Author Topic: v1.5.1 Bugs Thread  (Read 69153 times)

0 Members and 1 Guest are viewing this topic.

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 #375 on: April 17, 2020, 01:44:30 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).

You could update built ships in VB6 but you needed to select them on the Ship window to do so.
 

Offline alvin853

  • Petty Officer
  • **
  • a
  • Posts: 24
  • Thanked: 7 times
Re: v1.5.1 Bugs Thread
« Reply #376 on: April 17, 2020, 01:47:36 PM »
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.

Yes, because there would be no point in refitting a ship of a class to the same class.

But the shipyard can build a modified class design that is very similar, and I want to refit the original design to the modified design. I can select both designs in "Refit To", but only the modified design in "Refit From".
 
The following users thanked this post: DFNewb, Karlito

Offline Ancalagon

  • Lieutenant
  • *******
  • A
  • Posts: 189
  • Thanked: 45 times
Re: v1.5.1 Bugs Thread
« Reply #377 on: April 17, 2020, 01:48:41 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).

You could update built ships in VB6 but you needed to select them on the Ship window to do so.

In VB6, the "Unlock" button was grayed out if SM mode was not enabled. The "Lock" button was always available, but would require SM mode to unlock again. I think that might be a good implementation to prevent people accidentally editing their ships (or shipping lines' ships) in C# as well. The "Update Armor" button should probably be grayed out without SM Mode on, too.
« Last Edit: April 17, 2020, 01:51:37 PM by Ancalagon »
 

Offline DFNewb

  • Captain
  • **********
  • D
  • Posts: 508
  • Thanked: 103 times
Re: v1.5.1 Bugs Thread
« Reply #378 on: April 17, 2020, 01:50:51 PM »
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.

Yes, because there would be no point in refitting a ship of a class to the same class.

But the shipyard can build a modified class design that is very similar, and I want to refit the original design to the modified design. I can select both designs in "Refit To", but only the modified design in "Refit From".

I've had the same issue and I agree it's weird and I think is not WAI
 

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 #379 on: April 17, 2020, 01:51:26 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...

I've added code to make sure you can't generate designs without allocating tech first.
 

Offline Tikigod

  • Lieutenant
  • *******
  • Posts: 195
  • Thanked: 55 times
Re: v1.5.1 Bugs Thread
« Reply #380 on: April 17, 2020, 01:57:12 PM »
Not seen it reported yet and it strikes me as potentially unintended, the "Troop Transport Bay - Large -Drop Pod Equipped" component is flagged as commercial.

I can understand maybe regular transport bays being civilian, but drop-pod capable seems a bit suspect?




Then again, given their component size... making them military would require dedicated small number of drop-pod focused designs... so.....  ??? ??? ???
« Last Edit: April 17, 2020, 02:01:11 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. "

- Academician Prokhor Zakharov, University Commencement
 

Offline Kiks

  • Chief Petty Officer
  • ***
  • K
  • Posts: 30
  • Thanked: 3 times
Re: v1.5.1 Bugs Thread
« Reply #381 on: April 17, 2020, 01:57:49 PM »
Oh boy do I have a list. I got to testing out the Player Race design generation and NPR generation, which also let me test combat mechanics. All of this was generated with the Player Race and the NPR being on Earth from the start.

NPR Generation:
  • Making an NPR and giving them 0 research points throws "Function #2110: object reference not set to an instance of an object".
  • NPR's with 0 research points will still design and build both ships and an army. The ships will have racial weapon and engine tech that they shouldn't be able to research. Ships will also be designed with tech like fuel harvesters.
Player Generation:
  • Giving the player auto-generation 0 research points to play with will design an army but not a navy.
Combat:
  • If a enemy ship and a friendly ship are based in the same location (e.g. Earth), and the enemy ship has missiles, they will fire off their missiles towards your ship. Issue is, these missiles will do nothing but exist for a time and then disappear.
  • Enemy beam ships won't (didn't) shoot at you if you are stacked on top of them.
  • (Probably not a bug) Enemy crew members, when boarded, were able to armor pen and kill several of my end-game heavy power armor infantry with beginning level tech. Statistically they should only be able to do this less than once out of 100 combat cycles. The amount of times my units were armor pend, and killed, only makes sense if most crew members (300-600 depending on the ship that was boarded) were able to hit my men more than what is shown in the combat report. The combat report only showed if they were hit at least once. The rate of pen and death would make more sense if I could see how many times they were hit in total.
  • When the fighting stopped and one of each of the enemy ships were captured for inspection not all of the ships that were captured were updated in the class design window. Are we supposed to get that information or no?
Misc:
  • When the fighting between myself and the NPR started, time slowed to 5 seconds a turn as the "increment length [was] adjusted due to imminent action. This could be due to action involving a non-player race, or due to fire controls set to open fire without active targets." However, with the NPR navy and army gone, and no ship targeting anything this still persists. Is this due to a hostile NPR race being on the same planet?
  • Hitting refresh tech in class design opens all of the collapse-able menus that have been opened and closed once before.
  • Deleting the last pop for a player race throws "Function#2504: Object reference not set to an instance of an object".
  • Clicking text file in the events tab appears to do nothing.

Attached is a copy of my database if you would like to look at anything. All of the captured ships have been labeled in the Naval Organization menu, and my designs have been labeled in the Class Design as well.

The game assumes that NPRs have research points in orders to achieve basic capabilities. I will add code to prevent reduction below 100k.

The enemy crew may have higher tech than you.

I haven't seen similar issues in my own combat situations, but I will watch for them.

Unfortunately, there is a limit to the amount of time I can devote to dealing with actions that are plainly a bad idea, such as deleting all player race populations, rather than fixing 'normal' bugs or adding new functionality.

In regards to the enemy crew having higher tech, they wouldn't and didn't. I made sure to give myself the highest tech for combat. Armor, damage, the whole shebang, and they had 0 tech to start with. So the rate at which they penned and killed my troops seemed extremely high for what it was. But, again it would make sense if the combat log only showed if they got hit at least once and not how many times they got hit total, if they can be hit more than once.
 

Offline DoctorDanny

  • Warrant Officer, Class 1
  • *****
  • D
  • Posts: 79
  • Thanked: 11 times
Re: v1.5.1 Bugs Thread
« Reply #382 on: April 17, 2020, 02:12:28 PM »
Bit of a strange situation in my latest game.

I run into aliens in Barnard Star system and at the exact same moment two of my ships in other systems are destroyed.
Could be a strange coincidence, but both ships had no prior damage and both systems were safe afaik.

If you want to look into it, the db is in the attachment.
 

Offline Kayser90

  • Able Ordinary Rate
  • K
  • Posts: 2
  • Thanked: 1 times
Re: v1.5.1 Bugs Thread
« Reply #383 on: April 17, 2020, 02:12:47 PM »
After a couple of years (30 - 40) i get #2088 Error.   At first it is only once per time increment but it gets worse. 
Now i played 60 years and i get 4 of theses errors everytime i increment time. 
No crashes so far with this error. 

I searched the forum if someone else had this issue, but i couldn't find anything. 

Edit:

Random Stars
Conventional Start
 

Offline db48x

  • Commodore
  • **********
  • d
  • Posts: 670
  • Thanked: 216 times
Re: v1.5.1 Bugs Thread
« Reply #384 on: April 17, 2020, 02:19:48 PM »
Function #1690: The added or subtracted value results in an un-representable DateTime.
Parameter name: value

I had 1 construction factory on a planet and told it to produce 1000 more. I uhh, think it was going to take longer than the heat-death of the universe to build them all LOL

EDIT: Ahahaha! So, I reduced it down to 10 CFs to build, and it now says 85 years to completion. So, I guess it didn't like 8500 years.

DateTime objects don't work beyond year 9999 - I only found that out yesterday :)

I think that for the starting year you should limit the input to ±9000 years. For completion dates you could trap the exception and display a placeholder text like "?" or "heat death of the universe" or something. Of course then you still have to handle it suitably when sorting by completion date, but  robustness is never simple.
 

Offline Kiks

  • Chief Petty Officer
  • ***
  • K
  • Posts: 30
  • Thanked: 3 times
Re: v1.5.1 Bugs Thread
« Reply #385 on: April 17, 2020, 02:20:17 PM »
The minerals tab on the tactical map only shows Earth.

Addition: Ground Based Survey Potential shows that a survey has been completed even though no survey has been done.
« Last Edit: April 17, 2020, 02:22:17 PM by Kiks »
 

Offline Vivalas

  • Warrant Officer, Class 1
  • *****
  • V
  • Posts: 95
  • Thanked: 32 times
Re: v1.5.1 Bugs Thread
« Reply #386 on: April 17, 2020, 02:23:18 PM »
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.

Yes, because there would be no point in refitting a ship of a class to the same class.

But the shipyard can build a modified class design that is very similar, and I want to refit the original design to the modified design. I can select both designs in "Refit To", but only the modified design in "Refit From".

I've had the same issue and I agree it's weird and I think is not WAI


Pretty sure you can build similar designs in similarly tooled shipyards, you just can only refit a class to the tooled class for the shipyard.
 

Offline db48x

  • Commodore
  • **********
  • d
  • Posts: 670
  • Thanked: 216 times
Re: v1.5.1 Bugs Thread
« Reply #387 on: April 17, 2020, 02:25:14 PM »
Not sure if this has been reported yet, or if WAI.

If you create a military ship (grav survey for instance) with comercial engines, and a military jupm drive it won't jump because it has comercial engines and a military jump drive, which I guess is intended.
I then changed the jump drive to a comercial one, but the ship still won't jump.  I assume this is a bug? If not there is no way to make a miltary ship with comercial engines (mostly used for survey ships I guess) that is jump capable?

Personally I have been using 55 percent strength engines for my survey ships to get around this issue.

I've been using commercial jump engines with my commercial-engined survey ships without any trouble. I'd paste in the design details but Aurora has decided that it doesn't want to paint any of it's windows right now. When it did this earlier and it starting working again about half an hour later…
 

Offline Boris

  • Petty Officer
  • **
  • B
  • Posts: 16
  • Thanked: 6 times
Re: v1.5.1 Bugs Thread
« Reply #388 on: April 17, 2020, 02:26:02 PM »
While refitting a ship to a different class, it's available for use.
I had a scout that while it was refitted, went through a jump point and discovered a new system.
In the new system it finished refitting.
 
The following users thanked this post: DFNewb, db48x

Offline DFNewb

  • Captain
  • **********
  • D
  • Posts: 508
  • Thanked: 103 times
Re: v1.5.1 Bugs Thread
« Reply #389 on: April 17, 2020, 02:29:04 PM »
Can't select the class a shipyard is currently tooled for in the "Refit From" dropdown.

Yes, because there would be no point in refitting a ship of a class to the same class.

But the shipyard can build a modified class design that is very similar, and I want to refit the original design to the modified design. I can select both designs in "Refit To", but only the modified design in "Refit From".

I've had the same issue and I agree it's weird and I think is not WAI


Pretty sure you can build similar designs in similarly tooled shipyards, you just can only refit a class to the tooled class for the shipyard.


Seems weird that a shipyard can build both A and B, but can only refit B into A and not A into B. Doesn't seem logical right? And it has to do fully with what is tooled for and what it isn't. Would I really need to retool the entire shipyard so I can refit my ships with a size 1 sensor to a size 2 sensor (when I can do the reverse just fine) if this was real life? If Steve wants to leave it like this I have no problem but it seems to lack sense.
 
The following users thanked this post: db48x