Author Topic: v1.9.5 Bugs Thread  (Read 69390 times)

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Offline Bughunter

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Re: v1.9.5 Bugs Thread
« Reply #90 on: May 08, 2020, 03:42:23 PM »
It seems you can prototype a Gauss cannon, then use that prototype in a turret, then prototype the turret, and then research the turret without ever researching the component gauss cannon.  Researching the gauss cannon first does not seem to change the RP needed to research the turret.

The function number  NA

The complete error text NA

The window affected Turret Design and/or Class Design and/or Research

What you were doing at the time Setting up a TN game using instant research within the points limit (SM mode off).  All testing was done using instant research.

Conventional or TN start TN

Random or Real Stars Random

Is your decimal separator a comma? No

Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce.

I believe this is WAI. If you have the same gauss cannon both as a prototype and non-prototype the research points for the turret doesn't change. It seems those RP are for the turret itself and the gun is always separate.
 

Offline skoormit

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Re: v1.9.5 Bugs Thread
« Reply #91 on: May 08, 2020, 03:43:49 PM »
It seems you can prototype a Gauss cannon, then use that prototype in a turret, then prototype the turret, and then research the turret without ever researching the component gauss cannon.  Researching the gauss cannon first does not seem to change the RP needed to research the turret.

The function number  NA

The complete error text NA

The window affected Turret Design and/or Class Design and/or Research

What you were doing at the time Setting up a TN game using instant research within the points limit (SM mode off).  All testing was done using instant research.

Conventional or TN start TN

Random or Real Stars Random

Is your decimal separator a comma? No

Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce.

I believe this is WAI. If you have the same gauss cannon both as a prototype and non-prototype the research points for the turret doesn't change. It seems those RP are for the turret itself and the gun is always separate.

But you never have to research the gun? You get to put it in a turret for free?
 
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Offline Bughunter

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Re: v1.9.5 Bugs Thread
« Reply #92 on: May 08, 2020, 03:46:11 PM »
Sorry, mixed up what I was doing, will recheck. A lot of db:s and bugs to sort through a late saturday night.. thanks for pointing it out.
 

Offline Energyz

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Re: v1.9.5 Bugs Thread
« Reply #93 on: May 08, 2020, 03:58:07 PM »
Sorry, mixed up what I was doing, will recheck. A lot of db:s and bugs to sort through a late saturday night.. thanks for pointing it out.

Friday, not Saturday :) . Have some sleep haha
 

Offline Bughunter

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Re: v1.9.5 Bugs Thread
« Reply #94 on: May 08, 2020, 04:01:40 PM »
Lol, yes seems I should. No work today so felt like saturday.
 

Offline Iceranger

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Re: v1.9.5 Bugs Thread
« Reply #95 on: May 08, 2020, 04:39:45 PM »
Reproduced and Confirmed - Spacemarine

1.9.5, auto crew quarter fill less than enough crew quarters with very short deployment times

The function number - n/a
The complete error text - n/a
The window affected - class design window
What you were doing at the time - testing
Conventional or TN start - TN
Random or Real Stars - real
Is your decimal separator a comma? - No
Is the bug is easy to reproduce, intermittent or a one-off? - easily reproducible
If this is a long campaign - say 75 years or longer - n/a

when building a ship, the automatically added crew quarters can be too small in size when the deployment time is very short (start to show this behavior when <1 months)

The above can be reproduced by creating a new class design, remove all default components, and add 8 ECCM-1 components, then set deployment time to 0.01 months.

« Last Edit: May 09, 2020, 04:51:31 AM by SpaceMarine »
 

Offline Desdinova

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Re: v1.9.5 Bugs Thread
« Reply #96 on: May 08, 2020, 06:59:35 PM »
I have asked steve for further clarification and will move to confirmed once he has given a verdict - Spacemarine

Ships can't enter overhaul at maintenance module locations

The function number: n/a
The complete error text: n/a
The window affected: naval organization
What you were doing at the time: see below
Conventional or TN start: conventional
Random or Real Stars: real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off? see below

I created a maintenance base with maintenance modules capable of supporting 25,000 tons and towed it to a planet.

According to the 1.0 changes list, ships should be able to enter overhaul at maintenance locations, including deep space and orbital ones. However, I have no option to enter overhaul either by clicking on the maintenance base fleet, or on the population it's orbiting.
« Last Edit: May 09, 2020, 04:59:24 AM by SpaceMarine »
 

Offline bankshot

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Re: v1.9.5 Bugs Thread
« Reply #97 on: May 08, 2020, 08:13:22 PM »
Has been reproduced and confirmed - Spacemarine

The function number: #235
The complete error text: 1.9.5 Function #235 Cannot add or insert the item "Nina" in more than one place.  You must remove it from its current location or clone it.  Parameter name: Node
The window affected: Class Design
What you were doing at the time: Copying a design and changing the class
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: no
Is the bug is easy to reproduce, intermittent or a one-off?: easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 2 years

To duplicate: select Colony ship class Nina.  Copy class.  The new class will be Nina-Copy.  Change the type to Troop Transport.  The error pops up and the class disappears.  If you close and reopen the design you see Nina-Copy has been added to Troop Transport type.  On the first time this happened the cryo transports were deleted from the copy, however after saving the DB exiting, restarting, deleting that copy and trying again, the copy appears to work normally after closing and reopening the window.

