Author Topic: v1.5.1 Bugs Thread  (Read 69214 times)

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Offline Icekiller

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Re: v1.5.1 Bugs Thread
« Reply #195 on: April 16, 2020, 02:57:39 PM »
Looks like there is an issue where if a unit runs down to 0% supply in combat, they never have their inherent supply replenished.  The unit is now out of combat and I have reinforced them with infantry logistics, and have reinforced the higher command with light vehicle logistics.  Supply remains at 0% despite numerous time increment progressions.
 
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Offline Tikigod

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Re: v1.5.1 Bugs Thread
« Reply #196 on: April 16, 2020, 03:14:31 PM »
The jump engines keep breaking down on my survey ships as they won't go back for resupply, I force the repair on SM to see if that will make the conditional trigger and no luck.


Is this intended btw? Do jump engines cost a lot of maintenance/fail a lot or is it some sort of bug that it always seems to be the jump engines breaking down.

Jump engines and conventional engines typically make up the bulk of a ships maintenance requirement. Yet with that said, you're right that maintenance failures seem to actually occur in a specific order rather than a random component failure. Every failure on my survey ships seems to go in the order of

#1 Jump Engine
#2 Diplomacy Module
#3 Conventional Engines

I've noticed a LOT of my survey jump drives breaking down, to the point where I originally thought it was a possible bug, too. But I think it's selection bias: during a survey ship's 10-year lifetime, you don't care about random small subsystems breaking down that get repaired instantly. But when a survey ship loses its jump drive while it's low on MSP, then you notice it because it suddenly can't jump back home from the outer reaches.

There is actually a reasonable and quick "fix": Add "if Supply Points less than 30% / 40% / 50%" conditional order conditions just like we have for fuel now.  :)

Sure, though if you actually read the actual bug report post you'll see it's about the resupply conditionals still not working in 1.51. The whole order of things breaking down was someone else's commentary on the resupply conditionals not working post. :p

Am kind of wondering now if Steve noticed the actual topic of the bug report or just saw the derailed conversation that was created from it. lol
« Last Edit: April 16, 2020, 03:17:51 PM by Tikigod »
The popular stereotype of the researcher is that of a skeptic and a pessimist.  Nothing could be further from the truth! Scientists must be optimists at heart, in order to block out the incessant chorus of those who say "It cannot be done. "

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Offline Desdinova

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Re: v1.5.1 Bugs Thread
« Reply #197 on: April 16, 2020, 03:21:59 PM »
Unbuilt classes and classes that have all been scrapped still show up in the scrap ship dropdown.
 

Offline DoctorDanny

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Re: v1.5.1 Bugs Thread
« Reply #198 on: April 16, 2020, 03:54:38 PM »
Minerva loses its moons.

Could be some spectacular stellar phenomenon, but I suspect it's a bug.

See image.

I think the problem started at the moment the lagrange point was discovered.
« Last Edit: April 16, 2020, 03:56:25 PM by DoctorDanny »
 
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Offline Shuul

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Re: v1.5.1 Bugs Thread
« Reply #199 on: April 16, 2020, 04:09:36 PM »
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.

SM was not active.

That is WAI.

I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.
 
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Offline rainyday

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Re: v1.5.1 Bugs Thread
« Reply #200 on: April 16, 2020, 04:16:10 PM »
Quote from: Shuul link=topic=10756. msg124197#msg124197 date=1587071376
I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.

There is a note about this behavior on tab of the ship designer where it explains all the abbreviations.
 

Offline Froggiest1982

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Re: v1.5.1 Bugs Thread
« Reply #201 on: April 16, 2020, 04:19:03 PM »
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.

SM was not active.

That is WAI.

I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.

You clearly know best than Steve. Unlock the design with or without Spacemaster is a choice (somebody would call it cheating) and should be done only in the presence of very big mistakes during the design stage. It was discussed already and was also present in VB6 (the only difference is that you weren't able to update built ships).
« Last Edit: April 16, 2020, 04:34:01 PM by froggiest1982 »
 

Offline Shuul

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Re: v1.5.1 Bugs Thread
« Reply #202 on: April 16, 2020, 04:24:14 PM »
In Class Design you can unlock the design, update it and it automatically updates the current already built ships without having to refit.

SM was not active.

That is WAI.

You clearly know best then Steve. Unlock the design with or without Spacemaster is a choice (somebody would call it cheating) and should be done only in the presence of very big mistakes during the design stage. It was discussed already and was also present in VB6 (the only difference is that you weren't able to update built ships).

I do not think this is really WAI, I can build any cheap ship and then update the design and all of ALREADY built ships will turn into new design without refit, its clearly a mistake.

Ok, agree, I overreacted to this, would still be good to have it show up only when in SM mod, but its up to Steave, I will not use this button to cheat anyway.
 
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Offline Randy

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Re: v1.5.1 Bugs Thread
« Reply #203 on: April 16, 2020, 04:59:30 PM »

Player Generation:
-Giving the player auto-generation 0 research points to play with will design an army but not a navy.

I've noticed that if you check the auto design ground forces and auto design ship classess check boxes, but not the auto assign tech box, you get this same  result - ground force templates, but no ships.

I'm guessing that the ships designs don't appear because none of the tech required is designed first...
 

Offline Randy

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Re: v1.5.1 Bugs Thread
« Reply #204 on: April 16, 2020, 05:03:28 PM »
Another in the bad aim category:

If you hit "Cancel" instead of "create" on the player race creation while creating a new game, it gets into an ugly state...
You get no system shown, and all sorts of errors.

Perhaps cancel here needs to be trapped to cancel game generation if it was the only player race
 

Offline Castinar

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Re: v1.5.1 Bugs Thread
« Reply #205 on: April 16, 2020, 05:03:54 PM »
Quote from: Doren link=topic=10756. msg123864#msg123864 date=1587042521
I think my military ships have had mostly engine failures I think I saw one crew quarter failure.  Survey ship have had either survey sensor or engine failures.  For survey ships I think this is kind of expected.

Depends a lot on what Steve is using for the randomization I think the windows native random is like 5% random and 95% pattern
 

Offline mike2R

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Re: v1.5.1 Bugs Thread
« Reply #206 on: April 16, 2020, 05:15:46 PM »
Edit: I'm over my maintenance facilities capacity, so I guess this is WAI.

I'm pretty sure I just had a maintenance failure in a ship that was undergoing overhaul, which seems possibly not intended :)

Can't replicate to be certain, but I have a ship currently undergoing overhaul that suffered a failure on 22nd July that said it has 3.  28 years left on its clock, and on 1st August the same ship completed shore leave.    Which seems to indicate the ship had been out long enough that there is no way it could have docked after the failure and completed shore leave when it did. 
« Last Edit: April 16, 2020, 05:27:00 PM by mike2R »
 

Offline Demonius

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Re: v1.5.1 Bugs Thread
« Reply #207 on: April 16, 2020, 05:25:28 PM »
Zooming out too far on the System map creats a 914 not enough Memory and 1618 the Collection has been changed, an Enumeration process can possibly not be executed

just clickign on them makes them go away and you can easily zoom back in though

Zooming very close in makes the game react very sluggish.
 

Offline johiah

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Re: v1.5.1 Bugs Thread
« Reply #208 on: April 16, 2020, 05:43:31 PM »
SO I got a series of 3 bugs upon advancing game time 5 days.  One of them was possibly 2356, but I don't remember.  After entering through them a couple times, I got stuck on a #1512 "Object reference not set" that refuses to go away.  Sorry that this probably isn't very helpful, I have no idea what could have caused it.
 

Offline lupin-de-mid

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Re: v1.5.1 Bugs Thread
« Reply #209 on: April 16, 2020, 05:50:26 PM »
1)Download Aurora151Full.rar  && unpack
2)Start Aurora
3)Turn on SM
4)Open "System Generation and .."
5)Click create system
6)Function #2668 input string was not in correct format

For New Game without real stars in work ok
For New Game with real stars in get same error