Author Topic: v1.5.1 Bugs Thread  (Read 69382 times)

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Offline Castinar

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Re: v1.5.1 Bugs Thread
« Reply #480 on: April 17, 2020, 11:26:49 PM »
Er…. should a jumpship w/ commercial engines and a military jump drive be rated as a commercial ship?  Just noted this as I was going thru creating a survey command ship.

It really should be flagged as a 'bad design", since it won't be able to jump. Military jump drives only work for military engines, and commercial jump drives only work for commercial engines...

I'll have to go back and check.  Hadn't completed the design -- was just comparing components when I saw the comm. engines/mil. JD flagged as a commercial vessel.  Might well have been flagged as bad design.
 

Offline JacenHan

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Re: v1.5.1 Bugs Thread
« Reply #481 on: April 18, 2020, 12:22:28 AM »
I have the following issue:

I'm adding an army through SM, I've created a brigade with four battalions and two artillery batteries. Now, as far as I know, formations under the same parent formation can support each other, and indeed, one infantry battalion, when dragged on top of another, gives support, however, I want the artillery batteries to support the infantry battalions, but whenever I drag them over to add suport, they are added as a sub-formation of the battalion. In practice, the artillery battery gets attached to the infantry battalion.
I am currently having the same issue described above (v1.40 thread) in my game. I have an infantry brigade and an artillery battalion both underneath the same parent HQ formation, but attempting to drag the artillery battalion onto the infantry brigade assigns the artillery as a child formation instead of supporting it. DB is attached.
 

Offline firsal

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Re: v1.5.1 Bugs Thread
« Reply #482 on: April 18, 2020, 12:34:38 AM »
I just noticed this in my 1.4 conventional start, so I'm not sure if this bug still exists in 1.5.1 but i figured it was still worth reporting, just in case

One can develop fighter pod bays even without Trans-Newtonian tech research and before researching the requisite Fighter Pod Bays tech
 

Offline Scud

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Re: v1.5.1 Bugs Thread
« Reply #483 on: April 18, 2020, 01:05:41 AM »
Quote from: firsal link=topic=10756. msg125018#msg125018 date=1587188078
I just noticed this in my 1. 4 conventional start, so I'm not sure if this bug still exists in 1. 5. 1 but i figured it was still worth reporting, just in case

One can develop fighter pod bays even without Trans-Newtonian tech research and before researching the requisite Fighter Pod Bays tech

Just replicated on 1. 51
 
The following users thanked this post: firsal, Ancalagon

Offline LadyoftheRoundTable

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Re: v1.5.1 Bugs Thread
« Reply #484 on: April 18, 2020, 02:13:31 AM »
Getting a bug where if I set to unload 1 mass driver it just unloads all the mass drivers in cargo.  I haven't tried with more mass drivers than I have ships in my cargo fleet, but I do only load the requested number of drivers
 

Offline Wieseltrupp

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Re: v1.5.1 Bugs Thread
« Reply #485 on: April 18, 2020, 02:38:37 AM »
Designing a Gauss Turret creates an already researched component if you click on [Prototype] in the Turret Design Screen
 

Offline MarcAFK

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Re: v1.5.1 Bugs Thread
« Reply #486 on: April 18, 2020, 02:43:35 AM »
After creating a new game and then deleting an existing game every game on the drop down menu becoems displayed as "h0".
I tried 2 more times and got this error once more, and once it didn't occur.
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Offline Elouda

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Re: v1.5.1 Bugs Thread
« Reply #487 on: April 18, 2020, 02:50:40 AM »
v1.5.1
'Assign Sub-Fleet' in the Ship Combat panel copies the current weapon/FC and targetting to all identical classes in the whole fleet, not just the current sub fleet.
 

Offline L0ckAndL0ad

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Re: v1.5.1 Bugs Thread
« Reply #488 on: April 18, 2020, 03:00:32 AM »
v1.5.1
'Assign Sub-Fleet' in the Ship Combat panel copies the current weapon/FC and targetting to all identical classes in the whole fleet, not just the current sub fleet.
I can confirm that. I actually reported it in 1.5 bug thread.

In my case, I had several levels of sub-fleets, and when trying to assign targets on the lowest one, it worked for the entire fleet (for the same class ships).
 

Offline Elouda

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Re: v1.5.1 Bugs Thread
« Reply #489 on: April 18, 2020, 03:12:16 AM »
v1.5.1
With either of the 'Lost contacts' options enabled, lost contacts appear to be updating position/data.

Database attached with this occuring in Tau Ceti.

Also, a 'lost contacts 1 day' would be a nice addition for lost contacts on a more tactical timescale.
 

Offline Vorastra

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Re: v1.5.1 Bugs Thread
« Reply #490 on: April 18, 2020, 03:37:25 AM »
Regarding the minimum resolution of 1440x900 compared to the old x1024.  This made me happy due to my 1600x900 display.  I took this to mean no more panels will be cut off at the top and bottom and what not, however most of them still are. 

It seems the panels were sized with the full 900px height in mind and didn't take into account the taskbar height (which you can tell, when hiding the taskbar it all looks perfect, but is highly annoying to have to do for one game) which means that the taskbar cuts into a lot of the panels.  Which is kinda frustrating since I'm sure you worked very hard trying to keep the panels to fit that height so the game would be more accessible but is now ruined due to a small oversight.

A suggestion would be to make the UI buttons at the top slightly smaller to fit the taskbar.  The taskbar is 40px high.  When planning, the panels should've been worked on with 1440x860 in mind and not 900.
 

Offline MarcAFK

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Re: v1.5.1 Bugs Thread
« Reply #491 on: April 18, 2020, 03:44:06 AM »
That reminds me that when I had a smaller display I had to shove the taskbar off to the left to access the bottom of windows. You should have room with 1600 width, but I suppose someone with a 1440x900 display would need to hide the taskbar.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Vivalas

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Re: v1.5.1 Bugs Thread
« Reply #492 on: April 18, 2020, 04:11:48 AM »
Seems like the "launch ready ordnance" order doesn't work. The number of missiles on ship decreases but nothing actually appears at the location the ship is at.
 

Offline Cocyte

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Re: v1.5.1 Bugs Thread
« Reply #493 on: April 18, 2020, 04:23:48 AM »
Got a strange bug related to officer ranks and administration positions... The game hangs while performing a specific sequence of operation with a specific officer.

First, here is the database

With this DB, perform the following actions :
- Open the commanders window
- Select Rear Admiral Abigail Clayton
- Select the Naval Admin Commands jobs. -> A list of all the various departments should appears. An admiral is required for the top most command, a Vice admiral for the Formation Department
- Demote Abigail to Commodore -> The ranks required for the TSDI Navy switch to Vice Admiral, the rank for the Formation Department switch to Rear Admiral
- Promote Abigail to Vice Admiral -> The rank required jumps to Sky Marshal for the TSDI Navy and to Admiral for the Formation Department
- Promote Abigail to Admiral -> Game hangs. Probably because it looks for a higher rank than Sky Marshal for the TSDI Navy command.

It also happens with most of the commodores when promoted.

Furthermore, there's no "rank jumping" with several of the other commanders. For example, promoting her fellow Rear Admiral Kate Herbert don't change the required ranks at all.

Important context for investigation : I messed with the ranks, adding a new bottom most level (Lieutenant) for all freshmen. As you can only create a new top most rank (as far as I know), I renamed all the ranks.
 

Offline Wieseltrupp

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Re: v1.5.1 Bugs Thread
« Reply #494 on: April 18, 2020, 04:39:57 AM »
Fuel Consumption and Training continues during Overhaul