Author Topic: v1.10.0 Bugs Thread  (Read 8199 times)

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Offline Bughunter

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Re: v1.10.0 Bugs Thread
« Reply #15 on: May 27, 2020, 12:47:03 PM »
Not sure if this has been reported or not, but auto-assign FC does not seem to understand multiple MFC for multiple missile tubes.

The function number - N/A
The complete error text - N/A
The window affected - naval organization window, ship combat tab
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 reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A

In the example below, auto-assign FC assigns all missile tubes to the first MFC. To reproduce, design a ship with multiple MFC and multiple missile launchers. Spawn the ship, and in the ship combat tab, click the auto-assign FC button.

I don't see how the game could know your intention here, if the extra FC:s are just for backup or for shooting multiple targets. Think I'll have to say WAI here unless there is something I'm missing?
 

Offline Iceranger

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Re: v1.10.0 Bugs Thread
« Reply #16 on: May 27, 2020, 12:51:23 PM »
Not sure if this has been reported or not, but auto-assign FC does not seem to understand multiple MFC for multiple missile tubes.

The function number - N/A
The complete error text - N/A
The window affected - naval organization window, ship combat tab
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 reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A

In the example below, auto-assign FC assigns all missile tubes to the first MFC. To reproduce, design a ship with multiple MFC and multiple missile launchers. Spawn the ship, and in the ship combat tab, click the auto-assign FC button.

I don't see how the game could know your intention here, if the extra FC:s are just for backup or for shooting multiple targets. Think I'll have to say WAI here unless there is something I'm missing?

based on the descriptions in this post, auto-assign should try to evenly distribute weapons? At least the pictures in the post suggest so...
http://aurora2.pentarch.org/index.php?topic=8495.msg107378#msg107378
 

Offline DFNewb

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Re: v1.10.0 Bugs Thread
« Reply #17 on: May 27, 2020, 12:55:01 PM »
bug from 1.9.5 still around, just checked it.

Starting a new game with normal settings except for checking on Auto assign tech points causes Earth (your home planet) to start with no fighter factories.
 

Offline Bughunter

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Re: v1.10.0 Bugs Thread
« Reply #18 on: May 27, 2020, 12:58:41 PM »
Not sure if this has been reported or not, but auto-assign FC does not seem to understand multiple MFC for multiple missile tubes.

The function number - N/A
The complete error text - N/A
The window affected - naval organization window, ship combat tab
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 reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A

In the example below, auto-assign FC assigns all missile tubes to the first MFC. To reproduce, design a ship with multiple MFC and multiple missile launchers. Spawn the ship, and in the ship combat tab, click the auto-assign FC button.

I don't see how the game could know your intention here, if the extra FC:s are just for backup or for shooting multiple targets. Think I'll have to say WAI here unless there is something I'm missing?

based on the descriptions in this post, auto-assign should try to evenly distribute weapons? At least the pictures in the post suggest so...
http://aurora2.pentarch.org/index.php?topic=8495.msg107378#msg107378

Thanks, will look into it.
Edit: Did and launchers were actually distributed among FC:s for me so still cannot see a problem.
« Last Edit: May 27, 2020, 01:17:04 PM by Bughunter »
 

Offline rekrats

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Re: v1.10.0 Bugs Thread
« Reply #19 on: May 27, 2020, 01:14:02 PM »
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? - Easily reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A

Already reportet that "Bug" some time ago.   It seems that civilian freighters always choose the minimal possible Engine Power/Power/Efficiency Modifier, which leads to slower Civilian Ships with each tech which are extremly fuel efficient.   Engine Tech can't really keep up with the reduction through minimal engine power in midgame.  Last game i had civilians with Inertial Confinement Fusion which were much slower than the Ion Tech ones.

This is working as intended
« Last Edit: May 28, 2020, 07:57:28 AM by Steve Walmsley »
 

Offline Iceranger

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Re: v1.10.0 Bugs Thread
« Reply #20 on: May 27, 2020, 01:20:16 PM »
Missile launcher size reduction below 0.75x has wrong size modifiers, resulting in smaller than expected missile launchers.

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

This bug seems to be new in 1.10.0 since I didn't notice this in 1.9.5 while I designed quite a few missile ships there.

Example below. The tech drop down says 0.6x, but actually the launcher is 0.5x. 0.75x is WAI, but 0.6x, 0.4x (being 0.3x), 0.3x (being 0.2x), and box launcher (being 0.1x rather than 0.15x) are not.



I checked the DB, it seems indeed the numbers on the right most column is inconsistent with the description:


Compared to the value in a 1.9.0 DB:


Confirmed and Fixed for next DB release
« Last Edit: May 28, 2020, 07:57:46 AM by Steve Walmsley »
 

Offline Resand

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Re: v1.10.0 Bugs Thread
« Reply #21 on: May 27, 2020, 01:23:54 PM »
There's no events triggered when completing orders when ship have "Standing orders".

I guess it's due to ship technically have orders still, but I'd still need to know that the ship is done doing what I told it to do. Maybe slightly modified message could be used.
Especially for join fleet it should still trigger a message, given that any standing orders in the original fleet is removed when joining new fleet.

The function number: N/A
The complete error text: N/A
The window affected: Events
What you were doing at the time: Testing
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma: .
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:  Completely new
« Last Edit: May 27, 2020, 01:31:56 PM by Resand »
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 

Offline Iceranger

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Re: v1.10.0 Bugs Thread
« Reply #22 on: May 27, 2020, 01:30:31 PM »
Not sure if this has been reported or not, but auto-assign FC does not seem to understand multiple MFC for multiple missile tubes.

