Author Topic: v1.7.3 Bugs Thread  (Read 20576 times)

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Offline Ekaton

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Re: v1.7.3 Bugs Thread
« Reply #105 on: April 21, 2020, 11:11:35 AM »
Like other versions, 1.7.3 eventually reaches a stage when it endlessly processes a turn. I have kept it processing the turn for the past 30 minutes, and the task manager indicates that it’s still calculating, although the amout of memory used by the program dropped a bit. The last time this happened, I left it running for 8 hours, to no avail. Is there any point doing so now? Is there a way to fix that?

Steve can't really figure out what is going on if you don't give him some more information. If you load a previous save does it happen again? If it does happen every time you load a save and process turns then please compress your Aurora.db file into a zip file and then attach it to your post using the "additional options" button.

The main problem is that when this happens, the Aurora.db file is at least 30 minutes old (the last time it was more than an hour old) and I can’t save the game as it’s not responding since it occurs. If I reload the old save, it does work, but the game will eventually slow down. Every single game I ran, on every version, would eventually succumb to this. The game is only using less than 20% of my CPU and just 120 mb of memory so these shouldn’t be an issue. Also, all the settings are standard, though all spoilers are enabled, real stars, and I have one NPR generated on new games.


EDIT: I attached my database.
« Last Edit: April 21, 2020, 11:19:29 AM by Ekaton »
 

Offline k

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Re: v1.7.3 Bugs Thread
« Reply #106 on: April 21, 2020, 11:17:29 AM »
Not a game breaking bug.  But after i rename a systems i can't go back to sol(or any other system)using the system dropdown in the tactical window.  Hitting reset fix it

new V1. 7. 3 game.  14 year in TN start, human NPR on and default begin.
 

Offline Desdinova

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Re: v1.7.3 Bugs Thread
« Reply #107 on: April 21, 2020, 11:20:04 AM »
Not a game breaking bug.  But after i rename a systems i can't go back to sol(or any other system)using the system dropdown in the tactical window.  Hitting reset fix it

new V1. 7. 3 game.  14 year in TN start, human NPR on and default begin.

I experienced the same thing after renaming the duplicate Sol.
 

Offline Demonius

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Re: v1.7.3 Bugs Thread
« Reply #108 on: April 21, 2020, 11:20:23 AM »
Not a game breaking bug.  But after i rename a systems i can't go back to sol(or any other system)using the system dropdown in the tactical window.  Hitting reset fix it

new V1. 7. 3 game.  14 year in TN start, human NPR on and default begin.

Works for me when i click in the own race Name box above it once. Else, can confirm this behaviour.
 

Offline Josephus

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Re: v1.7.3 Bugs Thread
« Reply #109 on: April 21, 2020, 11:25:55 AM »
Quote from: Ekaton link=topic=10968. msg126535#msg126535 date=1587485495
Quote from: RagnarVaren link=topic=10968. msg126531#msg126531 date=1587485006
Quote from: Ekaton link=topic=10968. msg126524#msg126524 date=1587484463
Like other versions, 1. 7. 3 eventually reaches a stage when it endlessly processes a turn.  I have kept it processing the turn for the past 30 minutes, and the task manager indicates that it’s still calculating, although the amout of memory used by the program dropped a bit.  The last time this happened, I left it running for 8 hours, to no avail.  Is there any point doing so now? Is there a way to fix that?

Steve can't really figure out what is going on if you don't give him some more information.  If you load a previous save does it happen again? If it does happen every time you load a save and process turns then please compress your Aurora. db file into a zip file and then attach it to your post using the "additional options" button.

The main problem is that when this happens, the Aurora. db file is at least 30 minutes old (the last time it was more than an hour old) and I can’t save the game as it’s not responding since it occurs.  If I reload the old save, it does work, but the game will eventually slow down.  Every single game I ran, on every version, would eventually succumb to this.  The game is only using less than 20% of my CPU and just 120 mb of memory so these shouldn’t be an issue.  Also, all the settings are standard, though all spoilers are enabled, real stars, and I have one NPR generated on new games.


EDIT: I attached my database.

