux: $HOME/.godot/app_userdata/Quasar4x/quasar4x.sqlite

If the forum blocks your attachment please send save files to (https://i.imgur.com/qidY3U9.png).

Thanks in advance for any reports that do lead to fixes, since I have very little time to do much playtesting myself!

Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: icekiss on October 16, 2020, 11:11:23 AM
I've followed your devlogs for quite some time now.
Since you said people could start playing, I have downloaded Quasar (Version 114), and started playing (on Linux).    ;)

After researching Transnewtonian tech, I have split my 5 research labs 3/1/1 while converting industry.
However, I just noticed that only Kian Ross (CP: Expand Civilian Economy) is actually researching (second project, 1 lab), the other projects do not reduce "RP required" when I advance time.
I can only assume this has something to do with the order the research projects where created in, or added and removed labs from.

Unfortunately I get an error from the forum software each time I try to attach the 3. 1MB zip file quasar4x. sqlite. zip
How would you like to receive that file? (I assume other prospective bug reporters would run into the same problem)

Thanks a bunch for making the game, I am very happy that there is now a linux version that is running well.     
I am looking forward to playing more, and reporting bugs as I notice them.     
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on October 16, 2020, 11:52:36 AM
How would you like to receive that file? (I assume other prospective bug reporters would run into the same problem)

You can send it to (https://i.imgur.com/qidY3U9.png).  I've updated the top post as well.  Thanks!
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on October 16, 2020, 04:26:10 PM
After researching Transnewtonian tech, I have split my 5 research labs 3/1/1 while converting industry.
However, I just noticed that only Kian Ross (CP: Expand Civilian Economy) is actually researching (second project, 1 lab), the other projects do not reduce "RP required" when I advance time.
I can only assume this has something to do with the order the research projects where created in, or added and removed labs from.

Fixed
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Haji on October 18, 2020, 08:12:54 AM
Linux version, just in case this is relevant.

In SM mode it's not possible to explore a jump point with the "enter/explore" button on the jump point tab of the system generation and display window.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on October 18, 2020, 02:27:52 PM
Linux version, just in case this is relevant.

In SM mode it's not possible to explore a jump point with the "enter/explore" button on the jump point tab of the system generation and display window.

That one's actually not currently implemented because I don't personally use it and would require me to refactor some things.  Do you need it for something?
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Haji on October 18, 2020, 03:22:20 PM
Linux version, just in case this is relevant.

In SM mode it's not possible to explore a jump point with the "enter/explore" button on the jump point tab of the system generation and display window.

That one's actually not currently implemented because I don't personally use it and would require me to refactor some things.  Do you need it for something?

Nothing important enough to justify that kind of work, thanks :)
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Haji on October 20, 2020, 02:31:42 AM
Asteroid generation is weird as they have very high gravity. Two of them are colonisable despite being 60km in diameter and there is even an asteroid with gravity 3.5 times greater than Earth's while having diameter of 40km. Screenshot attached below.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on October 21, 2020, 05:11:10 PM
Fixed for the next version.  The calculation for gravity, while correct "on paper", was suffering from floating point error from too many steps in the calculation.  To fix it I reduced the formula to an identical and simpler form: Gravity = Density * Radius / 6380.0   (earth's radius in km).

Thanks for the report!
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on October 21, 2020, 05:58:31 PM
Linux version, just in case this is relevant.

In SM mode it's not possible to explore a jump point with the "enter/explore" button on the jump point tab of the system generation and display window.

That one's actually not currently implemented because I don't personally use it and would require me to refactor some things.  Do you need it for something?

Nothing important enough to justify that kind of work, thanks :)

My OCD wouldn't let me leave this alone. :)  The "enter/explore" button is now implemented.  I decided to make it usable without SM, which is how A4X does it, since its not that overpowered and it makes sense that an empire would have the technological capability to get a rough idea of the composition of nearby star systems.  The 'Force New' and 'No NPR' checkboxes are also implemented, although SM is required to enable either of those options.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Haji on October 26, 2020, 03:19:13 AM
Linux version 121

Pressing "Save Changes" in the "Specify Minerals" tab in the "System Generation and Display" window erases all minerals of the body, even if no modifications are made.

Edit: Order delay in "Task Group Orders" tab of the "Task Group" window appears to be working but there is no indication in either the window or the system map. I don't know if there is supposed to be one but it would be really helpful as it is impossible to know how much time remains until the next order is executed or can lead to confusion if I return to the campaign after a long time and don't remember that I set up delayed orders.

Edit 2: When using "Cycle Moves" function on the "Task Group Orders" tab of the "Task Groups" window the order delay will work fine but only the first time. After the first cycle the orders will be executed immediately.

