Author Topic: v1.11.0 Bugs Thread  (Read 55188 times)

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Offline Droll

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Re: v1.11.0 Bugs Thread
« Reply #315 on: August 29, 2020, 02:40:14 PM »
Is there a way to SM in the 0.05 research lab that this deleted? It seems like there ought to be.

I dont think you can SM stuff into cargo holds directly but if you go to the menu where you do civilian contracts on the installation list of the selected population you can "SM add", "SM delete" and "SM edit". You should be able to do something with that.
 

Offline db48x

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Re: v1.11.0 Bugs Thread
« Reply #316 on: August 29, 2020, 02:46:52 PM »
Is there a way to SM in the 0.05 research lab that this deleted? It seems like there ought to be.

I dont think you can SM stuff into cargo holds directly but if you go to the menu where you do civilian contracts on the installation list of the selected population you can "SM add", "SM delete" and "SM edit". You should be able to do something with that.

Aha, that's exactly what I needed. That let me add the 0.05 research lab that I deleted out of the civilian ship to Earth where the ship was supposed to have delivered it.

Thanks!
 

Offline Demonides

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Re: v1.11.0 Bugs Thread
« Reply #317 on: August 29, 2020, 03:12:54 PM »
Automatically assigning weapons to fire control causes the launcher to disappear (missing size 6 missile launcher)

v 1.11
 

Offline db48x

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Re: v1.11.0 Bugs Thread
« Reply #318 on: August 29, 2020, 03:43:30 PM »
I've just noticed that Oumuamua isn't moving fast enough. This might be a limitation of how comets work, but 137 years have passed in my game and Oumuamua hasn't even reached Uranus' orbit yet. I suspect you set the comet's speed to be inversely proportional to the comet's OrbitalDistance, so that long-period comets move slower than short-period comets. That does make sense for comets.


http://db48x.net/Aurora/oumuamua%20not%20moving%20fast%20enough.png

Compare that with this image of the real orbit from Wikipedia:



You can see that it should only take 2 years to pass Uranus' orbit.
https://en.wikipedia.org/wiki/File:Oumuamua-solar_system-ecliptic-normals.png
 

Offline Iceranger

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Re: v1.11.0 Bugs Thread
« Reply #319 on: August 29, 2020, 04:58:24 PM »
Automatically assigning weapons to fire control causes the launcher to disappear (missing size 6 missile launcher)

v 1.11

This is probably the same issue with http://aurora2.pentarch.org/index.php?topic=11565.msg135426#msg135426, which should have been fixed in 1.12

Basically currently additional ECCMs confuse the auto assignment.
 

Offline Zap0

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Re: v1.11.0 Bugs Thread
« Reply #320 on: August 31, 2020, 04:19:44 AM »
While we're on the topic of solar system inaccuracies, it's been bothering me a bit that Mercury is listed as tidally locked in Aurora. In the past this was assumed to be the case, but in reality it spins three times for every two rotations around the sun, meaning it doesn't have the "eternal twilight" band between light and dark side that the tidal lock means in aurora gameplay terms.

https://en.wikipedia.org/wiki/Mercury_(planet)#Spin-orbit_resonance
 
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Offline Barkhorn

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Re: v1.11.0 Bugs Thread
« Reply #321 on: September 02, 2020, 02:47:17 PM »
When designing infantry, you can add multiple genetic enhancements.  Only the highest one improves the unit's health, but all of them impact the unit's cost.
 

Offline Dawntaker

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Re: v1.11.0 Bugs Thread
« Reply #322 on: September 05, 2020, 10:46:40 AM »
I was training my first group of destroyers and I was advancing time by 30 day intervals manually to monitor their progress when I noticed the deployment time of the ships increases by 2 instead of 1, I tested them in other scenarios and it only increases by 2 in a single 30 day time period when they are training.  Not sure if this is a bug or a feature to do with training.

The two images show the fleet before a 30 day increment and after the 30 day increment
 

Offline Froggiest1982

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Re: v1.11.0 Bugs Thread
« Reply #323 on: September 05, 2020, 03:38:17 PM »
I was training my first group of destroyers and I was advancing time by 30 day intervals manually to monitor their progress when I noticed the deployment time of the ships increases by 2 instead of 1, I tested them in other scenarios and it only increases by 2 in a single 30 day time period when they are training.  Not sure if this is a bug or a feature to do with training.

The two images show the fleet before a 30 day increment and after the 30 day increment

WAI

http://aurora2.pentarch.org/index.php?topic=8495.msg109158#msg109158

Check point 5) The ship's Maintenance Clock increases by 2x time (compared to 1x for a normal ship), unless it is within a military hangar.

Offline Dalamar42

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Re: v1.11.0 Bugs Thread
« Reply #324 on: September 05, 2020, 04:27:39 PM »
I have a fleet that consists of deeply nested sub-fleets.  While I play this works fine, however if I quit the game and then start it again the fleet structure is flattened so that all the sub-fleets are directly under the main fleet.

Example:
Code: [Select]
Fleet
  -> Taskforce sub-fleet
       -> Carrier sub-fleet
            -> Carrier Ship
            -> Fighter sub-fleet
                 -> Fighter

becomes
Code: [Select]
Fleet
  -> Taskforce sub-fleet
       -> Empty
  -> Carrier sub-fleet
       -> Carrier Ship
  -> Fighter sub-fleet
      -> Fighter

I have one fleet where this happens and it happens every time I restart the game.

Version: 1. 11. 0
Campaign length: 84yrs
Mods: None when I observed this bug, but I have used AuroraMod in the past with this particular campaign.  Not sure if using this mod previously could have any bearing on what is happening now.
 

Offline Droll

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Re: v1.11.0 Bugs Thread
« Reply #325 on: September 05, 2020, 09:56:51 PM »
I have a fleet that consists of deeply nested sub-fleets.  While I play this works fine, however if I quit the game and then start it again the fleet structure is flattened so that all the sub-fleets are directly under the main fleet.

Example:
Code: [Select]
Fleet
  -> Taskforce sub-fleet
       -> Carrier sub-fleet
            -> Carrier Ship
            -> Fighter sub-fleet
                 -> Fighter

becomes
Code: [Select]
Fleet
  -> Taskforce sub-fleet
       -> Empty
  -> Carrier sub-fleet
       -> Carrier Ship
  -> Fighter sub-fleet
      -> Fighter

I have one fleet where this happens and it happens every time I restart the game.

Version: 1. 11. 0
Campaign length: 84yrs
Mods: None when I observed this bug, but I have used AuroraMod in the past with this particular campaign.  Not sure if using this mod previously could have any bearing on what is happening now.

If the bug was observed running the vanilla .exe then your fine to report it. Aurora in general doesn't seem to handle deep nested fleets very well in terms of automation so I tend to avoid deep naval hierarchies - instead I rely on unmanned admin HQs to help with UI organization.
 

Online kyonkundenwa

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Re: v1.11.0 Bugs Thread
« Reply #326 on: September 05, 2020, 11:48:06 PM »
The "resupply from colony" option isn't available at colonies which lack cargo handling capability (spaceport or shuttle facility), even if the vessel attempting to resupply has cargo shuttles. A supply ship with shuttles can transfer supplies down without issue but can't bring them back up. This can make it difficult to obtain maintenance supplies which were recovered from ruins as you need to get cargo handling infrastructure on site.

Additional related bonus bug, if you check the box to flag a class as a "supply ship", and then uncheck it, extant vessels of the class retain the "transfer maint supplies to colony" order as an option. If you give them the order they instantly "complete" upon arriving at their destination without transferring any maintenance supplies. Noted while turning my tankers into supply vessels for testing the cargo handling issue.

The window affected: Naval organization
What you were doing at the time: Trying to move mx supplies
Is your decimal separator a comma?: Yes.
Is the bug is easy to reproduce, intermittent or a one-off?: Every time for me.
 

Offline Dalamar42

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Re: v1.11.0 Bugs Thread
« Reply #327 on: September 06, 2020, 11:16:29 AM »
Quote from: Droll link=topic=11565. msg140672#msg140672 date=1599361011
Quote from: Dalamar42 link=topic=11565. msg140664#msg140664 date=1599341259
I have a fleet that consists of deeply nested sub-fleets.   While I play this works fine, however if I quit the game and then start it again the fleet structure is flattened so that all the sub-fleets are directly under the main fleet. 