I had the same bug in 1. 7. 1 and 1. 5 and twice before that.  It happens every 2-3 hours of gaming.  I will see if I still have my old save later, since no one responded before I deleted it.
 

Offline Steve Walmsley (OP)

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Re: v1.7.3 Bugs Thread
« Reply #110 on: April 21, 2020, 11:29:47 AM »
Seems like a visual bug.  In Federated Nations campaign, when designing missile. 

In engine power dropdown: Engine power 125% has Fuel consumption 1. 75 but Engine power 130% has fuel consumption 9. 63.

That is quite a jump and it seems not to be applied to fuel efficiency.

It is working as intended. 130% is the first step above the maximum boost tech.
http://aurora2.pentarch.org/index.php?topic=8495.msg102804#msg102804
 

Offline Steve Walmsley (OP)

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Re: v1.7.3 Bugs Thread
« Reply #111 on: April 21, 2020, 11:30:25 AM »
I don't know if this is a minor bug or working as intended. I changed the research field of a scientist who had a Research admin level of 20. So his new Research admin level was 5. However when he was promoted his new Research admin level was 7. I have never seen a Research admin level that was not a multiple of 5 before. This initially occurred in v1.7.2.

Ian

Edit. Just had another scientist increase their Research admin level to 39 so probably working as intended.

Yes, WAI.
 

Offline Steve Walmsley (OP)

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Re: v1.7.3 Bugs Thread
« Reply #112 on: April 21, 2020, 11:35:27 AM »
Civilians trigger the "Research Completed" event when researching engines. Would be preferable if civilians didn't trigger this event or if there was a "Civilian Research Completed" event that didn't cause this interrupt. The same applies for the "Ship Scrapped" event. This isn't a problem early game but one user on Discord mentioned that it can cause issues in long games i.e 80 years or more when civilian shipping lines are constantly triggering these events.

Fixed.
 

Offline Inglonias

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Re: v1.7.3 Bugs Thread
« Reply #113 on: April 21, 2020, 11:37:18 AM »
Clicking the Mineral Survey button on the taskbar from the galaxy map (which is not the main map) does nothing.
 

Offline Steve Walmsley (OP)

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Re: v1.7.3 Bugs Thread
« Reply #114 on: April 21, 2020, 11:38:53 AM »
Hello,
V 1. 7. 3

2 NPR seems to be fighting, getting continuous below messages:
 Function #713 Object Reference Not Set to and Instance of an object.
 Function #1414  Object Reference Not Set to and Instance of an object.
 Function #1555Object Reference Not Set to and Instance of an object.

713 is calculate reaction bonus and 1414 is fleet move.

Could you send me the DB with the errors?
 

Offline Steve Walmsley (OP)

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Re: v1.7.3 Bugs Thread
« Reply #115 on: April 21, 2020, 11:40:00 AM »
Unsure if a bug:

Never really happened before so not sure, but I am able to go into the negative TOTAL race wealth and nothing is affected? I can continue to build/commercial contract even when at -10k.

If it is relevant -Con.  start, real stars, early game

What % is your economic production modifier? Pop summary, neat bottom of centre column.
 

Offline Aivaria

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Re: v1.7.3 Bugs Thread
« Reply #116 on: April 21, 2020, 11:40:33 AM »
Quote from: Steve Walmsley link=topic=10968. msg126502#msg126502 date=1587480806
Quote from: Aivaria link=topic=10968. msg126404#msg126404 date=1587451721
ive posted my bug in 1.  7.  2 already, but its also in 1.  7.  3

    The function number - none, as this doesnt throw an exception
    The complete error text - none
    The window affected - all?
    What you were doing at the time - building super fuel efficient egines, and then progess time
    Conventional or TN start - TN
    Random or Real Stars - Random
    Is your decimal separator a comma? - i use GB locale for aurora, so no, its a dot
    Is the bug is easy to reproduce, intermittent or a one-off? - easy

when an engine fuel usage gets below 1, the fuel reserve gets somewhat messed up

ive been playing arround with different engines ans ship, and tried building realy small ships

ive created an engine, which should have very low fuel usage, and created an fighter sized geo survey ship.     Ranges say 3294 days at full power, but in real game, this ships uses 11 fuel per day (1,000/11 = ~91 days fuel)

link to db: https://drive.    google.    com/open?id=1EL7ShOxJKOH6bIpiIIQ8ZHs8WjW1nj1F   
Its quite simple to review: ive created an "GeoSurvey Fleet", progress 1 day, and see fuel diff
(pls dont judge for cheating, im figuring arround with stuff, and trying to learn things :D)

