Author Topic: 3.0 Bugs  (Read 22859 times)

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Offline IanD

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« Reply #135 on: June 24, 2008, 11:34:19 AM »
Quote
This sounds like a bug. My recollection is that if you try to give the TF an order, you'll see something like "abandon overhaul". The fact that you're not in orbit might screw this up, however.

Thanks John.
I have tried giving orders, cancelling them and reissuing them. No joy. To compound the problem, I put 5 freighters into a minor overhaul in Earth orbit, and they refuse to come out of it whatever I do!! I think your answer is the only one viable, delete the ships and OOB new ones.

:oops: Having tried another order I now have an option to abandon the Freighter overhaul, still no joy with the jump ship though.

Regards
« Last Edit: December 31, 1969, 06:00:00 PM by IanD »
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Offline IanD

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« Reply #136 on: June 24, 2008, 04:49:59 PM »
For the second time I have had a game killed by an "Error 6 was generated by Aurora please report to Steve Walmsley@etc" I had just moved the last ship from a task force without first deleting orders for the task force. It would help us novices if you could stop the program crashing at this point  - Please!!!!
Regards
« Last Edit: December 31, 1969, 06:00:00 PM by IanD »
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Offline Kurt

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« Reply #137 on: June 24, 2008, 05:38:55 PM »
Quote from: "IanD"
For the second time I have had a game killed by an "Error 6 was generated by Aurora please report to Steve Walmsley@etc" I had just moved the last ship from a task force without first deleting orders for the task force. It would help us novices if you could stop the program crashing at this point  - Please!!!!
Regards


I had this too, and I think it is related to the fact that once you remove the last ship, the Task Group's speed is reduced to 1, which causes massive problems when Aurora tries to calculate the time to complete the remaining orders.  

Steve, perhaps this could be solved by having Aurora automatically delete any remaining orders when the last ship is removed from a task group?

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »
 

Offline IanD

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« Reply #138 on: June 25, 2008, 11:15:43 AM »
A minor bug, when you scrap a ship on the task force screen it registers as "reactivating".
Regards
« Last Edit: December 31, 1969, 06:00:00 PM by IanD »
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Offline SteveAlt

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« Reply #139 on: June 29, 2008, 08:24:53 AM »
Quote from: "Kurt"
Quote from: "IanD"
For the second time I have had a game killed by an "Error 6 was generated by Aurora please report to Steve Walmsley@etc" I had just moved the last ship from a task force without first deleting orders for the task force. It would help us novices if you could stop the program crashing at this point  - Please!!!!
Regards

I had this too, and I think it is related to the fact that once you remove the last ship, the Task Group's speed is reduced to 1, which causes massive problems when Aurora tries to calculate the time to complete the remaining orders.  

Steve, perhaps this could be solved by having Aurora automatically delete any remaining orders when the last ship is removed from a task group?

I have added some code to do that. Whenever speed is checked, such as when a ship is moved from one TG to another, if there are no ships in the fleet then all orders are deleted.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline SteveAlt

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« Reply #140 on: June 29, 2008, 08:31:04 AM »
Quote from: "IanD"
A minor bug, when you scrap a ship on the task force screen it registers as "reactivating".
Regards

There is no way to scrap a ship on the Task Force screen or the Task Group screen (at least I think so). Do you mean on the Population and Production window? I have tried adding a Scrap task and it shows up correctly.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline SteveAlt

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« Reply #141 on: June 29, 2008, 08:34:10 AM »
Quote from: "backstab"
ERROR IN COMET MOTION
Error 5 was generated by Aurora
Invalid Procedure Call or argument

Any Idea on this Bug ???

This is an error generated by the code that moves comets but I don't which part of that code is being affected. Do you get this error every 5-day increment and how many times does it appear? Did it start appearing midway through a game (presumably after you generated a system with some comets) or has it always been there?

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline SteveAlt

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« Reply #142 on: June 29, 2008, 08:45:06 AM »
Quote from: "IanD"
Not sure if this is a bug or a feature?

I have the Battlefleet in orbit around the home world and gave it the order to load ordnance. I got the response on the events window that it could not comply with the order because "there shipyard tasks associated with the fleet". The tasks in question were three new builds just started slated to join the Battlefleet in about 3 years!

Any explanation welcome.

That's a feature. It's to prevent you sending new construction to a task group that just sailed off into the sunset. When you start a new race, there is a task group called Shipyard TG. The best option is to assign that as the default task group for all your shipyards and then move ships from there into the appropriate task groups after construction.

To make this easier in v3.1 I will assign the Shipyard TG task group as the default task group for all shipyards during race creation.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline SteveAlt

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« Reply #143 on: June 29, 2008, 09:01:03 AM »
Quote from: "James Patten"
Quote from: "James Patten"
Also today had a problem where I click on the bottom shipyard and got a null problem in the construction/refit section of the window.  The title of the ship to be built is blank.  An error message popped up but I didn't write it down.

I have to retract this bug, but this error was caused by another bug.

The reason I was getting a null error was because the ship the yard was tooled to work on was larger than the shipyard.  The yard was 5000 tons, the ship design was originally 5000 tons but had become 5050 tons.  When I looked into it I remembered another bug I occasionally come across.

