Aurora 4x

VB6 Aurora => Aurora Bugs => Topic started by: lastverb on November 10, 2009, 11:07:49 AM

Title: 4.61 Bugs
Post by: lastverb on November 10, 2009, 11:07:49 AM
everytime i enter galactic map i've got error 76: "path not found: 'Flags\', it is loading gal map, but without flags

i also get some errors related to null when npr discover new system, but not always and it didnt happen anytime i discover new system

shut down buttons dont work neither

if i select command "load fleet with ordnance" (or something like that) for full colliers when targeting a planet i always lose all missiles (they are neither in collier magazines or on planet and there is no other pdcs or fleets in orbit), happened in earlier versions too
Title: Re: 4.61 Bugs
Post by: tanq_tonic on November 10, 2009, 07:42:24 PM
Instantaneous Travel ----

did this by accident.  Had Ship A at Earth, a jump ship at a jump point a couple of billion klicks away.

In the group task screen, accidentally double clicked on the the Ship A entry on the far right hand side of the special orders, instantly transporting Ship A to the jump point.  That group then proceeded to jump into the next system (immaterial fact....)

The material issue is that Ship A was "popped" across a very large system instantaneously.

Perhaps the "transfer ships between groups" should have a proximity check on it, so that one cannot do a magic transport like this?

Played around with this concept and you can use the "combine task groups" function in the same way.......
Title: Re: 4.61 Bugs
Post by: sloanjh on November 11, 2009, 01:10:32 AM
Quote from: "tanq_tonic"
Perhaps the "transfer ships between groups" should have a proximity check on it, so that one cannot do a magic transport like this?

I actually consider this a "feature" (defined as a bug for which people have found a use :-) ).  Moving ships around instantaneously is often the only way to work around "glitches", such as the excessive fuel consumption bug mentioned last week.  I don't think it would be a problem to get a warning (so that it's a concious decision to do it), but I consider this ability to be an "SM mode" operation.

John
Title: Re: 4.61 Bugs
Post by: lastverb on November 11, 2009, 08:46:47 AM
there is something wrong with pd auto fire, i see 7x thermal contacts (missiles at 34k kps) inbound at 400k km, my anti-missile radar is for lasers defence only and have resolution 2 (around 200k km range), fire controls set do final fire (i bet range means nothing, because pd fire at only 10k km while set to 5x). 5 secs later in events window i see 6x missile destroyed by lasers and still 7x missiles hit the target, like none was destroyed. im sure there were no other missiles, my powerfull thermal sensors would get contacts.
that way ended first alien investigation destroyer group

in 4.6 i met precursors with no weapons ramming (!!!) successfully my cruisers. are no-weapon alien ships a bug? i dont know if its still there
Title: Re: 4.61 Bugs
Post by: Beersatron on November 11, 2009, 09:18:42 AM
Quote from: "lastverb"
there is something wrong with pd auto fire, i see 7x thermal contacts (missiles at 34k kps) inbound at 400k km, my anti-missile radar is for lasers defence only and have resolution 2 (around 200k km range), fire controls set do final fire (i bet range means nothing, because pd fire at only 10k km while set to 5x). 5 secs later in events window i see 6x missile destroyed by lasers and still 7x missiles hit the target, like none was destroyed. im sure there were no other missiles, my powerfull thermal sensors would get contacts.
that way ended first alien investigation destroyer group

in 4.6 i met precursors with no weapons ramming (!!!) successfully my cruisers. are no-weapon alien ships a bug? i dont know if its still there

I would advise a PD Active Sensor and PD Fire Control of Resolution Zero that can see about double the distance of your actual firing range. That way you get a tracking bonus and I think that even a Resolution 2 radar can't see missiles that well.

Each thermal contact could be a separate salvo of missiles and each salvo could contain say 2 missiles. So there could have been 14 missiles inbound, your PD got 5, 7 hit you and 2 missed.

I don't think that a thermal contact tells you how many missiles are in the contact, although I have never paid attention to thermal contacts in a missile fight, just what my active sensors are saying.
Title: Re: 4.61 Bugs
Post by: Charlie Beeler on November 11, 2009, 09:42:40 AM
Quote from: "lastverb"
there is something wrong with pd auto fire, i see 7x thermal contacts (missiles at 34k kps) inbound at 400k km, my anti-missile radar is for lasers defence only and have resolution 2 (around 200k km range), fire controls set do final fire (i bet range means nothing, because pd fire at only 10k km while set to 5x). 5 secs later in events window i see 6x missile destroyed by lasers and still 7x missiles hit the target, like none was destroyed. im sure there were no other missiles, my powerfull thermal sensors would get contacts.
that way ended first alien investigation destroyer group

in 4.6 i met precursors with no weapons ramming (!!!) successfully my cruisers. are no-weapon alien ships a bug? i dont know if its still there

Anti-missile systems need resolution 0 not 2.  Resolution 2 is optimized for detecting 100ton ships.  