Example:
Code: [Select]
Fleet
  -> Taskforce sub-fleet
       -> Carrier sub-fleet
            -> Carrier Ship
            -> Fighter sub-fleet
                 -> Fighter

becomes
Code: [Select]
Fleet
  -> Taskforce sub-fleet
       -> Empty
  -> Carrier sub-fleet
       -> Carrier Ship
  -> Fighter sub-fleet
      -> Fighter

I have one fleet where this happens and it happens every time I restart the game. 

Version: 1.  11.  0
Campaign length: 84yrs
Mods: None when I observed this bug, but I have used AuroraMod in the past with this particular campaign.   Not sure if using this mod previously could have any bearing on what is happening now.

If the bug was observed running the vanilla . exe then your fine to report it.  Aurora in general doesn't seem to handle deep nested fleets very well in terms of automation so I tend to avoid deep naval hierarchies - instead I rely on unmanned admin HQs to help with UI organization.

Yeah, I can confirm I had this with the vanilla exe.
 

Offline Dalamar42

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Re: v1.11.0 Bugs Thread
« Reply #328 on: September 06, 2020, 12:01:54 PM »
Issue
  • I had a type of DE that carried AMMs
  • Design new version of the ship without launchers or magazines and with no missiles assigned to it on the ordnance & fighers screen
  • Refit existing ships to the new type
  • Refitted ships still carry the missiles they had before even though they have no magazines
  • Ordering the ships to unload or reload ordnance has no effect on these ships

Code: [Select]
DE Anthony  (Menelaus Mk3 class Destroyer Escort)      10,000 tons       228 Crew       2,154.7 BP       TCS 200    TH 370    EM 0
5280 km/s      Armour 6-41       Shields 0-0       HTK 52      Sensors 11/11/0/0      DCR 6      PPV 61.84
Maint Life 2.89 Years     MSP 1,688    AFR 133%    IFR 1.9%    1YR 298    5YR 4,474    Max Repair 462 MSP
Trierarch    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

EP-528 / HS-33 / M (2)    Power 1056    Fuel Use 33.03%    Signature 184.80    Explosion 10%
Fuel Capacity 632,000 Litres    Range 34.4 billion km (75 days at full power)

Twin Gauss Cannon R400-100 Turret (4x8)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 40,000 km    ROF 5       
Beam Fire Control R64-TS20000 (70%) (1)     Max Range: 64,000 km   TS: 20,000 km/s     84 69 53 38 22 6 0 0 0 0

Wasp M-120 AMM (183)    Speed: 35,000 km/s    End: 2.6m     Range: 5.5m km    WH: 1    Size: 1    TH: 140/84/42

Active Search Sensor AS23-R1 (1)     GPS 210     Range 23.1m km    MCR 2.1m km    Resolution 1
Thermal Sensor TH1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
EM Sensor EM1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Version: 1. 11. 0
Campaign Length: 90yrs
 

Offline Zap0

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Re: v1.11.0 Bugs Thread
« Reply #329 on: September 10, 2020, 07:22:13 AM »
Following scenario: Colonize Venus, put people there which live in infrastructure (0% manufacturing sector), put automines and a mass driver there. Mass driver shoots to Earth. Then put some orbital habitats there, but not enough for the pop to develop a manufacturing sector yet. Put some manned mines there (which should be 0% efficiency) and remove the automines.
All the moving of facilities happend via civilian contracts. Random stars multi-Earth start game 72 years in.

I'm getting 2092 Value for decimal too small/big on construction cycles and 2184 Value for decimal too small/big on trying to look at the mineral overview of Venus (which stays blank).
If I remove the Venus mass driver destination (set it back to None) the 2092 stops happening.
Sometimes the mineral overview for Venus loads without error, showing a whole lotta zeroes - 0 in all production, 0 for mass driver change, 0 for production value for the mines and 0 for the manufacturing efficiency, all as is expected.

My attached save has some minor DB text edits done to it. Japan empire. I was able to replicate this issue in a fresh DB. The errors start happening once an orbital habitat is present.