The function number - N/A
The complete error text - N/A
The window affected - naval organization window, ship combat tab
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 reproduced
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well - N/A

In the example below, auto-assign FC assigns all missile tubes to the first MFC. To reproduce, design a ship with multiple MFC and multiple missile launchers. Spawn the ship, and in the ship combat tab, click the auto-assign FC button.

I don't see how the game could know your intention here, if the extra FC:s are just for backup or for shooting multiple targets. Think I'll have to say WAI here unless there is something I'm missing?

based on the descriptions in this post, auto-assign should try to evenly distribute weapons? At least the pictures in the post suggest so...
http://aurora2.pentarch.org/index.php?topic=8495.msg107378#msg107378

Thanks, will look into it.
Edit: Did and launchers were actually distributed among FC:s for me so still cannot see a problem.

I tested it a bit more, it seems 100% and 75% sized launchers work, but 30% ones don't. Could you try it again?

I see what went wrong, if you have no ECCM, then the auto FC assignment works fine. But if you have the same number of ECCM as the FC, it does not work properly somehow.

Confirmed, multiple FC/ECCM combination is what triggers it. Now fixed.
« Last Edit: May 28, 2020, 07:58:02 AM by Steve Walmsley »
 

Offline Resand

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Re: v1.10.0 Bugs Thread
« Reply #23 on: May 27, 2020, 01:31:24 PM »
Sub-Fleet hierarchy isn't kept when save/load.

If you have a fleet with several levels of Sub-Fleet. IE:
-Fleet
 - Sub-fleet
   - Sub.Sub-fleet

After starting up a game again, the Sub-Fleets are moved under the main fleet
DB added.

Battle Fleet has Sub-Fleet "Sub1".
Sub-Fleet has a Sub-Fleet "Sub1.1"

When loading DB, both Sub-Fleets are under the top-level fleet.

The function number: N/A
The complete error text: N/A
The window affected: Naval Org.
What you were doing at the time: Testing
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma: .
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:  Completely new
« Last Edit: May 27, 2020, 01:41:25 PM by Resand »
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 

Offline Black

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Re: v1.10.0 Bugs Thread
« Reply #24 on: May 27, 2020, 01:33:12 PM »
The function number: N/A
The complete error text: N/A
The window affected: Economics - Environment
What you were doing at the time: Terraforming with SM
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma: .
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:  Completely new

It is possible to add None as gas in Space Master mode.

 
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Offline Oriolus

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Re: v1.10.0 Bugs Thread
« Reply #25 on: May 27, 2020, 01:35:23 PM »
I have created a medal for my scientists (it was my first attempt ever so I have deleted it once, and then recreated again with the same conditions).   This is the only one medal in my game.   Multiple is not enabled, but when my first scientist has awarded with it, he immediately received it two times at once.   Can this be a bug?

ETA: I have deleted the medal, and created a new one with a different image, but with the same name/conditions.  It has been awarded to the next scientist, but with the previous image, and two times at once again.
« Last Edit: May 27, 2020, 03:22:26 PM by Nemes »
 

Offline Resand

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Re: v1.10.0 Bugs Thread
« Reply #26 on: May 27, 2020, 01:40:17 PM »
Supply ship "Resupply Own Fleet" settings reverting on start-up

The settings for Supply ships, "Resupply Own Fleet" and "Resupply Own Sub-Fleet", are both reverted to "No Auto Resupply".
DB added.

Ships in ""Resupply fleet" was set to "Resupply Own Fleet" and "Resupply Own Sub-Fleet" when saved.

The function number: N/A
The complete error text: N/A
The window affected: Naval Org.
What you were doing at the time: Testing
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma: .
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:  Completely new
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 

Offline Black

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Re: v1.10.0 Bugs Thread
« Reply #27 on: May 27, 2020, 02:48:27 PM »
The function number: N/A
The complete error text: N/A
The window affected: View Technology - Fighter Pod Bay
What you were doing at the time: Looking at researched technologies
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma: .
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:  Completely new

There are no Fighter Pod Bays shown in the View Technology - Fighter Pod Bay even when I have researched this tech. I have size 16 Fighter Pod Bay researched - it shows in Class Design component list. But it is not visible in View Technology - Fighter Pod Bay.
 

Offline Kelewan

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Re: v1.10.0 Bugs Thread
« Reply #28 on: May 27, 2020, 03:14:55 PM »
I tried to replicate the Problem with low-chance-to-hit PD I reported in 1.9.5

The good news is that reduced size Gauss-Turrets can hit fast missiles,
but the displayed Chance-to-Hit is of by a factor of 100.
Attached db has Mars defending against 100kkm/s Missiles form Earth

To test with different chance-to-hit by enabling different active sensor (changing the missile tracking bonus)
Screenshot shows 800 Shots with "68%" Chance-To-Hit hitting only ~5 Missiles of a Salvo of 10, which corresponds
with a chance-to-hit of 0.68% which is more likely

Confirmed and Fixed.
« Last Edit: May 28, 2020, 07:58:36 AM by Steve Walmsley »
 

Offline DFNewb

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Re: v1.10.0 Bugs Thread
« Reply #29 on: May 27, 2020, 03:31:31 PM »
Commercial hangers are unable to replenish the MSP of docked ships. The way to use supply ships normally I think is shuttles but why would you need shuttles if the ships are docked. Military hangars replenish the MSP of docked ships.