Author Topic: v1.8.0 Bugs Thread  (Read 53777 times)

0 Members and 2 Guests are viewing this topic.

Offline MarcAFK

  • Vice Admiral
  • **********
  • Posts: 2005
  • Thanked: 134 times
  • ...it's so simple an idiot could have devised it..
Re: v1.8.0 Bugs Thread
« Reply #135 on: April 23, 2020, 02:47:38 AM »
Another issue with troop loading. Attempted to load a size 2000 unit into a fleet with 2 ships of 1000 capacity.
I expected this was possible because the total capacity was sufficient, however this didn't work, which may be intended.
However, there was no message about insufficient capacity, the ship continued on its orders as if everything was fine.
" 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.  "
 
The following users thanked this post: Ancalagon

Offline Zhatelier

  • Chief Petty Officer
  • ***
  • Posts: 46
  • Thanked: 19 times
Re: v1.8.0 Bugs Thread
« Reply #136 on: April 23, 2020, 03:13:28 AM »
Another issue with troop loading. Attempted to load a size 2000 unit into a fleet with 2 ships of 1000 capacity.
I expected this was possible because the total capacity was sufficient, however this didn't work, which may be intended.
However, there was no message about insufficient capacity, the ship continued on its orders as if everything was fine.
In VB6 a single ground unit could only be loaded into one transport, I'm expecting that was not changed for C#.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11729
  • Thanked: 20681 times
Re: v1.8.0 Bugs Thread
« Reply #137 on: April 23, 2020, 03:13:48 AM »
Steve, not to be annoying, but did you see my bug report? I think it's a pretty major one.

You will have to be more specific - there are 10 pages in this thread.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11729
  • Thanked: 20681 times
Re: v1.8.0 Bugs Thread
« Reply #138 on: April 23, 2020, 03:15:22 AM »
I am having an issue (only with military fleets so far) where the ships become entirely immobile yet fully functional until they eventually die from lack of repair supplies. 

Edit: I have discovered that the fleet will continue to move if in task force training, but is otherwise immobile.

What the speed set to? Does it have fuel? Are the engines damaged?
 

Offline SerBeardian

  • Warrant Officer, Class 1
  • *****
  • Posts: 75
  • Thanked: 37 times
Re: v1.8.0 Bugs Thread
« Reply #139 on: April 23, 2020, 03:25:10 AM »
1.8.0, confirmed on Discord with 4 people.

Little bit edge case, but:

Turret Prototypes with 0 tracking speed can still be used in turrets.

They also stack infinitely. Anyone up for a Death Star laser made out of 10cm Infrareds?

Quote
Damage Output 3    Rate of Fire 15 seconds     Range Modifier 10,000
Max Range 1,920,000 km     Turret Size 22002.22 HS  (1,100,111 tons)     HTK 11216
Power Requirement 768    Recharge Rate 256
Cost 170308.96    Crew 954
Maximum Tracking Speed: 0 km/s
Development Cost 1703080 RP

Materials Required
Duranium  76.80
Neutronium  68388.64
Boronide  76.80
Corundium  256.0

(yes, it fires many, many 3-damage shots)

Related, but possibly balance more than bug: turrets even designed with 0 tracking speed still have 10k tracking speed listed when added to the ship, which (since they can also be armored, combine HTK from their weapons, have reduced crew requirement, and have zero gear mass), means that a 0-tracking turret is significantly better than the equivalent quantity of weapons.

DB attached.
« Last Edit: April 23, 2020, 03:46:29 AM by SerBeardian »
 
The following users thanked this post: SpikeTheHobbitMage, Tyrannus Rex

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11729
  • Thanked: 20681 times
Re: v1.8.0 Bugs Thread
« Reply #140 on: April 23, 2020, 03:29:13 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.

That does look very odd. Anyone else have a similar problem in Random Stars?
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11729
  • Thanked: 20681 times
Re: v1.8.0 Bugs Thread
« Reply #141 on: April 23, 2020, 03:30:57 AM »
When building a station through construction at the industry tab.  The designs doesn't lock up.

Fixed
 
The following users thanked this post: SpikeTheHobbitMage

Offline Marski

  • Commander
  • *********
  • Posts: 391
  • Thanked: 139 times
Re: v1.8.0 Bugs Thread
« Reply #142 on: April 23, 2020, 03:37:19 AM »
Oh and I forgot to mention in my post last page; The missiles were detected 10 seconds before impact and I immediately set the aliens as "hostile".
I've searched and asked about this problem but have turned up nothing. Last time I had wrong decimal separators that could've caused this, but not this time.

If there's more information I need to add, please do tell me.
 

