Author Topic: v1.30 Bugs Thread  (Read 47832 times)

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Offline Doren

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Re: v1.30 Bugs Thread
« Reply #240 on: April 14, 2020, 02:03:17 PM »
"Size in Tons" check box in the class design doesn't appear to be doing anything.
 

Offline Caplin

Re: v1.30 Bugs Thread
« Reply #241 on: April 14, 2020, 02:05:57 PM »
"Size in Tons" check box in the class design doesn't appear to be doing anything.

It wasn't, and has been removed for the next version.
 
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Offline buergerjoh

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Re: v1.30 Bugs Thread
« Reply #242 on: April 14, 2020, 02:07:57 PM »
V 1.30

Adding a sector command via SM in the economics-civilian economy view does not create a sector, the sector window stays completely empty (three empty boxes). Building one with industry works as expected.
 

Offline Yonder

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Re: v1.30 Bugs Thread
« Reply #243 on: April 14, 2020, 02:14:14 PM »
In the "Ground Forces" window on the "Unit Class" if you click on "Base Unit Type" field (the header of the column for the actual unit types, not the real values) you get:

Function #2608: Object reference not set to an instance of an object.
Function #1838: Object reference not set to an instance of an object.

I assume it's trying to find allowed values for Armour Type and Component Type :)
 

Offline xenoscepter

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Re: v1.30 Bugs Thread
« Reply #244 on: April 14, 2020, 02:19:24 PM »
Had some frakkery when insta-building lasers / gauss, and turrets. The system threw up an error, I got the error code in the screen shot.

 - The first issue was the Gauss not researching, but upon refreshing everything and exiting / re-entering the Research screen, the gauss cannons were there. Researching them did not make them available on the Class Design screen. Likewise, after the fact, the lasers did not show up in the Class Design screen, and neither showed up in the turret design screen. I can't attach the DB, as I exited w/o saving. (again...)

 - The next issue is unrelated, the system threw an error when trying to remove an engine. I'm not sure if I can replicate it or not, but I had been fiddling with the range bands when it happened. I can't remember what the error was, and I didn't manage to get a screenshot, sorry about that. Re-opening the Class Design display fixed this, however and I did remember to save this time, so I have the DB that it happened on.

I have attached the screenshots from the first and the DB from the second to this post. This is how I got the second bug to trigger, as best I can tell:

(Note: This was a fresh TN start)

 - 1: Open Class Design

 - 2: Design a fighter, 250-Tons w/ Gauss. Include the Beam FCS, engine, Active Sensor etc. The Beam FCS should be a 20km range with half range modification, so a max range of 10km. The tracking tech was 1,250 km/s. It should be modified to 2,000km/s. The final product should be 24 tons (I think)
.
 - 3: Change the range band speed values. 2400, then 2000.

 - 4: Check the "Show Bands" box.

 - 5: Profit ???
« Last Edit: April 14, 2020, 02:22:12 PM by xenoscepter »
 

Offline Person012345

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Re: v1.30 Bugs Thread
« Reply #245 on: April 14, 2020, 02:20:16 PM »
Non-sol start, random stars, conventional start, got two opposing nations set up, everything works fine until I set either nation hostile with each other. Advancing the time 1 day causes them to recognise the hostile relations and advancing another day causes a terminal (repeating infinitely) "Function #1927: Object reference not set to an instance of an object" error.

They both have ground forces, I assume?
May I ask how many units you have? The same happened to me when I wanted to test the new ground combat features.
Also: Did you use enter to click those messages away or did you click them with the mouse cursor?

I don't know if this is intended, but if I am correct, pressing Enter advances the time, if the "advance [time]"(e.g:5 Days) button on the tactical map is pressed.
This means that you get the feeling of unending error messages if using Enter because when all were clicked away time advances and new errors pop up.
Yes. Also was getting to grips with the ground system (took me like a day of trial and error before I was happy with the setup). My final setups are as follows (though I had the same issue with a previous ground force setup with significantly larger ground forces:
https://puu.sh/FxvRp.png
https://puu.sh/FxvTR.png

Neither makes them stop, and at least for me time doesn't appear to advance (and the messages pop up more rapidly than a day passes in game anyway). Even if it did, getting an error message every day is hardly much better.
 
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Offline Lukeford

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Re: v1.30 Bugs Thread
« Reply #246 on: April 14, 2020, 02:20:25 PM »
Hi, I've got on bug and one typo to report:

* When creating a new ship class 2 with a Hull 2 while selecting an already existing ship class 1 with a Hull 1 the new Hull section (under which the ship classes are listed) is created but the ship class 1 gets moved into Hull 2, too, when it should stay under Hull 1 (which is its original hull).  This keeps happening after creating the first new Hull section, e. g.  continuing the previous example: If I select ship class 2 (which has Hull 2), select a different Hull 3 and now create a new ship class 3 under the Hull 3, ship class 2 gets moved to Hull 3 section again and so on.

* before leaving the game asks "Do you sure you wish to close C# Aurora? [. . . ]" I'm not a native English speaker so please excuse this if its space slang or something :D

Also thanks for the great game and your totally over-the-top bug squashing speed!!
 

