Author Topic: v1.8.0 Bugs Thread  (Read 53752 times)

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Offline firsal

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Re: v1.8.0 Bugs Thread
« Reply #45 on: April 22, 2020, 06:04:33 AM »
Still running 1.6.3 here, but I figured it's still worth reporting since it still might be in the game. I've run into the following errors occurring every construction cycle:

Function #2410: Object reference not set to an instance of an object
Function #2409: Object reference not set to an instance of an object
Function #1541: Object reference not set to an instance of an object
Function #114: Object reference not set to an instance of an object

Real stars, about 45 years into a conventional start, 50% research rate. I've just started exploring the stars and these errors started when I had first contact with what I presume are pre-TN aliens (since I detect no ships or shipyards around their colony); perhaps the errors are related to their existence. I've also uploaded the db file in case that would help
 

Offline Demonius

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Re: v1.8.0 Bugs Thread
« Reply #46 on: April 22, 2020, 06:13:02 AM »
Still running 1.6.3 here, but I figured it's still worth reporting since it still might be in the game. I've run into the following errors occurring every construction cycle:

Function #2410: Object reference not set to an instance of an object
Function #2409: Object reference not set to an instance of an object
Function #1541: Object reference not set to an instance of an object
Function #114: Object reference not set to an instance of an object

Real stars, about 45 years into a conventional start, 50% research rate. I've just started exploring the stars and these errors started when I had first contact with what I presume are pre-TN aliens (since I detect no ships or shipyards around their colony); perhaps the errors are related to their existence. I've also uploaded the db file in case that would help

"Please do not post bugs from previous versions unless you confirm they are still present in v1.8.0" quoted from Steve.
 

Offline firsal

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Re: v1.8.0 Bugs Thread
« Reply #47 on: April 22, 2020, 07:38:36 AM »
Still running 1.6.3 here, but I figured it's still worth reporting since it still might be in the game. I've run into the following errors occurring every construction cycle:

Function #2410: Object reference not set to an instance of an object
Function #2409: Object reference not set to an instance of an object
Function #1541: Object reference not set to an instance of an object
Function #114: Object reference not set to an instance of an object

Real stars, about 45 years into a conventional start, 50% research rate. I've just started exploring the stars and these errors started when I had first contact with what I presume are pre-TN aliens (since I detect no ships or shipyards around their colony); perhaps the errors are related to their existence. I've also uploaded the db file in case that would help

"Please do not post bugs from previous versions unless you confirm they are still present in v1.8.0" quoted from Steve.

Turns out this has been fixed already, my bad. ;D

I just figured it was worth reporting despite the earlier version since replication (finding a pre-industrial NPR) seems difficult. 
 

Offline The_Seeker

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Re: v1.8.0 Bugs Thread
« Reply #48 on: April 22, 2020, 08:06:09 AM »
I believe I may have found a bug in missile engine power consumption above racial maximum boost, according to this post: http://aurora2.pentarch.org/index.php?topic=8495.msg102804#msg102804

For a 5 MSP (12.5 Ton) missile engine, 500% boost, with:
Engine Power per MSP: 1 (Internal Confinement Fusion Drive Tech)
Fuel Consumption per EPH: 0.4
Racial Max Power Boost: 2.5

The missile should have (Engine size fuel boost modifier) * (engine power boost modifier) * (linear missile engine power overboost modifier) * (Fuel efficiency modifier) = fuel consumption per power hour:
(SQRT (10 / (12.5/50)) * (5^2.5) * (((5 - 2.5) * 4) + 1) * (0.4) = ~707 Fuel Consumption per Power Hour

In-game, Aurora 1.8 displays a whopping 17,677.67 Fuel Consumption per Power Hour!

I believe absolute fuel consumption is either incorrectly labeled as EPH, or EPH is multiplied by engine power erroneously.
« Last Edit: April 22, 2020, 08:41:54 AM by The_Seeker »
 

Offline k

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Re: v1.8.0 Bugs Thread
« Reply #49 on: April 22, 2020, 08:53:24 AM »
Visual bug on the galactic map window

new 1. 8. 0.  TN - default setting game, 10 year in
 

Offline k

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Re: v1.8.0 Bugs Thread
« Reply #50 on: April 22, 2020, 08:58:53 AM »
Quote from: k link=topic=10990. msg126872#msg126872 date=1587563604
Visual bug on the galactic map window

new 1.  8.  0.   TN - default setting game, 10 year in

It fix itself.  just close and reopen galactic map
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #51 on: April 22, 2020, 09:03:16 AM »
Please add this to known issues:

Minimum distance does not work for move to when it comes to bodies orbiting another body and construction phases.

Example:
Set a ship to move to Venus minimum distance 10 000 000 (10mil km)
Watch it complete the order as it should.
Now pass time through a construction phase, the planet will move in its orbit and the ship you ordered to move to before will now magically jump into 0km range and orbiting the planet.

This has been around since 1.0.

Fixed.
 
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Offline Steve Walmsley (OP)

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Re: Bridge For FACs
« Reply #52 on: April 22, 2020, 09:05:32 AM »
This May be working as intended but

You can't remove the bridge on a Ship even if removing it would make it lower than 1000 tons, going over 1000 tons automatically adds it.  so making FACs is minorly annoying

To Test:
Make a 1001-1050 ton ship and try take off the bridge

This is annoying for if you are adding fuel up to the very max point of 1000 tons go 1 over to go back again and you cant because now the bridge has been added on automatically :/

Only a minor annoyance but not sure if you want to fix it.