Offline Tyrannus Rex

  • Petty Officer
  • **
  • Posts: 18
  • Badges? We ain't got no badges! We don't need no b
Re: v1.8.0 Bugs Thread
« Reply #143 on: April 23, 2020, 04:08:11 AM »
Ver 1. 8 fresh install
Sol start
Custom Race
Conventional Start
SM HW minerals and TN tech; 1 NPR
Decimal separator
One day turns (86399 production cycle)

1.  Have been trying to figure out how the economy works and how to get it running appropriately to at least let me run in the black.  Budget will fluctuate from +2 to +12; back again to negative numbers, then positive.  Even though showing a surplus in all budget displays.  Very confusing. 

2.  Set shipyard to continual increase and clicked on blank space above military yard, had Function #618: Object reference not set to an instance of an object.
Don't believe that this is a bug, but could be semi-similar to another bug/error that was reported I believe in 1. 6.

Attaching DB for reference purposes. 
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11729
  • Thanked: 20681 times
Re: v1.8.0 Bugs Thread
« Reply #144 on: April 23, 2020, 04:14:19 AM »
Not sure if this has been reported.   Version 1.  8.  0

I just finished creating freighter design.   Then I created new colony ship class.   I decided that it would be easier to just copy the old class.   Copy goes fine, but when I try to switch The class of this new Freighter - copy, I get "Function 235: Cannot add or insert the item 'Mule' in more than one place.   You must first remove it from its current location or clone it.   Parameter name: node". 

Edit: Once refreshing the design window, it is now visible in Colony Ship section.

I couldn't create this one, but I will watch for it in future.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11729
  • Thanked: 20681 times
Re: v1.8.0 Bugs Thread
« Reply #145 on: April 23, 2020, 04:16:19 AM »
a terraform bug.   You can SM add none as a gas

V1. 8. 0 new game,16 year in, TN start and default setting

Fixed.
 
The following users thanked this post: SpikeTheHobbitMage

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: v1.8.0 Bugs Thread
« Reply #146 on: April 23, 2020, 04:58:38 AM »
Found a problem when I set my tanker/supply ship to join and refuel/resupply fleet that has ships without fuel tanks.

The function number: #854
The complete error text: An attempt was made to divide by zero. (translated from my language)
What you were doing at the time: Most likely caused by command to join and refuel fleet that has ships without fuel tanks
TN start default 1.8.0 game.
Decimal separator is period.
« Last Edit: April 23, 2020, 05:00:21 AM by Black »
 

Offline Marski

  • Commander
  • *********
  • Posts: 391
  • Thanked: 139 times
Re: v1.8.0 Bugs Thread
« Reply #147 on: April 23, 2020, 05:45:27 AM »
Someone in the discord mentioned that they had the same problem and slapped a resolution 1 radar on their ship and the CIWS started firing.
I did the same and lo and behold, it worked.

It would be worthwhile for Steve to add a mention somewhere that CIWS still in fact require a missile detection radar for them to work
 
The following users thanked this post: SpikeTheHobbitMage, Ancalagon

Offline Eretzu

  • Warrant Officer, Class 2
  • ****
  • E
  • Posts: 52
  • Thanked: 22 times
Re: v1.8.0 Bugs Thread
« Reply #148 on: April 23, 2020, 05:47:00 AM »
version 1.  8.  0

Sector governor bonuses are not applied.   I have total mining capacity of 7110 and duranium accessibility is 0.  9.   Production shows 6399 which is as expected. 

Problem is that I also have Sector Governor with 15% mining bonus.   So the actual production should be more than currently. 

Similarly, when I have sector governor with population growth bonus of 20%, the annual growth rate (surface) does not increase.
« Last Edit: April 23, 2020, 05:50:25 AM by Eretzu »
 

Offline Cosinus

  • Warrant Officer, Class 2
  • ****
  • C
  • Posts: 69
  • Thanked: 23 times
Re: v1.8.0 Bugs Thread
« Reply #149 on: April 23, 2020, 05:48:42 AM »
Quote from: Steve Walmsley link=topic=10990. msg127186#msg127186 date=1587633259
Quote from: Eretzu link=topic=10990. msg126920#msg126920 date=1587570705
Not sure if this has been reported.    Version 1.   8.   0

I just finished creating freighter design.    Then I created new colony ship class.    I decided that it would be easier to just copy the old class.    Copy goes fine, but when I try to switch The class of this new Freighter - copy, I get "Function 235: Cannot add or insert the item 'Mule' in more than one place.    You must first remove it from its current location or clone it.    Parameter name: node".   

Edit: Once refreshing the design window, it is now visible in Colony Ship section.

I couldn't create this one, but I will watch for it in future.

Just for reference, I also experienced this bug in 1. 6. 3. , but since I could not reproduce it and 1. 7 was released at that point, I did not report it.  In my case it also happened after I copied a class and tried to change the class designation (like freighter or colony ship), even when I left the designation the same.  It only occurred with one class however and now I can copy that class just fine.  I have no idea what the problem was.