Author Topic: Official v6.10 Bugs Thread  (Read 52841 times)

0 Members and 1 Guest are viewing this topic.

Offline metalax

  • Commander
  • *********
  • m
  • Posts: 356
  • Thanked: 4 times
Re: Official v6.10 Bugs Thread
« Reply #90 on: October 27, 2012, 06:25:01 PM »
Not entirely sure if this is a bug, but the Technology Report screen doesn't save the status of the "show obsolete tech" checkbox when closed and reopened. If this is not a bug would it be possible to have it unchecked as default?

On the System Map screen the "Planetary Market" button appears to do nothing.
 

Offline Nathan_

  • Pulsar 4x Dev
  • Commodore
  • *
  • N
  • Posts: 701
Re: Official v6.10 Bugs Thread
« Reply #91 on: October 27, 2012, 11:33:36 PM »
Civilian ship designs are buildable as eligible additional classes if a shipyard is tooled for something that can be refitted to them.
 

Offline bean

  • Rear Admiral
  • **********
  • b
  • Posts: 921
  • Thanked: 58 times
Re: Official v6.10 Bugs Thread
« Reply #92 on: October 28, 2012, 01:28:28 AM »
Civilian ship designs are buildable as eligible additional classes if a shipyard is tooled for something that can be refitted to them.
I don't think that's a bug.  It's actually kind of nice sometimes.
This is Excel-in-Space, not Wing Commander - Rastaman
 

Offline waresky

  • Registered
  • Vice Admiral
  • **********
  • Posts: 1486
  • Thanked: 8 times
  • Alpine Mountaineer..ohh Yeah!
Re: Official v6.10 Bugs Thread
« Reply #93 on: October 28, 2012, 04:40:07 AM »
Guys srry,but Planet JPG error bug are solved? and solution are...?
 

Offline metalax

  • Commander
  • *********
  • m
  • Posts: 356
  • Thanked: 4 times
Re: Official v6.10 Bugs Thread
« Reply #94 on: October 28, 2012, 05:11:56 AM »
Guys srry,but Planet JPG error bug are solved? and solution are...?
It should be, just copy the images from the 6.1 patch zip over into the Planetjpeg directory. There are a couple of missing images from the flags directory that Steve has already said will be in 6.2 but that should cover all of the reported missing image problems.
 

Offline niflheimr

  • Lieutenant
  • *******
  • n
  • Posts: 164
Re: Official v6.10 Bugs Thread
« Reply #95 on: October 28, 2012, 06:40:06 AM »
I ordered 7000 missiles , each using 2.7 units of uridium . End result was 1.4 million units of uridium instead of 20k

Edit : just noticed the requirement per missile (size 5) jumped from 2.7 to 2700.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11684
  • Thanked: 20494 times
Re: Official v6.10 Bugs Thread
« Reply #96 on: October 28, 2012, 07:11:12 AM »
I ordered 7000 missiles , each using 2.7 units of uridium . End result was 1.4 million units of uridium instead of 20k

Edit : just noticed the requirement per missile (size 5) jumped from 2.7 to 2700.

I thought I had fixed this problem. Did this amount change after you designed it or was it incorrectly calculated during missile design?

Also, could you confirm you are on v6.1.

Steve
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11684
  • Thanked: 20494 times
Re: Official v6.10 Bugs Thread
« Reply #97 on: October 28, 2012, 08:07:14 AM »
Not entirely sure if this is a bug, but the Technology Report screen doesn't save the status of the "show obsolete tech" checkbox when closed and reopened. If this is not a bug would it be possible to have it unchecked as default?

On the System Map screen the "Planetary Market" button appears to do nothing.

I've changed the default status of the Show Obsolete checkbox to unchecked.

The Planetary Market was a window in an older version. I've changed the button to link to the new Production Overview window

I noticed that the Intelligence/Diplomacy window is behind two buttons so I have changed one of those to show the Race Details (F2) window instead.