Edit 3: When changing the construction queue in the "Industry" tab of the "Population and Production" window everything seems fine but the game will still construct things in the old order. For example if I'm building a military academy, after that I have a commercial shipyard, if I add infrastructure and move it up, so that the queue is academy->infrastructure->shipyard the game will nonetheless build academy->shipyard->infrastructure.

Edit 4: Colony cost 2.0 planets are never displayed on the galactic map. Planets with lower colony cost are showed automatically and planets with higher colony cost can be showed by checking "Show suitability 2 to 2.9 worlds" in the display tab but colonies with cost of exactly 2.0 are not shown at all.

Not sure if bug or not but certain randomly generated bodies (usually moons with low gravity of 0.2g or lower) have greenhouse factor set to 0 making it impossible to change their temperature through terraforming. It should be noted that the moons in the Solar system do not have the bug. I was using random stars rather than known ones.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on October 26, 2020, 12:11:34 PM
Linux version 121

Pressing "Save Changes" in the "Specify Minerals" tab in the "System Generation and Display" window erases all minerals of the body, even if no modifications are made.

Fixed

Edit: Order delay in "Task Group Orders" tab of the "Task Group" window appears to be working but there is no indication in either the window or the system map. I don't know if there is supposed to be one but it would be really helpful as it is impossible to know how much time remains until the next order is executed or can lead to confusion if I return to the campaign after a long time and don't remember that I set up delayed orders.

It appears to be functioning identically to A4x VB6, for better or worse.  However I've changed the displayed ETA to include the manually specified order delay.  So for example if you are watching a fleet on the system map and it says (Awaiting Acknowledgement) for an extended period of time but its ETA time is counting down, then you can conclude it is waiting on its order delay.

Edit 2: When using "Cycle Moves" function on the "Task Group Orders" tab of the "Task Groups" window the order delay will work fine but only the first time. After the first cycle the orders will be executed immediately.

VB6 Aurora is the same. Unfortunately I won't be changing this any time soon because it would require a database change that would be incompatible with games imported from VB6, which is something I do a lot.  If you are using order delays to wait for minerals to build up, you can use "Load Minerals when X available" instead.

Edit 3: When changing the construction queue in the "Industry" tab of the "Population and Production" window everything seems fine but the game will still construct things in the old order. For example if I'm building a military academy, after that I have a commercial shipyard, if I add infrastructure and move it up, so that the queue is academy->infrastructure->shipyard the game will nonetheless build academy->shipyard->infrastructure.

Have not experienced this issue in my game, although I only use 100% for my percentages.  Is it possible that you specified an order that would exceed 100%?  In that case the item exceeding 100% would be skipped and the one after it would be started if possible.  Please send me the save file if it still seems to be broken.

Edit 4: Colony cost 2.0 planets are never displayed on the galactic map. Planets with lower colony cost are showed automatically and planets with higher colony cost can be showed by checking "Show suitability 2 to 2.9 worlds" in the display tab but colonies with cost of exactly 2.0 are not shown at all.

Working for me.  Colonized worlds at 2.0 appear as blue dots inside the green circles, and one or more uncolonized 2.0 worlds show as blue rings around the green circle.  Note that I include 2.0 worlds in the 0 to 2 range whereas VB6 does not.  I do this because NPRs group 2.0 worlds in the 0 to 2 range as well for colony planning.

Not sure if bug or not but certain randomly generated bodies (usually moons with low gravity of 0.2g or lower) have greenhouse factor set to 0 making it impossible to change their temperature through terraforming. It should be noted that the moons in the Solar system do not have the bug. I was using random stars rather than known ones.

Bodies with gravity that is too low cannot retain an atmosphere and thus cannot be greenhoused :)  I don't remember if I observed this behavior in VB6 Aurora or whether I got that from the system gen pdf that Aurora derives from.  The sol system is the pre-baked one that VB6 comes with, so I guess it includes some miracle moons.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Warer on October 26, 2020, 04:39:18 PM
Are gauss cannon turrets supposed to have a rof of 0 seconds?

Damage Output 1x1      Rate of Fire: 0 seconds     Range Modifier: 1
Max Range 10 000 km    Turret Size: 2.6    SPW: 2.6    Turret HTK: 1
Power Requirement: 0    Power Recharge per 5 Secs: 0
Cost: 7    Crew: 4
Maximum Tracking Speed: 12000km/s
Materials Required:   3x Duranium  4x Vendarite

Development Cost for Project: 70RP

GC rof and range techs are at 1. They`re also not showing up in class design when picked. Their is a minimum size quad gauss cannon turret in this design.

