Author Topic: v1.12.0 Bugs Thread  (Read 70808 times)

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Offline pwhk

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Re: v1.12.0 Bugs Thread
« Reply #255 on: December 12, 2020, 04:06:19 AM »
I encountered bug with Unload All installations command. If your freighter fleet carries more than one type of installation and you give it command to unload all, only first type of installation is unloaded.

It can be easily reproduced by loading two installations, for example mine and fuel refinery. Then give command to unload all and only first installation on the list is unloaded. I reproduced it several times.

TN Start
Real Stars
Period decimal separator

I am pretty sure I have also encountered this issue on v1.12.0. (Conventional start, Real stars, period decimal separator)
 

Offline pwhk

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Re: v1.12.0 Bugs Thread
« Reply #256 on: December 12, 2020, 04:21:13 AM »
v1.12.0, conventional start, real stars, period decimal separator.

1. Create two classes where class A is compatible to class B
2. Refit a shipyard to class A
3. Build class B at the shipyard
4. Design of Class B is not locked properly and can be changed (without spacemaster mode)

p.s. I remembered that this issue happened before and fixed before, and it returns in v1.12.0. Software are hard  ;D

SJW: Fixed
« Last Edit: January 09, 2021, 10:20:48 AM by Steve Walmsley »
 
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Offline Cosinus

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Re: v1.12.0 Bugs Thread
« Reply #257 on: December 12, 2020, 07:58:28 AM »
In my experience (because I refilled tankers with other tankers), it works if you use 'refuel own fleet tankers'. Is that your issue?

No, the issue is that the other 2 orders provided in my report are not working. As I said, "refuel own fleet tankers" works for me.
 

Offline pwhk

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Re: v1.12.0 Bugs Thread
« Reply #258 on: December 12, 2020, 08:50:45 AM »
Not sure if intended. If using "Automated assignment for colony" for assigning governors, those assignments never appear in Event logs, unlike ship commander assignments.

SJW: Fixed
« Last Edit: January 09, 2021, 10:24:54 AM by Steve Walmsley »
 

Offline hammer58

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Re: v1.12.0 Bugs Thread
« Reply #259 on: December 13, 2020, 09:55:03 AM »
V1. 12

Using an AWACS ship design to provide targeting info to missile ships without any active sensors on the missile ships, will not allow the missile ships to target any enemy fleets or incoming missiles. 

None of my missile ships will fire on or lock a target into the fire control system. 

I have tried to use the AWACS inside the same fleet as the missile ships and also in a separate fleet in a stand off position.  In both cases I was not able to get a target lock on any target.  The anti missiles did not fire in PD mode either. 

This used to work in the VB version.
 

Offline Kristover

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Re: v1.12.0 Bugs Thread
« Reply #260 on: December 13, 2020, 10:20:51 AM »
That’s weird - I totally just fought an engagement that other day where an AWACS with active sensors totally lit up a target for an alpha strike from a couple of squadrons of missile boats.  Frankly my whole fleet doctrine is set up around AWACs and Fleet Sensor Ships painting targets for shooters.  The only capital ships I have that have large active sensors - all my warships have the 50 ton active/thermal/EM sensors I put on all vessels - are my carriers.
 

Offline hammer58

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Re: v1.12.0 Bugs Thread
« Reply #261 on: December 13, 2020, 10:52:12 AM »
How? I can not get any target lock. My Beam fire control will lock onto enemy ships. But the missile fire control will not. At any range. I am factoring in ecm.
The enemy ships have a 40% degrade in ecm range. My Missile fire control range is 109m/km. I should be able to target the enemy ships at a range of about 60m/km. But even at 20m/km I still can not get a target lock. And the enemy missiles I can track out to 5m/km. My anti missile fire control range is 110m/km. At 5m/km range my pd should be targeting and firing. But they do not. I have tried both auto target and manual targeting. Neither work.
 

Offline Droll

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Re: v1.12.0 Bugs Thread
« Reply #262 on: December 13, 2020, 12:00:22 PM »
How? I can not get any target lock. My Beam fire control will lock onto enemy ships. But the missile fire control will not. At any range. I am factoring in ecm.
The enemy ships have a 40% degrade in ecm range. My Missile fire control range is 109m/km. I should be able to target the enemy ships at a range of about 60m/km. But even at 20m/km I still can not get a target lock. And the enemy missiles I can track out to 5m/km. My anti missile fire control range is 110m/km. At 5m/km range my pd should be targeting and firing. But they do not. I have tried both auto target and manual targeting. Neither work.