Steve
 

Offline draanyk

  • Chief Petty Officer
  • ***
  • d
  • Posts: 37
Re: Official v6.10 Bugs Thread
« Reply #98 on: October 28, 2012, 11:21:11 AM »
When designing a missile, I receive this error:
Title: "Error in DisplayMissile"
Body: "Error 6 was generated by Aurora
          Overflow
          Please report. . . "

This happens when entering the Missile / Buoy Design screen, or when making changes to fields such as Agility, Fuel Capacity, Number (of engines).

This seems to be related to the range or endurance of the missile.  Here are the specs on the missile engine:
Engine Power: 0. 05      Fuel Use Per Hour: 0 Litres
Fuel Consumption per Engine Power Hour: 0. 023 Litres
Engine Size: 0. 1 MSP      Cost: 0. 0125
Thermal Signature: 0. 05
Materials Required: 7. 5x Tritanium  0. 0125x Gallicite
Development Cost for Project: 2RP

Someone posted in another topic somewhere about creating a junk 0. 1 size missile as a strategy to determine optimal configuration, so I was trying it out.  But with the power/fuel consumption so low (was trying to see how replacing fuel with engines or other components would affect the design), the range for a missile using this is ridiculous.  I experimented with changing fuel capacity values, and found that fuel capacity of 0. 262 does not cause an error, but 0. 263 does.  At 0. 262, the range value is 1,500,545. 5m km, and at 0. 263, the range value does not update.

Clearly not something that impedes play, though.  A missile that can travel for 67 years isn't too useful. . .  although if we could launch them ICBM-style against planets/stations at another star. . .   :)
 

Offline Omnivore

  • Chief Petty Officer
  • ***
  • O
  • Posts: 38
  • Thanked: 16 times
Re: Official v6.10 Bugs Thread
« Reply #99 on: October 28, 2012, 11:31:03 AM »
Also in missile/buoy design screen, deleting the active sensor resolution value or setting it to zero sets Ecm MSP to 1 even if you don't have the required technology for ECM.   If you don't have the required technology for ECM the box is greyed out, and although set to 1, you cannot clear it.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11684
  • Thanked: 20494 times
Re: Official v6.10 Bugs Thread
« Reply #100 on: October 28, 2012, 11:42:03 AM »
Also in missile/buoy design screen, deleting the active sensor resolution value or setting it to zero sets Ecm MSP to 1 even if you don't have the required technology for ECM.   If you don't have the required technology for ECM the box is greyed out, and although set to 1, you cannot clear it.

Fixed for v6.20

Steve
 

Offline Chev

  • Able Ordinary Rate
  • C
  • Posts: 2
Re: Official v6.10 Bugs Thread
« Reply #101 on: October 28, 2012, 11:45:03 AM »
Quote from: Steve Walmsley link=topic=5448. msg56403#msg56403 date=1351364977
It looks like your font size is larger than normal.  Do have large fonts switched on in Windows?

Steve
I had it set smaller than default actually, but resetting it to default fixed the issue.  Thanks!
 

Offline bean

  • Rear Admiral
  • **********
  • b
  • Posts: 921
  • Thanked: 58 times
Re: Official v6.10 Bugs Thread
« Reply #102 on: October 28, 2012, 02:14:16 PM »
Don't forget to add John F. Kennedy to the US Carrier list (assuming that said list stays in as is.)
This is Excel-in-Space, not Wing Commander - Rastaman
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11684
  • Thanked: 20494 times
Re: Official v6.10 Bugs Thread
« Reply #103 on: October 28, 2012, 02:19:41 PM »
Don't forget to add John F. Kennedy to the US Carrier list (assuming that said list stays in as is.)

The name was already in the database so I have flagged it for US carriers

Steve
 

Offline niflheimr

  • Lieutenant
  • *******
  • n
  • Posts: 164
Re: Official v6.10 Bugs Thread
« Reply #104 on: October 28, 2012, 02:56:30 PM »
Steve , I'm definitely running 6.10 . I'm not sure if the requirement changed or was incorrectly calculated during design though , I just compared it with a similar design.