Author Topic: v1.9.2 Bugs Thread  (Read 8848 times)

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Offline Steve Walmsley (OP)

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Re: v1.9.2 Bugs Thread
« Reply #45 on: April 30, 2020, 10:04:02 AM »
I have encountered a bug with PPV calculations.  It first started happening in 1. 6, but I thought i misunderstand the mechanics.  After talking to people on discord, apparently it is a bug.

I have designed a ship which shows a PPV of 36.  A fleet of 6 of them provides 32PPV total.  No components are damaged, the ships are less than two months old.  Removing one ship from the fleet results in a PPV of 27.  The colony view also shows protection of 32, but clearly that doesn't correspond to 6*36.  Below is the ship design and screenshot of the fleet view.

Code: [Select]
Hatsuharu class Missile Boat      996 tons       22 Crew       143.3 BP       TCS 20    TH 88    EM 0
4394 km/s      Armour 1-8       Shields 0-0       HTK 8      Sensors 6/4/0/0      DCR 0      PPV 36
Maint Life 7.44 Years     MSP 84    AFR 16%    IFR 0.2%    1YR 3    5YR 40    Max Repair 43.75 MSP
Magazine 36   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 12 months    Morale Check Required   

Xiao Aero Engines M-INPE-5-175  EP87.50 (1)    Power 87.5    Fuel Use 401.06%    Signature 87.5    Explosion 17%
Fuel Capacity 100 000 Litres    Range 4.5 billion km (11 days at full power)

Yamamoto-Matsuki SSN-6-1 "Toge" Missile Launcher (6)     Missile Size: 6    Hangar Reload 122 minutes    MF Reload 20 hours
Hicks-Stevens FC45-R100-0.8 Missile Fire Control (1)     Range 45.9m km    Resolution 100
Yamamoto-Matsuki SSN-6-1 "Toge" Anti-Ship Missile (6)    Speed: 14 933 km/s    End: 50.3m     Range: 45.1m km    WH: 4    Size: 6    TH: 104/62/31

Hicks-Stevens AS-1B S128-2.5-R100-40M Sensor Array (1)     GPS 3000     Range 40.6m km    Resolution 100
Parker Electronics R-1 EM8-0.5 Warning Receiver (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km
Gadgil-Asani TH1.0-6 Thermal Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

I checked the code and it appears to be working normally.

I notice some of the data is displayed without thousand separators. Any chance your decimal separator is a comma?
 

Offline pwhk

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Re: v1.9.2 Bugs Thread
« Reply #46 on: April 30, 2020, 10:07:00 AM »
v1.9.2

Under "Economics" Window, shipyards. If there are damaged ships of multiple races stationed on the same planet, you can apparently select ships of other races for repair - all damaged ships of other races (and their designs) are shown in the drop downs. Is it intended?
 

Offline Foxxonius Augustus

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Re: v1.9.2 Bugs Thread
« Reply #47 on: April 30, 2020, 10:08:46 AM »
Found a weird bug.  Some ground commanders are generated with absurdly low promotion scores.  I noticed that some of my commanders with the highest Ground Combat Command score (seems to happen when this is over 4 million) were stuck at the lowest or second lowest rank.  I looked at the promotion score, thinking 'maybe there wasn't room at a higher rank' and found that their score was in the low hundreds even though they have better stats than any other commander.

Steps to reproduce.
New game.
Commander Political Bonuses off.
On commander screen hit replace all and give a large number (10000).

This should produce a few commanders that demonstrate this.
 

Offline Inglonias

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Re: v1.9.2 Bugs Thread
« Reply #48 on: April 30, 2020, 10:13:28 AM »
I have encountered a bug with PPV calculations.  It first started happening in 1. 6, but I thought i misunderstand the mechanics.  After talking to people on discord, apparently it is a bug.

I have designed a ship which shows a PPV of 36.  A fleet of 6 of them provides 32PPV total.  No components are damaged, the ships are less than two months old.  Removing one ship from the fleet results in a PPV of 27.  The colony view also shows protection of 32, but clearly that doesn't correspond to 6*36.  Below is the ship design and screenshot of the fleet view.

Code: [Select]
Hatsuharu class Missile Boat      996 tons       22 Crew       143.3 BP       TCS 20    TH 88    EM 0
4394 km/s      Armour 1-8       Shields 0-0       HTK 8      Sensors 6/4/0/0      DCR 0      PPV 36
Maint Life 7.44 Years     MSP 84    AFR 16%    IFR 0.2%    1YR 3    5YR 40    Max Repair 43.75 MSP
Magazine 36   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 12 months    Morale Check Required   

Xiao Aero Engines M-INPE-5-175  EP87.50 (1)    Power 87.5    Fuel Use 401.06%    Signature 87.5    Explosion 17%
Fuel Capacity 100 000 Litres    Range 4.5 billion km (11 days at full power)