Also range does mean something.  In your case set range to 1 (10k km) for final defense mode.
Title: Re: 4.61 Bugs
Post by: Kurt on November 11, 2009, 11:22:42 AM
Steve -

This is a 4.46 bug, but I have no reason to believe that it isn't still a problem in 4.6x.  I have shipped several prefabbed PDC's from Strug Home to The Redoubt, along with six engineer regiments, and a small amount of each trans-newtonian resource.  Once everything was in place I set the engineer regiments to assembling the prefabbed PDC's on the industry window of the economics screen.  Everything appeared to be fine, with a completion date fourteen months in the future.  However, after numerous months of game time I checked the progress of the job and noted that it appeared that no work had been completed on the job (amount remaining "1"), and that the completion date still fourteen months in the future.  I advanced the time five days, and the amount remaining stayed the same, and the job completion date advanced five days.  There are no error messages, or any notations on the event updates screen as to any problems.  

To see just how far the problem extends, I cancelled assembly of the PDC and set the engineering regiments to construct 1 industrial capacilty.  The info on the industry tab showed that it would take just under 1 year, as the cost was 120 and the six engineer regiments had an annual production of 121.5.  However, after advancing the time five days, the screen showed no work completed and the estimated completion date advanced five days.  

The engineering units appear to be non-functional.  

Kurt
Title: Re: 4.61 Bugs
Post by: Laurence on November 11, 2009, 04:51:13 PM
Getting the error below when entering the Ship Design screen:

Error in PopulateFighters

Error 11 was generated by Aurora
Division by zero

Also none of the fighters are showing up in the F7 Squadron screen or on the Industry Options.  They appear in the Task Force display just fine though.

I manually added a check to the ShipClass table on the FighterClass column and they then appeared as an Industry Option, but still not in he F7 Fighter Squadrons screen.
Title: Re: 4.61 Bugs
Post by: lastverb on November 12, 2009, 12:46:20 PM
ive further tested that missile problem with 0 res and better rail pd (always better than laser and better than low tech gauss), i see thermal 12 (x10) contact - there is no 1 thermal contact for salvo, they enter active pd sensor (0res) and it change to "new missile contact (x10) TCS 5 T12(existing)" and is shown as salvo on system map. my pd is killing 12-18 missiles in 10missile salvo wipeing it, so now i dont know if i kill 10 some of non-existing missiles hit me like i killed 7 of 7 earlier
Title: Re: 4.61 Bugs
Post by: Laurence on November 12, 2009, 12:54:50 PM
Quote from: "Laurence"
Getting the error below when entering the Ship Design screen:

Error in PopulateFighters

Error 11 was generated by Aurora
Division by zero

Also none of the fighters are showing up in the F7 Squadron screen or on the Industry Options.  They appear in the Task Force display just fine though.

I manually added a check to the ShipClass table on the FighterClass column and they then appeared as an Industry Option, but still not in he F7 Fighter Squadrons screen.

To follow up, it appears that the fighters that I built with the FastOB feature are the ones not showing up in the squadrons.  After the manual edit to the ShipClass Fighter check box, I was able to build additional fighters and these are showing up in the squadrons organization screen.
Title: Re: 4.61 Bugs
Post by: IanD on November 12, 2009, 04:40:26 PM
Quote from: "Kurt"
Steve -

This is a 4.46 bug, but I have no reason to believe that it isn't still a problem in 4.6x. I have shipped several prefabbed PDC's from Strug Home to The Redoubt, along with six engineer regiments, and a small amount of each trans-newtonian resource. Once everything was in place I set the engineer regiments to assembling the prefabbed PDC's on the industry window of the economics screen. Everything appeared to be fine, with a completion date fourteen months in the future. However, after numerous months of game time I checked the progress of the job and noted that it appeared that no work had been completed on the job (amount remaining "1"), and that the completion date still fourteen months in the future. I advanced the time five days, and the amount remaining stayed the same, and the job completion date advanced five days. There are no error messages, or any notations on the event updates screen as to any problems.

To see just how far the problem extends, I cancelled assembly of the PDC and set the engineering regiments to construct 1 industrial capacilty. The info on the industry tab showed that it would take just under 1 year, as the cost was 120 and the six engineer regiments had an annual production of 121.5. However, after advancing the time five days, the screen showed no work completed and the estimated completion date advanced five days.

The engineering units appear to be non-functional.

I am seeing something similar in v4.61. It may just be the completion date is not being updated. The screen below is for Earth on 29th July 2082 if you look at the estimated completion date for the PDC refit its 25th July 2082 :?
Regards
Title: Not a bug report
Post by: Charlie Beeler on November 13, 2009, 10:34:54 AM
But a thank you for fixing the Task Group Cyclic orders.   :D   That one drove me crazy (ier) when it first occured.
Title: Re: 4.61 Bugs
Post by: gregor40 on November 14, 2009, 03:07:19 AM
Steve, the other thread is locked, so I can't reply there, but still regarding the decimal separator: are you absolutely sure, that there is no work around. It's rather uncommon to have paralell versions of software for different regions because of the decimal separator :)

I would love to help (e.g. google after some examples) for you, but I am not sure which languages you are using for the aurora code.
Title: Re: 4.61 Bugs
Post by: lastverb on November 14, 2009, 04:29:48 AM
since aurora is using basing input/output fields, which use standard OS coding i think it would need to rewrite all those fields, or add auto-translate from , to . when adding and . to , when reading from database.
isn't it easier to change OS regional settings (it doesn't change language)?
Title: Re: 4.61 Bugs
Post by: gregor40 on November 14, 2009, 10:14:16 AM
Come on, how many pieces of software, even the database-based have problem with decimal separator. I've met NONE that would require me to change the decimal separator in the OS. Seems to me that this problem should have a rather trivial workaround.

