Author Topic: Official v7.10 Bugs Reporting Thread  (Read 210403 times)

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Offline Erik L

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Re: Official v7.10 Bugs Reporting Thread
« Reply #870 on: March 07, 2019, 10:17:18 AM »
I have recently installed portable aurora v7. 10.  But when i am running Aurora_Wrapper, It's just loading in 5 minuttes where nothing happens.  Then after 5 minuttes, it shows me an error where it says "Windows could not gain access to the path or file.  You have possibly not the necessary rights to gain access to the element".  How do i fix that?

This should be reported in the wrapper thread. Steve did not write the wrapper and so has no control over any bugs in it.
 

Offline Dennis

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Re: Official v7.10 Bugs Reporting Thread
« Reply #871 on: March 07, 2019, 04:03:21 PM »
Ah ok i see.  I will post it in that thread instead.  Still thank you  :)
 

Offline bankshot

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Re: Official v7.10 Bugs Reporting Thread
« Reply #872 on: March 29, 2019, 09:34:18 PM »
New player here so my apologies if this has already been posted or if this is the wrong place to post.

I started a new game, and mostly followed the tutorial PDF.   While the survey ships do their work I set the battle fleet  (2x Ark Royal cruisers) to training.   This dropped their max speed to 1 km/s, which I figured was a side effect of "no orders while on a training exercise"  After awhile I decided to move them but even after I turned training off the max speed stayed 1 m/s.   I also tried waiting 5 days and doing an overhaul (they had been in orbit so no maintenance time on the clock) and max speed remained 1 km/s.   The ships are 5,600 tons with two 160EP nuclear pulse engines each, and the class design shows max sped of 2,857 km/s.    Transferring the ships to a new task group gave it a max speed of 1 km/s.   

Am I doing something wrong? If so how do I "wake up" this task group?  If not how would I give you more data to diagnose what is going on?
 

Offline Father Tim

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Re: Official v7.10 Bugs Reporting Thread
« Reply #873 on: March 29, 2019, 10:27:46 PM »
You can manually set the speed of a Task Force, or hit the 'Max Speed' button.
 

Offline bankshot

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Re: Official v7.10 Bugs Reporting Thread
« Reply #874 on: March 29, 2019, 11:20:14 PM »
The max is 1 km/s

On the individual Unit details ship design it shows a max of 1 km/s but on the class design tab it shows 2,857.   Shouldn't they match?

----------- Ship Design display tab -------------
Ark Royal class Cruiser    5600 tons     200 Crew     702. 2 BP      TCS 112  TH 320  EM 0
1 km/s     Armour 1-28     Shields 0-0     Sensors 10/10/0/0     Damage Control 3     PPV 37. 7
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 235 MSP
Spare Berths 3   

160 EP Nuclear Pulse Engine (2)    Power 160    Fuel Use 64%    Armour 0    Exp 10%

15cm C3 Near Ultraviolet Laser (5)    Range 180 000km     TS: 3000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Twin 10cm C3 Near Ultraviolet Laser Turret (2x2)    Range 90 000km     TS: 15000 km/s     Power 6-6     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Fire Control S02 96-3000 (1)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Fire Control S02 24-12000 (1)    Max Range: 48 000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 9     Armour 0    Exp 5%
Pebble Bed Reactor Technology PB-1 (6)     Total Power Output 18     Armour 0    Exp 5%

Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Signature 1000: 10m km
Carpenter-Archer Active Search Sensor MR10-R100 (1)     GPS 2000     Range 10. 0m km     Resolution 100
Active Search Sensor MR0-R1 (1)     GPS 10     Range 500. 0k km     Resolution 1
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Strength 1000: 10m km

This design is classed as a military vessel for maintenance purposes

---------    Class Design display tab ------------------------------
Ark Royal class Cruiser    5 600 tons     200 Crew     702. 2 BP      TCS 112  TH 320  EM 0
2857 km/s     Armour 1-28     Shields 0-0     Sensors 10/10/0/0     Damage Control Rating 3     PPV 37. 7
Maint Life 3. 12 Years     MSP 235    AFR 83%    IFR 1. 2%    1YR 36    5YR 545    Max Repair 80 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

160 EP Nuclear Pulse Engine (2)    Power 160    Fuel Use 64%    Signature 160    Exp 10%

15cm C3 Near Ultraviolet Laser (5)    Range 180 000km     TS: 3000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Twin 10cm C3 Near Ultraviolet Laser Turret (2x2)    Range 90 000km     TS: 15000 km/s     Power 6-6     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Fire Control S02 24-12000 (1)    Max Range: 48 000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
Fire Control S02 96-3000 (1)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Pebble Bed Reactor Technology PB-1 (6)     Total Power Output 18    Armour 0    Exp 5%
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 9    Armour 0    Exp 5%

Carpenter-Archer Active Search Sensor MR10-R100 (1)     GPS 2000     Range 10. 0m km    Resolution 100
Active Search Sensor MR0-R1 (1)     GPS 10     Range 500k km    MCR 55k km    Resolution 1
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

This design is classed as a Military Vessel for maintenance purposes
 

Offline Father Tim

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Re: Official v7.10 Bugs Reporting Thread
« Reply #875 on: March 29, 2019, 11:29:22 PM »
Neither design has a fuel tank.  The Ship Design window doesn't check this (thus displaying the calculated speed), but the individual Unit window does check that this unit has fuel onboard.
 

