Author Topic: v1.7.2 Bugs Thread  (Read 4417 times)

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Offline mtm84

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Re: v1.7.2 Bugs Thread
« Reply #15 on: April 20, 2020, 04:59:45 PM »
I always thought PPV was system wide?  Maybe I just never noticed before.
 

Offline Ektor

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Re: v1.7.2 Bugs Thread
« Reply #16 on: April 20, 2020, 05:06:27 PM »
I'm seeing multiple reports of people on the Discord who can't prevent unrest increase with ground troops.
 

Offline Migi

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Re: v1.7.2 Bugs Thread
« Reply #17 on: April 20, 2020, 05:10:21 PM »
I am in combat intercepting incoming missiles.   Part of my armament is particle beams, which open fire at 200k or so.   However, the fire control for these particle beams has an enemy ship targeted (in this case, the 'Algaciras 001'), even though that ship is millions of km away.   (I was a bit eager with my targetting)  Most of the hits miss, and it seems from the event log that the targeting is being correctly calculated using the missile salvos.   But a beams do hit, however note the damage report says that it is the 'Algaciras' that took the damage!   This happened again in another salvo, and there the message differentiated between armour hits and penetrating hits, which suggests that the damage is actually being applied to/calculated for the ship, not the missile.

Yes, I have heard of this once before. Hard to find because the incident is so rare, but good to get confirmation. I can't use your database with my current exe though. I'll go through the code tomorrow and try to pin this down..

Do you just need the exe or do you need a special version?
 

Offline SpikeTheHobbitMage

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Re: v1.7.2 Bugs Thread
« Reply #18 on: April 20, 2020, 05:16:26 PM »
Intermittent errors when creating a new game.

Game version 1.7.2 with a clean 1.7.0 database
-Known Star Systems is off
-Number of NPRs is 3

Failure #1 - Create New Race window - Create Race button
#2939 Object reference not set to an instance of an object
#2939 Object reference not set to an instance of an object
Hang with 100% CPU
-With 1.6.3 I waited 45 minutes before killing it.  I only waited a minute or so with 1.7.2.

Failure #2 - Game Information window - Create Game button
Instead of opening the Create Race window it gave:
Function #1645 Parameter is not valid
Blank tactical map.

Third attempt succeeded.
 

Offline Marslettuce

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Re: v1.7.2 Bugs Thread
« Reply #19 on: April 20, 2020, 05:16:33 PM »
All engineering spaces aside from the default "Engineering Space" are research projects for 2-5 research points each, and not offered from the start.

1.7.2 from clean 1.7.0 database.
Tested in Federated Nations only
 

Offline Aivaria

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Re: v1.7.2 Bugs Thread
« Reply #20 on: April 20, 2020, 05:30:50 PM »
hey there,
when an engine fuel usage gets below 1, the fuel reserve gets somewhat messed up

ive been playing arround with different engines ans ship, and tried building realy small ships

ive created an engine, which should have very low fuel usage, and created an fighter sized geo survey ship.   Ranges say 3294 days at full power, but in real game, this ships uses 11 fuel per day (1,000/11 = ~91 days fuel)

link to db: https://drive.  google.  com/open?id=1EL7ShOxJKOH6bIpiIIQ8ZHs8WjW1nj1F   
Its quite simple to review: ive created an "GeoSurvey Fleet", progress 1 day, and see fuel diff
(pls dont judge for cheating, im figuring arround with stuff, and trying to learn things :D)

Code: [Select]
Simmel Aero Engines Photonic Drive  EP1.00
Engine Power 1.00    Fuel Use Per Hour 0 litres    Fuel per EPH 0
Thermal Signature 1.00    Explosion Chance 1%
Military Engine
Cost 5   Size 5 tons   Crew 1   HTK 1
Base Change to hit 100%
Materials Required: Gallicite  5

Code: [Select]
Anyanwu class Geosurvey Ship      351 tons       16 Crew       365.4 BP       TCS 7    TH 4    EM 0
569 km/s      Armour 1-4       Shields 0-0       HTK 5      Sensors 7/7/0/5      DCR 0      PPV 0
Maint Life 8.33 Years     MSP 182    AFR 4%    IFR 0.1%    1YR 5    5YR 70    Max Repair 300 MSP
Kaptajnlojnant    Control Rating 1   
Intended Deployment Time: 24 months    Morale Check Required   

Simmel Aero Engines Photonic Drive  EP1.00 (4)    Power 4.0    Fuel Use 0.32%    Signature 1.00    Explosion 1%
Fuel Capacity 1,000 Litres    Range 161.9 billion km (3294 days at full power)

Bauersachs-Singer EM Sensor EM0.1-7 (5%) (1)     Sensitivity 7     Detect Sig Strength 1000:  20.9m km
Boehm-Brunner Thermal Sensor TH0.1-7 (5%) (1)     Sensitivity 7     Detect Sig Strength 1000:  20.9m km
Phased Geological Sensors (1)   5 Survey Points Per Hour

This design is classed as a Fighter for production, combat and planetary interaction
 

Offline largotuek

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Re: v1.7.2 Bugs Thread
« Reply #21 on: April 20, 2020, 05:38:29 PM »
Since V1.  7.  0 included, no more possible to see the "Colonies" window (5 first left buttons). 

I noticed that after having applied all the patches until V1.  7.  3 included.   
Going back to V1.  6.  2 and then V1.  6.  3, it works fine, but when applying the V1.  7.  0 (and after), when clicking on one of the first 5 left buttons, the window is displayed but behind the main window, and Alt+tab shows 1 iconified white window, with Economics title, which is impossible to display. 

All other windows work fine. 

Edit: found the workaround in the forum: "The "Reset Windows" button in the miscellaneous tab of the tactical map will fix the problem for anyone who experiences it. " => works fine
« Last Edit: April 20, 2020, 05:51:59 PM by largotuek »
 

Offline Steve Walmsley (OP)

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Re: v1.7.2 Bugs Thread
« Reply #22 on: April 20, 2020, 05:41:25 PM »
Intermittent errors when creating a new game.

Game version 1.7.2 with a clean 1.7.0 database
-Known Star Systems is off
-Number of NPRs is 3

Failure #1 - Create New Race window - Create Race button
#2939 Object reference not set to an instance of an object
#2939 Object reference not set to an instance of an object
Hang with 100% CPU
-With 1.6.3 I waited 45 minutes before killing it.  I only waited a minute or so with 1.7.2.

Failure #2 - Game Information window - Create Game button
Instead of opening the Create Race window it gave:
Function #1645 Parameter is not valid
Blank tactical map.

Third attempt succeeded.

#2939 is calculation of star orbit. I haven't touched that code since the start, so that is very unusual. #1645 is refreshing open forms. Same applies.

It sounds like something might be corrupted in your installation.
 

Ay_Cap_Sisko

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Re: v1.7.2 Bugs Thread
« Reply #23 on: April 20, 2020, 05:45:37 PM »
My Geo and Grav ships are jumping back and forth through a gate instead of auto surveying other systems.
 

Offline Steve Walmsley (OP)

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Re: v1.7.2 Bugs Thread
« Reply #24 on: April 20, 2020, 05:50:39 PM »
I am in combat intercepting incoming missiles.   Part of my armament is particle beams, which open fire at 200k or so.   However, the fire control for these particle beams has an enemy ship targeted (in this case, the 'Algaciras 001'), even though that ship is millions of km away.   (I was a bit eager with my targetting)  Most of the hits miss, and it seems from the event log that the targeting is being correctly calculated using the missile salvos.   But a beams do hit, however note the damage report says that it is the 'Algaciras' that took the damage!   This happened again in another salvo, and there the message differentiated between armour hits and penetrating hits, which suggests that the damage is actually being applied to/calculated for the ship, not the missile.

Yes, I have heard of this once before. Hard to find because the incident is so rare, but good to get confirmation. I can't use your database with my current exe though. I'll go through the code tomorrow and try to pin this down..

Do you just need the exe or do you need a special version?

I need the v1.6.3 version of the code. I don't want to get into checking old code and old databases. I will track it down now I know it is reproducible.
 

Offline Steve Walmsley (OP)

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Re: v1.7.2 Bugs Thread
« Reply #25 on: April 20, 2020, 05:55:39 PM »
Hello!
Sorry to report a bug from a previous version (1.  6.  3 and before), but I haven't found anything on this forum with that error code, and the thread for that version is closed (as was the one for 1.  7.  1 while I was writing this).   So I am reporting it just on the off-chance that it might still be present in the current version.   (Or to find out what is causing the Error and maybe fix it ingame myself).   I am currently testing if it appears in the version 1.  7.  1, but it takes some time because the Error usually appears late in the game for me (and by that time, a new version already has been released xD). 


Quote
The function number: 2409
The complete error text: Function #2409: Object reference not set to an instance of an object. 
The window affected: Tactical View
What you were doing at the time: Pressing 5 and or 30 day increment to progress time
A conventional start: Yes
A random stars game: No
Is the decimal separator a comma: No, but Error appears as well if its a comma
Is the bug easy to reproduce, intermittent or a one-off: Error occurs once 5 days have passed.   
A long campaign - say 75 years or longer:  yes.   In previous versions it usually happens late-ish as well. 
The length of the campaign: in my latest save, the Error appeared around 175 years into the game, around year 2200

The Error message appears when at least 5 days pass ingame.   If game progresses at smaller increments (1 day) then no Error message appears until day 5.   Saving and restarting the game has no effect.   When you dismiss the Error message, the game appears to work fine otherwise, until you progress time again.   Hope this helps, even if its from a previous version (sorry again!)

I think it is related to NPRs running out of things to research. I need to add more steps to the design theme tech progressions, but it was lower priorities as I didn't expect people to be running games that long so soon. The downside of much faster code :)

I'll also add some code to avoid the error if it does happen.
 
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Offline xenoscepter

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Re: v1.7.2 Bugs Thread
« Reply #26 on: April 20, 2020, 06:23:07 PM »
A minor bug. At Race Creation if you simply delete a value it fills the field with a "-" rather than a "0", throwing an incorrect value error.

Workaround, don't use backspace and write "0" instead.

Suggested Fix: Null field generates a "0" instead of a "-"
 

Offline Desdinova

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Re: v1.7.2 Bugs Thread
« Reply #27 on: April 20, 2020, 06:37:29 PM »
Unsure if WAI: ships under training admins can enter overhaul, but continue to run up their maintenance clocks & suffer failures.
 

Offline Ancalagon

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Re: v1.7.2 Bugs Thread
« Reply #28 on: April 20, 2020, 06:45:46 PM »
I'm seeing multiple reports of people on the Discord who can't prevent unrest increase with ground troops.

I am now an additional person suffering from this. Ground troops are NOT reducing unrest anymore, unlike in v1.63 and every version before.

This is waaaay more troops than I normally put on Luna at this stage, and yet still Political Stability is falling (I have no PPV yet, still early game). It's definitely bugged:

Image Link: https://i.imgur.com/QyS7m1k.png
« Last Edit: April 20, 2020, 06:48:24 PM by Ancalagon »
 

Offline Steve Walmsley (OP)

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Re: v1.7.2 Bugs Thread
« Reply #29 on: April 20, 2020, 07:24:48 PM »
I'm seeing multiple reports of people on the Discord who can't prevent unrest increase with ground troops.

I am now an additional person suffering from this. Ground troops are NOT reducing unrest anymore, unlike in v1.63 and every version before.

This is waaaay more troops than I normally put on Luna at this stage, and yet still Political Stability is falling (I have no PPV yet, still early game). It's definitely bugged:

Image Link: https://i.imgur.com/QyS7m1k.png

Yes, looks like a fix for something else broke this - annoying! I'll sort it out.
 
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