It is quite cumbersome for me, as I don't have a dedicated machine for Aurora.

Have in mind that the need to change the decimal separator will drive many European players away from the game.
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 14, 2009, 11:00:13 AM
Quote from: "lastverb"
everytime i enter galactic map i've got error 76: "path not found: 'Flags\', it is loading gal map, but without flags

i also get some errors related to null when npr discover new system, but not always and it didnt happen anytime i discover new system

shut down buttons dont work neither

if i select command "load fleet with ordnance" (or something like that) for full colliers when targeting a planet i always lose all missiles (they are neither in collier magazines or on planet and there is no other pdcs or fleets in orbit), happened in earlier versions too
The problems you having suggest there may be some type of installation problem. Firstly, can you check if you have a Flags sub-directory in the installation directory.

Steve
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 14, 2009, 11:01:38 AM
Quote from: "tanq_tonic"
Instantaneous Travel ----

did this by accident.  Had Ship A at Earth, a jump ship at a jump point a couple of billion klicks away.

In the group task screen, accidentally double clicked on the the Ship A entry on the far right hand side of the special orders, instantly transporting Ship A to the jump point.  That group then proceeded to jump into the next system (immaterial fact....)

The material issue is that Ship A was "popped" across a very large system instantaneously.

Perhaps the "transfer ships between groups" should have a proximity check on it, so that one cannot do a magic transport like this?

Played around with this concept and you can use the "combine task groups" function in the same way.......
This is working as intended, although it is really for use as an SM ability to sort out problems. I will add some SM password checks in this area.

Steve
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 14, 2009, 11:13:29 AM
Quote from: "gregor40"
Come on, how many pieces of software, even the database-based have problem with decimal separator. I've met NONE that would require me to change the decimal separator in the OS. Seems to me that this problem should have a rather trivial workaround.

It is quite cumbersome for me, as I don't have a dedicated machine for Aurora.
It is possible to write code that can handle multiple decimal separators but it has to be done from the start and its a lot more involved than writing normal code. If I had to go back and change every place in the code where this was an issue, it could take months and I probably wouldn't get them all anyway. I would rather spend that time adding new features.

Quote
Have in mind that the need to change the decimal separator will drive many European players away from the game.
Please remember that this is not commercial software. It's a free game. If someone would rather not play because they have to change their regional settings (which is four mouse-clicks), then that is entirely up to them. All I can say in that in the ten years of SA (the predecessor to Aurora) and 3-4 years of Aurora, no one has ever told me before that changing their regional settings is a major problem or that having to change them will drive them away from the game.

Steve
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 14, 2009, 11:24:39 AM
Quote from: "lastverb"
there is something wrong with pd auto fire, i see 7x thermal contacts (missiles at 34k kps) inbound at 400k km, my anti-missile radar is for lasers defence only and have resolution 2 (around 200k km range), fire controls set do final fire (i bet range means nothing, because pd fire at only 10k km while set to 5x). 5 secs later in events window i see 6x missile destroyed by lasers and still 7x missiles hit the target, like none was destroyed. im sure there were no other missiles, my powerfull thermal sensors would get contacts. that way ended first alien investigation destroyer group
A resolution 2 sensor will only pick up missiles at about 1/4 its normal range. You really need resolution zero sensors. The range for point-blank defence doesn't matter if you are using "Final Defensive Fire (Self Only)". However, it does matter for regular "Final Defensive Fire" as that is the range at which it will protect other ships. With regard to the 7 missiles hitting when you already destroyed 6. If there are two incoming enemy salvos, they may be shown as <Salvo Contact Name >(x2). Is it possible you missed seeing the (x2) on the end of the contact information?

Quote
in 4.6 i met precursors with no weapons ramming (!!!) successfully my cruisers. are no-weapon alien ships a bug? i dont know if its still there
Precursors may ram if they run out of ammunition and have no source of resupply. This was my solution to the problem of precursors in that situation causing yoyo bugs as they moved away a little, stopped until back in sensor range, moved away again, etc. Their chance to ram is low; its about the same as missile traveling half as fast. So a 5000 km/s ship has the same chance to ram as a 2500 km/s missile with no agility bonus. At the moment, only precursors can ram as they are robot ships.

Steve
Title: Re: 4.61 Bugs
Post by: Father Tim on November 14, 2009, 11:38:31 AM
You mean, only precursor ships can ram as only they possess the secret Precursor ramming technology, to o along with their compressed fuel tanks, advanced railguns, heavy lasers, etc.