Offline bankshot

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Re: Official v7.10 Bugs Reporting Thread
« Reply #876 on: March 30, 2019, 12:17:04 AM »
Thanks!  I'm not sure how I managed to delete the fuel tank but putting one back on fixed it.
 

Offline Xenotrenium

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Re: Official v7.10 Bugs Reporting Thread
« Reply #877 on: April 10, 2019, 04:04:38 PM »
Active Sensors unable to find vessels below certain TCS
TL;DR:
Designing stealth fighters with a cloaking device can give you an effective cross section that no active sensor is able to find, at ANY range, even point blank, that is 0km.  Tested with approx 0. 4995 TCS, but rumoured to work also with 0. 545 (and possibly larger tonnages).  All technology was tested with Inertial Confinement.  All sensors were maxed in HS and included resolution 1. 

Intro:
After a long design process I ended up with a 500ton Cloaked Figher with a TCS of 0. 4995 called "Apex" (see attachment).  During testing it was found that the fighter managed to not only remain undetected at around 600k km, but get even closer.   
It turned out that the fighter is completely undetectable, even at 0km (see attachments), except by Thermal Sensors.

Method:
SM-mode.  Create new race on Earth.  We now have two factions.  Remove all Deep Space Tracking from both factions.  Give first faction Sensor Ships and the other Stealth Fighters.  Spawn ships on both sides.  Turn on actives for Sensor Side.  Note ranges, experiment with movement.  Check that data matches on both sides. 

Reproduction of above observation:
Research Inertial Confinement (SM give all <250,001 RP).  Design smallest cloak possible.  Put on fighter.  Spawn said fighter and attempt to find said fighter on another faction's side with resolution 1 active sensors.

This "exploit" has been tested by more than one person and is (most likely) confirmed.  This was discussed at some lengths at the Discord Channel in which this "strategy" was deemed to be "cheese". 

I DO NOT know the threshold of TCS. 

This find might be relevant for the development of C# Aurora. 









 

Offline ExChairman

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Re: Official v7.10 Bugs Reporting Thread
« Reply #878 on: April 12, 2019, 05:01:08 AM »
Fighters: Enemy fighters don´t do anything, they have fired their missiles at me, but after that they are staying put, not even sure if I should kill them all. Reason is probably because I killed their carriers so they have nowhere to go...
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Offline Garfunkel

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Re: Official v7.10 Bugs Reporting Thread
« Reply #879 on: April 12, 2019, 12:12:31 PM »
Fighters: Enemy fighters don´t do anything, they have fired their missiles at me, but after that they are staying put, not even sure if I should kill them all. Reason is probably because I killed their carriers so they have nowhere to go...
This is not a bug. Any AI-controlled ship that has no method to re-arm will remain passive as it cannot do anything. Especially if they also lack sensors. Send a ship close and see if they try to ram you.
 

Offline monorkin

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Re: Official v7.10 Bugs Reporting Thread
« Reply #880 on: April 26, 2019, 03:18:10 PM »
So, found an exploit with the Research UI which allows you to research a technology by top queuing the research, allowing you to research spoiler technologies and more advanced technologies by skipping the entire tree if the player wanted to.   I didn't see anyone bring it up before, so my apologies if I ended up missing the person who did. 

In the research screen, and with the 'All projects' tab selected, you can select a technology and then 'Queue Top' the technology, you can place the technology to be researched without prerequisite technologies, and allows you to get ruin specific research without ruins.   The following images show the results of the exploit.   
https://gyazo. com/aac93a7e9e94d16af2403e431027d0ee
https://gyazo. com/d9e7c0074bc11e0928f867c811e85b53
https://gyazo. com/d724e9290ac19745741acc5a9783fb60
 

Offline MarcAFK

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Re: Official v7.10 Bugs Reporting Thread
« Reply #881 on: April 26, 2019, 09:56:50 PM »
You have Spacemaster mode turned on, is it still possible to do it with SM off?
Otherwise its not really gamebreaking.
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Offline JacenHan

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Re: Official v7.10 Bugs Reporting Thread
« Reply #882 on: April 27, 2019, 12:12:35 AM »
I can confirm that this happens without SM mode. I've made use of it as a way to queue up long lines of low-cost technologies (ie: 10cm, 12cm, 15cm energy weapons) to reduce micro, but I'd never bothered using it to cheat new tech, as there are much more convenient ways to do that than this bug.
 

Offline Kamilo

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Re: Official v7.10 Bugs Reporting Thread
« Reply #883 on: April 29, 2019, 02:39:32 PM »
I'm getting this message when enemies bombard one of my colonies. 
 

Offline Marski

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Re: Official v7.10 Bugs Reporting Thread
« Reply #884 on: May 12, 2019, 10:24:24 AM »
Railgun set to area defence and all gauss-cannon turrets set to final defence mode and I still get this


to say that this ticked me off is putting it lightly