The zip file contains both the current and the prior DB, which shows the copy without cryo transports
« Last Edit: May 09, 2020, 04:58:53 AM by SpaceMarine »
 

Offline TheOverlord

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Re: v1.9.5 Bugs Thread
« Reply #98 on: May 08, 2020, 08:56:58 PM »
Reproduced and confirmed, second issue is WAI from my understanding and please properly format your reply next time like others in this thread.  - SpaceMarine

v1. 9. 5, Conventional Start, less than 15 years in, decimal separator is set properly


In the Commanders window, when clicking on the Reassign Naval button, it removes all the Commanders assigned to both ships and Admin Commands but only reassigns the ships, leaving all Admin Commands empty.  I only have 3 ships in my hierarchy (a Geosurvey ship, a Freighter and a Colony Ship) but I've set up an Admin Command hierarchy to try and stack some bonuses.  Happens every time when clicking Reassign Naval.


It also does not assign Commanding Officers to ships if there are no Commanders with relevant bonuses (i. e.  it won't assign a commander to a commercial freighter if you have no commanders of the appropriate rank with Logistics bonuses).  This one might be just working as intended though.
« Last Edit: May 09, 2020, 05:04:52 AM by SpaceMarine »
 

Offline Ironclad Mouse

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Re: v1.9.5 Bugs Thread
« Reply #99 on: May 08, 2020, 09:50:37 PM »
It seems you can prototype a Gauss cannon, then use that prototype in a turret, then prototype the turret, and then research the turret without ever researching the component gauss cannon.  Researching the gauss cannon first does not seem to change the RP needed to research the turret.

The function number  NA

The complete error text NA

The window affected Turret Design and/or Class Design and/or Research

What you were doing at the time Setting up a TN game using instant research within the points limit (SM mode off).  All testing was done using instant research.

Conventional or TN start TN

Random or Real Stars Random

Is your decimal separator a comma? No

Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce.
I've noticed the same thing with lasers and laser turrets
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Offline SerBeardian

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Re: v1.9.5 Bugs Thread
« Reply #100 on: May 08, 2020, 10:48:07 PM »
Reproduced and Confirmed, possibility for WAI but I doubt it for that reason I will be sending this to steve to get his opinion of if it is a bug or not. -SpaceMarine

Thought the turns are supposed to always slow down to missile detection in C#? If so, got a bug.

1.9.5, decimals as decimals.
Transferred save from 1.9.4.

Incoming missiles, turns interrupted to tell me imminent intercept, but didn't interrupt or slow down for missile detection half an hour later.
Res1 sensors more than capable of detecting missiles and active from multiple ships.

Addendunm: This wasn't even one salvo, salvos come in at about 20 missiles at a time, about 15 seconds apart.. This was 120 missiles, which is about 6 salvos at once, none triggered interrupt.

Screenshot of event logs and screen showing interrupts for imminent combat but total skip for actual missile detection straight into three dead ships. DB attached.
« Last Edit: May 09, 2020, 05:10:20 AM by SpaceMarine »
 

Offline Energyz

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Re: v1.9.5 Bugs Thread
« Reply #101 on: May 09, 2020, 04:19:24 AM »
Thought the turns are supposed to always slow down to missile detection in C#? If so, got a bug.

1.9.5, decimals as decimals.
Transferred save from 1.9.4.

Incoming missiles, turns interrupted to tell me imminent intercept, but didn't interrupt or slow down for missile detection half an hour later.
Res1 sensors more than capable of detecting missiles and active from multiple ships.

Addendunm: This wasn't even one salvo, salvos come in at about 20 missiles at a time, about 15 seconds apart.. This was 120 missiles, which is about 6 salvos at once, none triggered interrupt.

Screenshot of event logs and screen showing interrupts for imminent combat but total skip for actual missile detection straight into three dead ships. DB attached.

I had the exact same issue (missiles grouping, straight into dead ships), but the sub-increment system also often fail with ennemy firing on your ship.

Sometimes, when you move toward an ennemy fleet and do a big increment, you'll intercept them immediatly, even though that if you closed the distance with small increment that same ennemy fleet will shower you with missiles, or use its laser if you are close range.


 

Offline GL

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Re: v1.9.5 Bugs Thread
« Reply #102 on: May 09, 2020, 04:48:28 AM »
Reproduced and Confirmed - SpaceMarine

The function number:  1170 / 3060

The complete error text: Impossible to cast from DbNull / Undefined object reference.

The window affected: NA

What you were doing at the time:
Game Start

Conventional or TN start:
TN

Random or Real Stars: Real I think

Is your decimal separator a comma? No

Is the bug is easy to reproduce, intermittent or a one-off? Easy to reproduce. (see db)

Edited: Added screenshot that seems linked
« Last Edit: May 09, 2020, 05:15:39 AM by SpaceMarine »
 

Offline GL

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Re: v1.9.5 Bugs Thread
« Reply #103 on: May 09, 2020, 04:53:36 AM »
Reproduced and Confirmed - SpaceMarine

Might be related to previous post

The function number:
  917

The complete error text: Value too big or too small for int32

The window affected: Tactical Map

What you were doing at the time: Change tactical map system

Conventional or TN start:
TN

Random or Real Stars:
Real I think

Is your decimal separator a comma?
No

Is the bug is easy to reproduce, intermittent or a one-off?
Easy to reproduce. (see db, go to beowulf system)
« Last Edit: May 09, 2020, 05:20:42 AM by SpaceMarine »
 

Offline SpaceMarine

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Re: v1.9.5 Bugs Thread
« Reply #104 on: May 09, 2020, 05:21:23 AM »
Alright that is all bugs sorted through up to here, am clocking off for the day, the other moderators will handle anymore for today.
 
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