My original design for the ship brought the "actual" tonnage right up to 5000 tons, with addition of some small fuel tanks (10 ton each).  When I checked the design it had turned into 5005 actual tonnage.  I've run into this before with other ships, all I do is remove one of the small fuel tanks, it subtracts 15 tons, and add the small tank back in which only adds 10 tons.

I have seen this too. For some reason, adding something may take the ship size to 100 but deducting something may leave it at 100.1. For the moment if you find this problem, either remove something and then add it back in or move off the design and re-select it, which will reset the lower value. I will look into what is causing the problem.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline sloanjh

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« Reply #144 on: June 29, 2008, 09:43:34 AM »
Quote from: "SteveAlt"
I have seen this too. For some reason, adding something may take the ship size to 100 but deducting something may leave it at 100.1. For the moment if you find this problem, either remove something and then add it back in or move off the design and re-select it, which will reset the lower value. I will look into what is causing the problem.

I've always assumed that this was a rounding error due to the armor calculation formula being non-linear.  I think its frequency went down significantly when you went to fractional armor sizes, i.e. it used to be a lot worse when the granularity was 1 HS.

Do you have any spots on the design screen where adding or subtracting a component calculates a change in hull size, as opposed to having a single routine that calculates size from scratch and is always called when the design changes?

IIRC this could be worked around by switching to a different class in the F5 screen, then switching back - I think that triggers a size recalculation (but I could be wrong).

John
« Last Edit: December 31, 1969, 06:00:00 PM by sloanjh »
 

Offline SteveAlt

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« Reply #145 on: June 29, 2008, 10:49:48 AM »
Quote from: "sloanjh"
Quote from: "SteveAlt"
I have seen this too. For some reason, adding something may take the ship size to 100 but deducting something may leave it at 100.1. For the moment if you find this problem, either remove something and then add it back in or move off the design and re-select it, which will reset the lower value. I will look into what is causing the problem.
I've always assumed that this was a rounding error due to the armor calculation formula being non-linear.  I think its frequency went down significantly when you went to fractional armor sizes, i.e. it used to be a lot worse when the granularity was 1 HS.

Do you have any spots on the design screen where adding or subtracting a component calculates a change in hull size, as opposed to having a single routine that calculates size from scratch and is always called when the design changes?

IIRC this could be worked around by switching to a different class in the F5 screen, then switching back - I think that triggers a size recalculation (but I could be wrong).

It is related to armour as it's the amount of armour that is different between adding and subtracting. However, whether you add, subtract, or change classes, its all done in the same calculation. Armour isn't done from scratch, which is no doubt the cause of the problem, because I didn't want older classes suddenly updating to the latest armour type. However, what isn't clear is why the same calculation produces different results for subtraction vs addition/recalculation. I think its probably because the post-subtraction calculation is working out the new amount of armour based on a class size calculation that excludes the subtracted system but not the additional armour used by that system before it was subtracted - if that makes sense :)

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline SteveAlt

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« Reply #146 on: June 29, 2008, 11:02:16 AM »
Quote from: "SteveAlt"
It is related to armour as it's the amount of armour that is different between adding and subtracting. However, whether you add, subtract, or change classes, its all done in the same calculation. Armour isn't done from scratch, which is no doubt the cause of the problem, because I didn't want older classes suddenly updating to the latest armour type. However, what isn't clear is why the same calculation produces different results for subtraction vs addition/recalculation. I think its probably because the post-subtraction calculation is working out the new amount of armour based on a class size calculation that excludes the subtracted system but not the additional armour used by that system before it was subtracted - if that makes sense :)

The ship class design code now sets the amount of armour to 0.1 units before doing the whole calculation. This retains the correct armour type and forces the routine to calculate the correct armour, without potentially being affected by armour retained from a version of the class that included an extra system.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline SteveAlt

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« Reply #147 on: June 29, 2008, 11:10:11 AM »
Quote from: "Erik Luken"
The second part there almost looks like you had the task area set to refit, but there was no class defined.

I have added some code to prevent this error and let the user know the problem.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline SteveAlt

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« Reply #148 on: June 29, 2008, 11:41:47 AM »
Quote from: "James Patten"
Fleet special orders "When fuel less than 20%" doesn't appear to kick in until fuel is at 10% or less.

I can't reproduce this one. There are conditional orders for both 20% or less and 10% or less. Please could you check that it is the 20% that is selected.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline SteveAlt

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« Reply #149 on: June 29, 2008, 11:51:40 AM »
Quote from: "IanD"
Quote
Doh! I have been looking around the Task Group and the Ships window, searching for a button to cancel the overhaul (yes, i meant overhaul). Never realized, I could simply order them to stop overhauling

OK, I'll bite. I am being particularly dense, but just how do I issue a ship with the order abandon overhaul. I have a jump tender (classed as a non-combatant) which had orders to move to Earth and begin overhaul, but began its overhaul just inside the orbit of Jupiter. I have tried all the screens etc. the answer must be obvious, but it eludes me
Regards

I have no idea what is happening here. I have issued a lot of overhaul orders and never seen this so there is definitely something weird going on. The overhaul order can only be given if the destination is a population with maintenance facilities so there should be no way for a ship to suddenly start an overhaul in deep space.  Does the ship list on the task group window have " - Major Overhaul" next to each ship? Also, what is in the Plotted Moves list and is the fleet still moving? I just want to check you are not confusing the current order with the actual overhaul as a fleet will show the overhaul order on the system map while it is en route but the overhaul won't start until it arrives.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »