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C# Bug Reports / Re: v2.3.1 Bugs Thread
« Last post by Kaiser on Today at 05:19:13 AM »
I clicked on a 5 days increment and got the error below, when I closed the error window the I got a message that my jump construction ship had finished the stabilization of a Lagrange point on Uranus, so maybe it is connected to that.

The function number: 3673
The complete error text: Reference to an  object not set to an object's instance
The window affected: Main map
What you were doing at the time: Click on 5 days increment
Conventional or TN start: Conventional
Random or Real Stars: Real
Is your decimal separator a comma? Comma
Is the bug is easy to reproduce, intermittent or a one-off? intermittent
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 24 years

Ok It worked once the fleet arrived at destination, probably because I haven't researched the underway replenishment yet.

Cannot figure out how these orders work (if they work).

I have a simple colonization fleet with 4 ships, 1 of them is a tanker which has been given the order to "refuel own fleet", however it does not appear to be working, it should keep the other 3 ships at top fuel level, right?

Is there something I am missing here? Probably I misunderstood the logic of these commands.

C# Bureau of Design / Re: My first try at ship design
« Last post by Ultimoos on Today at 04:33:41 AM »
I had my first confrontation with a single raider ship and the difficulty bar went up considerably.
There was a total of 40 missiles going 21000 km/s. 6 of them were destroyed by railguns. Nearly half of my missiles went after a decoy. Before, a salvo of just half of this size would completely destroy a single ship, but this one is left crippled.
C# Bug Reports / Re: v2.3.1 Bugs Thread
« Last post by superstrijder15 on Today at 04:14:17 AM »
I gave myself a ship at a higher tech level than I have right now (as an RP 'salvaged' vessel from the moon, which humanity cannot fully replicate yet), and now it is not correctly overhauling. The maintenance value does become green, but the deployment timer doesn't and both of them keep ticking upwards
There are a couple things that happened for the first time here:
1. I had a ship of a higher tech level than mine
2. I gave a ship to another race via the gift button
3. I owned a ship built by a deleted race
So I'm guessing one of these is the issue?
I also checked the economy window and there the maintained tonnage is the tonnage of my only other military ship, rather than the tonnage of this heavier ship.

window affected: economy & fleet organization
start: TN
real stars
decimal seperator is a comma
reproducability: have not tested this yet, since I just found this bug in the train to work
campaign length: happened on the first overhaul

This link has an album with two consecutive 5 day increments showing the timers going up:
Garfunkel's Fiction / Re: Solar Hegemony
« Last post by Garfunkel on Today at 04:02:01 AM »

January began with heated debate among the top brass of the Worker's and Peasant's Red Army. Comrade Yefimova had just delivered the up-armoured version of their mainstay tank, the T-34/85M2 and was starting work on the IS-4M version. However, there was a real possibility of making an entirely new tank, armed with a more compact version of the dazzling laser cannon that had been introduced to the Politburo recently. Similarly, the recently introduced AK-47 could be replaced with a laser rifle that would certainly increase the firepower of the Red Army, albeit at a cost. Eventually it was decided that old units would not be upgraded with new equipment but that new units would only receive the newest equipment. The IS-4M was cancelled and new vehicles would be designed - the T-44 would become the new main battle tank of the Red Army, supported by IS-5 infantry tank and the 2S1 Gvozdika self-propelled howitzer. This would cause a significant delay in the research of new abilities for the Red Army. The month was eventful for the Americans as well. With the invention of Duranium Armour, focus was now on making a working railgun prototype. The M26 Pershing would be replaced with the M47 Patton that would have Duranium armour and a railgun instead of a conventional cannon.

