Author Topic: 3.0 Bugs  (Read 17326 times)

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Offline Steve Walmsley

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« Reply #45 on: May 06, 2008, 07:14:44 AM »
Quote from: "Erik Luken"
Get name does not work from the Ship Window (F6).

Fixed for v3.1

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

Offline Steve Walmsley

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« Reply #46 on: May 06, 2008, 07:15:49 AM »
Quote from: "Erik Luken"
Auto-FC button does not assign turretted weapons or gauss weapons.

It was restricted to lasers and mesons for point defence, although turrets seem to work OK. For v3.1 it works for all weapons with a 5 second recharge time.

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

Offline Steve Walmsley

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« Reply #47 on: May 06, 2008, 07:16:28 AM »
Quote from: "Haegan2005"
I should have a wealth creation of 20, but the income tab shows a WC of 5. Is this a leftover from your chinese modification? I have no financial centres.

Yes, that was the cause. I have removed the lower levels from v3.1

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

Offline Steve Walmsley

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« Reply #48 on: May 06, 2008, 07:20:40 AM »
Quote from: "Charlie Beeler"
Here are a couple more that I've run into.

I've got a 10K carrier with 80 points worth of hanger.  Teh class strike group is 3 size 4.7 escort fighters, 10 size 5.8 strike fighters, and 2 size 3.9 scout fighters using a total 79.9 hanger points.

Using Fast OB with include standard small craft and fighters no fighters are built.
There are no longer any small craft left in Aurora as everything is a "ship". I have removed the checkbox for now and I will find a better way to setup carriers with strikegroups.

Quote
Used FOB to build the needed fighters.  In fighter squadrons (F7) I created the squadrons and assigned fighters to squadrons, squadrons to carriers and selected recover to load squadrons in hangers.  I get an error/warning that the is not enough hanger space for the last fighter.  Even by tonnage the capacity is 4000 and the fighters add up to 3995.
This sounds like some type of rounding problem. I'll see if I can figure it out.

Quote
When I look at the fighter tab in the ship display (F6) no fighters are shown.  They show up in the parasite tab instead.

The parasite tab is the right place for the fighters. The old fighter-only hangar deck has been removed from the game. I have deleted the fighter list and moved the parasite list to the Fighter / Missile tab.

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

Offline Steve Walmsley

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Re: Problem launching fighters
« Reply #49 on: May 06, 2008, 07:21:19 AM »
Quote from: "Father Tim"
Blame the single quote in "Fightin' Samurai"

I have been through the fighter squadron nicknames and corrected those with apostrophes.

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

Offline Steve Walmsley

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« Reply #50 on: May 06, 2008, 07:22:45 AM »
Quote from: "Kurt"
This is a fairly significant one.  

Started a new 3.0 game, just to test it out.  Set up my race as usual, fast-oob'd a small fleet, and got started surveying the system.  I realized I didn't have any freighters, so I designed a standard freighter design, and retooled a SY to build the new freighter design.  I then selected a construction task for that SY, and hit the "Add Task" button.  The SY had two slipways, but by accident I hit the button three times.  I noticed that the available slipways said "-1" at that point, and when I checked the shipyard task screen, it showed three freighters under construction.  When I advanced the time, all three showed 2.4% complete, so work was completed on all three, in spite of the fact that there were only two slipways.  

I tested this by selecting a construction task for the same shipyard, and hit the add task button a bunch of times, so that the available slipways ended up as -15.  This was too many ships for the task screen, but they all seem to be worked on when the time advances.  

Not sure why this is happening as the Add Task button should be greyed out when there are no slipways available. However, I have added an extra check to the code so you will now be prevented from creating a task in a shipyard with no free slipways.

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

Offline Steve Walmsley

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« Reply #51 on: May 06, 2008, 07:24:48 AM »
Quote from: "sloanjh"
I'm getting a path not found on "Flags" when I open the galactic map (F11).  I do have a "Flags" directory in my install directory (I'm using the same directory that I did for 2.4)

It sounds like a particular flag is missing from the directory. If you can figure out which race is causing the problem (by seeing which flag doesn't appear), see what happens if you open the race window. Its possible that if you have some flags missing from the directory, the create race code setup a flag that doesn't exist.

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

Offline Charlie Beeler

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« Reply #52 on: May 06, 2008, 08:04:02 AM »
Quote from: "Steve Walmsley"

The parasite tab is the right place for the fighters. The old fighter-only hangar deck has been removed from the game. I have deleted the fighter list and moved the parasite list to the Fighter / Missile tab.

Steve

That explains why the launch and land buttons on the F6 screen don't work.  Can the release adn recover buttons be modified to function similiar to the F7 screen recover and launch buttons?
« Last Edit: December 31, 1969, 06:00:00 PM by Charlie Beeler »
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Steve Walmsley

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« Reply #53 on: May 07, 2008, 06:48:18 AM »
Quote from: "Charlie Beeler"
The problem comes post battle.  When I recover a damaged fighter it's max speed impact the rest of the TG.  Shouldn't the TG max speed ignore ships in hangers?

The TG speed shouldn't be affected but I have found a bug in the code that means docked ships are included in the speed check in v3.0. Fixed for v3.1

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

Offline Steve Walmsley

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« Reply #54 on: May 07, 2008, 06:50:20 AM »
Quote from: "Father Tim"
Quote from: "Charlie Beeler"
Here are a couple more that I've run into.

I've got a 10K carrier with 80 points worth of hanger.  The class strike group is 3 size 4.7 escort fighters, 10 size 5.8 strike fighters, and 2 size 3.9 scout fighters using a total 79.9 hanger points.
Assuming the program is rounding up fighter sizes, that would be 3 size 5 fighters, 10 size-6 fighters, and 1 size 4 fighter (15+60+4, or 79 spaces), leaving not quite enough room for that last scout.

I'm not sure if that's "working as intended" or not.

That is what is happening and it's not working as intended. The sub routine that checks the total size of docked ships is rounding when it shouldn't. Corrected for v3.1.

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

Offline Steve Walmsley

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« Reply #55 on: May 07, 2008, 06:54:39 AM »
Quote from: "adradjool"
Has anyone else seen a problem with warships undergoing major overhauls?    The clock continues to go up.  Works fine on civilian ships.

Civilian ships don't need major overhauls as they can use the Freighter Maintenance Check order for an instant overhaul at any Commercial Freight Facility. That will also work automatically during the 5-day increment. For warships, please can you double check the maintenance facilities are large enough to handle the size of ship you are trying to overhaul.

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

Offline Steve Walmsley

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« Reply #56 on: May 07, 2008, 06:56:30 AM »
Quote from: "sloanjh"
Hi Steve,

  "survey next 5 bodies" seems moderately broken.  I've now got a survey ship working an asteroid belt around a distant companion star (about a week out by hyperdrive, I think).   It keeps telling me that it can't set up all 5 locations because nothing's within range - it looks like it's finding the nearest guy, but then the ones after that are getting missed.

  Thinking about it, I think this is actually the same bug as the one that sends survey ships zipping across the system.  The closest body appears to be correct, but then the ones after that are far away; in this case probably farther than the distance threshold.

  Setting the order to "survey next body" seems to work around the problem ok.

I have noticed the occasional "zip across the system" problem as well but unfortunately because it's intermittent it's very difficult to pin it down. I will keep looking.

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

Offline Steve Walmsley

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« Reply #57 on: May 07, 2008, 06:57:53 AM »
Quote from: "sloanjh"
Not sure if this is broken or working as intended, but it looks like auto-assign refuses to assign talentless officers to ships.  I have ships without commanders (cheap pickets that only require R1) and commanders without assignment, and the auto-assign now button doesn't change this.  I suspect that if the "score" for the commander taking up the assignment is zero, i.e. if the training rating is 0, then the commander isn't assigned.

That is working as intended. I didn't want talentless officers taking up a post for a whole tour when new officers might be more suitable.

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

Offline Steve Walmsley

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« Reply #58 on: May 07, 2008, 07:00:15 AM »
Quote from: "Erik Luken"
Did you know with max tech, it is possible to build an FTL missile? Unless my brain is futzed, 363600km/s is about 1200 times the speed of light.

Its only about 1.2x the speed of light but the point is still valid. I've added a cap of 300,000 km/s to missile speed.

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

Offline Steve Walmsley

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« Reply #59 on: May 07, 2008, 07:04:20 AM »
Quote from: "sloanjh"
I'm getting a divide-by-zero in PopulatePopGU.  I think it's because I've got a colony world with engineers but no factories.  It hits whenever I make the colony active in the F2 screen, or when I hit a 5-day update while the colony is active (I think).  Doesn't seem to be causing any harm - just something you probably want to clean up.

If you had no actual population (i.e. people) either then I found the bug :)

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