Offline Doren

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Re: v1.30 Bugs Thread
« Reply #247 on: April 14, 2020, 02:32:02 PM »
Not quite sure how but it seems like one of the engines which I set to obsolete won't disappear from class design component selection. The component is obsolete in tech view and is working properly there but on class design view it is always visible no matter if the "show obsolete" check box is checked or not. Other obsolete tech are hidden just fine
 

Offline Doren

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Re: v1.30 Bugs Thread
« Reply #248 on: April 14, 2020, 02:39:49 PM »
Are you saying the enemy can use MY ships to jump through the point? Cause I do not think they can use my jump engines... I haven't had a chance to test yet I will eventually but I am pretty sure they can't use my jump engines to jump their ships.
No, they can park their jump ship on the other side and jump in their fleet on top of your jump tender. Rinse and repeat. It's not really overpowered tactics if both sides can utilize it.

Difference is that if they are using a single ship that has been designed to go with combat ships they do not need huge amount of jump tenders neither will they be as expensive as yours once they start to blow up.
 

Offline Ancalagon

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Re: v1.30 Bugs Thread
« Reply #249 on: April 14, 2020, 02:41:20 PM »
In the System View window, if you click a Star and try to "Ban Body", you get this error window but no apparent ill effects:

 

Offline mtm84

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Re: v1.30 Bugs Thread
« Reply #250 on: April 14, 2020, 02:43:17 PM »
When opening the research screen, the assign research labs field defaults to 25, despite only have 20 labs available.  Clicking on a scientist will change it to the max number of labs (or the max number of labs a scientist can handle).  Clicking on another tab in the economics screen then back to research tab will keep the last selection, but closing the econ screen and opening it again will default back to 25.  Also, if you click on a scientist that can only handle 5 labs, the default will stay at 5 even if you click on a scientist that can handle more then 5.  Not sure if you want to change that behavior or not.

Edit: on further reflection that last bit is probably intended behavior to not change the labs input unless needed, ie if you set it to use 4 labs you don’t want it changing every time you click on a scientist.
« Last Edit: April 14, 2020, 02:59:18 PM by mtm84 »
 

Offline Paul Shakur

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Re: v1.30 Bugs Thread
« Reply #251 on: April 14, 2020, 02:45:07 PM »
In "Mineral Survey Window" each mineral has default accessibility value set to 0. 1
My system uses for floating point numbers comma instead of period.  When I click "search" I get error: "Function #2026: Invalid input stream format".
When I replace period with comma everything works perfectly.

Can "Mineral Survey Window" have default values saved in DB and/or use system specific floating separator or at least default accessibility changed to 1? I'm asking, because everytime I open this window and want to search for something I must change 11 accessibility fields.
 
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Offline kks

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Re: v1.30 Bugs Thread
« Reply #252 on: April 14, 2020, 02:46:25 PM »
Non-sol start, random stars, conventional start, got two opposing nations set up, everything works fine until I set either nation hostile with each other. Advancing the time 1 day causes them to recognise the hostile relations and advancing another day causes a terminal (repeating infinitely) "Function #1927: Object reference not set to an instance of an object" error.

They both have ground forces, I assume?
May I ask how many units you have? The same happened to me when I wanted to test the new ground combat features.
Also: Did you use enter to click those messages away or did you click them with the mouse cursor?

I don't know if this is intended, but if I am correct, pressing Enter advances the time, if the "advance [time]"(e.g:5 Days) button on the tactical map is pressed.
This means that you get the feeling of unending error messages if using Enter because when all were clicked away time advances and new errors pop up.
Yes. Also was getting to grips with the ground system (took me like a day of trial and error before I was happy with the setup). My final setups are as follows (though I had the same issue with a previous ground force setup with significantly larger ground forces:
https://puu.sh/FxvRp.png
https://puu.sh/FxvTR.png

Neither makes them stop, and at least for me time doesn't appear to advance (and the messages pop up more rapidly than a day passes in game anyway). Even if it did, getting an error message every day is hardly much better.

Thank you.
I did some test with one to two tanks (HQ50 tons + crewserved antipersonell) each side. Groundcombat doesn't happen too often, but if it does, about 4 such error messages appear per 30-day-increment. Much more when I use a 90 soldier formation on each side. Formations as large as yours seems infinite for me too.
I have attached my database. Maybe this information we collected is useful for Steve.
 

Offline Erik L

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Re: v1.30 Bugs Thread
« Reply #253 on: April 14, 2020, 02:49:51 PM »
Maybe not a bug as such...

I've got 5 grav survey fleets. I send them to survey 5 different systems. After they do their auto-recall for gas, they all go to the same system instead of where they were prior.

Offline DFNewb

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Re: v1.30 Bugs Thread
« Reply #254 on: April 14, 2020, 02:50:44 PM »
Maybe not a bug as such...

I've got 5 grav survey fleets. I send them to survey 5 different systems. After they do their auto-recall for gas, they all go to the same system instead of where they were prior.

I think they just go for the closest one when it comes to travel time.