Which brings me to more of a suggestion really, than a bug.  Precursors ships are not built with any of the 'advanced tech' available from ruins.  Maybe they should be?  Or at least a chance for it to be discovered in their wrecks.  (I can't rememer if precusors are actually designed the same way as player ships now, or if they just have certain 'powers' assigned to them.)
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 14, 2009, 12:23:42 PM
Quote from: "IanD"
I am seeing something similar in v4.61. It may just be the completion date is not being updated. The screen below is for Earth on 29th July 2082 if you look at the estimated completion date for the PDC refit its 25th July 2082 :?
Regards
I don't think this is the same thing. If you look at the cost per unit for the refit, it is zero. This looks like either the original and the refit model are the same, or there is a problem with the PDC refit code.

Steve
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 14, 2009, 12:25:59 PM
Quote from: "Father Tim"
You mean, only precursor ships can ram as only they possess the secret Precursor ramming technology, to o along with their compressed fuel tanks, advanced railguns, heavy lasers, etc.

Which brings me to more of a suggestion really, than a bug.  Precursors ships are not built with any of the 'advanced tech' available from ruins.  Maybe they should be?  Or at least a chance for it to be discovered in their wrecks.  (I can't rememer if precusors are actually designed the same way as player ships now, or if they just have certain 'powers' assigned to them.)
They are just the same as player ships, albeit with generally higher starting tech. Although the precursors are a set to a similar level in every game rather than given an amount of tech points relative to the player which maybe should be the case. The idea about advanced precursor weapons is a good one though. I will give that some thought.

Steve
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 14, 2009, 12:29:39 PM
Quote from: "Kurt"
Steve -

This is a 4.46 bug, but I have no reason to believe that it isn't still a problem in 4.6x.  I have shipped several prefabbed PDC's from Strug Home to The Redoubt, along with six engineer regiments, and a small amount of each trans-newtonian resource.  Once everything was in place I set the engineer regiments to assembling the prefabbed PDC's on the industry window of the economics screen.  Everything appeared to be fine, with a completion date fourteen months in the future.  However, after numerous months of game time I checked the progress of the job and noted that it appeared that no work had been completed on the job (amount remaining "1"), and that the completion date still fourteen months in the future.  I advanced the time five days, and the amount remaining stayed the same, and the job completion date advanced five days.  There are no error messages, or any notations on the event updates screen as to any problems.  

To see just how far the problem extends, I cancelled assembly of the PDC and set the engineering regiments to construct 1 industrial capacilty.  The info on the industry tab showed that it would take just under 1 year, as the cost was 120 and the six engineer regiments had an annual production of 121.5.  However, after advancing the time five days, the screen showed no work completed and the estimated completion date advanced five days.  

The engineering units appear to be non-functional.  
I have just tested this and it is working as it should. Perhaps there is some reason the engineers are not being picked up as being at that location. Could you confirm that the Engineers are not inside a PDC and that the number of Engineers is shown next to the Industrial Capacity at the top of the Industry tab for that population.

Steve
Title: Re: 4.61 Bugs
Post by: sloanjh on November 14, 2009, 02:03:49 PM
Quote from: "Steve Walmsley"
Quote
in 4.6 i met precursors with no weapons ramming (!!!) successfully my cruisers. are no-weapon alien ships a bug? i dont know if its still there
Precursors may ram if they run out of ammunition and have no source of resupply. This was my solution to the problem of precursors in that situation causing yoyo bugs as they moved away a little, stopped until back in sensor range, moved away again, etc. Their chance to ram is low; its about the same as missile traveling half as fast. So a 5000 km/s ship has the same chance to ram as a 2500 km/s missile with no agility bonus. At the moment, only precursors can ram as they are robot ships.

Hehehehehe (that was a nasty chuckle :-)

John
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 14, 2009, 02:24:31 PM
Quote from: "sloanjh"
Quote from: "Steve Walmsley"
Quote
in 4.6 i met precursors with no weapons ramming (!!!) successfully my cruisers. are no-weapon alien ships a bug? i dont know if its still there
Precursors may ram if they run out of ammunition and have no source of resupply. This was my solution to the problem of precursors in that situation causing yoyo bugs as they moved away a little, stopped until back in sensor range, moved away again, etc. Their chance to ram is low; its about the same as missile traveling half as fast. So a 5000 km/s ship has the same chance to ram as a 2500 km/s missile with no agility bonus. At the moment, only precursors can ram as they are robot ships.
Hehehehehe (that was a nasty chuckle :-)
The warhead size is equal to the ship size, so a FAC is equal to a 20-point warhead and a 5000 ton ship is equal to a 100-point warhead (ouch!). The reverse applies, so the rammer takes damage equal to the size of the rammee (I think I just invented a word :)). They have the same damage template as a missile. So it is possible to survive being rammed and even possible to survive carrying out a ramming. I haven't accounted for speed of impact because I would have to take into consideration the bearing and relative speeds of the two ships and that is more detail than the game normally requires.

Steve
Title: Re: 4.61 Bugs
Post by: Hawkeye on November 14, 2009, 02:34:24 PM
Quote from: "Steve Walmsley"
Quote from: "gregor40"
Come on, how many pieces of software, even the database-based have problem with decimal separator. I've met NONE that would require me to change the decimal separator in the OS. Seems to me that this problem should have a rather trivial workaround.

It is quite cumbersome for me, as I don't have a dedicated machine for Aurora.