Yamamoto-Matsuki SSN-6-1 "Toge" Missile Launcher (6)     Missile Size: 6    Hangar Reload 122 minutes    MF Reload 20 hours
Hicks-Stevens FC45-R100-0.8 Missile Fire Control (1)     Range 45.9m km    Resolution 100
Yamamoto-Matsuki SSN-6-1 "Toge" Anti-Ship Missile (6)    Speed: 14 933 km/s    End: 50.3m     Range: 45.1m km    WH: 4    Size: 6    TH: 104/62/31

Hicks-Stevens AS-1B S128-2.5-R100-40M Sensor Array (1)     GPS 3000     Range 40.6m km    Resolution 100
Parker Electronics R-1 EM8-0.5 Warning Receiver (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km
Gadgil-Asani TH1.0-6 Thermal Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

I checked the code and it appears to be working normally.

I notice some of the data is displayed without thousand separators. Any chance your decimal separator is a comma?

On a whim I ran a quick test of my own, and (at least with a fresh 1.9.2 install), PPV seems to work correctly.
 

Offline Steve Walmsley (OP)

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Re: v1.9.2 Bugs Thread
« Reply #49 on: April 30, 2020, 10:15:38 AM »
No event is generated when alien ruins are found by a geo-survey missile.

I noticed it in a conventional start and re-tested in a TN start. I was using a missile with a geo-survey buoy second stage. It detects minerals and generates events for minerals found without a problem. Finding ruins does not generate an event (whether or not there are minerals along with it). The ruins are detected and become visible in the system view once the survey is complete. It's only the event that appears to be missing.

Tested in 1.9.2 on a fresh game
Decimal separator is '.'
Easy to reproduce

Also true for anomalies and ground survey potential. All fixed.
 
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Offline Steve Walmsley (OP)

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Re: v1.9.2 Bugs Thread
« Reply #50 on: April 30, 2020, 10:20:39 AM »
Since v1.9.0 I am getting "Error #1617 object not set to an instance of an object" every time I load/start game. It started on v1.9.0 and I got same in v1.9.2 here is screen shot. and DBs, (DB copy is V1.90) second is V1.9.2   Game plays okay after I press okay and have found no issues yet.

I've tried both attached databases and the game is loading for me without errors in both cases.
 

Offline Guridan

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Re: v1.9.2 Bugs Thread
« Reply #51 on: April 30, 2020, 10:22:34 AM »
v1. 9. 2
TN start, random stars, 1 year played

Got a "Function #2941: The given key was not present in the dictionary. " while passing time on the tactical map.  Clicked it away and continued with no problems so far.

I'm also getting some transit failure events on occasion even though the jump drives work fine.

Also ran into something I have never seen before, 2 NPR's spawning on the same planet, and it's only 2 jumps from Sol! Dont know if this is supposed to be able to happen or not but I figured it was worth mentioning.  It's a bit inconvenient as I was making diplomatic progress with one of them but the other one refused to talk and shot down my diplomatic ship after a while, now I'm just hoping they will fight each other as I decided to yet again be greedy and spawn with no warships.
 

Offline Steve Walmsley (OP)

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Re: v1.9.2 Bugs Thread
« Reply #52 on: April 30, 2020, 10:23:38 AM »
Version :1. 9. 2
TN Start
Real Stars
Decimal as separator
30 years into game

When creating an engine.  I dropped the Thermal Reduction to Signature 50% Normal.  As soon as that was selected I received a Function #2617:Object reference not set to an instance of an object.

I'm unable to switch it back or change any other setting within that window.  It's not even letting me close the Create Research Project window.  Every click within the window get's the same error. 

I can still open other windows and advance through time.  Seems localised to the create research window.

I closed the game and reopened.  It didn't seem to do it once I reloaded so not sure if a bug or just something on my end.  I will update if I see it again.

I just created an engine with 50% thermal without issues.

However, I notice in your screenshot the race dropdown is blank. Any idea how that happened?
 

Offline Inglonias

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Re: v1.9.2 Bugs Thread
« Reply #53 on: April 30, 2020, 10:30:25 AM »
Function Number: N/A
Complete error text: N/A
Window affected: System view
What was I doing?: Renaming stars en masse
Start type: TN
Random or real stars: Real (though I've seen this in Random stars too)
Decimal Separator: Full stop

Reproduction steps:
1. Discover a few star systems.
2. View one in the system view.
3. Click "Select Name" and choose a name for the star
4. The star is renamed, as expected
5. Trying to select another star from the dropdown at the top of the system view fails with no error. This is resolved by closing and reopening the system view window.
 

