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Topic Summary

Posted by: pedter
« on: Today at 08:30:11 PM »

Not sure if it might be a bug, probably no, I am in a 80 years campaign, I went at was with a NPR and now I get 5x 5 second increments and 1x normal increment then again 5x 5 second increment and 1x normal and so on, endless... is there something I can do or check?

I had an almost identical issue that I was able to track down using FCT_GameLog. In my case it also turned out to be a single ship; that ship was turning its active sensors on and off every 15-30 minutes for months on end while in range of an enemy's deep space tracking stations, breaking automated turns on every sub-pulse.

Very annoying but unfortunately maybe not strictly a bug if we assume that your issue is the same as mine. They really need to just leave their active sensors on if they want constant sensor data.
Posted by: Kaiser
« on: Today at 04:57:33 PM »

Not sure if it might be a bug, probably no, I am in a 80 years campaign, I went at was with a NPR and now I get 5x 5 second increments and 1x normal increment then again 5x 5 second increment and 1x normal and so on, endless... is there something I can do or check?

EDIT: I just discovered that the increments up to 20 minutes work well, from 1h to 5 days is  just 5s.

EDIT2: The issue seems solved now, after I destroyed an enemy ship which was stationing on a jump point the problem vanished, I suspect the ship was trying maybe to use the jump point (which did not have a gate), thus causing the issue?

Steve? I can upload my save if you want check for future potential issues.
Posted by: nakorkren
« on: Today at 08:11:45 AM »

I started getting error "2.5.1 Function #1500: constraint failed UNIQUE constraint failed: FCT_ShipDesignComponents.SDComponentID" every time I save. Doesn't seem to harm anything, although I haven't since tried closing the game and loading the save, as I'm afraid it might not actually be saving or might be corrupting the save.

That sounds like you somehow have two components with the same ID, which shouldn't happen. Unfortunately, if that happens it prevents that table being saved at all. If you have only saved once or twice, you can go back to the one of the auto-backup saves.

Unfortunately I've saved at least two dozen times since then across several in-game years of gameplay. Is there anything I can do to save (literally and figuratively) the game? I'm reasonably comfortable with DB editing from past experience updating the DB to implement "pre-release" changes of prior changelogs.

I hadn't edited this DB at all, so I'm not sure how I wound up with this error. Could it be caused by creating and deleting an identical component and deleting it, either before or after researching? I think I may have done that with a Particle Beam 6 component. Would it be possible to guess which units/ships have the component, delete all of those units, and save again, to see if that solves the problem? Or is it likely unfixable because the issue is not within the DB, it's within the working memory of the program, and being prevented from correctly saving in the DB?

Edit: I copied my entire game folder and ran the exe from there, then compared the ship list and found one ship that had a different mass. That ship had a shield component in research in my version of the game throwing the bug, and it was missing in the saved DB. It looked like everything else was fine (all other components I'd designed recently were there). I saved the DB, and it worked fine, no bug. Based on that, I felt safe closing and restarting my game from my normal folder, and upon re-launch, that shield component was missing from the in-progress research and from the ship that was using it as a prototype, but otherwise everything was fine and it saved with no bug. Problem solved!
Posted by: Steve Walmsley
« on: Today at 07:41:21 AM »

I started getting error "2.5.1 Function #1500: constraint failed UNIQUE constraint failed: FCT_ShipDesignComponents.SDComponentID" every time I save. Doesn't seem to harm anything, although I haven't since tried closing the game and loading the save, as I'm afraid it might not actually be saving or might be corrupting the save.

That sounds like you somehow have two components with the same ID, which shouldn't happen. Unfortunately, if that happens it prevents that table being saved at all. If you have only saved once or twice, you can go back to the one of the auto-backup saves.
Posted by: nakorkren
« on: Yesterday at 08:36:26 PM »

I started getting error "2.5.1 Function #1500: constraint failed UNIQUE constraint failed: FCT_ShipDesignComponents.SDComponentID" every time I save. Doesn't seem to harm anything, although I haven't since tried closing the game and loading the save, as I'm afraid it might not actually be saving or might be corrupting the save.
Posted by: pedter
« on: Yesterday at 08:11:00 PM »

In v2.5.1, the smallest increment of jump drive tonnage, 10t, rounds to the nearest hull size in increments of 50t when checking if it can jump ships. A jump drive rated for 370t can only jump 350t, while a jump drive rated for 380t can jump a full 400t.
Posted by: ISN
« on: Yesterday at 06:48:20 PM »

Minor issue: ramming attacks seem to occur once every sub-pulse, i.e. five per five-second increment, rather than once every five seconds. If you turn off one second sub-pulses they go back to attacking once per increment.