Gee, people are dealing with the GUI in WitP and you are complaining because you have to change a single setting on your machine?   :wink:
Title: Re: 4.61 Bugs
Post by: Kurt on November 14, 2009, 02:50:05 PM
Quote from: "Steve Walmsley"
Quote from: "Kurt"
Steve -

This is a 4.46 bug, but I have no reason to believe that it isn't still a problem in 4.6x.  I have shipped several prefabbed PDC's from Strug Home to The Redoubt, along with six engineer regiments, and a small amount of each trans-newtonian resource.  Once everything was in place I set the engineer regiments to assembling the prefabbed PDC's on the industry window of the economics screen.  Everything appeared to be fine, with a completion date fourteen months in the future.  However, after numerous months of game time I checked the progress of the job and noted that it appeared that no work had been completed on the job (amount remaining "1"), and that the completion date still fourteen months in the future.  I advanced the time five days, and the amount remaining stayed the same, and the job completion date advanced five days.  There are no error messages, or any notations on the event updates screen as to any problems.  

To see just how far the problem extends, I cancelled assembly of the PDC and set the engineering regiments to construct 1 industrial capacilty.  The info on the industry tab showed that it would take just under 1 year, as the cost was 120 and the six engineer regiments had an annual production of 121.5.  However, after advancing the time five days, the screen showed no work completed and the estimated completion date advanced five days.  

The engineering units appear to be non-functional.  
I have just tested this and it is working as it should. Perhaps there is some reason the engineers are not being picked up as being at that location. Could you confirm that the Engineers are not inside a PDC and that the number of Engineers is shown next to the Industrial Capacity at the top of the Industry tab for that population.

Steve

Picture #1 shows the Industry tab of the Economic screen for The Redoubt on January 21, 2264.

[attachment=1:rd2eqbu6]1-21-2264.gif[/attachment:rd2eqbu6]

Note that there is the correct number of engineer units displayed on top, along with what I presume is the correct annual production capacity (at least there is a production capacity).  One hundred percent of the capacity is directed towards completing the assembly of the PDC, adn the completion date is given as 4-4-2265.  

Picture #2 shows the industry tab for The Redoubt on February 1, 2264.

[attachment=0:rd2eqbu6]2-1-2264.gif[/attachment:rd2eqbu6]

This picture is taken ten days later, and the amount remaining should have been reduced by a small amount, and the estimated completion date should have stayed the same.  Instead the estimated completion date has advanced by the same amount that the time has advanced, ten days.  

Hopefully that helps.

Kurt
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 14, 2009, 03:00:59 PM
I have found a bug with NPR/Precursors FACs that means they don't attack correctly unless their target is being detected by a second ship. This is a significant bug that I have to fix and it will mean database changes. Therefore the next version will be v4.7 and a database update.

Steve
Title: Re: 4.61 Bugs
Post by: gregor40 on November 14, 2009, 03:44:22 PM
Quote from: "Hawkeye"
Quote from: "Steve Walmsley"
Quote from: "gregor40"
Come on, how many pieces of software, even the database-based have problem with decimal separator. I've met NONE that would require me to change the decimal separator in the OS. Seems to me that this problem should have a rather trivial workaround.

It is quite cumbersome for me, as I don't have a dedicated machine for Aurora.

Gee, people are dealing with the GUI in WitP and you are complaining because you have to change a single setting on your machine?   :wink:

Heh, I also return to the memories of the times I had to modify autoexec.bat and config.sys to play games :P

Maybe I wan't clear enough - I have to change the decimal separator back and forth each time I want to play aurora. I do research and code development professionally and have some Excel and Matlab data sources, that will behave at least strangely when I would use them with . as a separator.

Steve - I don't want you to think, that I am pointlessly complaining. I am really amazed by the amount of work you did. That's why I am trying to contribute and to be as much constructive as possible.

Especially a non-commercial project requires support from the community. It would be a pity if people would be dropping the game just because of such a trivial thing as a decimal separator. But if I am the only one to complain - it would be a waste of time, if it so much work...
Title: Re: 4.61 Bugs
Post by: ussdefiant on November 18, 2009, 11:42:36 AM
A bit of a wierd thing here, i've got a 12550 jump cruiser with a 12750 capacity jump drive, and 3 12700 ton heavy cruisers with it that don't have jump drives, but when i tell they to go through a jump point, i get a message saying that the jump drive doesn't has enough capacity or something.

Code: [Select]
Audacious class Jump Cruiser    12550 tons     1273 Crew     2138.44 BP      TCS 251  TH 840  EM 0
3346 km/s    JR 4-50     Armour 2-48     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 8     PPV 42
Annual Failure Rate: 157%    IFR: 2.2%    Maintenance Capacity 852 MSP    Max Repair 784 MSP
Magazine 726    

J12750(4-50) Military Jump Drive     Max Ship Size 12750 tons    Distance 50k km     Squadron Size 4
Ion Engine E8 (14)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 35.9 billion km   (124 days at full power)

Trafalgar class Heavy Cruiser    12700 tons     1621 Crew     1918.8 BP      TCS 254  TH 840  EM 0
3307 km/s     Armour 4-48     Shields 0-0     Sensors 12/6/0/0     Damage Control Rating 8     PPV 98
Annual Failure Rate: 161%    IFR: 2.2%    Maintenance Capacity 755 MSP    Max Repair 150 MSP
Flag Bridge    


Also, this same save seems to have a fair bit of yo-yoing going on, even after my fleet smites a bunch of Precursor FACs that were lurking in-system. Currently stuck on 15 minute increments, with the occasional increase to 1:15:00 or 1:30:00.
Title: Re: 4.61 Bugs
Post by: welchbloke on November 18, 2009, 01:56:13 PM
Quote from: "ussdefiant"
A bit of a wierd thing here, i've got a 12550 jump cruiser with a 12750 capacity jump drive, and 3 12700 ton heavy cruisers with it that don't have jump drives, but when i tell they to go through a jump point, i get a message saying that the jump drive doesn't has enough capacity or something.