Outreach class Patrol Craft (P)    550 tons     19 Crew     102.75 BP      TCS 11  TH 30  EM 0
2727 km/s     Armor 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 3
Maint Life 28.03 Years     MSP 119    AFR 2%    IFR 0%    1YR 0    5YR 4    Max Repair 43 MSP
Intended Deployment Time: 3 months    Spare Berths 1

Commonwealth Defense National M2120 .1kt LE Ion Drive (P) (1)    Power 30    Fuel Use 119.84%    Signature 30    Exp 12%
Fuel Capacity 50 000 Liters    Range 13.7 billion km   (57 days at full power)

Commonwealth Defense National M2120 PDFC (1)    Max Range: 48 000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0

This design is classed as a Military Vessel for maintenance purposes

Outreach class Patrol Craft (P)    375 tons     15 Crew     91.75 BP      TCS 7.5  TH 30  EM 0 (heres the design with it removed)

Also my screen froze and reset twice since i started playing quasar though im not sure if this is related.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on October 26, 2020, 11:28:13 PM
Are gauss cannon turrets supposed to have a rof of 0 seconds?

Damage Output 1x1      Rate of Fire: 0 seconds     Range Modifier: 1
Max Range 10 000 km    Turret Size: 2.6    SPW: 2.6    Turret HTK: 1
Power Requirement: 0    Power Recharge per 5 Secs: 0
Cost: 7    Crew: 4
Maximum Tracking Speed: 12000km/s
Materials Required:   3x Duranium  4x Vendarite

Development Cost for Project: 70RP

Fixed - also removed the "Power Requirement: 0" line for gauss turrets

They`re also not showing up in class design when picked

Fixed
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Haji on October 27, 2020, 02:44:05 AM
Edit 3: When changing the construction queue in the "Industry" tab of the "Population and Production" window everything seems fine but the game will still construct things in the old order. For example if I'm building a military academy, after that I have a commercial shipyard, if I add infrastructure and move it up, so that the queue is academy->infrastructure->shipyard the game will nonetheless build academy->shipyard->infrastructure.

Have not experienced this issue in my game, although I only use 100% for my percentages.  Is it possible that you specified an order that would exceed 100%?  In that case the item exceeding 100% would be skipped and the one after it would be started if possible.  Please send me the save file if it still seems to be broken.

Here is the screenshot of what is happening. Sorry for the smegty composite. Will send database.

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=11942.0;attach=5900;image)

Edit 4: Colony cost 2.0 planets are never displayed on the galactic map. Planets with lower colony cost are showed automatically and planets with higher colony cost can be showed by checking "Show suitability 2 to 2.9 worlds" in the display tab but colonies with cost of exactly 2.0 are not shown at all.

Working for me.  Colonized worlds at 2.0 appear as blue dots inside the green circles, and one or more uncolonized 2.0 worlds show as blue rings around the green circle.  Note that I include 2.0 worlds in the 0 to 2 range whereas VB6 does not.  I do this because NPRs group 2.0 worlds in the 0 to 2 range as well for colony planning.

Two screenshots below. The first one shows a system with three potentially habitable planets, two colony cost 2.0 and one colony cost 2.1. The second screenshot shows galaxy map where the system supposedly have only one planet with a colony cost 2.0 or higher. Database will be sent (its the same one as before).

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=11942.0;attach=5902;image)

(http://aurora2.pentarch.org/index.php?action=dlattach;topic=11942.0;attach=5904;image)


Unfortunately I won't be changing this any time soon because it would require a database change that would be incompatible with games imported from VB6, which is something I do a lot.

I didn't know that was possible but it is something I would be interested in. Can I know what are you using for conversion? I tried to use some free tools but none of them worked out due to various limitations.

Edit: Linux version 124 (newest).

I developed new engines and begun refits. I refitted two vessels, an exploration ship and a freighter. There is no issue with refitting the freighter. However I can't refit the exploration ship. The refit supposedly happens but the class isn't changing. SQL file will be sent.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Warer on October 27, 2020, 03:49:04 AM
Ship speed is around 2.5kkps, isn`t that supposed to be max tracking speed for non turreted weapons?

Commonwealth Defense National M2120 150mm QF-VL Laser Cannon (1)    Range 48 000km     TS: 12000 km/s     Power 6-3     RM 2    ROF 10        6 6 4 3 0 0 0 0 0 0
Commonwealth Defense National Mk1 10mm Coilgun (1)    Range 10 000km     TS: 12000 km/s     Accuracy Modifier 8%     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Commonwealth Defense National M2120 PDFC (1)    Max Range: 48 000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0

GC turrets have zero accuracy mod regardless of size.

