Author Topic: v1.00 Bugs Thread  (Read 40726 times)

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Offline Kiks

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Re: v1.00 Bugs Thread
« Reply #330 on: April 12, 2020, 11:45:28 PM »
Quote from: Chris Foster link=topic=10636. msg121500#msg121500 date=1586750280
After desiging and researching both a EM sensor and a thermal sensor (racial tech), class design window will not open.   The window is white in my windows hotbar and clicking on it does not bring it up.   It is not hidden behind anything either. 

There is a work around for this.  Check out the "white screens" thread, they explain how to fix the issue.
 
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Offline firsal

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Re: v1.00 Bugs Thread
« Reply #331 on: April 13, 2020, 12:02:56 AM »
The Available/Completed/Exc Start buttons on the research screen don't appear to work right
 

Offline Desdinova

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Re: v1.00 Bugs Thread
« Reply #332 on: April 13, 2020, 12:08:36 AM »
The ship designer doesn't seem to recognize plasma carronades as energy weapons. If you have carronades, you don't get a warning for insufficient reactor power, and it complains that you have beam fire control without beam weapons. I haven't tested to see if plasma carronades actually work in practice.
 
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Offline SERRE

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Re: v1.00 Bugs Thread
« Reply #333 on: April 13, 2020, 12:12:24 AM »
Instant Research point and Exact Size values are not displayed.
Display resolution is 1920×1080.

https://imgur. com/oZe6Hbg
 

Offline Haji

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Re: v1.00 Bugs Thread
« Reply #334 on: April 13, 2020, 12:22:55 AM »
Not sure if this was mentioned (sorry, too many posts) but the turret design window is tooltiped as "Open Fighter Squadron Window". This would not be an issue if not for the fact there seems to be no "Open Fighter Squadron Window" which was present in previous Auroras. Not sure if this is a bug or a design decision.

Also I stabilised Lagrange point on a gas giant that already had a Lagrange point and it created a new one where the previous one was (there were two lagrange points in the same place essentially).
« Last Edit: April 13, 2020, 01:47:21 AM by Haji »
 

Offline swarm_sadist

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Re: v1.00 Bugs Thread
« Reply #335 on: April 13, 2020, 12:32:19 AM »
MINOR ISSUES:

'Unload installation' does not pop up until the transport is actually loaded, meaning you cannot queue up load/unload orders.
Whoops, forgot about changes to Cargo. I needed a cargo shuttle on the ship.

Double clicking in the fleet order screen does not work. You need to click on what order you want, and then scroll down to 'add move' button. Kinda annoying when queue up orders manually.

Terraforming Speed, Research Speed and Survey Speed in game menu do not have tooltips. The tooltip that pops up is the difficulty setting, where a higher number is a more difficult game. This might lead to some confusion, as my survey ships zip through the galaxy on a single tank of fuel.
« Last Edit: April 13, 2020, 11:01:08 AM by swarm_sadist »
 

Offline Elouda

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Re: v1.00 Bugs Thread
« Reply #336 on: April 13, 2020, 12:40:26 AM »
'Keep Tactical in Background' on the Display options doesn't stick between sessions. Minor issue, but would be nice for consistency.

The default 'Event Days' in the Event page is 30, which is too short to show event for 30 day turns. Increasing this to 35 or 40 by default would save confusion.
The above setting also does not save between opening/closing the window - would be another QoL improvement if it did.
« Last Edit: April 13, 2020, 12:58:23 AM by Elouda »
 

Offline DFNewb

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Re: v1.00 Bugs Thread
« Reply #337 on: April 13, 2020, 01:25:26 AM »
All jump points are stable does not work.
 

Offline buergerjoh

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Re: v1.00 Bugs Thread
« Reply #338 on: April 13, 2020, 01:29:28 AM »
When designing ground formation templates the "HQ-level" (HQ5, HQ50,. . . ) in template attributes overview is shown only when the HQ unit class element is the last unit class added to the formation.  (Geosurvey, Xenoarchaeology, Logistics, STO are shown corrcetly).
 

Offline db48x

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Re: v1.00 Bugs Thread
« Reply #339 on: April 13, 2020, 02:04:09 AM »
I made the same mistake with military vs commercial jump drives. Oops.

But the really funny thing is that my commercial jump drive shows up in the Active Search Sensor section of the class design window, and had to be researched by a Sensor scientist.
 

Offline db48x

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Re: v1.00 Bugs Thread
« Reply #340 on: April 13, 2020, 02:13:48 AM »
Oh, this is cool too: I have a ship yard with three slipways building three new ships and refitting three old ships at the same time.
 

Offline Silverkeeper

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Re: v1.00 Bugs Thread
« Reply #341 on: April 13, 2020, 02:43:51 AM »
Events wont show on screen.
 

Offline Haji

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Re: v1.00 Bugs Thread
« Reply #342 on: April 13, 2020, 03:01:48 AM »
Every time I move my fleet (carriers with loaded fighters) through a jump point I get a flood of "Function #713: Object reference not set to an instance of an object".
Also I can't seem to find any button to launch fighters from carriers. Detaching them from the fleet seems to work but then they have speed set to 1kps and I have to manually set their speed.

Edit: Scratch that I actually get the flood of errors every time I move my carriers, not just when they traverse the jump point. I'm using windows 7, don't know if that makes a difference.
Edit 2: I tried to separate my carriers and frigates from my fighters. Even moving only the major ships I keep getting the error. When moving other (civilian) ships I get no errors.
Edit 3: Not sure if it's connected to the problem but when looking at the "transported items" tab of naval organisation I can see missiles but not fighters despite the fact that they are supposedly on their carriers.
Edit 4: I have deleted the fighters. I'm still getting errors.

Edit 5: The problem seems to be not with the fighters but with my jump capable command ships. Moving them produces errors even when not jumping. Here is the design.

Tadeusz Kosciuszko class Jump Destroyer      21,600 tons       638 Crew       3,595.4 BP       TCS 432    TH 972    EM 0
2249 km/s    JR 3-50      Armour 4-69       Shields 0-0       HTK 117      Sensors 168/24/0/0      DCR 35      PPV 0
Maint Life 2.91 Years     MSP 3,000    AFR 149%    IFR 2.1%    1YR 524    5YR 7,854    Max Repair 800 MSP
Tractor Beam     
Captain    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 24 months    Morale Check Required   

PGNiG Wojskowy Naped FTL     Max Ship Size 22000 tons    Distance 50k km     Squadron Size 3

PKN Orlen Ulepszony Naped Nuklearny 486MW (2)    Power 972    Fuel Use 23.15%    Signature 486    Explosion 9%
Fuel Capacity 1,785,000 Litres    Range 64.2 billion km (330 days at full power)

Polkom Aktywny System Wykrywania Okretow Dalekiego Zasiegu (1)     GPS 112000     Range 234.4m km    Resolution 140
Polkom System Detekcji Termalnej Dalekiego Zasiegu (1)     Sensitivity 168     Detect Sig Strength 1000:  102.5m km
Polkom System Wykrywania Elektromagnetycznego (1)     Sensitivity 24     Detect Sig Strength 1000:  38.7m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

Edit 6: Removed the massive active sensor and tried. Still getting flood of errors.
Edit 7: It was the flag bridge. I did not add officer or anything like that to the flag bridge. That's where the errors were coming from. Adding a CO to the flag bridge solves the problem.
« Last Edit: April 13, 2020, 03:48:20 AM by Haji »
 

Offline SomewhatAccurate

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Re: v1.00 Bugs Thread
« Reply #343 on: April 13, 2020, 03:02:34 AM »
Attempting to refit a ship to a ship of the same class (ie Cruiser Mk l -> Cruiser Mk 1) results in a
divide by 0 error.  The slipway is then considered unavailable but no task is made.  Incrementing time
after this point results in a divide by 0 error each increment.  The divide by 0 error continues to occur
each time increment even after deleting the shipyard - breaking the game.
 

Offline Zhatelier

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Re: v1.00 Bugs Thread
« Reply #344 on: April 13, 2020, 03:05:59 AM »
The ship designer doesn't seem to recognize plasma carronades as energy weapons. If you have carronades, you don't get a warning for insufficient reactor power, and it complains that you have beam fire control without beam weapons. I haven't tested to see if plasma carronades actually work in practice.
Related to this, since carronades aren't recognized as energy weapons, they do not provide PPV, at least in class design. The protection value is, however, calculated correctly outside the class design.