Author Topic: 3.0 Bugs  (Read 18845 times)

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Offline Steve Walmsley

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« Reply #15 on: April 24, 2008, 08:23:02 AM »
Quote from: "Manekaalecto"
Error in SetupSensorChecks

Error 3058 was generated by DAO.Recordset
Index and ?basic?/?fundamental? key cannot contain Null value.

Second line (shows on my computer in Polish) is  translated. As I do not work with Access, I do not know which word should be there.
Step 1 day - error shows every 5 days. Step 5 days - the same. Step 30 days - only 1 error.

Nothing serious - does not affect game play so far, but strange.

I can't reproduce it yet but I have been changing this area for v3.1 so its possible I have already fixed it.

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

Offline Charlie Beeler

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« Reply #16 on: April 24, 2008, 05:02:58 PM »
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.

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.

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

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Problem launching fighters
« Reply #17 on: April 24, 2008, 09:39:57 PM »
task force has 10 carriers.  When launching the squadron from the 8th I get this error:

Error 3075...
syntax error (missing operator) in query expression 'raceid=587 and fleetname = Squadron #8 - fightin' samuri...

This error appears in a loop.  After cycling over 400 times I had to kill the application.  This has caused a terminal error in attempting to resume the game from the fail point.
« 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 Father Tim

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Re: Problem launching fighters
« Reply #18 on: April 24, 2008, 11:25:09 PM »
Quote from: "Charlie Beeler"
task force has 10 carriers.  When launching the squadron from the 8th I get this error:

Error 3075...
syntax error (missing operator) in query expression 'raceid=587 and fleetname = Squadron #8 - fightin' samuri...

This error appears in a loop.  After cycling over 400 times I had to kill the application.  This has caused a terminal error in attempting to resume the game from the fail point.


Blame the single quote in "Fightin' Samurai"
« Last Edit: December 31, 1969, 06:00:00 PM by Father Tim »
 

Offline Charlie Beeler

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Re: Problem launching fighters
« Reply #19 on: April 25, 2008, 04:55:27 PM »
Quote from: "Father Tim"
Quote from: "Charlie Beeler"
task force has 10 carriers.  When launching the squadron from the 8th I get this error:

Error 3075...
syntax error (missing operator) in query expression 'raceid=587 and fleetname = Squadron #8 - fightin' samuri...

This error appears in a loop.  After cycling over 400 times I had to kill the application.  This has caused a terminal error in attempting to resume the game from the fail point.

Blame the single quote in "Fightin' Samurai"


doh!!  I should have recognized that one.  I thought it was wierd that only that squadron was having trouble.
« 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 Cassaralla

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« Reply #20 on: April 25, 2008, 07:36:52 PM »
Quote from: "Steve Walmsley"
Quote from: "Manekaalecto"
Error in SetupSensorChecks

Error 3058 was generated by DAO.Recordset
Index and ?basic?/?fundamental? key cannot contain Null value.

Second line (shows on my computer in Polish) is  translated. As I do not work with Access, I do not know which word should be there.
Step 1 day - error shows every 5 days. Step 5 days - the same. Step 30 days - only 1 error.

Nothing serious - does not affect game play so far, but strange.
I can't reproduce it yet but I have been changing this area for v3.1 so its possible I have already fixed it.

Steve


Getting this error as well now.  Only thing I think of that was different once it popped up was that I'd just started building fighters.  Might be to do with that, could be something completely different.
« Last Edit: December 31, 1969, 06:00:00 PM by Cassaralla »
 

Offline Kurt

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« Reply #21 on: April 25, 2008, 07:54:28 PM »
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.  

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

Offline sloanjh

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« Reply #22 on: April 26, 2008, 03:17:16 PM »
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)

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

Offline sloanjh

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« Reply #23 on: April 26, 2008, 11:26:56 PM »
You might want to check the hyperdrive cut-out code.  I had a survey ship working on the moons of a planet just outside the hyper limit while in hyperdrive.  When it was done it decided to go after a comet on the opposite side of the system, and happily motored deep into the system (and the hyper limit) on hyper.  Note that this was the system primary.

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

Offline Charlie Beeler

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« Reply #24 on: April 27, 2008, 09:49:12 AM »
This may have too do with how I added fighters to my carriers.

In the FOB I added the fighters to the battle task group that contained the carriers.  Then built the squadrons in F7 and assigned them to carriers followed by recovering said squadrons with the F7 screen.  While embarked the fighters show as members of the parent task group on the F12 screen and are tagged as embarked on thier assigned mothership.

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?
« 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 sloanjh

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« Reply #25 on: April 27, 2008, 07:06:18 PM »
Hey Steve.....remember that performance optimization I asked for in "survey next 5 system bodies"?  I think it might have introduced a bug.  Twice now I've had a survey ship decide to go tearing off across the system when there's something (actually quite a few somethings) closer to look at.  The first time it went chasing a comet when it was in the middle of survey a gas giant's moons; this time it's in a big asteroid belt and decided to go after asteroid #3.  I guess from a role-playing point of view this just means that the Captain has some "interesting" ideas about the efficient utilization of his vessel :-)

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

Offline schroeam

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« Reply #26 on: April 28, 2008, 02:17:41 AM »
Has anyone else seen a problem with warships undergoing major overhauls?    The clock continues to go up.  Works fine on civilian ships.
« Last Edit: December 31, 1969, 06:00:00 PM by adradjool »
 

Offline Laurence

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« Reply #27 on: April 28, 2008, 08:45:48 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.

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.

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


I've had the same situation.  My carrier design should be able to hold one more and won't take the last one in (out of space warning).   Also seeing fighters acting only as parasites and not showing up on the old fighter tab.

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

Offline ZimRathbone

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« Reply #28 on: April 28, 2008, 05:39:02 PM »
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.


Yes I've seen that behaviour in 2.6 (IIRC),  however I had No Overhauls Needed ticked on the Game Details screen so I was not sure that it was a genuine fault.

I haven't got round to re-trying it, or to D/L 3.0 for that matter.

RL(tm) is just too busy.

Slainthe

Mike
« Last Edit: December 31, 1969, 06:00:00 PM by ZimRathbone »
Slàinte,

Mike
 

Offline Father Tim

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« Reply #29 on: April 29, 2008, 03:29:47 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.  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.
« Last Edit: December 31, 1969, 06:00:00 PM by Father Tim »