Single Chandos  Incorporated Gauss Cannon R1-100 Turret (1)    Range 10 000km     TS: 12000 km/s     Accuracy Modifier 0%     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Chandos  Incorporated Gauss Cannon R1-100 (1)    Range 10 000km     TS: 12000 km/s     Accuracy Modifier 100%     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Single Chandos  Incorporated Gauss Cannon R1-50 Turret (1)    Range 10 000km     TS: 12000 km/s     Accuracy Modifier 0%     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Chandos  Incorporated Gauss Cannon R1-50 (1)    Range 10 000km     TS: 12000 km/s     Accuracy Modifier 50%     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Quad 10mm Coilgun Turret (1x4)    Range 10 000km     TS: 22200 km/s     Accuracy Modifier 0%     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Commonwealth Defense National Mk2 50mm Coilgun (1)    Range 10 000km     TS: 12000 km/s     Accuracy Modifier 33%     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Single Chandos  Incorporated Gauss Cannon R1-25 Turret (1)    Range 10 000km     TS: 12000 km/s     Accuracy Modifier 0%     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Chandos  Incorporated Gauss Cannon R1-25 (1)    Range 10 000km     TS: 12000 km/s     Accuracy Modifier 25%     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Single 10mm Coilgun Turret (1)    Range 10 000km     TS: 40000 km/s     Accuracy Modifier 0%     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Commonwealth Defense National Mk1 10mm Coilgun (1)    Range 10 000km     TS: 12000 km/s     Accuracy Modifier 8%     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Commonwealth Defense National M2120 PDFC (1)    Max Range: 48 000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on October 27, 2020, 06:58:27 AM
Edit 3: When changing the construction queue in the "Industry" tab of the "Population and Production" window everything seems fine but the game will still construct things in the old order. For example if I'm building a military academy, after that I have a commercial shipyard, if I add infrastructure and move it up, so that the queue is academy->infrastructure->shipyard the game will nonetheless build academy->shipyard->infrastructure.

Here is the screenshot of what is happening. Sorry for the smegty composite. Will send database.

Fixed

Two screenshots below. The first one shows a system with three potentially habitable planets, two colony cost 2.0 and one colony cost 2.1. The second screenshot shows galaxy map where the system supposedly have only one planet with a colony cost 2.0 or higher. Database will be sent (its the same one as before).

Fixed


Unfortunately I won't be changing this any time soon because it would require a database change that would be incompatible with games imported from VB6, which is something I do a lot.
I didn't know that was possible but it is something I would be interested in. Can I know what are you using for conversion? I tried to use some free tools but none of them worked out due to various limitations.

I'm using my own fork of the open source 'MDB Tools' to create a CSV, and a perl script I wrote to convert to a quasar sqlite db.  If you want a VB6 game imported to Quasar just post it on this thread (http://aurora2.pentarch.org/index.php?topic=10439.0) or send to my email address listed in the OP.  I'd be happy to do conversions, they are really easy, I just type 1 command and wait 30 seconds.

I developed new engines and begun refits. I refitted two vessels, an exploration ship and a freighter. There is no issue with refitting the freighter. However I can't refit the exploration ship. The refit supposedly happens but the class isn't changing. SQL file will be sent.

Send me the db if you want me to take a look


Ship speed is around 2.5kkps, isn`t that supposed to be max tracking speed for non turreted weapons?

Got a copy of Aurora VB6?  Check there... tracking speeds aren't limited by ship speed.  Not even spinal weapons, from what I saw.


GC turrets have zero accuracy mod regardless of size.

Fixed
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Haji on October 29, 2020, 04:15:09 AM
Linux version 1.26. Using database that has recently been converted from VB6 (not sure if that is relevant).

Refuelling conditional order is not working correctly. First if a planet is in a different system the ship will have an order to refuel at that system but it will not have orders to move to that system and as a result messages will pop up that the vessel is unable to execute the orders due to them being in a different system. Second the refuelling order is injected into the top of an order queue even if the queue already have a refuelling order. In the VB6 aurora a refuelling conditional order would not be added if the fleet was already scheduled to refuel and it would erase all orders rather than injecting one. Three screenshots are attached. The first one shows the order being injected into the top of the queue that already has a refuelling order. The second one shows the event log showing that the ship had a conditional order to refuel and, at the same time, was unable to execute the order due to being in a different system. The third one shows the situation after I removed all orders for the ship showing it made no difference.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on October 29, 2020, 11:24:14 AM
Linux version 1.26. Using database that has recently been converted from VB6 (not sure if that is relevant).

Refuelling conditional order is not working correctly. First if a planet is in a different system the ship will have an order to refuel at that system but it will not have orders to move to that system and as a result messages will pop up that the vessel is unable to execute the orders due to them being in a different system. Second the refuelling order is injected into the top of an order queue even if the queue already have a refuelling order. In the VB6 aurora a refuelling conditional order would not be added if the fleet was already scheduled to refuel and it would erase all orders rather than injecting one. Three screenshots are attached. The first one shows the order being injected into the top of the queue that already has a refuelling order. The second one shows the event log showing that the ship had a conditional order to refuel and, at the same time, was unable to execute the order due to being in a different system. The third one shows the situation after I removed all orders for the ship showing it made no difference.

This should be fixed.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Haji on November 07, 2020, 04:04:31 AM
Linux version 133

If you have multiple empires once one of them explores a jump point it is impossible for other empires to explore it.

Example. Let's say you have two empire, federation A and federation B. Federation A explores two jump points in the Sol system with everything working fine, new systems are generated and so on. Federation B sends a ship to explore one of those jump points. According to the event log the ship arrived in a system N/A. In task groups window the ship in still in the Sol system but there are no planets or moons. According to the galaxy map the jump point was explored (the number of unexplored ones has been lowered from 4 to 3) but no connection is visible, only Sol system is present. The system information shows all jump points as unexplored. A database is attached below.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on November 08, 2020, 12:12:33 PM
Linux version 133

If you have multiple empires once one of them explores a jump point it is impossible for other empires to explore it.

Example. Let's say you have two empire, federation A and federation B. Federation A explores two jump points in the Sol system with everything working fine, new systems are generated and so on. Federation B sends a ship to explore one of those jump points. According to the event log the ship arrived in a system N/A. In task groups window the ship in still in the Sol system but there are no planets or moons. According to the galaxy map the jump point was explored (the number of unexplored ones has been lowered from 4 to 3) but no connection is visible, only Sol system is present. The system information shows all jump points as unexplored. A database is attached below.

Well, this explains why there weren't any NPR wars in my campaign yet.   This is fixed in version 134, which is up now.  If you have a campaign going in a Version 133 or older save file, it will be automatically repaired.  This may leave you with a few systems named something like 'System #1324' that you'll have to manually update.  If you had NPR's, its possible they had a fleet or two that had entered somebody else's system and then gone dormant due to the bug; those fleets should now "wake up" and start poking around.

Thanks for the report!
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Haji on November 11, 2020, 02:32:28 AM
Linux version 134

If a conditional order to refuel triggers it will keep triggering after every increment until the ship gets refuelled. In VB6 Aurora once an order to refuel is added to the queue the conditional order will no longer trigger.
Aside from the annoyance of having ships constantly telling me they are going to refuel the practical problem is that in VB6 Aurora once the order triggers I can also set up resupply and overhaul after the refuelling (which I do for survey ships) but in quasar those orders end up being deleted.

Edit: If you have multiple player nations, the "Senior Officer in the System" section in the History & Officers & Misc tab in the Task Groups window will show the senior officer out of all the officers of all the nations. For example in my game with six powers in the Sol system all powers see the same person from one of the powers as the senior officer in the system.

Edit 2: Being unable to refuel from a location cancels all orders. Not sure if this happens only if there is absolutely no fuel at the colony or if this happens always if a fleet cannot be fully refuelled.

Edit 3: The constant triggering of refuelling conditional order also causes interrupts, for example making the game progress only 30min instead of a full day forcing me to SM refuel those ships to progress.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on November 12, 2020, 11:52:10 AM
Hi, I'm not sure what is causing your refueling conditions to re-trigger, they are working fine in my game.  I added some additional checks to try and prevent re-triggering but they aren't tested. 

Senior Officer in System should be fixed now.

Unable to refuel or resupply should no longer cancel all orders. 

If you are still having issues please send the quasar4x.sqlite file in which I can end the turn and observe the problem.  If it's difficult to predict when the issue will happen, you can enable backups after every turn in the settings window.

Version 135 is up with the code changes, but I have not verified any of the fixes.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Tecknitian on November 13, 2020, 02:07:15 AM
Not sure if this is intended, but you can delete the Duranium armour component on a new vessel.

Doing this seems to also lock the tonnage and build cost of the vessel to whatever it was when you deleted the armour component.

Amistead Rust class Gravitational Survey Vessel    195 tons     99 Crew     36 BP      TCS 3. 9  TH 125  EM 0
1302 km/s     Armor 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 39. 76 Years     MSP 115    AFR 0%    IFR 0%    1YR 0    5YR 2    Max Repair 100 MSP
Intended Deployment Time: 120 months    Spare Berths 0

125 EP Commercial Nuclear Thermal Engine (1)    Power 125    Fuel Use 8. 84%    Signature 125    Exp 5%
Fuel Capacity 100 000 Liters    Range 1018. 2 billion km   (377 days at full power)

1 ton Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
1 ton EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Geological Survey Sensors (6)   6 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

Kind of weirdly, after you add a few of any components to the base ship you can no longer delete the armour.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on November 13, 2020, 09:49:57 PM
you can delete the Duranium armour component on a new vessel.

Fixed.  Thanks for the report!
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Haji on November 13, 2020, 11:42:28 PM
Hi, I'm not sure what is causing your refueling conditions to re-trigger, they are working fine in my game.  I added some additional checks to try and prevent re-triggering but they aren't tested.

Tested with version 135 and it's working fine now, thank you.

Greenhouse factor due to atmospheric retention is wonky. From what I remember you said that you set bodies with gravity below 0.2 to have greenhouse factor of 0 as they don't retain atmosphere. First in VB6 Aurora that was 0.1. Second this doesn't work for the moons. I have one moon with gravity of 0.28 that has greenhouse factor set to 0 while a moon with gravity of 0.17 has normal one. As far as I can determine this is due to the moon type. Every moon that isn't classified as terrestrial or small terrestrial cannot retain atmosphere no matter the gravity.

Edit: Orbital maintenance modules don't appear to be working. The planetary summary will show them in the total maintenance facility maximum ship size but the ships won't be showing in the mining and maintenance tab. Adding ground based maintenance facilities will immediately make the ships appear there.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on November 15, 2020, 04:35:07 PM
Greenhouse factor due to atmospheric retention is wonky. From what I remember you said that you set bodies with gravity below 0.2 to have greenhouse factor of 0 as they don't retain atmosphere. First in VB6 Aurora that was 0.1. Second this doesn't work for the moons. I have one moon with gravity of 0.28 that has greenhouse factor set to 0 while a moon with gravity of 0.17 has normal one. As far as I can determine this is due to the moon type. Every moon that isn't classified as terrestrial or small terrestrial cannot retain atmosphere no matter the gravity.

I believe the GH factors are correct.  I'm looking at a sample VB6 game and I see 0.00 for small moons and 1.00 for a Small Terrestrial moon. 

Atmosphere is indeed only possible on moons that are terrestrial, as it is in VB6.  I observed this in a VB6 game with ~1500 systems.  A roll is first made to determine whether the moon is barren or habitable ("terrestrial"), and atmosphere is only potentially rolled for habitable moons. 


Edit: Orbital maintenance modules don't appear to be working. The planetary summary will show them in the total maintenance facility maximum ship size but the ships won't be showing in the mining and maintenance tab. Adding ground based maintenance facilities will immediately make the ships appear there.

I pushed version 137 which fixes this issue with the maintenance summary in the F2 window.  I'm pretty sure the issue was only restricted to that one report, and orbital maintenance is otherwise working.  Let me know if that's not the case.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Haji on November 16, 2020, 10:02:24 AM
Edit: Orbital maintenance modules don't appear to be working. The planetary summary will show them in the total maintenance facility maximum ship size but the ships won't be showing in the mining and maintenance tab. Adding ground based maintenance facilities will immediately make the ships appear there.

I pushed version 137 which fixes this issue with the maintenance summary in the F2 window.  I'm pretty sure the issue was only restricted to that one report, and orbital maintenance is otherwise working.  Let me know if that's not the case.

It's working now thank you.

As for the greenhouse gases issue, the reason I think it's a bug is due to the game you converted for me some time back. I had a colony on a moon there that had a temperature drop due to the greenhouse factor being zero, resulting in massive die off of the population. At the same time this is something that can be fixed in a database so it's not a pressing issue. It just looks weird to have a body with gravity above 0.25 that can't hold an atmosphere, but it may also be due to the way bodies were generated in VB6 Aurora as the designations of large moon, terrestrial moon and so on were borderline random.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on November 16, 2020, 02:15:21 PM
As for the greenhouse gases issue, the reason I think it's a bug is due to the game you converted for me some time back. I had a colony on a moon there that had a temperature drop due to the greenhouse factor being zero, resulting in massive die off of the population. At the same time this is something that can be fixed in a database so it's not a pressing issue. It just looks weird to have a body with gravity above 0.25 that can't hold an atmosphere, but it may also be due to the way bodies were generated in VB6 Aurora as the designations of large moon, terrestrial moon and so on were borderline random.

Which system and moon, specifically?  That shouldn't happen, so I'd like to take a look.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Haji on November 17, 2020, 07:59:07 AM
As for the greenhouse gases issue, the reason I think it's a bug is due to the game you converted for me some time back. I had a colony on a moon there that had a temperature drop due to the greenhouse factor being zero, resulting in massive die off of the population. At the same time this is something that can be fixed in a database so it's not a pressing issue. It just looks weird to have a body with gravity above 0.25 that can't hold an atmosphere, but it may also be due to the way bodies were generated in VB6 Aurora as the designations of large moon, terrestrial moon and so on were borderline random.

Which system and moon, specifically?  That shouldn't happen, so I'd like to take a look.

To make sure the bug is there I loaded the save you've sent me and at first it appeared as if everything is working fine, the moon had greenhouse factor of 2.4 or so. However after the first industry tick (have to progress the game by 5 days or so) it has been set to 0. The moon in question is GJ 1057 A III-Moon 4, inhabited by the Kanhalan Union.

Edit: Shields require power and a lot of it. I've put 600 shields on a ship and the vessel required 22 500 power which is essentially an impossible amount to generate.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: aks2161989 on November 29, 2020, 11:08:19 AM
Hi,

I downloaded the game for the first time and when I try to run it, the Window is stuck to the top left side of the screen.  I cannot drag it or move it to the middle of the screen.  Please find a screenshot in the attachment.

Version: 137
OS: Windows 10
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: aks2161989 on November 29, 2020, 11:17:14 AM
Quote from: aks2161989 link=topic=11942. msg143711#msg143711 date=1606669699
Hi,

I downloaded the game for the first time and when I try to run it, the Window is stuck to the top left side of the screen.   I cannot drag it or move it to the middle of the screen.   Please find a screenshot in the attachment. 

Version: 137
OS: Windows 10

Forgive my ignorance, when I place the cursor on the right edge of the window and resize it, the title bar appears and I am able to drag the window to the middle of the screen now.  Apologies for the earlier post!
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: The_Seeker on December 17, 2020, 03:14:28 AM
There is a massive memory leak currently, I left the game open for a few days and when I checked, over 10gb of memory was committed to it, version 137.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Triato on December 23, 2020, 06:10:16 PM
Hello,

I created a system and all comets are named ¨comet¨. It would be usefull for them to be called comet 1, comet 2, etc.

I gave myself underground infraestructure tech, but when colonizing a planet I only sent normal infraestructure. In the sumary window, the population paragraph doesn´t show the 120 infraestructure I have transported and only says I have 0 underground infraestructure and thus can not sustain any population.

Hope this helps.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Warer on February 04, 2021, 11:12:21 AM
80cm do not seem to exist
Damage Output 168     Rate of Fire: 35 seconds     Range Modifier: 12
Max Range 20 160 000 km     Laser Size: 0 HS    Laser HTK: 0
Power Requirement: 168    Power Recharge per 5 Secs: 25
Cost: 3888    Crew: 0
Materials Required: 777.6x Duranium  777.6x Boronide  2332.8x Corundium

Development Cost for Project: 38880RP
Max tech schakanery
10cm
Damage Output 3     Rate of Fire: 5 seconds     Range Modifier: 12
Max Range 360 000 km     Laser Size: 3 HS    Laser HTK: 1
Power Requirement: 3    Power Recharge per 5 Secs: 25
Cost: 519    Crew: 9
Materials Required: 103.8x Duranium  103.8x Boronide  311.4x Corundium

Development Cost for Project: 5190RP
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: shepard1707 on February 06, 2021, 11:04:07 AM
I'm getting a rather frustrating bug where the Class Designer insists I have prototype components on a design, when I have none.  This seems to start when I try to put Grav Survey sensors on, but then continue on to other kinds of vessel.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Haji on May 04, 2021, 09:25:51 AM
The anti-missile fire controls don't seem to be working correctly. I had a fire control that should be able to engage missiles size 6 (or less) from 6mln kilometers, however it could only engage them from 1.2mln kilometers. It seems as if the game calculates fire controls based on actual missile size rather than using size 6 as a minimum. Detection systems work fine.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Agm-114 on June 09, 2021, 09:40:50 AM
Set Task Group Position does not include waypoints in the list of targets.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Agm-114 on July 20, 2021, 02:14:19 PM
Transferring a fleet to another civ breaks the fleet
they cannot order or view it
but they can transfer ships in and out
(https://media.discordapp.net/attachments/487747229445128192/854484198067798026/unknown-1.png)
(https://cdn.discordapp.com/attachments/487747229445128192/854484198298222662/unknown.png)
Bug with service industry calculations
As far as I am aware it's supposed to only depend on total pop size and the 2nd value is correct.
There is no way to delete an entire fleet even if you're in sm mode.
This is problematic if you have 600 ships to delete.
Creating a jump point seems to add it to the DB ( you can link other JPs to it and it shows up in the order menu) but if does not show up on the map or system overview
Structural Shell is an allowed armor type for magazines and it's better than every other alternative.
Designs do not lock if you spawn them in using the order of battle creator.
If you add orbital hab modules to an existing design the ships with it flying around increase in mass but do not get the capacity.
If you spawn ruins the defenders flag and the wrecks flag are ignored
It looks like the game does not respect fixed system names
Empires do not spawn with infrastructure even if they are created on a world with a non zero colony cost for them.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on July 26, 2021, 03:56:02 PM
The anti-missile fire controls don't seem to be working correctly. I had a fire control that should be able to engage missiles size 6 (or less) from 6mln kilometers, however it could only engage them from 1.2mln kilometers. It seems as if the game calculates fire controls based on actual missile size rather than using size 6 as a minimum. Detection systems work fine.

