Author Topic: v1.5.1 Bugs Thread  (Read 69163 times)

0 Members and 1 Guest are viewing this topic.

Offline Nori

  • Bug Moderators
  • Lt. Commander
  • ***
  • Posts: 234
  • Thanked: 44 times
  • Discord Username: Nori Silverrage
Re: v1.5.1 Bugs Thread
« Reply #150 on: April 16, 2020, 12:22:22 PM »
Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.
 

Offline Aloriel

  • Lt. Commander
  • ********
  • Posts: 218
  • Thanked: 108 times
Re: v1.5.1 Bugs Thread
« Reply #151 on: April 16, 2020, 12:22:55 PM »
I was just thinking of posting this. There are a vast number of "Fast OOB" points at game compared to VB6. I found the VB6 default Fast OOB points to be at a perfect sweetspot for letting you get out your initial survey ships, a few freighters, and some corvettes, while coaxing you into getting your shipyards up and running. In C#, you can build much greater tonnage by default. Like, absurdly greater.

Perhaps the default Fast OOB points should be decreased to just 25% of its current default value for new game race creation?

Yes, or even less. 20% would have done it.

My initial colony ship was ~1300 BP, my freighter was 300, and my survey ship was about 550. I spent about 7900 points on those, about 13% of the starting points (if I recall correctly).

Then I made a destroyer and a jump scout, about 600 BP and 500 BP respectively.

Agreed. I'm 13 years in, and I still have 46 instant build points. I haven't built a single ship in a ship yard.
Sarah
Game Developer in Unity and UE4 and 5
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12185
  • Thanked: 23776 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v1.5.1 Bugs Thread
« Reply #152 on: April 16, 2020, 12:25:16 PM »
Function #1616: Object reference not set to an instance of an object.

Occurs immediately after starting a new game with 0 player races.

Edit: Also, once generation is complete, scrolling the mousewheel to zoom the (blank) map also spams this same error.

The game isn't intended to function without a player race. I've added a check to the game setup window to avoid that.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12185
  • Thanked: 23776 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v1.5.1 Bugs Thread
« Reply #153 on: April 16, 2020, 12:26:45 PM »
The retool dropdown for naval shipyards still shows fighter classes.

That is WAI. You can build fighters in Shipyards now.
 

Offline Wieseltrupp

  • Chief Petty Officer
  • ***
  • W
  • Posts: 48
  • Thanked: 18 times
Re: v1.5.1 Bugs Thread
« Reply #154 on: April 16, 2020, 12:27:37 PM »
I get a lot of errors after tugging a fleet wich ran out of fuel back to earth
-tugs got orders "tug ship 1 and tug ship 2, release at earth, tugfleet didnt move away from the coords the empty fleet had
-tugfleet (wich now had both empty ships became the order to move to earth: worked as intended
-removed empty ships and sent both tugs to the scrapard
-empty ships in orbit of earth got the order to refuel, resupply and overhaul

The game now throws these error:
Selecting the Fleet in the Naval Organisation screen:
"Function #2976: The Value for a decimal was to big or to small"
"Function #916: The Value for a decimal was to big or to small"

Advancing time:
"Function #1414: The Value for a decimal was to big or to small" (an awefull lot of them)

Aurora [1.0] -> [1.5] -> [1.51]
Game created in 1.51
Windows 7, decimal dividor set to point, not comma

EDIT after loading the save the Survey Fleet containing the empty ships where gone, the officers got unassigned and are available again

« Last Edit: April 16, 2020, 12:44:42 PM by Wieseltrupp »
 

Offline Desdinova

  • Lt. Commander
  • ********
  • D
  • Posts: 283
  • Thanked: 289 times
Re: v1.5.1 Bugs Thread
« Reply #155 on: April 16, 2020, 12:28:11 PM »
There seems to be no limit on how many spinal mount weapons can be added to a design. (Although, I'm strangely ok with this...)
 

Offline mike2R

  • Lieutenant
  • *******
  • m
  • Posts: 190
  • Thanked: 121 times
Re: v1.5.1 Bugs Thread
« Reply #156 on: April 16, 2020, 12:28:17 PM »
Pressing the Cancel button on the Create Sub Fleet confirmation still creates a sub-fleet.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12185
  • Thanked: 23776 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v1.5.1 Bugs Thread
« Reply #157 on: April 16, 2020, 12:29:36 PM »
When a ship comes out of Overhaul with no orders, they are limited to 1 km/sec even if you advance time—until you actually give them a move order and advance time, at which point they are set to their normal max speed.

This means that when you give your initial orders to a ship that finished overhaul, the "Travel Time Required" is calculated based on the 1km/sec speed, resulting in estimates like these for 19 thousand days of travel time (note the comma!):


I've added code to set the parent fleet to max speed when an overhaul is completed,
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12185
  • Thanked: 23776 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v1.5.1 Bugs Thread
« Reply #158 on: April 16, 2020, 12:30:08 PM »
There seems to be no limit on how many spinal mount weapons can be added to a design. (Although, I'm strangely ok with this...)

Definitely 1.5.1? I thought this was fixed.
 

Offline Red Dusk

  • Petty Officer
  • **
  • R
  • Posts: 16
  • Thanked: 3 times
Re: v1.5.1 Bugs Thread
« Reply #159 on: April 16, 2020, 12:30:14 PM »
I designed two missile launchers, one at Size 1, the other at Size 6.  Both have respectively sized missiles designed for them.  I built ships mounted with them and started setting up my fire controls

When clicking Auto-Assign, the algorithm appears to ignore missile size, mounting the Size 6 missiles in the Size 1 launchers.  Not entirely sure if that should even be possible.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12185
  • Thanked: 23776 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v1.5.1 Bugs Thread
« Reply #160 on: April 16, 2020, 12:32:23 PM »
So I was geo surverying a NPR system when they decided to blow up my ships.

2 years later they send two geo surveryers into Sol.

I engage.



They seem to just be sitting there still Geo surveying instead of running away or something. Well that's what my geo surveryer did as well but kinda weird maybe something to look into the future.

They may have changed their view of you in the last two years and no longer regard you as hostile.
 

Offline Castinar

  • Petty Officer
  • **
  • C
  • Posts: 25
  • Thanked: 1 times
Re: v1.5.1 Bugs Thread
« Reply #161 on: April 16, 2020, 12:35:52 PM »
Quote from: handumf link=topic=10756. msg123736#msg123736 date=1587020508
Minerals tab in the info window, won't show or update surveyed minerals, unless restarting the game. 

If you're talking the info on the tactical map, click refresh map and it will update.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12185
  • Thanked: 23776 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v1.5.1 Bugs Thread
« Reply #162 on: April 16, 2020, 12:36:51 PM »
In 1.5 and 1.5.1, I get an error in function #2587: C:\Aurora4x\\Races\error when I try to open the Races window. Then the window is uninitialized; all text fields contain either just the string "Text" or "0", no images show up, etc. This worked in 1.4.

Worse, I forgot to edit certain things when I started the game; my mighty empire is still called "Player Race"!

Do you have a race picture that isn't in the races directory?
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12185
  • Thanked: 23776 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v1.5.1 Bugs Thread
« Reply #163 on: April 16, 2020, 12:41:08 PM »
Either components aren't getting marked as obsolete, or obsolete components are showing up in class design.
If you click on a component and hit Obso Comp in class design, nothing happens. In tech report it can be marked as obsolete but it doesn't change Class design.

edit: I'm also getting a function 1530 object reference not set to a instance of an object when advancing time 5 days and I have a ship near a newly discovered NPR.

Obso Comp is working fine for me. Stupid question but do you have the Obsolete checkbox checked in Components?
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12185
  • Thanked: 23776 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v1.5.1 Bugs Thread
« Reply #164 on: April 16, 2020, 12:42:48 PM »
Either components aren't getting marked as obsolete, or obsolete components are showing up in class design.
If you click on a component and hit Obso Comp in class design, nothing happens. In tech report it can be marked as obsolete but it doesn't change Class design.

edit: I'm also getting a function 1530 object reference not set to a instance of an object when advancing time 5 days and I have a ship near a newly discovered NPR.

That is comms-related. Can you post db?