Author Topic: v1.9.5 Bugs Thread  (Read 39392 times)

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Offline ydirbut

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Re: v1.9.5 Bugs Thread
« Reply #285 on: May 20, 2020, 08:26:22 PM »
   The function number: N/A
   The complete error text: N/A
   
   The window affected: Naval Organization
   
   What you were doing at the time:
   
   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 to Reproduce
   
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years

There seems to be a huge discrepancy between reported enemy losses (in ground combat) and what my sensors are telling me.  I am currently attacking an NPR homeworld (in Altair System).  Compare attached pics (Combat 1 and Combat 2).  They are one ground contact tick apart, during which I inflict 180 casualties on the NPR.  The smallest unit in the game is 3 tons, so that should be an absolute minimum of 540 tons of damage, but the sensor contact only goes down by 200 tons.

WAI
« Last Edit: May 23, 2020, 03:20:47 PM by Bughunter »
 

Offline ydirbut

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Re: v1.9.5 Bugs Thread
« Reply #286 on: May 20, 2020, 08:29:14 PM »
   The function number: N/A
   The complete error text: N/A
   
   The window affected: Naval Organization
   
   What you were doing at the time:
   
   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 to Reproduce
   
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years

You can't scrap captured enemy civilian ships.  See fleets CS Styphus in Sol System in save.

Added to previously reported scrapping bug
« Last Edit: May 23, 2020, 03:18:31 PM by Bughunter »
 

Offline Aloriel

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Re: v1.9.5 Bugs Thread
« Reply #287 on: May 20, 2020, 08:38:37 PM »
v1.9.5

Issue: Damaged fire controls can not be told to cease fire, and remain in open fire mode. This causes a 5 second interval no matter what until the fire control is repaired and can be shut off.

Expected behavior: Damaged fire controls are automatically marked as cease fire, resulting in the ability to use any time increment.

Story:
I was quite recently in 5 second hell when two fleets were near each other. I mistakenly thought they still had their fire controls locked on me and "firing" even though they were out of missiles. This was not the case.

What actually was the case was that the fire controls on one of my escort ships had become damaged by a missile impact. They were in-op, and unable to be told to cease fire. I did not think of it until literal real world hours had passed. I SM repaired that fire control just to see if it was. Suddenly, I am free of 5 second hell.

Reported
« Last Edit: May 23, 2020, 03:23:02 PM by Bughunter »
Sarah
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Offline Froggiest1982

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Re: v1.9.5 Bugs Thread
« Reply #288 on: May 20, 2020, 09:28:09 PM »
1.9.5 easy to replicate in any game

When click assign on any officer or administrator the system keep logging assignments even if the character is already on the job.

Correct behaviour should be not registering the assignment and eventually pop a text like: the commander is already assigned to this post

Attached a picture

For this example, I just clicked multiple times on assign

reposting

Offline SpikeTheHobbitMage

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Re: v1.9.5 Bugs Thread
« Reply #289 on: May 20, 2020, 10:47:09 PM »
   The function number: N/A
   The complete error text: N/A
   
   The window affected: Naval Organization
   
   What you were doing at the time:
   
   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 to Reproduce
   
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years

There seems to be a huge discrepancy between reported enemy losses (in ground combat) and what my sensors are telling me.  I am currently attacking an NPR homeworld (in Altair System).  Compare attached pics (Combat 1 and Combat 2).  They are one ground contact tick apart, during which I inflict 180 casualties on the NPR.  The smallest unit in the game is 3 tons, so that should be an absolute minimum of 540 tons of damage, but the sensor contact only goes down by 200 tons.
Sensor reported tonnage is lower than actual tonnage if the enemy is fortified.  2-3x sensor reduction for an entrenched opponent isn't uncommon.
 
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Offline ExChairman

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Re: v1.9.5 Bugs Thread
« Reply #290 on: May 20, 2020, 10:57:03 PM »
1.9.5

I made the misstake of putting 2 destroyer flotillas in overhaul, while they were assigned to training command, got messages that they cant train, that's ok but there is no overhaul going on and I cant abort overhaul, only give a new overhaul order, that wont work due to the existing overhaul... Tried to move them out of training but no effect.

Is there a "manual" abort of overhaul?
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Offline Borealis4x

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Re: v1.9.5 Bugs Thread
« Reply #291 on: May 20, 2020, 11:40:56 PM »
I think the small troop compartments are missing. The only variation I have is a small compartment with boarding pods.

A bit of a problem because the 250 ton capacity is perfect for ferrying large HQs around.
« Last Edit: May 20, 2020, 11:45:06 PM by BasileusMaximos »
 

Offline klyoh

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Re: v1.9.5 Bugs Thread
« Reply #292 on: May 21, 2020, 08:11:36 AM »
Quote from: Iceranger link=topic=11298.  msg133819#msg133819 date=1589839609
reporting 3 potential bugs with the same DB setup:
  • Beam weapon can fire multiple within the same 5s tick under Area PD mode
  • SM edited ship class may have incorrect power consumption calculation for beam weapons
  • When Area PD hits targets, the energy impact shown on the tactical map are on the firing fleet, rather than the target missiles

The function number - N/A
The complete error text - N/A
The window affected - N/A
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? - Easy
If this is a long campaign - say 75 years or longer - N/A


This is our (unfortunate) test subject:
Code: [Select]
Adana class Destroyer      12 000 tons       440 Crew       6 460.6 BP       TCS 240    TH 4 800    EM 0
20000 km/s      Armour 6-46       Shields 0-0       HTK 86      Sensors 0/0/0/0      DCR 10      PPV 51
Maint Life 2.60 Years     MSP 3 365    AFR 115%    IFR 1.6%    1YR 702    5YR 10 527    Max Repair 1200 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

Inertial Fusion Drive  EP2400.00 (2)    Power 4800    Fuel Use 30.81%    Signature 2400    Explosion 15%
Fuel Capacity 987 000 Litres    Range 48.1 billion km (27 days at full power)

20cm C10 Far X-Ray Laser (2)    Range 600 000km     TS: 20 000 km/s     Power 10-10     RM 80 000 km    ROF 5       
20cm Railgun V80/C12 (1x4)    Range 320 000km     TS: 20 000 km/s     Power 12-12     Accuracy Modifier 100%     RM 80 000 km    ROF 5       
Particle Beam-2 (4)    Range 500 000km     TS: 20 000 km/s     Power 5-5    ROF 5       
R400/C10 Meson Cannon (2)    Range 400 000km     TS: 20 000 km/s     Power 10-10     RM 400 000 km    ROF 5       
Beam Fire Control R600-TS40000 (1)     Max Range: 600 000 km   TS: 40 000 km/s   
Inertial Confinement Fusion Reactor R43 (2)     Total Power Output 86.4    Exp 5%
Filler (1)     Total Power Output 0    Exp 5%

Active Search Sensor AS24-R1 (1)     GPS 60     Range 24.7m km    MCR 2.2m km    Resolution 1

ECCM-6 (1)         ECM 60

This design is classed as a Military Vessel for maintenance purposes

Note that, all its beam weapons have ROF of 5, and the total power requirement is 10*2+12*1+5*4+10*2 = 72, which is less than the power plant capacity of 86.  4. 

BFC setup: after incoming missiles are detected, one of the salvos is targeted, and BFC set to open fire. 


9 salvos of 6-missile are incoming


When the missiles are in range for lasers, the lasers fired at ALL salvos once during the same tick:


Same for the particle beams.   Note that, the lasers are not firing in this tick even if they are supposed to have a 5s ROF.   Also, note that the energy weapon impact symbol is drawn on the fleet itself rather than on the missile salvos. 


Same for the mesons and railguns.   Note that the lasers and particle beams are not firing in this tick.   It also can be seen the 4 missiles destroyed in the last tick are indeed destroyed. 


The beam weapons firing multiple times bug could be that they were not flagged as 'fired' in this tick in area PD mode.   Final fire PD seems to work as intended.   The power charging issue could be related to this ship has been SM modified from having 12 particle cannons to the current weapon suite. 

Attached is the DB for this scenario.   The attacking side is the Earth Federation on earth.   In its Battle Fleet, 3 missile destroyers have their target set up and are ready to fire.   The target ship Adana001 (in a fleet bearing the same name) belongs to the Martian Republic, traveling from Mars towards Earth. 

If missiles are ordered to launch immediately after loading the game, the missile detection from the Martian side happens about 59 mins after the launch. 

Once the missiles are detected by Adana001, reverse its course (flying to Mars), and set up its fire control as above (just need to target a missile salvo and order open fire). 

+1

I can confirm at least the first and third point.   From my tests, it seems that, when the Fire Control in Area Defense has a target and fire is active (FC in orange), it will fire on several salvos in range simultaneously, even if the target itself is out of range.   This happens when you use the "Auto Target BFC" button followed by the "Open Fire Fleet" button for example.

Further tests show that they fire on several salvos when they enter range, then don't fire on them anymore , even if they stay multiple increments within range (even though the FC are in Area Defense).

Additionally, my contact list (in "Fleet Organization window"/"movement orders") seems to list every salvo 3 times, once with the full details (origin, salvo size, salvo ID, thermal,. . . ) and twice with only the salvo ID.  Don't know if it means anything, though.

I have a DB available if IceRanger's is not enough. 
« Last Edit: May 21, 2020, 07:05:27 PM by klyoh »
 

Offline skoormit

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Re: v1.9.5 Bugs Thread
« Reply #293 on: May 21, 2020, 08:23:39 AM »
"Autoroute by System" sometimes takes longer paths than necessary.

I recently discovered a JP (Dart-Aden) that created a 6-JP loop:
Aden-Arbalest-Arquebus-Dagger-Daikyu-Dart-Aden.

Prior to that discovery, I had stabilized the JPs on the path from Aden to Dagger (via Arb. and Arq.).
The distance of that route is 15.4bkm.

Now that the loop exists, the new route (via Dart and Daikyu) is much shorter: only 5.9bkm.

However, autoroute still uses the longer route, even for ships that have their own jump drives, and even if I also tic the "Assume fleet is jump-capable" box.

DB attached.
 

Offline skoormit

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Re: v1.9.5 Bugs Thread
« Reply #294 on: May 21, 2020, 08:43:40 AM »
...

DB attached.

Another bug in the same DB:
In the Aden system, I have a mass driver at KEarth sending packets to ADE-B1.
KEarth has reserve levels of 999,999 set for every mineral except Duranium and Neutronium.
I would expect the result to be that the driver flings a total of 5kt/yr of those two minerals, and nothing else.
Since my construction cycle time is set at one day, this should mean daily packets of 13-14 t.
Instead, I see daily packets of 1t. Most of the packet contents say "D0 N0."
Apparently, these contain small amounts of minerals. Over time, I can see the stocks of the two expected minerals slowly reflect the arrival of these minerals.
Why is the rate so low? It almost seems like it's off by a factor of 100.

Also, I occasionally see packets that contain "U0" or "G0".
These apparently contain Uridium and Gallicite.
The target planet is slowly acquiring these two minerals.
This should not be happening. The reserve levels set on KEarth should prevent the drivers from flinging anything besides Duranium and Neutronium.
 

Offline Borealis4x

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Re: v1.9.5 Bugs Thread
« Reply #295 on: May 21, 2020, 03:00:12 PM »
Auto-assaign is checked, but my freighters have stopped being assigned officers despite there being many candidates of the appropriate rank available. Civilians arent being assigned either, nor are Commendants or Admin Commanders.
 

Offline skoormit

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Re: v1.9.5 Bugs Thread
« Reply #296 on: May 21, 2020, 03:06:56 PM »
Auto-assaign is checked, but my freighters have stopped being assigned officers despite there being many candidates of the appropriate rank available. Civilians arent being assigned either, nor are Commendants or Admin Commanders.

If they don't have any logistics skill, they won't be auto-assigned to a freighter.

Auto-assign only handles ship and ground unit assignments. You have to handle academy and admin command assignments manually, and all civilian administrator assignments.
 

Offline SerBeardian

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Re: v1.9.5 Bugs Thread
« Reply #297 on: May 21, 2020, 08:59:39 PM »
1.9.5, about 60 years in, decimal is dot, no error messages.

Seem to have found a bug with ground unit resupply.

Formation overview:

HQ1 containing supply LV
 - Combat sub-Formation 1 containing supply LV
 - Combat sub-Formation 2 containing supply LV
 - sub-Formation 3 entirely composed of supply LV

The two formations with combat vehicles consumed the supply from superior formations and their own as expected, however once they ran below 100% supply, there was no way to bring them back up to 100%.

They did not draw further supply once Supply LVs were added to any level of the formation
They did not draw supply in or after combat
They did not resupply on the combat planet, nor on the transport ship, nor once they got back to Earth.

The only way to resupply them back to 100% was to bring them back up to 100% via DB editing.

This happened during two invasions of a Precursor site.
 

Offline ydirbut

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Re: v1.9.5 Bugs Thread
« Reply #298 on: May 22, 2020, 09:26:48 AM »
Quote from: skoormit link=topic=11298. msg134358#msg134358 date=1590091616
Quote from: BasileusMaximos link=topic=11298. msg134356#msg134356 date=1590091212
Auto-assaign is checked, but my freighters have stopped being assigned officers despite there being many candidates of the appropriate rank available.  Civilians arent being assigned either, nor are Commendants or Admin Commanders.

If they don't have any logistics skill, they won't be auto-assigned to a freighter.

Auto-assign only handles ship and ground unit assignments.  You have to handle academy and admin command assignments manually, and all civilian administrator assignments.

I think the auto-assign will remove commanders from there posts when they get promoted so that there rank is "too high" for the position, and it won't reassign them to that post.

So for instance, freighters have an R7 commander.  So every time a freighter captain that is ranked higher than R7 gets promoted, he will be relieved from command (even if there is nobody to replace him and there is no higher-ranking position that needs to be filled. )
 

Offline ydirbut

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Re: v1.9.5 Bugs Thread
« Reply #299 on: May 22, 2020, 12:33:17 PM »
   The function number: 1884
   The complete error text: Unable to cast object of type 'ha' to type 'f4'
   
   The window affected: Ground Forces Tab on Colony Window
   
   What you were doing at the time: Trying to assign a medal to a colony (i. e.  to all of the ground forces present on the colony).
   
   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 to Reproduce
   
   If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: ~50 Years
   
   Note that I did the same thing recently on another planet and it worked fine.

Not a bug according to ydirbut below
« Last Edit: May 23, 2020, 03:45:58 PM by Bughunter »