Sorry for the late reply. If you're still around, could you post some screenshots and show exactly where you see the problem?  I'm not seeing anything in the chance-to-hit or max firing range calculations that factor in the missile size.. distance and speed yes, not size
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on July 26, 2021, 04:00:10 PM
Hello,

I created a system and all comets are named ¨comet¨. It would be usefull for them to be called comet 1, comet 2, etc.

I gave myself underground infraestructure tech, but when colonizing a planet I only sent normal infraestructure. In the sumary window, the population paragraph doesn´t show the 120 infraestructure I have transported and only says I have 0 underground infraestructure and thus can not sustain any population.

Hope this helps.

Normal infrastructure wont show in the colony summary for low gravity bodies.  You have to explicitly construct or deliver Underground Infrastructure, it's not interchangeable with regular Infrastructure

I added numbers to the generic Comet names for the next version
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on July 26, 2021, 04:19:51 PM
80cm do not seem to exist
Damage Output 168     Rate of Fire: 35 seconds     Range Modifier: 12
Max Range 20 160 000 km     Laser Size: 0 HS    Laser HTK: 0
Power Requirement: 168    Power Recharge per 5 Secs: 25
Cost: 3888    Crew: 0
Materials Required: 777.6x Duranium  777.6x Boronide  2332.8x Corundium

Development Cost for Project: 38880RP
Max tech schakanery
10cm
Damage Output 3     Rate of Fire: 5 seconds     Range Modifier: 12
Max Range 360 000 km     Laser Size: 3 HS    Laser HTK: 1
Power Requirement: 3    Power Recharge per 5 Secs: 25
Cost: 519    Crew: 9
Materials Required: 103.8x Duranium  103.8x Boronide  311.4x Corundium

Development Cost for Project: 5190RP

Fixed in next version. Thanks!
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on July 26, 2021, 04:22:49 PM
I'm getting a rather frustrating bug where the Class Designer insists I have prototype components on a design, when I have none.  This seems to start when I try to put Grav Survey sensors on, but then continue on to other kinds of vessel.

Sorry for the delayed reply.  I can't reproduce this.. if you're still around would you mind giving me steps to reproduce?
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on July 26, 2021, 04:30:44 PM
Set Task Group Position does not include waypoints in the list of targets.

Fixed in next version
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on July 27, 2021, 03:27:01 AM
Transferring a fleet to another civ breaks the fleet
they cannot order or view it
but they can transfer ships in and out
Worked for me just now, I believe I might have already fixed it for the next version

(https://media.discordapp.net/attachments/487747229445128192/854484198067798026/unknown-1.png)
(https://cdn.discordapp.com/attachments/487747229445128192/854484198298222662/unknown.png)
Bug with service industry calculations
As far as I am aware it's supposed to only depend on total pop size and the 2nd value is correct.
Colony cost impacts the service sector if there is a ground population because some service pop is shifted to agriculture.  It's technically not possible to verify whether your screenshots are correct without seeing the colony cost.  My tests looked ok just now.  If there was an issue, it might have already fixed for the next version

There is no way to delete an entire fleet even if you're in sm mode.
This is problematic if you have 600 ships to delete.
This is changed for the next version so you can delete non-empty fleets.  I added a confirmation popup when the fleet contains ships to mitigate accidental deletions.

Creating a jump point seems to add it to the DB ( you can link other JPs to it and it shows up in the order menu) but if does not show up on the map or system overview
It works, you have to survey the jump point for it to appear on the system map and system view.

Structural Shell is an allowed armor type for magazines and it's better than every other alternative.
Fixed for next version

Designs do not lock if you spawn them in using the order of battle creator.
Fixed for next version

If you add orbital hab modules to an existing design the ships with it flying around increase in mass but do not get the capacity.
If I understand correctly and you're modifying a design that already has ships based on it, this should no longer be possible in the next version due to my above fix to locking classes

If you spawn ruins the defenders flag and the wrecks flag are ignored
Works for me.  Check again next version -- make sure you're able to pick up the defenders on a sensor, and you have system presence to see the wrecks.

It looks like the game does not respect fixed system names
Can you give me a step-by-step to reproduce this?

Empires do not spawn with infrastructure even if they are created on a world with a non zero colony cost for them.
Natural empires should be spawning with a species that is pre-adapted to their homeworld so this should only be occurring with SM generated empires.  For now just use SM to add infrastructure as well.
Title: Re: [q4x] Bug Reports (Version 113 and up)
Post by: Kyle on July 27, 2021, 07:38:47 PM
New thread for version 138 and up here (http://aurora2.pentarch.org/index.php?topic=12665.0)