Author Topic: v2.4.0 Bugs Thread  (Read 3618 times)

0 Members and 1 Guest are viewing this topic.

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11667
  • Thanked: 20440 times
v2.4.0 Bugs Thread
« on: December 18, 2023, 11:12:02 AM »
Please post potential bugs in this thread for v2.4.0

First, please check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
http://aurora2.pentarch.org/index.php?topic=10637.0

'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

Please do not post bugs from previous versions unless you confirm they are still present in v2.4.0

When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
« Last Edit: January 11, 2024, 05:17:38 AM by Steve Walmsley »
 
The following users thanked this post: StarshipCactus

Offline kyonkundenwa

  • Chief Petty Officer
  • ***
  • k
  • Posts: 41
  • Thanked: 27 times
Re: v2.4.0 Bugs Thread
« Reply #1 on: December 18, 2023, 01:03:58 PM »
2.4.0 Function #2616: Attempted to divide by zero.

Error occurs (twice in succession) when selecting the "Target Tons Multiplier" button to 10,000 in the Create Research Project - Jump Engine window.

I generated a new game and researched the Jump Drive Efficiency 6, Squadron Size 3, and Squadron Radius 50k technologies, then went to create a jump drive and selected the 10,000 tonnage multiplier button. The error occurs when designing both Military and Commercial drives. After clicking through the two error messages, all the tonnage values in the "Jump Capability" dropdown go to 0 tons.
I'll never need a 1,000,000 ton military jump drive (990,000 tons must surely be sufficient) but I was just testing all the shiny new features.

SJW: Fixed for v2.4.1
« Last Edit: December 18, 2023, 05:06:17 PM by Steve Walmsley »
 

Offline Uran

  • Chief Petty Officer
  • ***
  • U
  • Posts: 31
  • Thanked: 7 times
Re: v2.4.0 Bugs Thread
« Reply #2 on: December 18, 2023, 01:33:14 PM »
Not a big problem, but at the program start
- No image found for Station
- No image found for Flag
- No image found for Hull

SJW: Not a bug. Please read the patch post.
« Last Edit: December 18, 2023, 04:51:49 PM by Steve Walmsley »
 

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: v2.4.0 Bugs Thread
« Reply #3 on: December 18, 2023, 02:27:01 PM »
Not a big problem, but at the program start
- No image found for Station
- No image found for Flag
- No image found for Hull

From C# Aurora v2.4.0 Patch release topic:

I've created an example game, so if you get any load errors regarding missing flag, ship or race pictures, it just means you don't have the same pictures in your installation. You can safely ignore the errors and they will disappear when you start your own game.
 

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1704
  • Thanked: 599 times
Re: v2.4.0 Bugs Thread
« Reply #4 on: December 18, 2023, 02:48:13 PM »
2.4.0 Function #2616: Attempted to divide by zero.

Error occurs (twice in succession) when selecting the "Target Tons Multiplier" button to 10,000 in the Create Research Project - Jump Engine window.

I generated a new game and researched the Jump Drive Efficiency 6, Squadron Size 3, and Squadron Radius 50k technologies, then went to create a jump drive and selected the 10,000 tonnage multiplier button. The error occurs when designing both Military and Commercial drives. After clicking through the two error messages, all the tonnage values in the "Jump Capability" dropdown go to 0 tons.
I'll never need a 1,000,000 ton military jump drive (990,000 tons must surely be sufficient) but I was just testing all the shiny new features.

Can confirm that this happens to me as well.

SJW: Fixed for v2.4.1
« Last Edit: December 18, 2023, 05:06:37 PM by Steve Walmsley »
 

Offline joshuawood

  • Chief Petty Officer
  • ***
  • j
  • Posts: 48
  • Thanked: 29 times
Re: v2.4.0 Bugs Thread
« Reply #5 on: December 18, 2023, 03:18:54 PM »
Jump Drive "Efficiency Modifier" can go below 1 https://i.imgur.com/LTyS9dq.png

According to the changes list it shouldn't be able to.

SJW: Fixed for v2.4.1
« Last Edit: December 18, 2023, 04:57:35 PM by Steve Walmsley »
 

Offline Elouda

  • Gold Supporter
  • Lieutenant
  • *****
  • Posts: 194
  • Thanked: 21 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2020 Supporter 2020 Supporter : Donate for 2020
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: v2.4.0 Bugs Thread
« Reply #6 on: December 18, 2023, 06:41:11 PM »
'Terminal Guidance' seems to default to on for any previous missile design you select from the drop down at the top of the missile design page, rather than whatever it should be for that design.

SJW: Its actually reversing whether the missile has ATG. Fixed for v2.4.1.
« Last Edit: December 20, 2023, 05:54:31 AM by Steve Walmsley »
 

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1704
  • Thanked: 599 times
Re: v2.4.0 Bugs Thread
« Reply #7 on: December 18, 2023, 09:05:58 PM »
"Total Ordnance exceeds Magazine Capacity" warning shows up the moment you add a decoy to a classes ordnance template during class design, regardless of the availability of the decoy launchers. Adding/removing decoys works properly. Standard missiles also work properly, it's just when decoys are added the warning immediately appears.

Also, the quoted message above is a copy paste, the weird capitalisation is present in-game.

SJW: Fixed for v2.4.1
« Last Edit: December 19, 2023, 03:15:57 AM by Steve Walmsley »
 
The following users thanked this post: CowboyRonin

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1704
  • Thanked: 599 times
Re: v2.4.0 Bugs Thread
« Reply #8 on: December 18, 2023, 09:07:35 PM »
Researched Decoy Launchers still do not show up under their category in the Technology Report window (initially reported in 2.3.1).
 

Offline captainwolfer

  • Lt. Commander
  • ********
  • c
  • Posts: 224
  • Thanked: 87 times
Re: v2.4.0 Bugs Thread
« Reply #9 on: December 19, 2023, 02:29:16 PM »
I have ships that have 2 fire controls: a 256k km fire control (for particle beams) and a 64k km fire control (for gauss cannons). When I click "Auto Target BFC", it assigns both types of fire controls to an enemy target, despite the fact that only the 256k km fire control is in range (target is at 190k km away). This behavior happens regardless of if I have 2x range checkbox selected or not.

This is annoying as then when I open fire the game tells me the 64k km fire control is out of range (obviously).

SJW: This is not a bug. The fire controls are set if the ship is in range, not the individual controls. Changing target assignments resets the 'fire delay' for inexperienced crews, so if you only set the 256k initially and later add the 64k as you move closer, you will get two delays instead of one.
« Last Edit: December 20, 2023, 05:57:56 AM by Steve Walmsley »
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 2981
  • Thanked: 2242 times
  • Radioactive frozen beverage.
Re: v2.4.0 Bugs Thread
« Reply #10 on: December 19, 2023, 02:44:02 PM »
I have ships that have 2 fire controls: a 256k km fire control (for particle beams) and a 64k km fire control (for gauss cannons). When I click "Auto Target BFC", it assigns both types of fire controls to an enemy target, despite the fact that only the 256k km fire control is in range (target is at 190k km away). This behavior happens regardless of if I have 2x range checkbox selected or not.

This is annoying as then when I open fire the game tells me the 64k km fire control is out of range (obviously).

This isn't a bug. You could post this as a suggestion, but given that there are many cases when you would want to target a BFC on a target which is not (yet) in range, I don't see this changing either.
 

Offline captainwolfer

  • Lt. Commander
  • ********
  • c
  • Posts: 224
  • Thanked: 87 times
Re: v2.4.0 Bugs Thread
« Reply #11 on: December 19, 2023, 04:19:19 PM »
I have ships that have 2 fire controls: a 256k km fire control (for particle beams) and a 64k km fire control (for gauss cannons). When I click "Auto Target BFC", it assigns both types of fire controls to an enemy target, despite the fact that only the 256k km fire control is in range (target is at 190k km away). This behavior happens regardless of if I have 2x range checkbox selected or not.

This is annoying as then when I open fire the game tells me the 64k km fire control is out of range (obviously).

This isn't a bug. You could post this as a suggestion, but given that there are many cases when you would want to target a BFC on a target which is not (yet) in range, I don't see this changing either.
As far as I noticed, the 256k beam fire control only targets enemies within its range, unless I have 2x range checked, where it picks targets within twice its range. So the 64k beam fire control should only be picking targets within its range (if 2x range is not checked)
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 2981
  • Thanked: 2242 times
  • Radioactive frozen beverage.
Re: v2.4.0 Bugs Thread
« Reply #12 on: December 19, 2023, 10:40:18 PM »
Ground Forces window -> Formation Templates tab -> "Copy Temp" does not preserve the assigned rank for the copied formation. I can't test the Copy + Upgrade button at the moment but I'd expect a similar result.

SJW: Fixed for v2.4.1
« Last Edit: December 20, 2023, 05:51:21 AM by Steve Walmsley »
 

Offline Kaiser

  • Commander
  • *********
  • K
  • Posts: 321
  • Thanked: 39 times
Re: v2.4.0 Bugs Thread
« Reply #13 on: December 20, 2023, 12:26:27 PM »
Looks like there aren't many bugs, hope we can get 2.4.1 soon  :D
 

Offline captainwolfer

  • Lt. Commander
  • ********
  • c
  • Posts: 224
  • Thanked: 87 times
Re: v2.4.0 Bugs Thread
« Reply #14 on: December 20, 2023, 08:26:35 PM »
Bug Report: I had a fleet: CruRon 5, with 4 cruisers. they took a big missile salvo of 315 size 9 missiles. 1 ship was destroyed, the other 3 took damage. CA-15 Wichita lost both of its engines, however the ship was not automatically detached from CruRon 5. Unless it only automatically detaches them if the ship can still move a little?