Author Topic: v1.40 Bugs Thread  (Read 21922 times)

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Offline Steve Walmsley (OP)

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Re: v1.40 Bugs Thread
« Reply #120 on: April 15, 2020, 09:18:59 AM »
Maintenance vessels in a fleet or in a sub-fleet that are set to "Supply Fleet" don't transfer MSP to the parent fleet.

Are they flagged as supply ships?
 

Offline JustAnotherDude

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Re: v1.40 Bugs Thread
« Reply #121 on: April 15, 2020, 09:21:22 AM »
Main empire is Colonial Mandate, and I have like Ten or so survey fleets. Definitely not it.
 

Offline Steve Walmsley (OP)

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Re: v1.40 Bugs Thread
« Reply #122 on: April 15, 2020, 09:21:47 AM »
V 1. 4, conventional start, ~13 years in

Saved game, tried to reopen it, got the following error messages: "Function #1170: The given key was not present in the dictionary" followed by "Function #1168: The given key was not present in the dictionary" followed by the game loading with the solar system only populated by mercury, earth, and 4 asteroids

The errors are in saving fleet orders and saving system bodies

Have you made any changes to system bodies? Editing, Deleting, etc.?
 

Offline Steve Walmsley (OP)

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Re: v1.40 Bugs Thread
« Reply #123 on: April 15, 2020, 09:22:32 AM »
Seems like executive officers aren't assigned, at least for me in my games. Dunno what the requirement is for that but it seems strange I have none at all.
Maybe this is more suggestion-y but it would be great if there was an option also for auto-assign to fill empty spots on ships after everything else is done even if they don't have an applicable bonus. In priority of promotion grade or something.


EDIT: Apparently my ships don't have COs also, I don't have enough officers it seems. Others have reported XO assignment working. However, it seems like commander priority isn't working properly. I set my larger ships to have a higher commander priority but all the commanders are still hogged by the smaller ships with a lower priority.

You need auxiliary control for XO.

Do the large ships have the same rank requirement?
 

Offline Steve Walmsley (OP)

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Re: v1.40 Bugs Thread
« Reply #124 on: April 15, 2020, 09:29:02 AM »
Darn. Was actually really enjoying my current game, but there's an annoying bug issue now. It's getting a lot better though!


Getting a funciton #1995 Error: Reference not set to instance of an object 4 times about every other 5-day tick or so. TN start on random stars with 4 NPRs.

It started after I found a jump point, so might be related. Also, on saving, I get a #1482 error.


DB is attached

I think it is a bugged NPR ship repair task. Can't check the DB as my code is now using a new DB :(
 

Offline Steve Walmsley (OP)

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Re: v1.40 Bugs Thread
« Reply #125 on: April 15, 2020, 09:29:53 AM »
Bugs fixed so far
STO able to use prototypes
(P) was not added to prototype research in event log
Redo Mineral did not work for gas giants
Percentage on Industry tab could be set to more than 100%
Bug in Rakhas generation
Passive Sensor display not showing for moons.
Manufacturing Efficiency falling below 0.
Civilian ship could be detached
Ship could be repaired and refitted at same time.
Ground Units could not be Insta-Built w/o using the SM Mode, even when Instant Build Points remained
Fighter class not locked on construction
No Repair or scrap in shipyard if no tooled class.
Laser with less than 1 recharge rate not triggering power warning on class window
Max items could not be set to a decimal amount.
Possible to add negative units to formation
Possible to set negative HQ capacity
Previous Missile Design was not populating engine size and power modification
When changing a scientist's field in the Commanders window, their field was updated in the sidebar on the left but their Research skill level was not.
Possible to create/rename formation templates with empty names
Renaming a system in the System Generation and Display window does not update the system's name in the main window.
After creating a repair task for a damaged ship, its undamaged sister took its place on the dropdown list

Additions
Double-click added to Fleet Orders
Clear Support button added to Ground Forces window.
Fighter Pod Bay made a starting system
 
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Offline Red Dusk

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Re: v1.40 Bugs Thread
« Reply #126 on: April 15, 2020, 09:36:39 AM »
Quote from: Steve Walmsley link=topic=10715. msg123139#msg123139 date=1586953920
Quote from: Red Dusk link=topic=10715. msg122993#msg122993 date=1586924021
V1.  4

Obsoleted Engines do not disappear from the Race Components list in Class Design, I have not selected the checkbox at the bottom to show them.

Working for me.  Anyone else with this problem?

BTW Are you looking at race components and not class components?
If it helps, I had obsoleted it via the Technology Report window, not the Class Design window.
And I was looking  at Race Components, using Wide View.  I can upload the DB if needed.
 

Offline Steve Walmsley (OP)

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Re: v1.40 Bugs Thread
« Reply #127 on: April 15, 2020, 09:40:25 AM »
Quote from: Steve Walmsley link=topic=10715. msg123139#msg123139 date=1586953920
Quote from: Red Dusk link=topic=10715. msg122993#msg122993 date=1586924021
V1.  4

Obsoleted Engines do not disappear from the Race Components list in Class Design, I have not selected the checkbox at the bottom to show them.

Working for me.  Anyone else with this problem?

BTW Are you looking at race components and not class components?
If it helps, I had obsoleted it via the Technology Report window, not the Class Design window.
And I was looking  at Race Components, using Wide View.  I can upload the DB if needed.

What happens if you open and close class window? Does it disappear then?
 

Offline MinuteMan

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Re: v1.40 Bugs Thread
« Reply #128 on: April 15, 2020, 09:40:40 AM »
Issue regarding shipping line in the "Naval Organization" window

My Civilian freighters are moving automated mines for me.
But in the 'Shipping Line' tab it states 'Trade goods' for the column 'Trade good'

See attached DB.
 

Offline Spacemonkey969

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Re: v1.40 Bugs Thread
« Reply #129 on: April 15, 2020, 09:45:09 AM »
Interesting bug all my officers scientist and admins just up and left

I turned on automated assignments after manually assigning about 1/2 of my ground force commanders
Made a 5 day increment adjustment

when I went to look I no longer had any Characters of any type even the positions that were already assigned were now empty

Edit
Started a new game turned on automated assignments right out of the gate  ran 8 hours and everything seems fine
« Last Edit: April 15, 2020, 10:05:40 AM by Spacemonkey969 »
 

Offline Red Dusk

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Re: v1.40 Bugs Thread
« Reply #130 on: April 15, 2020, 09:47:04 AM »
Quote from: Steve Walmsley link=topic=10715. msg123197#msg123197 date=1586961625
Quote from: Red Dusk link=topic=10715. msg123195#msg123195 date=1586961399
Quote from: Steve Walmsley link=topic=10715.  msg123139#msg123139 date=1586953920
Quote from: Red Dusk link=topic=10715.  msg122993#msg122993 date=1586924021
V1.   4

Obsoleted Engines do not disappear from the Race Components list in Class Design, I have not selected the checkbox at the bottom to show them. 

Working for me.   Anyone else with this problem?

BTW Are you looking at race components and not class components?
If it helps, I had obsoleted it via the Technology Report window, not the Class Design window. 
And I was looking  at Race Components, using Wide View.   I can upload the DB if needed.

What happens if you open and close class window? Does it disappear then?

Opening and closing the Class Design window does not affect it, the obsoleted engines still show.  Even a closing the game and reopening it does not reflect the changes.  I've attached a couple screenshots to show the Tech Window and Class Design windows.
 

Offline Steve Walmsley (OP)

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Re: v1.40 Bugs Thread
« Reply #131 on: April 15, 2020, 09:47:33 AM »
The 'Load Previous' and 'Second Stage' dropdown boxes in the Missile Design page are linked, meaning when you try to select a missile to use as a second stage it loads the values of that missile, overwriting everything else.

Reproduced but haven't figured it out yet :)

This bug is second only to Compressed fuel storage in annoyance value. I removed the code behind it and even deleted the box and replaced with a brand new one with a new name. Same problem :)  I'll come back to this later.
« Last Edit: April 15, 2020, 09:56:29 AM by Steve Walmsley »
 

Offline firsal

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Re: v1.40 Bugs Thread
« Reply #132 on: April 15, 2020, 09:47:51 AM »
I'm getting a "Function #2398: Object Reference not set to instance of an object" error in my conventional, Sol start campaign, about 5 years in. I haven't even reached TN tech yet (playing with 5x slower research), so it's probably an NPR bug

EDIT: It's happening every increment now, which is severely annoying.

EDIT: Saving the game and restarting Aurora seems to solve the issue.
« Last Edit: April 15, 2020, 09:59:53 AM by firsal »
 

Offline Randy

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Re: v1.40 Bugs Thread
« Reply #133 on: April 15, 2020, 09:49:58 AM »
How do you view the information on an existing missile design?

Some of it appears on missile and ordinance (the stats, but not the composition) of view technology form.

On the missile design form, selecting one in the "Load Previous" doesn't load the proper information. This is using the start with spend tech points option. Or at least the information doesn't match the view technology information for the same missile.

Eg - from tech viewer:
Anzac AMM size 2.5 (or 1), speed 20,400 warhead 1, MR 14, radiation 1, cost 0.84, total range "-"

From missile design:
On the left, it shows .25 warhead size (correct), fuel .0232 (58), agility .0868 (4.17). Everything else is 0
In centre it shows engine size 0.1. It would appear total size should thus be about .46?

In the summary (at bottom) it shows:
Size 1MSP (2.5 tons), warhead 1, rad 1, MR 14 - line matches tech viewer
Speed 800, fuel 58 (not shown in tech viewer), flight time 32 hours, range 93.4m km - speed way different than viewer, others not visible in viewer
cost per missile 0.3534 - viewer show 0.84
rest of summary info not shown in viewer.

Looking at the default antiship missile, the size info on the design form matches in summary and components (2.35 MSP on both); however the viewer shows size as 5MSP (12.5 tons)
Speed 340 (viewer shows 13,640) flight time and range not shown in viewer
cost per missile 1.148 - cost in viewer 2.83

Something is not working right here... on both forms since range info not on tech viewer

(Also to echo previous poting, selecting to load a previous missile also puts it in as the second stage)

One other minor thing - on the view tech form, when looking at missile launchers, the size in tons toggle only toggles the size of the launcher. It would be handy if it also toggled the missile size from MSP to tons...


« Last Edit: April 15, 2020, 09:53:23 AM by Randy »
 
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Offline MinuteMan

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Re: v1.40 Bugs Thread
« Reply #134 on: April 15, 2020, 09:50:32 AM »
"Class design" window

Renaming a prototype will remove the (P) suffix.
While the rename popup doesn't have the (P) suffix. 
(It still seems to be a prototype)
 
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