Code: [Select]
Simmel Aero Engines Photonic Drive  EP1.00
Engine Power 1.00    Fuel Use Per Hour 0 litres    Fuel per EPH 0
Thermal Signature 1.00    Explosion Chance 1%
Military Engine
Cost 5   Size 5 tons   Crew 1   HTK 1
Base Change to hit 100%
Materials Required: Gallicite  5
Code: [Select]
Anyanwu class Geosurvey Ship      351 tons       16 Crew       365.4 BP       TCS 7    TH 4    EM 0
569 km/s      Armour 1-4       Shields 0-0       HTK 5      Sensors 7/7/0/5      DCR 0      PPV 0
Maint Life 8.33 Years     MSP 182    AFR 4%    IFR 0.1%    1YR 5    5YR 70    Max Repair 300 MSP
Kaptajnlojnant    Control Rating 1   
Intended Deployment Time: 24 months    Morale Check Required   

Simmel Aero Engines Photonic Drive  EP1.00 (4)    Power 4.0    Fuel Use 0.32%    Signature 1.00    Explosion 1%
Fuel Capacity 1,000 Litres    Range 161.9 billion km (3294 days at full power)

Bauersachs-Singer EM Sensor EM0.1-7 (5%) (1)     Sensitivity 7     Detect Sig Strength 1000:  20.9m km
Boehm-Brunner Thermal Sensor TH0.1-7 (5%) (1)     Sensitivity 7     Detect Sig Strength 1000:  20.9m km
Phased Geological Sensors (1)   5 Survey Points Per Hour

This design is classed as a Fighter for production, combat and planetary interaction

The ship fuel efficiency is different to the class fuel efficiency.  This is set on construction and again on refit.  Did you make manual changes to the design post-locking? Still a bug BTW - as I should account for that.  I'm just trying to understand what happened. 

In fact, I am not even sure why I am tracking it on a ship basis :) .  Probably a hangover from VB6.  I'll probably just track it via the parent class in future. .

hey steve, thanks for your response :)

yes, the ship was post edited, a new build ship doesnt seem to have this issue - ok, lesson learned, dont unlock and edit :D
 

Offline Steve Walmsley (OP)

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Re: v1.7.3 Bugs Thread
« Reply #117 on: April 21, 2020, 11:41:48 AM »
In a new 1.7.3 game I've surveyed Sol but not quite developed jump drives yet (auto tech made weird choices I guess). I think the NPRs are up to something because I suddenly got a repeating sequence of four error messages:

#2608 null ref
#222 null ref
#224 null ref
#2339 null ref

After closing these a number of times it went back to normal. Automated turns was on, so it advanced a turn or two before I could stop it, but I've attached the database in case it's helpful.

I had the same bug but in my case it didn't go back to normal.

If they are still happening, please could you attach DB?
 

Offline GhostIsGone

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Re: v1.7.3 Bugs Thread
« Reply #118 on: April 21, 2020, 11:43:10 AM »
Hey Steve, a bunch of pretty irritable bugs has been fixed, alongside a ton of other fixes for v1.7.3, can we get the next patchTM? Having my game paused every couple days because of the shipping lines getting a new engine / a new ship / scrapping a ship is getting on my nerves a little bit now :)
 

Offline RagnarVaren

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Re: v1.7.3 Bugs Thread
« Reply #119 on: April 21, 2020, 11:46:15 AM »
I assume this button is supposed to refresh the galaxy screen? It doesn't appear to do anything at the moment and having to re-open the galaxy screen whenever it needs to be refreshed is frustrating. I think it's been reported in earlier versions but apparently no one bothered reporting it again.