Author Topic: 3.0 Bugs  (Read 22375 times)

0 Members and 1 Guest are viewing this topic.

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5687
  • Thanked: 414 times
  • Forum Admin
  • Discord Username: icehawke
(No subject)
« Reply #90 on: May 23, 2008, 01:37:05 PM »
Quote from: "Erik Luken"
I had a battle in which one side never fired, even though event log entries show a 100% chance to hit. The ship designs in the fight were

Side one
Code: [Select]
Tatsumaki class Destroyer Escort    4550 tons     319 Crew     491 BP      TCS 91  TH 125  EM 240
1373 km/s     Armour 3-24     Shields 8-225     Sensors 5/5/0/0     Damage Control 0-0     PPV 39
Replacement Parts 5    

Kuat Drives NT Engine (5)    Power 25    Efficiency 0.90    Signature 25    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 22.0 billion km   (185 days at full power)
Solon Magnetics Class B Shield Generator (5)   Total Fuel Cost  68 Litres per day

Quad Gauss Cannon R2-100 Turret (1x8)    Range 20,000km     TS: 10000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
HCD PD Suite (1)    Max Range: 48,000 km   TS: 12800 km/s     79 58 38 17 0 0 0 0 0 0

HCD Close Search Scanner (1)     GPS 12     Range 120k km    Resolution 1
HCD Thermal Scanners (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
HCD EM Scanner (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

Code: [Select]
Alacorn class Missile Destroyer    4100 tons     463 Crew     453 BP      TCS 82  TH 125  EM 240
1524 km/s     Armour 3-22     Shields 8-225     Sensors 5/5/0/0     Damage Control 0-0     PPV 24
Magazine 204    Replacement Parts 5    

Kuat Drives NT Engine (5)    Power 25    Efficiency 0.90    Signature 25    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 24.4 billion km   (185 days at full power)
Solon Magnetics Class B Shield Generator (5)   Total Fuel Cost  68 Litres per day

Racheta Medium Missile Launcher (4)    Missile Size 6    Rate of Fire 90
HCD Missile Control Suite (1)     Range 14.4m km    Resolution 40
AS-1 Glaive (34)  Speed: 10000 km/s   End: 27.8 minutes    Range: 16.7m km   Warhead: 10    MR: 12    Size: 6

HCD Class 12 Active Search Scanner (1)     GPS 1200     Range 12.0m km    Resolution 100
HCD Thermal Scanners (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
HCD EM Scanner (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

6 Tatsumaki and 2 Alacorn

Side 2
Code: [Select]
Woden class Cruiser    3700 tons     348 Crew     323 BP      TCS 74  TH 125  EM 300
1689 km/s     Armour 3-21     Shields 10-300     Sensors 5/5/0/0     Damage Control 0-0     PPV 10
Replacement Parts 5    

Nuclear Thermal Engine E10 (5)    Power 25    Efficiency 1.00    Signature 25    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 24.3 billion km   (166 days at full power)
Alpha R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

Thermal Torpedo R6 C1 (2)    Range 20,000km     TS: 1689 km/s     Power 5-1    ROF 25        2 2 2 2 2 2 0 0 0 0
Fire Control S01 10-1000 (1)    Max Range: 20,000 km   TS: 1000 km/s     50 0 0 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (1)     Total Power Output 15    Armour 0    Exp 5%

Active Search Sensor S12-R100/100 (1)     GPS 1200     Range 12.0m km    Resolution 100
Thermal Sensor TH1-5/100 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Detection Sensor EM1-5/100 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

3 Woden

Initial range was 45k with the Hathari (Side 1), orbiting a moon of the Darkmoor planet (Side 2). The Hathari opened fire with 2 salvoes of 4 AS-1 Glaive. At that point, the Darkmoor opened fire and closed to 20,000 km. The Tatsumaki were configured for PD. With no fire from the Wodens, the Darkmoor closed to 0 km. After the first Woden blew, the Tatsumaki were reconfigured to fire offensively. Neither the Wodens or the Tatsumakis ever fired once even though Active sensors were active on both sides, and firing orders were given, along with targeting information.

Both sides could see each other, as I kept getting tech scan events. The Darkmoors collected around 400pts on Fuel Efficiency 1 during the battle.
Is there something I'm missing completely, or is this some bizarre bug?

From what I can tell it is torpedos and gauss cannons that are not firing. The Darkmoor lost a second fleet (6 Woden) to the Hathari with no shots fired by the Darkmoor. They've since created a laser armed ship and started production on it. The Hathari are waiting on Troop transports to be built (and facing a severe mineral crunch). The new Darkmoor design incorporates lasers and GC for point defense.

Code: [Select]
Gotterdammerung class Cruiser    6550 tons     731 Crew     478 BP      TCS 131  TH 250  EM 300
1908 km/s     Armour 1-31     Shields 10-300     Sensors 5/5/0/0     Damage Control 0-0     PPV 38
Replacement Parts 5    

Nuclear Thermal Engine E10 (10)    Power 25    Efficiency 1.00    Signature 25    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 13.7 billion km   (83 days at full power)
Alpha R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

10cm C2 Infrared Laser (6)    Range 20,000km     TS: 1908 km/s     Power 3-2     RM 1    ROF 10        3 1 0 0 0 0 0 0 0 0
Gauss Cannon R1-100 (2)    Range 10,000km     TS: 1908 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
15cm C2 Plasma Carronade (2)    Range 20,000km     TS: 1908 km/s     Power 6-2     RM 1    ROF 15        6 3 0 0 0 0 0 0 0 0
Fire Control S01 10-1000 (4)    Max Range: 20,000 km   TS: 1000 km/s     50 0 0 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (2)     Total Power Output 30    Armour 0    Exp 5%

Active Search Sensor S12-R100/100 (1)     GPS 1200     Range 12.0m km    Resolution 100
Active Search Sensor S12-R1/100 (1)     GPS 12     Range 120k km    Resolution 1
Thermal Sensor TH1-5/100 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Detection Sensor EM1-5/100 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5687
  • Thanked: 414 times
  • Forum Admin
  • Discord Username: icehawke
(No subject)
« Reply #91 on: May 23, 2008, 03:07:31 PM »
Using the Renumber button on the ship class screen results in duplicates.

I renumbered my Alacorns on upgrade to Alacorn B's. I then proceded with new construction. The new units have the same numbers as the old Alacorns.

Though hitting the renumber again fixed the issue.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Kurt

  • Gold Supporter
  • Vice Admiral
  • *****
  • Posts: 1893
  • Thanked: 3891 times
  • 2024 Supporter 2024 Supporter : Supporter of the forum for 2024
    2023 Supporter 2023 Supporter : Supporter of the forum in 2023
    2021 Supporter 2021 Supporter :
(No subject)
« Reply #92 on: May 23, 2008, 03:37:40 PM »
[quote="Erik Luken]
From what I can tell it is torpedos and gauss cannons that are not firing. The Darkmoor lost a second fleet (6 Woden) to the Hathari with no shots fired by the Darkmoor. They've since created a laser armed ship and started production on it. The Hathari are waiting on Troop transports to be built (and facing a severe mineral crunch). The new Darkmoor design incorporates lasers and GC for point defense.
[/quote]

Out of curiousity, what do the logs say about what is going on?  Are the ships targeting each other, but not firing?  Do the logs give any hint about what is going on?

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

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5687
  • Thanked: 414 times
  • Forum Admin
  • Discord Username: icehawke
(No subject)
« Reply #93 on: May 23, 2008, 03:43:25 PM »
Quote from: "Kurt"
[


The logs show the ship not firing even though they are in range and greater than 0% to hit.

I should have exported the log and saved that part but didn't think of it until it was long gone. And I just checked the db, it gets wiped out of there too. The Hathari are planning to go back into the Darkmoor system soon (as soon as the Jenner C's are done with refits). I'll Fast OOB some Woden's into the Darkmoor fleet, since I've only been building the new Gotterdammerung class.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5687
  • Thanked: 414 times
  • Forum Admin
  • Discord Username: icehawke
(No subject)
« Reply #94 on: May 25, 2008, 06:25:09 PM »
Here's a screen of the duplicate weapons on the Combat screen.

The selected ship is one of the Jenner C's. The Jenner C refit the Jenner B with newer armor and replaced the VL lasers with UV lasers.

[attachment deleted by admin]
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5687
  • Thanked: 414 times
  • Forum Admin
  • Discord Username: icehawke
(No subject)
« Reply #95 on: May 25, 2008, 06:26:03 PM »
As a side to the above, hitting clear resets it.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5687
  • Thanked: 414 times
  • Forum Admin
  • Discord Username: icehawke
(No subject)
« Reply #96 on: June 04, 2008, 01:50:38 PM »
When using the SM Race option on creating a starting game, when you rename the homeworld, it does it for the SM Race, not the created race.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5687
  • Thanked: 414 times
  • Forum Admin
  • Discord Username: icehawke
(No subject)
« Reply #97 on: June 04, 2008, 06:46:39 PM »
Adding EM and Thermal scanners to missiles adds not the MSP used but the strength of the scanner to the missile.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5687
  • Thanked: 414 times
  • Forum Admin
  • Discord Username: icehawke
(No subject)
« Reply #98 on: June 05, 2008, 12:22:29 PM »
If you hit Add Task on the shipyard for a refit and there is no ship in orbit, you get a task of "Refit ship x to ship y - No ship in orbit".

I've not checked to see if this will "grow" a new ship, but I suspect it might. Or crash horribly.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5687
  • Thanked: 414 times
  • Forum Admin
  • Discord Username: icehawke
(No subject)
« Reply #99 on: June 05, 2008, 12:38:00 PM »
Created a fighter -
Code: [Select]
SturmFuer class Fighter    290 tons     33 Crew     71.1 BP      TCS 5.8  TH 18  EM 0
6206 km/s     Armour 1-3     Shields 0-0     Sensors 1/0/0/0     Damage Control 0-0     PPV 2

Kuat Drives Twin Ion Engine (1)    Power 36    Efficiency 80.00    Signature 18    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 0.8 billion km   (34 hours at full power)

Krupulon Arms 100mm Fighter Laser (1)    Range 64,000km     TS: 6206 km/s     Power 3-1     RM 3    ROF 15        3 3 3 2 1 1 0 0 0 0
HCD Fighter Suite (1)    Max Range: 64,000 km   TS: 12800 km/s     84 69 53 37 22 6 0 0 0 0
Saern Fighter Plant (1)     Total Power Output 6    Armour 0    Exp 5%

This design is classed as a fighter for production and combat purposes


Then created a carrier. The Fighter/Ordnance tab shows a size per fighter of 4.8 which seems right. However the carrier display shows a size per fighter of 5.8.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5687
  • Thanked: 414 times
  • Forum Admin
  • Discord Username: icehawke
(No subject)
« Reply #100 on: June 05, 2008, 01:53:56 PM »
Got a fleet of 5 construction ships. Attached a tanker since they are light in the fuel storage area. Conditional order to refuel at nearest tanker when under 20%.

They ran out of fuel, even though the tanker is at 98%. The construction ships did not refuel from their own tanker. :(
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5687
  • Thanked: 414 times
  • Forum Admin
  • Discord Username: icehawke
(No subject)
« Reply #101 on: June 05, 2008, 02:15:45 PM »
Quote from: "Erik Luken"
Got a fleet of 5 construction ships. Attached a tanker since they are light in the fuel storage area. Conditional order to refuel at nearest tanker when under 20%.

They ran out of fuel, even though the tanker is at 98%. The construction ships did not refuel from their own tanker. :(


I changed the conditional to refuel at nearest tanker in 4 jumps and they used their own tanker to refuel.

It seems that the colony check takes precedence over the tankers. Maybe swap that around?
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5687
  • Thanked: 414 times
  • Forum Admin
  • Discord Username: icehawke
(No subject)
« Reply #102 on: June 06, 2008, 12:11:28 AM »
There's something wrong with the "Load colonists at Capital (max 4 jumps)" order. I've got a chain that looks like this:

Capital --- Sys 1 --- Sys 2 --- Colony

Sys 2 has a colony with ~10m pop and is a sector capital. The colony fleet will take colonists from the Capital and unload them at the colony, but then generates an event saying "No acceptable destination in range". By my count that's only 3 hops and should be in range. Unless it is counting the sector as a capital rather than the Imperial capital?
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline backstab

  • Lieutenant
  • *******
  • b
  • Posts: 172
  • Thanked: 2 times
(No subject)
« Reply #103 on: June 08, 2008, 11:21:08 PM »
Every time I advance the game 30 days, I get a ERROR 3421 was generated by DAO.Field data type conversion error.
« Last Edit: December 31, 1969, 06:00:00 PM by backstab »
Move foward and draw fire
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5687
  • Thanked: 414 times
  • Forum Admin
  • Discord Username: icehawke
(No subject)
« Reply #104 on: June 08, 2008, 11:47:55 PM »
Quote from: "backstab"
Every time I advance the game 30 days, I get a ERROR 3421 was generated by DAO.Field data type conversion error.


On the error box, it will say Error in (something). That will help Steve find it :)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »