Author Topic: v1.5.1 Bugs Thread  (Read 69250 times)

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Offline Agraelgrimm

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Re: v1.5.1 Bugs Thread
« Reply #255 on: April 17, 2020, 01:18:43 AM »
Well, since the version 1. 0 the game is overall unplayable to me.  Any attempts to create a new game (Conventional) even on *sol* system generates a error, no map is launched  and on top of that, the game windows are way too big for my screen and t is in such nature that even infinite screen cant solve the problem because when i try to scroll the window just cuts the rest of the information.  Not even moving the window solves this.  So i lose most of the information of the screens anyway. 
It is version 1. 5. 1 and i still havent played a single game because of all this.
 

Offline Malorn

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Re: v1.5.1 Bugs Thread
« Reply #256 on: April 17, 2020, 01:36:27 AM »
Is your ship designated as a 'tanker' in the ship design window?

Yes, it is. More interestingly, the auto-order 'transfer to colony' just triggered randomly after about the third 'manual' run I had to make. Still emptied the entire fuel tank.

Edit: And now it won't stop, and doesn't wait until the tank is full. It now returns back to the colony and empties it's fuel tank instantly upon arriving at the gas giant. (Still has to be manually told to go to the gas giant). And yes, it is set to wait until full.
« Last Edit: April 17, 2020, 01:39:52 AM by Malorn »
 

Offline Black

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Re: v1.5.1 Bugs Thread
« Reply #257 on: April 17, 2020, 01:40:31 AM »
Is your ship designated as a 'tanker' in the ship design window?

Yes, it is. More interestingly, the auto-order 'transfer to colony' just triggered randomly after about the third 'manual' run I had to make. Still emptied the entire fuel tank.

You need to set the fuel reserve in litres not in percent. If you put 5 in there it means 5 litres not 5%.
 

Offline relmz32

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Re: v1.5.1 Bugs Thread
« Reply #258 on: April 17, 2020, 01:50:37 AM »
The refit cost between two ships that are the same size seems incorrect, I have two destroyers using the same outfit (~1000 BP cost) with only a 24BP fire control different between the two, and it costs 208. 8 to refit.  I suspect this issue is also affecting player ability to produce multiple ship types out of one shipyard.
 

Offline Malorn

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Re: v1.5.1 Bugs Thread
« Reply #259 on: April 17, 2020, 01:56:53 AM »
Is your ship designated as a 'tanker' in the ship design window?

Yes, it is. More interestingly, the auto-order 'transfer to colony' just triggered randomly after about the third 'manual' run I had to make. Still emptied the entire fuel tank.

You need to set the fuel reserve in litres not in percent. If you put 5 in there it means 5 litres not 5%.

Odd...it worked in the prior game with '10' and always had 10% left over. Are you sure? I'll test it out really quick, easy to do.

Edit: It certainly works the way you say it does. Strange that it worked in 1.4 with 10 and 10%. Anyway, that still leaves the standing and conditional order problems, which sadly have not been magically resolved by a proper fuel reserve.
 

Offline Malorn

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Re: v1.5.1 Bugs Thread
« Reply #260 on: April 17, 2020, 01:57:44 AM »
Attached DB, after some struggling to upload. For the record, this has the fuel tanker at the gas giant already, but if moved away it will not return, despite it's standing orders.
 

Offline db48x

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Re: v1.5.1 Bugs Thread
« Reply #261 on: April 17, 2020, 02:27:05 AM »
Here's a database I saved while getting a stream of 1512 null reference errors, apparently infinite in length. These errors started just after I jumped into Procyon, so presumably something has gone wrong with generating the system.
 

Offline Latrone

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Re: v1.5.1 Bugs Thread
« Reply #262 on: April 17, 2020, 02:38:21 AM »
I've encountered a bug, and it seems to be there in all the versions. 
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up.  I'm going to have tot translate the message as my PC is not in English.  It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point. 
 

Offline Bughunter

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Re: v1.5.1 Bugs Thread
« Reply #263 on: April 17, 2020, 02:50:22 AM »
I've encountered a bug, and it seems to be there in all the versions. 
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up.  I'm going to have tot translate the message as my PC is not in English.  It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.