Do you happen to have your DB? Any save state during the relevant combat would be good.

Just zip up your AuroraDB.db file so that someone can take a look at what the situation looks like.
« Last Edit: December 13, 2020, 12:02:35 PM by Droll »
 

Offline hammer58

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Re: v1.12.0 Bugs Thread
« Reply #263 on: December 13, 2020, 12:05:01 PM »
How? I can not get any target lock. My Beam fire control will lock onto enemy ships. But the missile fire control will not. At any range. I am factoring in ecm.
The enemy ships have a 40% degrade in ecm range. My Missile fire control range is 109m/km. I should be able to target the enemy ships at a range of about 60m/km. But even at 20m/km I still can not get a target lock. And the enemy missiles I can track out to 5m/km. My anti missile fire control range is 110m/km. At 5m/km range my pd should be targeting and firing. But they do not. I have tried both auto target and manual targeting. Neither work.

Do you happen to have your DB? Any save state during the relevant combat would be good.

Well you have to tell me how to do this. I assume you want me to upload my save game file? I do have a save exactly at this point.
So how exactly do I upload the file and where do I find it?
Just zip up your AuroraDB.db file so that someone can take a look at what the situation looks like.
 

Offline hammer58

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Re: v1.12.0 Bugs Thread
« Reply #264 on: December 13, 2020, 12:50:45 PM »
Never mind I got it to work. I did not know I had to click and drag the target to the fire control.
 

Offline TheBawkHawk

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Re: v1.12.0 Bugs Thread
« Reply #265 on: December 15, 2020, 03:02:57 PM »
I've been stuck in 2 hour turns for a while now, while trying to do 5 day increments. This is on random stars, period decimal separator, TN start, about 65 years into game. I thought it was just the NPRs playing nuclear rocket tag across the galaxy, until it continued for over 5 ingame days. I tried a 30 day increment, and time advanced for six hours. It seems that something is causing an interrupt every sub-pulse, and when I checked in the database log to see what was happening, I found a few NPR ships trying and failing to complete standing orders, as well as a few ship detections every increment. I turned off detection, but that didn't solve the increments.

I saw a post earlier on similar to this one where it was NPR civilians trying to load cargo, but these are military vessels and what seem to be construction ships.

Off-Topic: show
GE Ajonpaa 002 is unable to carry out its primary standing order: Refuel from Colony or Hub (All)
Stabilisation Squadron 001 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point
Stabilisation Squadron 003 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point
CLE Aura II 025 is unable to carry out its primary standing order: Join Operational Group
CLE Aura II 026 is unable to carry out its primary standing order: Join Operational Group
CLE Aura II 027 is unable to carry out its primary standing order: Join Operational Group
CLE Aura II 028 is unable to carry out its primary standing order: Join Operational Group
CLE Aura II 029 is unable to carry out its primary standing order: Join Operational Group
CLE Aura II 030 is unable to carry out its primary standing order: Join Operational Group
CLE Aura II 031 is unable to carry out its primary standing order: Join Operational Group
CLE Aura II 032 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 001 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 002 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 003 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 004 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 005 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 006 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 007 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 008 is unable to carry out its primary standing order: Join Operational Group
GE Alfheim 001 is unable to carry out its primary standing order: Refuel from Colony or Hub (All)
GE Alfheim 002 is unable to carry out its primary standing order: Refuel from Colony or Hub (All)
SS Alfhild 001 is unable to carry out its primary standing order: Survey Next Three System Locations
Stabilisation Squadron - Beam Escort 001 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point
Stabilisation Squadron - Beam Escort 002 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point
SS Binjai 001 is unable to carry out its primary standing order: Refuel from Colony or Hub (All)


I can attach the database if that helps.
 

Offline Froggiest1982

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Re: v1.12.0 Bugs Thread
« Reply #266 on: December 15, 2020, 03:08:02 PM »
I've been stuck in 2 hour turns for a while now, while trying to do 5 day increments. This is on random stars, period decimal separator, TN start, about 65 years into game. I thought it was just the NPRs playing nuclear rocket tag across the galaxy, until it continued for over 5 ingame days. I tried a 30 day increment, and time advanced for six hours. It seems that something is causing an interrupt every sub-pulse, and when I checked in the database log to see what was happening, I found a few NPR ships trying and failing to complete standing orders, as well as a few ship detections every increment. I turned off detection, but that didn't solve the increments.

I saw a post earlier on similar to this one where it was NPR civilians trying to load cargo, but these are military vessels and what seem to be construction ships.