Offline Steve Walmsley (OP)

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Re: v1.9.2 Bugs Thread
« Reply #54 on: April 30, 2020, 10:31:14 AM »
The communication bug still persists.
I started a fresh game in 1.9.2 to test if it's still there.
Mostly the regular starting settings aside from no NPRs ('.', Real Stars). I Had one race at Earth and made a second player race at Mars (with an additional colony on Mercury for testing trade once more).
I start passing time and the races try to establish communications as per usual. After a little while, the race on Earth establishes communications with Mars, while the Mars race starts getting a "Communication attempts with the Sol Aliens #191 are stalled as they are refusing to exchange information." from that construction cycle onwards. (pic attached)

I suspect this is merely an oversight of the conditions for establishing communications where established communications no longer fulfil the conditions for the second race to establish communications on their end. Alternative fix, once one side essentially translates the counterpart's language, it could establish communications for both simultaneously.

I've changed the block from 'not attempting communication' to actively blocking communication.

I've also adopted your suggestion that one race establishing communication will establish for both and adding appropriate messaging.
 
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Offline simast

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Re: v1.9.2 Bugs Thread
« Reply #55 on: April 30, 2020, 10:39:21 AM »
I cannot seem to refit a ship of this design:

Code: [Select]
Hammerhead [2048] class Freighter      36 899 tons       97 Crew       377.5 BP       TCS 738    TH 375    EM 0
508 km/s      Armour 1-98       Shields 0-0       HTK 44      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 86    Max Repair 50 MSP
Cargo 25 000    Cargo Shuttle Multiplier 1   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 36 months   

C25/62.5 Nuclear Thermal Engine [2044] (6)    Power 375.0    Fuel Use 11.18%    Signature 62.5    Explosion 5%
Fuel Capacity 1 000 000 Litres    Range 43.6 billion km (993 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

. . .  to this design:

Code: [Select]
Hammerhead [2049] class Freighter      35 636 tons       97 Crew       375.2 BP       TCS 713    TH 375    EM 0
526 km/s      Armour 1-96       Shields 0-0       HTK 44      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 86    Max Repair 50 MSP
Cargo 25 000    Cargo Shuttle Multiplier 1   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 36 months   

C25/62.5 Nuclear Thermal Engine [2049] (6)    Power 375.0    Fuel Use 10.06%    Signature 62.5    Explosion 5%
Fuel Capacity 1 000 000 Litres    Range 50.2 billion km (1104 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

The shipyard is retooled for Hammerhead [2048].  Ship is undamaged.  I think both build cost and size of both designs is within 20% gap.

Attached a DB if you want to take a look.
 

Offline TheDeadlyShoe

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Re: v1.9.2 Bugs Thread
« Reply #56 on: April 30, 2020, 10:45:28 AM »
When looking at a survey ship in Naval Org, Geo Survey Points are being multiplied by the Survey Speed game setting but Grav Survey Points are not.  Confirmed by altering setting from 50% to 100% and rechecking. Unclear if this is a display bug or an actual bug. 1.9.2, game started in 1.9.0, correct decimal separator, TN start, real stars.

Edit: @Simast, do the ships have different Armors? The ship having a different armor tech plus the difference in tonnage might be enough to make it non-refit.
« Last Edit: April 30, 2020, 10:47:24 AM by TheDeadlyShoe »
 

Offline simast

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Re: v1.9.2 Bugs Thread
« Reply #57 on: April 30, 2020, 10:48:28 AM »
Minor issue: "Keep Tactical in Background" option is not saved and is always reset when restarting game.
 

Offline Steve Walmsley (OP)

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Re: v1.9.2 Bugs Thread
« Reply #58 on: April 30, 2020, 10:49:10 AM »
V 1. 9. 2
Conventional Start
Real Star
Windows Format changed to U. K. -> Decimal Seperator ". "

Calculation Bug Mining Tab/Production

In the bottom list, where all mines are displayed, the mining output of 1 Conventional Industry is equal to 0. 1 Mines.
But in the Mining Output per mineral in the top of the mining tab 1 Conventional Industry is equal to 0. 15 Mines. 

Example from a fresh con.  Start game:
The bottom list shows: (No Governor/10 Tons Mining Tech)
800 Con.  Industries => Total mining output 800 tons/year (800 * 10 * 0. 1)

And in the Top:
Total Mining Output for Duranium, Acc.  1. 0 => 1,200 tons/year (800 * 10 * 0. 15)

Actual production is correct. The Mining Modifiers section had a hard coded value for conventional mining. Fixed now.
 
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Offline simast

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Re: v1.9.2 Bugs Thread
« Reply #59 on: April 30, 2020, 10:53:51 AM »
Quote from: TheDeadlyShoe link=topic=11159.  msg129439#msg129439 date=1588261528
Edit: @Simast, do the ships have different Armors? The ship having a different armor tech plus the difference in tonnage might be enough to make it non-refit. 
Yes, they do have different armor types.   How does armor affect refit mechanics exactly? Cant find anything about this in the Aurora C# changes post.   Btw, I have another set of ship designs with different armor that I am able to refit.