A datetime in .Net has a maxvalue of year 9999.
https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8

So regardless of performance improvements there is a hard limit on how long running games you can have there :)
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #264 on: April 17, 2020, 03:28:14 AM »
I've encountered a bug, and it seems to be there in all the versions. 
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up.  I'm going to have tot translate the message as my PC is not in English.  It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.

A datetime in .Net has a maxvalue of year 9999.
https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8

So regardless of performance improvements there is a hard limit on how long running games you can have there :)

Interesting - I didn't know that :)
 

Offline Migi

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Re: v1.5.1 Bugs Thread
« Reply #265 on: April 17, 2020, 03:41:06 AM »
I've encountered a bug, and it seems to be there in all the versions. 
When you start a new game, and increase the starting year to a large enough number (for example 30000) an error pops up.  I'm going to have tot translate the message as my PC is not in English.  It says: "Function #1690: With the parameters for year, month and date a not renderable DateTime is being described. "
The message keeps popping up so much so that even race creation is impossible after that point.

A datetime in .Net has a maxvalue of year 9999.
https://docs.microsoft.com/en-us/dotnet/api/system.datetime.maxvalue?view=netframework-4.8

So regardless of performance improvements there is a hard limit on how long running games you can have there :)

Interesting - I didn't know that :)

Does that scrap any plan for a follow up to Crusade? I rather liked that AAR.
 

Offline Bubbaisagod

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Re: v1.5.1 Bugs Thread
« Reply #266 on: April 17, 2020, 05:49:45 AM »
I think I've got a bug with diplomacy.

Problem: Function #1530: Object reference not set to an instance of an object.
Event log message
Alien Communication ==> Sirius ==> DIP Royal Sovereign has received an unintelligible communication from XX Dvora 001

I have a very basic diplomatic ship in orbit around the alien home world, after it arrived the #1530 error started.
Previously failed unintelligible communication with a GRAV Survey vessel in the same system didn't cause any problems.
If i move my ship away from the planet the error stops, if i move it back to the plant the error starts again.

I hope this helps & thx for all your hard work. 
 

Offline Black

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Re: v1.5.1 Bugs Thread
« Reply #267 on: April 17, 2020, 05:55:53 AM »
I am not sure if this is bug or somting on my side. But today I am running Aurora on my laptop, the resolution is 1920x1080 but Class Design window is strangely cut off. Other windows are working fine:


Thats really weird, What happens when you turn on wide mode and then off again?
Edit: That screenshot is really big, the Class design window should only be 1440x900. Does your screen have scaling set to 125% by any chance?

You were correct, it was problem with 125% scaling. Changing it solved the problem. Thank you.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #268 on: April 17, 2020, 05:58:54 AM »
I had two subfleets of Battle Fleet called "1st Fleet" and "Home Fleet".  Home Fleet had three subfleets of four ships.  I Detatched Home Fleet, and it showed up as an empty fleet, and there was no way to find the ships that were supposed to be in it - the class window showed them still existing, but they didn't show up anywhere.  I reloaded, set up a subfleet with subfleets, and detatched the first level fleet again.  Exact same result - detatching a subfleet that has subfleets removes all subfleets and casts the ships in them into Limbo.

Reproduced and fixed.
 
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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #269 on: April 17, 2020, 06:12:19 AM »
When building a missile launcher you may make it a box launcher if this is the case you get this text.

"Note that Box Launchers are not affected by increases in Reload Rate Technology as they may only be reloaded in a hangar deck or at maintenance facilities"

But when you select the box launcher your original reload rate which is usually the highest stays, but still increases the cost of the box launcher, this should instead lock it at the lowest reload rate as it cannot benefit and it increases the cost for no apparent reasons, not sure if this fully applies as a bug but its somewhat of an oversight at-least am sure many people have more expensive box launchers then they need.

I've changed it so that reload rate 1 is automatically used for box launcher design and changed the text to reflect that.