Off-Topic: show
GE Ajonpaa 002 is unable to carry out its primary standing order: Refuel from Colony or Hub (All)
Stabilisation Squadron 001 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point
Stabilisation Squadron 003 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point
CLE Aura II 025 is unable to carry out its primary standing order: Join Operational Group
CLE Aura II 026 is unable to carry out its primary standing order: Join Operational Group
CLE Aura II 027 is unable to carry out its primary standing order: Join Operational Group
CLE Aura II 028 is unable to carry out its primary standing order: Join Operational Group
CLE Aura II 029 is unable to carry out its primary standing order: Join Operational Group
CLE Aura II 030 is unable to carry out its primary standing order: Join Operational Group
CLE Aura II 031 is unable to carry out its primary standing order: Join Operational Group
CLE Aura II 032 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 001 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 002 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 003 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 004 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 005 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 006 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 007 is unable to carry out its primary standing order: Join Operational Group
CJ Harjus III 008 is unable to carry out its primary standing order: Join Operational Group
GE Alfheim 001 is unable to carry out its primary standing order: Refuel from Colony or Hub (All)
GE Alfheim 002 is unable to carry out its primary standing order: Refuel from Colony or Hub (All)
SS Alfhild 001 is unable to carry out its primary standing order: Survey Next Three System Locations
Stabilisation Squadron - Beam Escort 001 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point
Stabilisation Squadron - Beam Escort 002 is unable to carry out its primary standing order: Build Jump Gate at Nearest Jump Point
SS Binjai 001 is unable to carry out its primary standing order: Refuel from Colony or Hub (All)


I can attach the database if that helps.

Do NPR failed orders contribute to interrupts? Sorry but I still don't know after 10 years! :D

Have you checked if you have any MFCs on by mistake?

That was the cause of many issues of the same kind

SJW: No, they don't cause interrupts. There are very few AI interrupts and they are related to combat, the detection of hostile contacts and the detection of new jump points.
« Last Edit: January 09, 2021, 10:30:13 AM by Steve Walmsley »
 

Offline TheBawkHawk

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Re: v1.12.0 Bugs Thread
« Reply #267 on: December 15, 2020, 03:53:51 PM »
Do NPR failed orders contribute to interrupts? Sorry but I still don't know after 10 years! :D

Have you checked if you have any MFCs on by mistake?

That was the cause of many issues of the same kind
There are no MFC's enabled, none of mine at least. I went through and set all of them to off just to make sure, but that didn't fix it
 

Offline Alno

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Re: v1.12.0 Bugs Thread
« Reply #268 on: December 16, 2020, 06:34:25 AM »
Hey Everyone,

I'm not sure if this is a bug or intended, so i wanted to make sure.       
I just installed Aurora C# for the first time and my research rate seems extremely high compared to what i remember from the VB version.  Just a single research lab with 0% bonus produces 20k RP per year.  I can complete the most expensive research available to me in 6 months with a single lab without any bonuses.       

I installed 1. 5. 1 Full version, followed by the 1. 12. 0 patch.  The only mod i use is the interface colour mod and i get the same result without it.       
To me it seems like the number in the research speed option is not a percentage, which is how i interpreted the tooltip, but a straight multiplier to the research speed.  Now I'm wondering if the same is true for the other speed options or not and my game just runs on x100 speed in general.   
I also only got 80 instant research points, which seems weird.  But I can still instant a 10k research with them.   

BTW, i love the spell check function of this forum.  I do not love that it adds spaces after every period every time i edit.   

Edit: Ok, i reinstalled the game and just running the mod at all seems to have broken something.  Research rates are back to normal.  In that case my "bug" is that the game seems to import the time and date formating of the system it's run on.  And on my german Windows 8. 1, that is to long to fit into its column in the research window.  I know exactly on what day of the week my research finishes but not what year.  The only reason i ran the mod was to fix this. 

Edit2: After some more research, the problem with the date format was that the game imports the long date format and not the short one.  I changed it to use a format without the day of the week and it fits now.  Also, thank you to Cosinus for the hint about the decimal separator.
« Last Edit: December 16, 2020, 07:12:40 AM by Alno »
 

Offline Cosinus

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Re: v1.12.0 Bugs Thread
« Reply #269 on: December 16, 2020, 06:45:19 AM »
Hey Everyone,
[...]

You should set your decimal separator to a dot ('.') in your OS settings. Otherwise Aurora does not work properly. You will need to start a new save game as well unfortunately.
 
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