This is already reported in the 4.0 bug thread so I didn't want to add to that threads post count with redundant chat. But I was wondering if anybody had managed to figure out a workaround?
I am invading an NPR system with 17 ships, 14 of which have active search sensors and then either a missile fire control or a beam fire control.
The NPRs had about 30 ships on the Jump Point and on every 5seconds increment I would get the UpdateAllSensors - subscript out of range error, so I would just hold down the enter key to clear all the messages away. I didn't count them, but there was a lot! I saw the note in the 4.0 bug thread that Steve had set the array to 500 and that he suggested you switch off some sensors so I tried that but it made no noticeable difference
It took a few hours of real time to finish the fight on the gate because of having to clear the warning messages after each increment, but I persisted and finally wiped them away. I probably would not have won the fight though because they were throwing massive salvos of size 1 missiles at me but they had a strength of 0 so were not doing any damage. Maybe their missiles had active sensors?
Even after winning the battle on the gate I was still getting the warnings and then I ran into another of the NPR's fleets on the way to their planet, this one is bigger than the last!
I am dreading the fight ahead due to the warnings and having to hold down enter at the end of every turn to clear them up.
Am I stuck with the errors? Or do you think there is a way I can work around them? Maybe I can go into the DB and remove the active sensor from the missile design if it has one and at the same time give it a strength of 1?