In June, a new type of satellite was launched from Baikonur. Most of the world was already quite alarmed that the Soviets had twelve satellites in orbit, ten of which seemed to be carrying missile launchers and the appearance of a new type did not calm anyone down despite Soviet rhetoric that these were all 'peace satellites'. Poltava would be joined by 19 other satellites of the class, ensuring that the Soviet Union would absolutely dominate near Earth space:

Code: [Select]
ODP-01 Poltava  (Poltava class Orbital Defence Platform)      400 tons       6 Crew       25.1 BP       TCS 8    TH 0    EM 0
1 km/s      Armour 1-4       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 1-25      PPV 3
Maint Life 65.88 Years     MSP 64    AFR 1%    IFR 0.0%    1YR 0    5YR 0    Max Repair 10 MSP
Kapitan tret'yego ranga    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

DKT 100mm C1 IR Laser (1)    Range 30,000km     TS: 1,250 km/s     Power 3-1     RM 10,000 km    ROF 15       
OKB-1 SON-4 Fire Controller (1)     Max Range: 80,000 km   TS: 625 km/s    ECCM-0     14 12 10 8 6 4 2 0 0 0
AMB-0.75 Radioisotope Thermal Generator (2)     Total Power Output 1.5    Exp 5%

SKB Pegmantit-1 Area Monitor (1)     GPS 2     Range 1.8m km    MCR 160.6k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes

In response, Pentagon launched Gemini and Apollo programs to supplement the existing Mercury program. Gemini would be an armed satellite whereas Apollo would take America to the Moon and hopefully discover additional TN minerals there. Both programs required more scientific work before they could launch, however.

Situation at the end of 1951.
C# Bug Reports / Re: v2.3.1 Bugs Thread
« Last post by joshuawood on Today at 03:08:50 AM »
Quite a major one: Genetic Centres don't seem to be restricted to the body they are on to where they place the population once it is created.

28th June Populations were as follows:

Terra - Mercurians ~2.1m
Mercury - Mercurians ~1.94m

7th of august Populations were:

Terra - Mercurians ~2.12m
Mercury - Mercurians ~2.24m

~0.11 of a year, the growth rate of the mercury colony is  15% in that time!

Not a single ship travelled between these 2 planets in this time.

As you can see the Terra growth is about as expected, meanwhile the mercury colony is growing at a massive rate!

I assume the check for being on the same body is wonky somewhere, this is my 2nd time encountering this bug and other people have mentioned similar bugs.

SJW: Fixed for v2.4.0
C# Bug Reports / Re: v2.3.1 Bugs Thread
« Last post by smoelf on Today at 02:45:56 AM »
I think it went like this:
  • Build Organization for Division 1
  • Realize that I had already built some regiments that needed a div HQ so manually build Division 2
  • Build Organization for Division 3
And the regiments for Div 3 were put under Div 1 and 2, if I recall correctly, instead of under Div 3. But this was on 2.2.0. I'll see if I can reproduce it for 2.3.1.

Interesting. I had something similar to this. My garrison division HQs were built too small at first, so I had to reorder a new set of division HQs separately to replace those I had built first and then updated the organization with the correct HQs size. I didn't notice it at first, but it is very possible that this is when the problem occurred.
Garfunkel's Fiction / Re: Solar Hegemony
« Last post by Garfunkel on Today at 02:10:29 AM »

January opened with Soviets working up a functioning geological survey sensor. Eager to test it out, Comrade Bushuyev designed a missile that could carry such a sensor to Luna and thus prove Soviet superiority. Stalin agreed and work proceeded to prototype R-2 Geodezist. It would be launched from the same R-10 Desna launcher as the nuclear-tipped R-1 Desna missile.

In April, Americans finally formulated a comprehensive Trans-Newtonian Theory and the White House, together with the Congress, announced massive subsidies and incentives for industry across the board to convert and upgrade to TN-standards as quickly as possible. This government program was accompanied by a massive propaganda campaign created by the best minds in Hollywood and advertising, to ensure swift and as comprehensive compliance as possible. Decisionmakers were growing concerned with the way the USSR was pulling ahead.

Near the end of May, the first Krivak was launched from Baikonur. Kapitan Dubinin was commanding the 4 man crew:
Code: [Select]
OWP-01 Krivak 001  (Krivak class Orbital Weapon Platform)      479 tons       4 Crew       37.4 BP       TCS 10    TH 0    EM 0
1 km/s      Armour 1-5       Shields 0-0       HTK 5      Sensors 0/0/0/0      DCR 1-20      PPV 3
Maint Life 30.55 Years     MSP 48    AFR 2%    IFR 0.0%    1YR 0    5YR 1    Max Repair 10 MSP
Magazine 20 / 0   
Kapitan tret'yego ranga    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

OKB-1 R-10 Desna (2)     Missile Size: 10    Hangar Reload 158 minutes    MF Reload 26 hours
OKB-1 SON-3 Fire Controller (1)     Range 6.2m km    Resolution 1

SKB Pegmantit-1 Area Monitor (1)     GPS 2     Range 1.8m km    MCR 160.6k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes

Though the Americans did not know it, its two launchers were empy as no missiles had been built yet. Nine more Krivaks would be constructed before the program would pause for review and evaluation. This would change soon as in June, Comrade Bushuyev came through with a functioning R-1 missile, production of which started immediately. In the same month, Americans figured out how to create a backup control deck inside a satellite in case of emergency or battle damage. This was something that the Admirals of the US Navy had been adamant on based on their experience fighting the Japanese across the Pacific and as the Navy was taking a larger and larger role in this new area of military, the admirals got their wish despite protestations from the Army Air Forces which still had not gained its independence from the Army. This was not a surprise as everyone wanted to control the branch that would become the most important one in space and the Army generals correctly estimated that if the Air Force became independent, the Army would be relegated to a lesser importance vis-a-vis the other branches. The bureaucratic fight between the Navy admirals and the reluctantly united Army-Air generals continued.

25 August 1950 would go down in history books as the first Nuclear Scare. Without informing Washington, the Soviets launched two missiles from Krivak 'Moscow'. The missiles were exactly the same size as the R-1 Desna nuclear missiles, that CIA had heard of but had not seen. It was only the fact that that the other two Krivak satellites, 'Leningrad' and 'Stalingrad' remained quiet that the White House did not launch their conventional nuclear bombers into air. In just ten seconds it became clear that the missiles were headed towards Luna and not anywhere on Earth.

The missiles reached Luna in just few minutes and stayed in orbit for several hours before going silent and tumbling against the Lunar surface. On 30 August, the 'Moscow' launched two more missiles. This time Kreml had informed the White House beforehand and the world watched in wonder. Despite pleas from the international scientific community, the Soviets did not release any information publicly. In private, Comrade Stalin was furious that four valuable missiles had been wasted in a very public manner, although Russian geologists pleaded with the Politbyro that just few more missiles would do the trick. Instead, the manned Luna program was approved of. Stalin was mollified when Comrade Zaytsev informed him that the prototype for the DKT 100mm C1 IR Laser would be tested before the end of the year. And indeed, on 29 October, the members of the Politbyro were dazzled to see a giant laser cannon in action.

The Academy / Re: Passive two stage missiles?
« Last post by Snoman314 on Today at 01:39:34 AM »
As I understand it, if you wanted a missile that did this:
  • Cruise to a waypoint,
  • Loiter at the waypoint,
  • Attack the first detected enemy.
...then you'd need a THREE stage missile:
  • Booster stage:  fuel + engine, no sensor, separation = 0 (or maybe <5 seconds flight time to account for sim inaccuracy).
  • Sentry stage:  no fuel or engine, any (powerful enough) sensor, separation = attack range.
  • Attack stage:  fuel + engine, any (powerful enough) sensor.
If you're using a minelaying ship, you could skip the booster stage by having the minelayer do the "navigate to waypoint" part of the job.

I think the point is that the loitering at the waypoint is undesired behaviour. The second stage should use it's sensors to lock on the nearby enemy and engage them.

BTW I've got nothing to add to this thread so far, besides that I've tried to figure this out a few times before and really wish I could make it work.
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