I can't reproduce this one. The bridge is removed without a problem.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #53 on: April 22, 2020, 09:06:59 AM »
Selecting a ship in the Naval Organization window with the following design results in this error: "Function #2801: Attempted to divide by zero."

Code: [Select]
Scipio class Missile Defence Base      8,265 tons       460 Crew       763 BP       TCS 165    TH 0    EM 0
1 km/s      Armour 0-50       Shields 0-0       HTK 90      Sensors 0/0/0/0      DCR 1      PPV 150
Maint Life 0.06 Years     MSP 57    AFR 546%    IFR 7.6%    1YR 987    5YR 14,806    Max Repair 200 MSP
Magazine 150   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   


Size 50 Missile Launcher (3)     Missile Size: 50    Rate of Fire 215

This design is classed as a Military Vessel for maintenance purposes

Non-TN start, real stars, should be easy to reproduce, just started a fresh game.

There must be something about that particular ship. Otherwise I would be seeing a lot of bug reports :)

Are you getting the same errors with all ships, or just that one?
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #54 on: April 22, 2020, 09:08:37 AM »
Instant research when setting up a race will research the tech whether it you could afford it or not (not in SM mode). I had 1,400 points left and thought I would only put 1,400 out of the 5,000 points required. Instead it researched the tech to 100%.

Yes, it was that way in VB6 too. I could add something for non-SM mode, but probably easier to leave it flexible and let players decide how to use it.
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #55 on: April 22, 2020, 09:12:52 AM »
Function #2398: Object reference not set to an instance of an object
 
i have one NPR in the game.

right before it shows in the event log it said: This could be due to an action involving a non-player race, or do to fire controls set to open fire without active target.

its not me cause i am on a conventional start.

The bug is in the officer assignment code. I haven't reproduced it, but I have added some extra checks to prevent the error.
 

Offline HeroicHan

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Re: v1.8.0 Bugs Thread
« Reply #56 on: April 22, 2020, 09:49:07 AM »
Version : 1.8
Random Stars
Game Start - SM Galaxy Generation

This problem started in 1.7, but is still present in 1.8
Systems don't link to existing systems, or at least are exceptionally unlikely to. They don't seem to be following local system rules, and will generate beyond the maximum system limit.
I mapped two galaxies, the first in 1.8 C#, the second in 7.1 vb6.
My settings were random stars, 20 galaxy limit, 50%/15 for local connections.

vb6 you get the stringy mess I love so much. There are only 20 available systems. Force generating more causes a crash. Forcing new jump points just makes more connections to the existing systems.
In 1.8 you get lines of systems that simply extend from Sol (or whatever your start point) endlessly, never connecting. It seems to completely ignore the system limit when *exploring*, but if you try to force generate over 20 it still crashes.
 

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Re: Bridge For FACs
« Reply #57 on: April 22, 2020, 10:21:34 AM »
This May be working as intended but

You can't remove the bridge on a Ship even if removing it would make it lower than 1000 tons, going over 1000 tons automatically adds it.  so making FACs is minorly annoying

To Test:
Make a 1001-1050 ton ship and try take off the bridge

This is annoying for if you are adding fuel up to the very max point of 1000 tons go 1 over to go back again and you cant because now the bridge has been added on automatically :/

Only a minor annoyance but not sure if you want to fix it.

I can't reproduce this one. The bridge is removed without a problem.

I had same problem on 1.7.3. I tried to reproduce it at 1.8.0 (default game, decimal separator - period), but I encountered slightly differen issue:

ship slightly above 1000t:


then remove 1 Engineering Space:


Now if you remove bridge it should go below 1000, but I click on the bridge, tonage is changed but bridge remains:


I need to click the bridge again to get rid of it:


There is more strange behavior but it is difficult to explain I actually got situation when I removed component and tonage got up.
« Last Edit: April 22, 2020, 10:36:24 AM by Black »
 

Offline peli082

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Re: v1.8.0 Bugs Thread
« Reply #58 on: April 22, 2020, 10:23:52 AM »
When building a station through construction at the industry tab.  The designs doesn't lock up.
 

Offline HeroicHan

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Re: v1.8.0 Bugs Thread
« Reply #59 on: April 22, 2020, 10:27:13 AM »
Version 1.8
Random Stars
Game Startup - SMing some ground forces.

This may be WAI, but was out of line with the impression I was left with after reading the 17 pages of changes.

My situation: I SM'ed 5x5000 size Formations (with an HQ5000) and 1x12,500 Formation (HQ12,500)
I linked ALL the 5000's to the 12,500.
I set 5% training bonus commanders in all of them, with appropriate command ratings for their HQ's.

My assumptions pre test:
1)I thought commanders in parent formations gave part of their bonuses to attached formations.
2)I thought that attached formations increased the effective size of the parent formation (for bonus calculations, in this example 37,500)

So I'm a little confused when after running some time, max morale on a the 5000 groups with the 5% training commander was still 125. I was expecting something like 20-25% of the parents 5% to add up to a new max of something like 130.
If this IS working as intended, then my question becomes what is the point of these high command limits? I've seen limits of over a million, but unless they have a million size personal formation, it would be wasted.