Author Topic: v1.7.3 Bugs Thread  (Read 20523 times)

0 Members and 1 Guest are viewing this topic.

Offline Jaz010

  • Leading Rate
  • *
  • J
  • Posts: 12
  • Thanked: 1 times
Re: v1.7.3 Bugs Thread
« Reply #150 on: April 21, 2020, 01:29:25 PM »
Quote from: Steve Walmsley link=topic=10968. msg126548#msg126548 date=1587487133
Quote from: Jaz010 link=topic=10968. msg126447#msg126447 date=1587467007
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?

Was not able to save when isnjad this error, reverted back to an earlier save , till now the error did not appear yet ( the NPR are fighting   lot of 5s and 2h increments)
 

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1706
  • Thanked: 599 times
Re: v1.7.3 Bugs Thread
« Reply #151 on: April 21, 2020, 01:30:55 PM »
Diplomacy : If you receive damage from an NPR, the DR goes to -101. It should then goes back to zero if there is no longer figth between the two factions, but it seems to be frozen at -101 in my game for some decades now. Communication were not etablished, but if I SM Est comm, the DR will normalise slowly like it should.

Also, anyone managed to etablish communication with NPR? I've met two so far, sent a diplomatic ship but each time I received threat message when it was in their homeworld, and no communication attempt. They even started to fire on those ships... Maybe I'm unlucky

Defo unlucky - my first NPR refused communication with my diplo ship besides a single attempt but did not fire on it. Note that the ship I used was a diplo module, engines and small passive sensors. I imagine if the ship has something with a threat level then they would react less cordially.
 

Offline Ekaton

  • Warrant Officer, Class 1
  • *****
  • E
  • Posts: 81
Re: v1.7.3 Bugs Thread
« Reply #152 on: April 21, 2020, 01:33:56 PM »
During an NPR battle I keep getting Function #311: Object reference not set to an instance of an object
 

Offline Energyz

  • Sub-Lieutenant
  • ******
  • E
  • Posts: 106
  • Thanked: 27 times
Re: v1.7.3 Bugs Thread
« Reply #153 on: April 21, 2020, 01:33:59 PM »
Diplomacy : If you receive damage from an NPR, the DR goes to -101. It should then goes back to zero if there is no longer figth between the two factions, but it seems to be frozen at -101 in my game for some decades now. Communication were not etablished, but if I SM Est comm, the DR will normalise slowly like it should.

Also, anyone managed to etablish communication with NPR? I've met two so far, sent a diplomatic ship but each time I received threat message when it was in their homeworld, and no communication attempt. They even started to fire on those ships... Maybe I'm unlucky

Defo unlucky - my first NPR refused communication with my diplo ship besides a single attempt but did not fire on it. Note that the ship I used was a diplo module, engines and small passive sensors. I imagine if the ship has something with a threat level then they would react less cordially.

They started to attack my ship when it sticked too long in their homeworld. And no, it couldn't have been less harmless :( . I'll try another time

EDIT : So i tried to SM fix DR at zero with one of those hostile NPR, and send a diplo ship. They immediatly blew her up, without any warning like we were at war. Even weirder, the DR stayed at zero after the fight, like it was fixed (it wasn't SM fixed)
« Last Edit: April 21, 2020, 01:57:24 PM by Energyz »
 

Offline Tyrannus Rex

  • Petty Officer
  • **
  • Posts: 18
  • Badges? We ain't got no badges! We don't need no b
Re: v1.7.3 Bugs Thread
« Reply #154 on: April 21, 2020, 01:43:09 PM »
v1. 7. 3 (database is continuance from 1. 7. 0) SM minerals and TN research on earth.

Function #2801: Attempted to divide by zero. 

Occurred when I select any of the survey fighter vessels in any of their specific fleet.  It seemed to happen when switching from the selection of the fleet to the ship.  Ship design display is blank, though the class design is visible.  Ship still performs intended function.

1) Go to Naval Organization
2) Open the fleet GEC Amphitreite
3) Select that ship and receive error

Also could not issue orders or view the ships under survey fleet command org.

