Author Topic: Official v5.02 Bugs Thread  (Read 18370 times)

0 Members and 2 Guests are viewing this topic.

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20557 times
Re: Official v5.02 Bugs Thread
« Reply #180 on: April 14, 2010, 09:11:27 AM »
Quote from: "Beersatron"
Scenario:

I have a squadron of cruisers sitting on a JP trying to escape (they have been sitting there until the last possible moment, shooting at Star Swarm) and are currently Awaiting Acknowledgment on the jump orders.

One of the cruisers gets damaged, losses engines and automatically gets split from the TG, it then has the same orders for jumping but no longer has the Awaiting Acknowledgment part. This means that it can escape on the next 5-sec increment.

This repeats until there is only one ship left, if it gets engine damage then it still waits since it is in the original TG.

I think the Awaiting Acknowledgment should be carried over to the newly created TG containing the damaged ship.
Fixed for v5.1

Steve
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20557 times
Re: Official v5.02 Bugs Thread
« Reply #181 on: April 14, 2010, 09:12:31 AM »
Quote from: "Maximillian"
It looks as if an NPR system name is causing an error:

Error in GetSystemThemeName
Error 3075 was generated by DAO.Database
Syntax error (missing operator) in query expression 'Name = 'Vladvasil'e' and RaceID = 1018'.
Please report...


Strangely, I clicked past it and can keep going.  But in a perfect world, that extra apostrophe in the system name wouldn't be there.  :)

Somewun fix or do somefink!

Max
I can't find this system name in the database. Just to check, have you added any themes to this game?

Steve
 

Offline Maximillian

  • Petty Officer
  • **
  • M
  • Posts: 29
Re: Official v5.02 Bugs Thread
« Reply #182 on: April 14, 2010, 10:09:45 AM »
Quote from: "Steve Walmsley"
Quote from: "Maximillian"
It looks as if an NPR system name is causing an error:

Syntax error (missing operator) in query expression 'Name = 'Vladvasil'e' and RaceID = 1018'.

I can't find this system name in the database. Just to check, have you added any themes to this game?

Steve

No, haven't added any themes.  Might have typed the name in incorrectly, not sure.
 

Offline UnLimiTeD

  • Vice Admiral
  • **********
  • U
  • Posts: 1108
  • Thanked: 1 times
Re: Official v5.02 Bugs Thread
« Reply #183 on: April 18, 2010, 09:11:30 AM »
So, I still haven't updated, and as such aren't sure if this is already fixed in the next version.

I just now tried to get a fleet to move to a jump point, divide, and come to that point after working through their conditional orders.
I ended up giving a conditional order to join with itself, even though that should not have been executed before reaching the jump point, I'm not quite sure.
Still got me a funny message.
I had the fleet set as it's own parent.
So, now I changed it to incorporate sub fleets instead, see if that works, click ahead, it flawlessly advanced 5 days, and the fleet is gone.
It obviously incorporated itself and completely vanished.
The ships are just as gone as the task group, theres nothing on the system map.
This is quite a blow to my expansion...
 

Offline Beersatron

  • Gold Supporter
  • Rear Admiral
  • *****
  • Posts: 996
  • Thanked: 7 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
Re: Official v5.02 Bugs Thread
« Reply #184 on: April 20, 2010, 11:47:06 PM »
The NPR in my 5.02 game is building FACs, assigning them to a new TG (i.e. FAC #12313 618) but then the TG will magically disappear and so will the ship. So it is wasting resources while it tries to build more FACs while it should be working on survey ships or the like.
 

Offline ZimRathbone

  • Captain
  • **********
  • Posts: 408
  • Thanked: 30 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2023 Supporter 2023 Supporter : Donate for 2023
Problem during combat
« Reply #185 on: April 23, 2010, 07:08:15 AM »
Hi all,

I was having a nice little combat with some precursors - three destroyers (1 scout, 1 Jump destroyer and 1 Escort destroyer) frantically running away from a small squadron who were unloading 3 Anti ship missiles every 5 or 10 secs - the actual combat was quite fun as the DJ had 3xASM launchers, but the precursor missiles were abouy 20% faster than my ASMs so every once in a while the ASMs would miss the incoming vampires, and turn around and chase them back towards the DE, which since the close Defence of the DE was a pair of quad lasers (at 25% hit chance) occasionally resulted in one or two hits.