Code: [Select]
Audacious class Jump Cruiser    12550 tons     1273 Crew     2138.44 BP      TCS 251  TH 840  EM 0
3346 km/s    JR 4-50     Armour 2-48     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 8     PPV 42
Annual Failure Rate: 157%    IFR: 2.2%    Maintenance Capacity 852 MSP    Max Repair 784 MSP
Magazine 726    

J12750(4-50) Military Jump Drive     Max Ship Size 12750 tons    Distance 50k km     Squadron Size 4
Ion Engine E8 (14)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 35.9 billion km   (124 days at full power)

Trafalgar class Heavy Cruiser    12700 tons     1621 Crew     1918.8 BP      TCS 254  TH 840  EM 0
3307 km/s     Armour 4-48     Shields 0-0     Sensors 12/6/0/0     Damage Control Rating 8     PPV 98
Annual Failure Rate: 161%    IFR: 2.2%    Maintenance Capacity 755 MSP    Max Repair 150 MSP
Flag Bridge    


Also, this same save seems to have a fair bit of yo-yoing going on, even after my fleet smites a bunch of Precursor FACs that were lurking in-system. Currently stuck on 15 minute increments, with the occasional increase to 1:15:00 or 1:30:00.
IIRC the Jump drive will only work up to the mass of the ship mounting it.  In this design the drive will only work for ships up to 12550 tonnes.  Up the mass of the jump cruiser to 12750 tonnes to get us the max value of the jump drive.
Title: Re: 4.61 Bugs
Post by: rdgam on November 24, 2009, 05:31:30 PM
As I have been trying different combat in a test game, I ran into these cosmetic problems.

You cannot order a carrier fleet to combat jump.  It counts the fighters in the carriers against the taskforce size limit.

When an empty magazine is destroyed, you get a message about a size 0 secondary explosion.

If you cause a secondary explosion with 'beam' weapons you do not get the message about the explosion.
Title: Re: 4.61 Bugs
Post by: IanD on November 25, 2009, 03:02:52 PM
Steve
In a ruin I discovered twenty 20cm UV lasers. I disassembled all of them to get tech advancements. But the item is still listed in the F5 design view screen. I also find that ion engines I have recovered by salvage and scrapped also find their way indelibly into the "depot" and once scrapped persist for ever.

Regards
Title: Re: 4.61 Bugs
Post by: Brian Neumann on November 25, 2009, 03:41:47 PM
Quote from: "IanD"
Steve
In a ruin I discovered twenty 20cm UV lasers. I disassembled all of them to get tech advancements. But the item is still listed in the F5 design view screen. I also find that ion engines I have recovered by salvage and scrapped also find their way indelibly into the "depot" and once scrapped persist for ever.

Regards
Same for me.  Once they are there, they never go away.  Can you put them into the view tech screen so we can designate them as obsolete at least.  That way they won't have to show up constantly.

Brian
Title: Re: 4.61 Bugs
Post by: welchbloke on November 27, 2009, 04:44:18 PM
I seem to have encountered a Yo-Yo bug. Time is advancing in 30 min increments and has been doing so for about 10 days of game time so far. 480x30min increments take a long time to process  :cry:
Title: Re: 4.61 Bugs
Post by: Silentbrick on November 28, 2009, 01:30:20 PM
I'm also having trouble with time going in 30 min intervals.  Sometimes it'll go at a faster rate but so far it's been about a month of nothing but 30 min advances.  No other message is listed however, and no error messages.
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 28, 2009, 02:11:45 PM
Quote from: "Silentbrick"
I'm also having trouble with time going in 30 min intervals.  Sometimes it'll go at a faster rate but so far it's been about a month of nothing but 30 min advances.  No other message is listed however, and no error messages.
Quote from: "welchbloke"
I seem to have encountered a Yo-Yo bug. Time is advancing in 30 min increments and has been doing so for about 10 days of game time so far. 480x30min increments take a long time to process
Please can you both send me your databases via email. I am trying to squash any yoyo bugs before the next release. I have already found a few so your problems may have the same cause but i would prefer to make sure. My email address is stevewalmsley at btinternet.com

Steve
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 28, 2009, 02:14:50 PM
Quote from: "Brian"
Quote from: "IanD"
Steve
In a ruin I discovered twenty 20cm UV lasers. I disassembled all of them to get tech advancements. But the item is still listed in the F5 design view screen. I also find that ion engines I have recovered by salvage and scrapped also find their way indelibly into the "depot" and once scrapped persist for ever.

Regards
Same for me.  Once they are there, they never go away.  Can you put them into the view tech screen so we can designate them as obsolete at least.  That way they won't have to show up constantly.
If you select the component on the F5 screen, you should be able to use the Obso Comp button to obsolete it.

Steve
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 28, 2009, 02:32:33 PM
Quote from: "rdgam"
You cannot order a carrier fleet to combat jump.  It counts the fighters in the carriers against the taskforce size limit.
Fixed for v4.7

Steve
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 28, 2009, 02:39:44 PM
Quote from: "rdgam"
When an empty magazine is destroyed, you get a message about a size 0 secondary explosion.
Fixed this for v4.7

Quote
If you cause a secondary explosion with 'beam' weapons you do not get the message about the explosion.
Can't reproduce this one yet. It's a weird one because the internal damage code doesn't differentiate between missiles and beams

Steve
Title: Re: 4.61 Bugs
Post by: Brian Neumann on November 28, 2009, 02:40:21 PM
Quote from: "Steve Walmsley"
Quote from: "Brian"
Quote from: "IanD"
Steve
In a ruin I discovered twenty 20cm UV lasers. I disassembled all of them to get tech advancements. But the item is still listed in the F5 design view screen. I also find that ion engines I have recovered by salvage and scrapped also find their way indelibly into the "depot" and once scrapped persist for ever.

Regards
Same for me.  Once they are there, they never go away.  Can you put them into the view tech screen so we can designate them as obsolete at least.  That way they won't have to show up constantly.
If you select the component on the F5 screen, you should be able to use the Obso Comp button to obsolete it.

Steve
I have tried this and it does not work.  I get a message of "No Component Selected" and the component stays there.  I have unchecked and rechecked the hide obsolete button as well after doing this with no effect

Brian
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 28, 2009, 02:44:37 PM
Quote from: "Brian"
Quote from: "Steve Walmsley"
Quote from: "Brian"
Same for me.  Once they are there, they never go away.  Can you put them into the view tech screen so we can designate them as obsolete at least.  That way they won't have to show up constantly.
If you select the component on the F5 screen, you should be able to use the Obso Comp button to obsolete it.
I have tried this and it does not work.  I get a message of "No Component Selected" and the component stays there.  I have unchecked and rechecked the hide obsolete button as well after doing this with no effect
Oops - I forgot the ruins component tech is stored in a different location. The button will work in v4.7

Steve
Title: Re: 4.61 Bugs
Post by: welchbloke on November 28, 2009, 03:01:24 PM
Quote from: "Steve Walmsley"
Quote from: "Silentbrick"
I'm also having trouble with time going in 30 min intervals.  Sometimes it'll go at a faster rate but so far it's been about a month of nothing but 30 min advances.  No other message is listed however, and no error messages.
Quote from: "welchbloke"
I seem to have encountered a Yo-Yo bug. Time is advancing in 30 min increments and has been doing so for about 10 days of game time so far. 480x30min increments take a long time to process
Please can you both send me your databases via email. I am trying to squash any yoyo bugs before the next release. I have already found a few so your problems may have the same cause but i would prefer to make sure. My email address is stevewalmsley at btinternet.com

Steve
I'll e-mail it to you on Sunday morning.
Title: Re: 4.61 Bugs
Post by: Silentbrick on November 28, 2009, 05:22:02 PM
Quote from: "Steve Walmsley"
Quote from: "Silentbrick"
I'm also having trouble with time going in 30 min intervals.  Sometimes it'll go at a faster rate but so far it's been about a month of nothing but 30 min advances.  No other message is listed however, and no error messages.
Quote from: "welchbloke"
I seem to have encountered a Yo-Yo bug. Time is advancing in 30 min increments and has been doing so for about 10 days of game time so far. 480x30min increments take a long time to process
Please can you both send me your databases via email. I am trying to squash any yoyo bugs before the next release. I have already found a few so your problems may have the same cause but i would prefer to make sure. My email address is stevewalmsley at btinternet.com

Steve

Sent via yousendit, as it was too large for my email to attach.
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 28, 2009, 08:53:41 PM
Quote from: "Silentbrick"
I'm also having trouble with time going in 30 min intervals.  Sometimes it'll go at a faster rate but so far it's been about a month of nothing but 30 min advances.  No other message is listed however, and no error messages.
I have the database - thanks! I have run the game and after a few minutes of 15 minute intervals, it is running normally again with full one day turns. Could you let me know if that happens with your game? I am running the v4.7 code though so it is possible I have already fixed whatever was causing the problem.

Steve
Title: Re: 4.61 Bugs
Post by: Silentbrick on November 28, 2009, 09:32:21 PM
I've been letting it run some, and it went to 15 min intervals, then back to 30 and it's still crunching along at the 30 minute pace.  So I think it's likely whatever is causing it was fixed by 4.7.  Each interval seems to take a rather long period of time as well.  Thanks for all the prompt help though.
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on November 29, 2009, 11:01:34 AM
Quote from: "welchbloke"
I seem to have encountered a Yo-Yo bug. Time is advancing in 30 min increments and has been doing so for about 10 days of game time so far. 480x30min increments take a long time to process  :cry:
I have found and squished the bug causing the problem. It was well hidden though as you will see below.

There is a function within Aurora called SystemBodyCheck that checks within a specific system for system bodies eligible for survey. It is used when you set default orders for geosurvey ships. If the system contains no unsurveyed bodies within 10 billion kilometers or no unsurveyed bodies at all, the system is flagged as having a completed geo survey using the 'GeoSurvey Done' flag. If an NPR geosurvey ship cannot find a body to survey, a second function is called which looks for nearby systems without a completed geosurvey.

A parameter called nRaceID is passed to the SystemBodyCheck function so the function knows for which race to check survey data. This variable is used to set the race-specific 'Geosurvey Done' flag. This is working fine when there are unsurveyed bodies in the system but none within ten billion kilometers. However, when I set the flag in the case of no unsurveyed bodies at all, I missed the 'n' from the start of nRaceID. Normally this would cause an error because the program wouldn't recognise the variable name. In the case though the mispelled variable is the same as the global variable RaceID, which is the current default race. Which means that the 'Geosurvey Done' flag for the system that was just checked was being set for the default race, rather than the race actually checking the system.

For player races this isn't a problem as they are very likely to be both the default race and the checking race. Even if an NPR race is the checking race and the Geosurvey Done flag is incorrectly set for the default race (almost certainly the player race), this still doesn't affect the player race because the Geosurvey Done flag is only used by NPRs. Which means a player race is never going to notice any abnormal behaviour caused by this bug. It will only affect NPRs.

The actual effect of the bug is as follows. If an NPR survey ship tries to survey System A and can find no bodies at all to survey (rather than none within ten billion km), it will attempt to set the Geosurvey Done flag. However, it will actually set the flag for the current default race instead. As there is nothing to survey that ship will then look for a nearby system which does not have a geosurvey done flag. Lets assume the adjacent System B is eligible. The geosurvey ship moves into that system and carries out a complete survey. If it can find no more bodies to survey then it sets the GeoSurvey Done flag (but for the wrong race). It then looks for systems without a Geosurvey Done flag and finds System A (because the flag for that system was set for the wrong race). So the survey ship moves to System A and looks for bodies to survey. It can't find any so it sets the flag for the wrong race again and looks for a system without a Geosurvey Done flag. It finds System B and repeats the whole cycle. Note that the flag is set correctly when there are system bodies in the system that lie more than 10 billion kilometers away so this problem doesn't occur for every system.

Even with all the above, that still won't cause the game to keep pausing because none of the above generates an interrupt. However, if one of the two systems also contains an alien race then the game will pause every time the geo survey ship enteres that system. That was the problem in this case. Several geosurvey ships were yoyoing between two systems due to the bug and one of the systems contained alien ships.

Anyway - fixed for v4.7!

Steve
Title: Re: 4.61 Bugs
Post by: welchbloke on November 29, 2009, 03:16:43 PM
Quote from: "Steve Walmsley"
Quote from: "welchbloke"
I seem to have encountered a Yo-Yo bug. Time is advancing in 30 min increments and has been doing so for about 10 days of game time so far. 480x30min increments take a long time to process  :D
Title: Re: 4.61 Bugs
Post by: sloanjh on November 30, 2009, 10:27:26 PM
I think this (the incorrect GeoSurveyDone flag) might have caused some of the yoyos I've seen in the past.  The NPR would keep transiting into an already-surveyed (by him) system that I was picketing, then transit out when it got into the system and didn't have anything to survey.

John
Title: Re: 4.61 Bugs
Post by: IanD on December 01, 2009, 08:57:58 AM
Minor point. When you get tech from ruins you are just informed you recovered tech, not that you also got a Research laboratory. Finally after recovering 13 labs in this game and 8 in the previous I got some tech :D . Steve, are you sure there is a 20% chance per lab recovered and not 5%?

Regards
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on December 03, 2009, 10:35:51 AM
Quote from: "IanD"
Minor point. When you get tech from ruins you are just informed you recovered tech, not that you also got a Research laboratory. Finally after recovering 13 labs in this game and 8 in the previous I got some tech :D . Steve, are you sure there is a 20% chance per lab recovered and not 5%?
It's actually a 25% chance. The line of code is:

If RandomNumber(4) = 1 then // goto add tech

Seeing your figures, I started to get concerned about the random number generator in VB6. I fired up the old Dice Rolls window from SA, which uses the same code for random numbers. Running a few tests for a million random numbers, the distrubution from 1-10 seemed fine. I think you have just been unlucky.

I've corrected the recovery text for v4.71

Steve
Title: Re: 4.61 Bugs
Post by: Father Tim on December 04, 2009, 03:27:23 PM
Just because I made the same mistake once, are you sure your random number generator is spitting out integers?
Title: Re: 4.61 Bugs
Post by: Steve Walmsley on December 04, 2009, 09:26:10 PM
Quote from: "Father Tim"
Just because I made the same mistake once, are you sure your random number generator is spitting out integers?
Yes it is, but a good idea for me to check. When I ran several million-number tests, all the numbers from 1-10 came out at approximately 100,000 each every time.

Steve