Author Topic: v1.30 Bugs Thread  (Read 47723 times)

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Offline master18

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Re: v1.30 Bugs Thread
« Reply #195 on: April 14, 2020, 11:53:28 AM »
V 1. 3, conventional start, ~10 years into campaign

Choosing to use components when building a ship decreases the time to build the ship by (presumably) the correct amount, but does not actually consume the components from the planetary stockpile
 

Offline nhb1986

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Re: v1.30 Bugs Thread
« Reply #196 on: April 14, 2020, 11:54:41 AM »
In a TN start the [INSTANT] button is still unlocking free Tech after you spent all your RP. Closing and opening the window fixes this

Shhhh.... I need this to unlock my final 2000 pts Tech when I only have 800 available....  ;D
 

Offline GL

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Re: v1.30 Bugs Thread
« Reply #197 on: April 14, 2020, 11:58:21 AM »
Alreay reported in 1. 00, still happening:
Quote
Unless I missed something, there seemed to be a bug in the calculation of the minimum ranks of admin command.

Ex:
- Logistic Command 1 -> LtCdr
-- Logistic Command 11 -> LtCdr
--- Colony Squadron
---- 3 Ship -> Lt

Shouldn't the rank for Logistic Command 1 be Cdr?
It's strange, it works well for my survey and naval commands but not for logistic & industry.  .  . 

Don't know if it's related, but here is picture of another case (missing a rank jump between logistic command and support fleet)
 

Offline Marslettuce

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Re: v1.30 Bugs Thread
« Reply #198 on: April 14, 2020, 12:03:23 PM »
This is a bit hard to explain, but ordering a ship to be repaired does not remove it from the "ships needing repair" list immediately.  This allows you to assign the same ship for repair in multiple slips and/or shipyards.  If this happens, it will cause a divide by zero order whenever you open the Colonies Window, look at the Shipyard or Shipyard Tasks screens, or advance time by more than a few seconds.

Fixed.

To add to this, Repairing a ship with 0 damage causes a divide-by-zero error and causes the "Shipyard Tasks" tab to be blank, preventing you from cancelling the task. DB attached
« Last Edit: April 14, 2020, 02:05:11 PM by Marslettuce »
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #199 on: April 14, 2020, 12:03:42 PM »
Class Design Window:

Size in Tons Checkbox doesn't do anything.  Or I am blind. . . .

No, not blind :)

Removed.
 
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Offline Caplin

Re: v1.30 Bugs Thread
« Reply #200 on: April 14, 2020, 12:03:59 PM »
I'd like to second the request that events open on a double click rather than a single. It's disorienting to try and read them with my screen reader because arrowing down on them does the equivalent of focus/single-clicking, and the window pops open.
 

Offline nhb1986

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Re: v1.30 Bugs Thread
« Reply #201 on: April 14, 2020, 12:07:35 PM »
Class Design Window:

Size in Tons Checkbox doesn't do anything.  Or I am blind. . . .

No, not blind :)

Removed.

I did read the last line at the eye doctor sheet a few years ago  ;D
 

Offline Hastermain

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Re: v1.30 Bugs Thread
« Reply #202 on: April 14, 2020, 12:07:56 PM »
Quote from: Hastermain link=topic=10684.     msg122456#msg122456 date=1586872143
Forum search didn't show any results for this error (though, thinking of it, just thought of a second issue that showed up a couple of hours ago; added it at the end).         
.     .     .     .     .     .     .     .     .     
(didn't quote the entire post so it doesn't occupy half the page)

Hi guys,

Not sure if my post wasn't commented on because of lack of time or because I'm doing something very stupid, but I've been seeing bizarre behaviour from my tankers.     

Basics from my (different one) freshly created game that led to the behaviour:
- Built a Fuel Harvester station, towed it to Gas Giant, which I made a colony.      FH Station is marked as with no armour and as a tanker, and has a refuelling hub.     
- Have a tanker to transport fuel from station to Earth.      At moment of test, both station and tanker are orbiting giant, different fleets.      For the tanker, orders are:
Refuel at Refuelling Hub (All) // No order // Fuel tanks full -> Harvester Transfer and Return // No condition

'Lo and beyond, right after setting those orders I have a lightspeed tanker that knows no distances ! (see images attached, map.   png to see speed, and fleet.  png to see how distance differs in each case)


Could someone please comment?

EDIT: Error #1414, Value too big or low for decimal, showed up again like in the previous post
« Last Edit: April 14, 2020, 12:14:14 PM by Hastermain »
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #203 on: April 14, 2020, 12:08:23 PM »
Clicking on an "inactive lab" event in Events window open the Mining tab of Economics view, instead of the Research one.

Suggestion : Opening a tab by clicking the corresponding event in events window is great, but double-clicking would be better IMO. When I want to change the back color or text color of an event, it opens a tab and that's annoying
Also would like to mention, related to this:
using the arrow keys in the event viewer, to scroll through the events and read them, will trigger the events as if you clicked on them, and will launch  the related window!
This is probably unintended and should not happen, right?

I've changed it to double-click instead.
 
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Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #204 on: April 14, 2020, 12:08:44 PM »
Suggestion : Opening a tab by clicking the corresponding event in events window is great, but double-clicking would be better IMO. When I want to change the back color or text color of an event, it opens a tab and that's annoying

Agreed and changed.
 
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Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #205 on: April 14, 2020, 12:09:46 PM »
Conventional industry no longer available during conventional start.
I have the 800 industry from game start but no option to build more under the
industry tab ==> construction.

That is working as intended. You should not be able to build conventional industry.
 
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Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #206 on: April 14, 2020, 12:10:02 PM »
Hi

Not sure if this is a bug or I'm just blind but I can't seem to find the 'create new rank' for Ground Force Commanders.  I can only see that for naval ranks.  I can rename but not create.

Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.30 Bugs Thread
« Reply #207 on: April 14, 2020, 12:11:07 PM »
Quote from: Steve Walmsley link=topic=10684. msg122365#msg122365 date=1586861363
Quote from: Desdinova link=topic=10684. msg122210#msg122210 date=1586831876
Looks like fighters can be built with unresearched prototype components.  Maybe the function that checks is only called by shipyard construction.

Fixed.

Can't spot it mentioned already, but I can also build prototyped parts with industry before researching the prototype.  Might be that this also fixes that, but if not sounds like a similar missing check.

Fixed.
 

Offline xenoscepter

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Re: v1.30 Bugs Thread
« Reply #208 on: April 14, 2020, 12:11:12 PM »
Commercial Hangar does not allow for the "Land on Mothership" order to appear as a movement order.

I cannot give a land order to a fleet with this carrier:

Code: [Select]
Commercial_Test class Carrier      6,196 tons       60 Crew       356.5 BP       TCS 124    TH 250    EM 0
2017 km/s      Armour 1-30       Shields 0-0       HTK 13      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 35    Max Repair 100 MSP
Hangar Deck Capacity 2,000 tons     
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Flight Crew Berths 40   

Commercial Ion Drive  EP250.00 (1)    Power 250.0    Fuel Use 7.07%    Signature 250.00    Explosion 5%
Fuel Capacity 250,000 Litres    Range 102.7 billion km (589 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


But I can with this one:

Code: [Select]
Military_Test class Carrier      5,031 tons       60 Crew       352.7 BP       TCS 101    TH 250    EM 0
2484 km/s      Armour 1-26       Shields 0-0       HTK 19      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 0.29 Years     MSP 43    AFR 202%    IFR 2.8%    1YR 148    5YR 2,214    Max Repair 100 MSP
Hangar Deck Capacity 2,000 tons     
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Flight Crew Berths 40    Morale Check Required   

Commercial Ion Drive  EP250.00 (1)    Power 250.0    Fuel Use 7.07%    Signature 250.00    Explosion 5%
Fuel Capacity 250,000 Litres    Range 126.5 billion km (589 days at full power)

This design is classed as a Military Vessel for maintenance purposes


These are the parasites:

Code: [Select]
Parasite_Test - Fighter class Useless Rocket      47 tons       1 Crew       7.9 BP       TCS 1    TH 1    EM 0
1080 km/s      Armour 2-1       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 0 Years     MSP 0    AFR 9%    IFR 0.1%    1YR 0    5YR 3    Max Repair 5 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

Ion Drive  EP1.56 (1)    Power 1.6    Fuel Use 1397.54%    Signature 1.56    Explosion 12%
Fuel Capacity 1,000 Litres    Range 0.3 billion km (71 hours at full power)

This design is classed as a Fighter for production, combat and planetary interaction


Code: [Select]
Parasite_Test - Commercial class Useless Rocket      1,831 tons       22 Crew       102.9 BP       TCS 37    TH 156    EM 0
4261 km/s      Armour 2-13       Shields 0-0       HTK 7      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 35    Max Repair 39.06250 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Commercial Ion Drive  EP156.25 (1)    Power 156.2    Fuel Use 8.94%    Signature 156.25    Explosion 5%
Fuel Capacity 1,000 Litres    Range 1.1 billion km (71 hours at full power)

This design is classed as a Commercial Vessel for maintenance purposes


I previously tried this with a Commercial Hangar that also has a maintenance module, but I got the same result.
 

Offline xenoscepter

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Re: v1.30 Bugs Thread
« Reply #209 on: April 14, 2020, 12:12:27 PM »
Here is the DB for the carrier bug, it includes the screenshots.