The problem lies with what happened after one of those two hit strikes actually caused engine damage (from seperate missiles in the same salvo).  The first hit reduced the speed of the Aegis, and so the program moved it out of the 2nd Scout Squadron into its own Task Group (DE Aegis) which had a max speed of something like 6100km/s. The second missile ALSO damaged the engine which resulted in the program again moving the Aegis out of its current TG (DE Aegis) and moving it into a new TG also called DE Aegis( now moving at 5700 km/s).

I didn't want the Aegis left behind so I moved it back into 2nd Scout Squadron (which of course slowed down as a result - no complaint there).  The program then started throwing errors at every interval, which I eventually worked out was because it had two fleets with the same name , both of which were empty. The problem went away when I deleted one of the fleets

If a ship suffers engine damage, and it is the only ship in the Task Group, it should not generate a new Task Group. I'd also like to reiterate a request made some time ago that there be a way to set a squadron not to abandon damaged units for battles like this one where I figured the defence of the whole squadron was better served by keeping them all together.  

BTW the 2nd Scout Squdron eventually escaped when the precursors ran out of missiles  and went home to re-arm, although Custodes (the JD) was down to 20% capacity, and the armour on Aegis resembled Swiss cheese, and Hawkeye was not much better (although unbreached)

Have included the designs below


Code: [Select]
Aegis class Destroyer Escort    6750 tons     681 Crew     1425.6 BP      TCS 135  TH 900  EM 180
6666 km/s     Armour 5-31     Shields 6-300     Sensors 6/6/0/0     Damage Control Rating 4     PPV 34
Annual Failure Rate: 91%    IFR: 1.3%    Maint Capacity 528 MSP    Max Repair 216 MSP    Est Time: 1.84 Years

Internal Confinement Fusion Drive E6 (9)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 450,000 Litres    Range 200.0 billion km   (347 days at full power)
Gamma R300/12 Shields (3)   Total Fuel Cost  36 Litres per day

Quad 100mm NUV PD Lightspear Turret (2x4)    Range 48,000km     TS: 12000 km/s     Power 12-12     RM 3    ROF 5        3 3 3 2 0 0 0 0 0 0
Fire Control S04 24-12000 (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
Magnetic Confinement Fusion Reactor Technology PB-1 AR-0 (3)     Total Power Output 30    Armour 0    Exp 5%

Active Search Sensor MR18-R85 (1)     GPS 3060     Range 18.4m km    Resolution 85
Active Search Sensor MR1-R1 (1)     GPS 216     Range 1.3m km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

ECCM-2 (1)         ECM 20

This design is classed as a military vessel for maintenance purposes

Code: [Select]
Mohecian class Scout    6750 tons     614 Crew     1394.6 BP      TCS 135  TH 1200  EM 300
8888 km/s    JR 3-50     Armour 5-31     Shields 10-300     Sensors 36/36/0/0     Damage Control Rating 3     PPV 0
Annual Failure Rate: 121%    IFR: 1.7%    Maint Capacity 387 MSP    Max Repair 216 MSP    Est Time: 1.24 Years

J6750(3-50) Military Jump Drive     Max Ship Size 6750 tons    Distance 50k km     Squadron Size 3
Internal Confinement Fusion Drive E6 (12)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 44.4 billion km   (57 days at full power)
Gamma R300/12 Shields (5)   Total Fuel Cost  60 Litres per day

Active Search Sensor MR110-R85 (1)     GPS 18360     Range 110.2m km    Resolution 85
Thermal Sensor TH6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

ECM 20

This design is classed as a military vessel for maintenance purposes

Code: [Select]
Guardian class Jump Destroyer Escort    6750 tons     587 Crew     1409 BP      TCS 135  TH 900  EM 60
6666 km/s    JR 3-50     Armour 5-31     Shields 2-300     Sensors 6/6/0/0     Damage Control Rating 4     PPV 3
Annual Failure Rate: 91%    IFR: 1.3%    Maint Capacity 522 MSP    Max Repair 216 MSP    Est Time: 1.83 Years
Magazine 216    

J6750(3-50) Military Jump Drive     Max Ship Size 6750 tons    Distance 50k km     Squadron Size 3
Internal Confinement Fusion Drive E6 (9)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 177.8 billion km   (308 days at full power)
Gamma R300/12 Shields (1)   Total Fuel Cost  12 Litres per day

Size 1 Missile Launcher (3)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC1-R1 (1)     Range 1.3m km    Resolution 1
Needle Mk1 AMM (216)  Speed: 38,300 km/s   End: 0.6m    Range: 1.4m km   WH: 1    Size: 1    TH: 485 / 291 / 145

Active Search Sensor MR1-R1 (1)     GPS 216     Range 1.3m km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

ECCM-2 (1)         ECM 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
Slàinte,

Mike