Did see something similar in the 1. 6 bug thread.  DB attached
 

Offline Aloriel

  • Lieutenant
  • *******
  • Posts: 186
  • Thanked: 91 times
Re: v1.7.3 Bugs Thread
« Reply #155 on: April 21, 2020, 01:44:48 PM »
v1.7.3

Not enough ground force commanders are being generated. I am overwhelmed in naval officers, but can't get enough ground force commanders to command my troops. My problems really began at the start of the mass retirement around 10 years of service.
Sarah
Game Developer in Unity and UE4 and 5
 

Offline Marski

  • Commander
  • *********
  • Posts: 390
  • Thanked: 139 times
Re: v1.7.3 Bugs Thread
« Reply #156 on: April 21, 2020, 01:45:44 PM »

CIWS do not engage incoming missiles

I'm not Steve (obviously) but it looks like you're using a comma decimal separator instead of period, and a period digital grouping separator instead of a comma.

These being different from the settings Aurora is programmed in causing problems is a known issue.  Your CIWS having a tracking speed of "25 000" makes me wonder if that could be it.

Try setting the separator to periods and groupings to commas in your regional settings and see if that works.

Well I did just that, didn't work.
Code: [Select]
EX Boris Yegorov  (Gherman Titov class Exploration Ship)      17,993 tons       488 Crew       2,830.6 BP       TCS 360    TH 1,500    EM 0
4168 km/s    JR 3-50      Armour 1-61       Shields 0-0       HTK 118      Sensors 56/56/2/4      DCR 52      PPV 0
Maint Life 7.36 Years     MSP 3,970    AFR 80%    IFR 1.1%    1YR 129    5YR 1,928    Max Repair 375 MSP
Kapitan pervogo ranga    Control Rating 3   BRG   ENG   SCI   
Intended Deployment Time: 36 months    Morale Check Required   

Design Bureau 693 18000M70 FTL Drive     Max Ship Size 18000 tons    Distance 50k km     Squadron Size 3

OKB-692 VNID-0750M Ion thruster (2)    Power 1500    Fuel Use 16.33%    Signature 750    Explosion 10%
Fuel Capacity 3,000,000 Litres    Range 183.8 billion km (510 days at full power)

AK-650 (4x10)    Range 1000 km     TS: 25,000 km/s     ROF 5       
Navigation radar AS20-R100 (1)     GPS 1000     Range 20.3m km    Resolution 100
Search radar MR96-100 (1)     GPS 9800     Range 97m km    Resolution 100
EM Sensor E4M70 (1)     Sensitivity 56     Detect Sig Strength 1000:  59.2m km
IR sensor T4M70 (1)     Sensitivity 56     Detect Sig Strength 1000:  59.2m km
Gravitational Survey Sensors (2)   2 Survey Points Per Hour
Improved Geological Sensors (2)   4 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

CIWS still don't engage.


v1.7.3

Not enough ground force commanders are being generated. I am overwhelmed in naval officers, but can't get enough ground force commanders to command my troops. My problems really began at the start of the mass retirement around 10 years of service.

The academy churns out more naval officers than ground officers by design, it's not a bug. If you want more ground force officers you put a ground force officer as academy commandant.
« Last Edit: April 21, 2020, 01:47:17 PM by Marski »
 

Offline Demonius

  • Warrant Officer, Class 1
  • *****
  • Posts: 83
  • Thanked: 25 times
Re: v1.7.3 Bugs Thread
« Reply #157 on: April 21, 2020, 01:47:49 PM »
v1.7.3

Not enough ground force commanders are being generated. I am overwhelmed in naval officers, but can't get enough ground force commanders to command my troops. My problems really began at the start of the mass retirement around 10 years of service.

Additional Academy, one set with a Ground officer as commander might help.
 

Offline Grendarion Guard

  • Able Ordinary Rate
  • G
  • Posts: 2
Re: v1.7.3 Bugs Thread
« Reply #158 on: April 21, 2020, 01:49:16 PM »
Hi

I'm kind of new to both the game and this forum so i might be overlooking something (if i do, my apologies. . )

But as far i know, this is a minor bug.
I assigned a Sector administrator in the commanders window (after doing the research and building the Sector command), but when i check in the Summary tab's header it says sector command none.