(I don't think I've ever actually seen a ramming attack succeed, even attacking five times per increment, so this doesn't really matter much, but they probably should be consistent.)
Posted by: pedter
« on: Yesterday at 05:26:22 AM »

but MSPs grow to 147%?!

I see 3x Engineering Spaces on the destroyed components list - it is possible that the MSP storage was destroyed without destroying the MSP itself, leaving the ship well above available capacity. I'm not certain that's what happening as I seem to recall destroyed fuel tanks also destroying their contained fuel but maybe engineering spaces are different for some reason.
Posted by: Jeltz
« on: Yesterday at 04:53:41 AM »

I don't know if it's a bug, it's certainly a curious thing: one of my GEVs was attacked by an unknown unit, the first broadside was absorbed and damage control repairs the faults... but MSPs grow to 147%?!

Aurora 2.5.1, vanilla, W10, conventional start, real stars
Posted by: Garfunkel
« on: June 01, 2024, 06:39:13 AM »

I've mentioned this before but I fear it has been lost in the noise.

If you start with Minerva in Sol and the game creates a gas giant with trojans, those trojans are listed in the Fleet Movement Orders view alongside inner system asteroids, which is a little annoying as it clutters the view when playing a super-early conventional start. They should, IMHO, come at the very end of the asteroids, seeing as they are the farthest away.
Posted by: Skip121
« on: June 01, 2024, 02:46:06 AM »

Hi Steve,

Thank you so much for this, the game is now working perfectly!

I'm definitely running v2. 5. 1, it's the first time this has happened and I'm about 85 years into the game roughly.

Thanks again!
Posted by: Steve Walmsley
« on: May 31, 2024, 11:59:33 AM »

Hi All,

I've encountered a weird issue with the game which started this morning

When opening Aurora I'm getting error pop-ups, the first one is '2. 5. 1 Function #1170: Object cannot be cast from DBNull to other types'.  This is then followed by hundreds of '2. 5. 1 Function #3040: Object reference not set to an instance of an object.
I can click through the pop-ups and eventually the game will load, but I've saved and exited and tried again and the errors simply start again.

I have no idea what the cause might be as I haven't done anything unusual in my playthrough and don't really know what it might be.  I'm wondering whether it's an NPR issue?

Any advice would be really appreciated as my current game has been working brilliantly until now and I've been really enjoying it so I'm desperate to save it!

#1170 is the function that loads system bodies. If that fails, the game won't work. If you know how to look at the database file, you can check for a null value in FCT_SystemBody.

Are you definitely on v2.5.1, as I recall something on these lines in an earlier version?
Posted by: Skip121
« on: May 31, 2024, 11:08:19 AM »

Hi All,

I've encountered a weird issue with the game which started this morning

When opening Aurora I'm getting error pop-ups, the first one is '2. 5. 1 Function #1170: Object cannot be cast from DBNull to other types'.  This is then followed by hundreds of '2. 5. 1 Function #3040: Object reference not set to an instance of an object.
I can click through the pop-ups and eventually the game will load, but I've saved and exited and tried again and the errors simply start again.

I have no idea what the cause might be as I haven't done anything unusual in my playthrough and don't really know what it might be.  I'm wondering whether it's an NPR issue?

Any advice would be really appreciated as my current game has been working brilliantly until now and I've been really enjoying it so I'm desperate to save it!
Posted by: skoormit
« on: May 28, 2024, 06:27:05 AM »

I ordered the construction of a freighter space station, using construction factories, at a colony that did not have a target fleet selected in the Space Stations list.
(This was the first time I had constructed any ship at this colony.)

When completed, the space station was placed into a civilian shipping fleet in orbit of the planet.

I had my own fleet in orbit of the planet at the time.
(I suspect the civilian fleet was chosen by default because its creation predates the creation of my own fleet.)

Posted by: pedter
« on: May 25, 2024, 11:41:54 PM »

A civilian cargo vessel has taken orders to carry a genetic modification centre but is unable to do so because its cargo hold is already full. It is now generating auto-turn-pausing interrupts because it cannot load. Presumably the underlying logic should not have allowed this so I'll file it as a bug. SM mode did not allow me to remove its orders nor empty its cargo so I have had to delete the vessel entirely instead.

Standard info dump:
- Conventional start
- Real stars
- US decimal and time formats (I have not reconfigured for UK standards)
- Approximately 85 years into the campaign
- Campaign started and running on v2.5.1 (no mods or DB edits ever)