If i open the Sector Management page, then i see my Sector with its headquarters.  and the assigned Sector Governor.

Also, I'm not sure if the Sector command bonus is applied at all.   

If nobody else has this issue, then i guess I'm doing something wrong but it looks like a bug to me.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20556 times
Re: v1.7.3 Bugs Thread
« Reply #159 on: April 21, 2020, 01:59:34 PM »
When will the events bug be fixed?

Could you be more specific?
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20556 times
Re: v1.7.3 Bugs Thread
« Reply #160 on: April 21, 2020, 02:01:45 PM »
v1.7.3

Not enough ground force commanders are being generated. I am overwhelmed in naval officers, but can't get enough ground force commanders to command my troops. My problems really began at the start of the mass retirement around 10 years of service.

Have you tried assigned a ground officer as Academy commandant? Or build more military academies.
 
The following users thanked this post: bro918

Offline Pedroig

  • Lt. Commander
  • ********
  • P
  • Posts: 243
  • Thanked: 67 times
Re: v1.7.3 Bugs Thread
« Reply #161 on: April 21, 2020, 02:04:03 PM »
Hi

I'm kind of new to both the game and this forum so i might be overlooking something (if i do, my apologies. . )

But as far i know, this is a minor bug.
I assigned a Sector administrator in the commanders window (after doing the research and building the Sector command), but when i check in the Summary tab's header it says sector command none.

If i open the Sector Management page, then i see my Sector with its headquarters.  and the assigned Sector Governor.

Also, I'm not sure if the Sector command bonus is applied at all.   

If nobody else has this issue, then i guess I'm doing something wrong but it looks like a bug to me.

Have you assigned systems to the sector in the Sector Management window.  (Eligible systems should be in the bottom right hand pane)
si vis pacem, para bellum
 
The following users thanked this post: Grendarion Guard

Offline TMaekler

  • Vice Admiral
  • **********
  • Posts: 1112
  • Thanked: 298 times
Re: v1.7.3 Bugs Thread
« Reply #162 on: April 21, 2020, 02:08:41 PM »
Quote from: Steve Walmsley link=topic=10968. msg126507#msg126507 date=1587482452
Quote from: davidr link=topic=10968. msg126415#msg126415 date=1587458036
Same bug in all the versions :_

currently using v1. 73 with TN start

The Event log does not pause or cause an entry to appear when a Geo Survey ship completes its Standing Orders.

I gave the Geo ship the order to survey all Planets / Moons.  It has completed its orders but I have received no notification of the fact in the event log.

DavidR

Finally tracked it down.  The problem is the event type isn't in the database.  The event was created but never recorded.  This will need a db change to fix though.

Any chance you can release a db patch that just alters an existing db (creates the new event type) without needing a completely new db?

You would have to give up on reporting any bugs: there is an sqlite db-comparison tool that can show you all differences between two DBbs as well as letting you change the DBs. You could try to transfer all DB changes from the newer DB to your DB - but at your own risk !!! (Cannot stress that enough)

https://www.codeproject.com/Articles/220018/SQLite-Compare-Utility

And be aware: it can take over half an hour for the tool to compare two Aurora-Databanks!
« Last Edit: April 21, 2020, 02:13:33 PM by TMaekler »
 

Offline Tyrope

  • Leading Rate
  • *
  • Posts: 10
  • Thanked: 12 times
Re: v1.7.3 Bugs Thread
« Reply #163 on: April 21, 2020, 02:08:58 PM »
For some reason, 1. 5 years into the game my scientists discovered ground units I never created.  They seem to be the default ones, which I turned off in game generation.
 

Offline Inglonias

  • Lieutenant
  • *******
  • I
  • Posts: 170
  • Thanked: 69 times
Re: v1.7.3 Bugs Thread
« Reply #164 on: April 21, 2020, 02:11:24 PM »
For some reason, 1. 5 years into the game my scientists discovered ground units I never created.  They seem to be the default ones, which I turned off in game generation.

That is civilian research
 
The following users thanked this post: Tyrope