Author Topic: v1.11.0 Bugs Thread  (Read 55463 times)

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Offline unkfester

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Re: v1.11.0 Bugs Thread
« Reply #330 on: September 10, 2020, 10:43:01 AM »
I had that too with Venus. I had to take off orbital habitats they were not using my mines. I had it on military only and the planet was getting tons of people and infrastructure.
 

Offline Steve Walmsley (OP)

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Re: v1.11.0 Bugs Thread
« Reply #331 on: September 12, 2020, 06:00:22 AM »
I've just noticed that Oumuamua isn't moving fast enough.

I think I already fixed this for v1.12.
 
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Offline Steve Walmsley (OP)

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Re: v1.11.0 Bugs Thread
« Reply #332 on: September 12, 2020, 06:03:06 AM »
While we're on the topic of solar system inaccuracies, it's been bothering me a bit that Mercury is listed as tidally locked in Aurora. In the past this was assumed to be the case, but in reality it spins three times for every two rotations around the sun, meaning it doesn't have the "eternal twilight" band between light and dark side that the tidal lock means in aurora gameplay terms.

https://en.wikipedia.org/wiki/Mercury_(planet)#Spin-orbit_resonance

I'm aware of the 3:2 resonance for Mercury and this could happen in other systems too. I've retained the tide-locked status to keep things simple.
 

Offline Steve Walmsley (OP)

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Re: v1.11.0 Bugs Thread
« Reply #333 on: September 12, 2020, 06:11:49 AM »
The "resupply from colony" option isn't available at colonies which lack cargo handling capability (spaceport or shuttle facility), even if the vessel attempting to resupply has cargo shuttles. A supply ship with shuttles can transfer supplies down without issue but can't bring them back up. This can make it difficult to obtain maintenance supplies which were recovered from ruins as you need to get cargo handling infrastructure on site.

Fixed for v1.12.
 

Offline Steve Walmsley (OP)

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Re: v1.11.0 Bugs Thread
« Reply #334 on: September 12, 2020, 06:26:13 AM »
Issue
  • I had a type of DE that carried AMMs
  • Design new version of the ship without launchers or magazines and with no missiles assigned to it on the ordnance & fighers screen
  • Refit existing ships to the new type
  • Refitted ships still carry the missiles they had before even though they have no magazines
  • Ordering the ships to unload or reload ordnance has no effect on these ships

I've added code to v1.12 that will adjust the number of missiles on a ship if there is insufficient capacity to hold them. Any excess ordnance will be offloaded to the population.
 

Offline Steve Walmsley (OP)

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Re: v1.11.0 Bugs Thread
« Reply #335 on: September 12, 2020, 06:37:39 AM »
There appears to be a bug with maintenance failures - if the failure is unable to find a valid roll on the DAC after 20 attempts due to rolling components which cannot fail (hangars, fuel tanks, etc) then it destroys the ship in the same manner that it would if it was unable to find a valid roll after 20 attempts due to rolling destroyed components.

For v1.12, the 20 attempts will only be made on components that can fail.
 
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Offline Steve Walmsley (OP)

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Re: v1.11.0 Bugs Thread
« Reply #336 on: September 12, 2020, 06:45:17 AM »
Is there a way to SM in the 0.05 research lab that this deleted? It seems like there ought to be.

You can use the Civilian Economy tab to add installations in SM Mode.
 
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Offline Steve Walmsley (OP)

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Re: v1.11.0 Bugs Thread
« Reply #337 on: September 12, 2020, 06:48:57 AM »
Minor thing, not sure if intended or not:

The "delete empty" option deleted me a colony which didn't have any installations or anything on it, but still had mineral stockpiles (even if just 67 Boronide). One would expect mineral stockpiles being present to count as "not empty".
My use case here is asteroid mining. You get a bunch of "empty" colonies with nothing but mineral stocks waiting to be shipped off on them whenever the miners move on.

I've updated the 'Delete Empty' code to ignore populations with mineral stockpiles.
 
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Offline Steve Walmsley (OP)

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Re: v1.11.0 Bugs Thread
« Reply #338 on: September 12, 2020, 07:00:38 AM »
This is a pretty ordinary game. I salvaged a precursor wreck, and it worked perfectly fine. Then I salvaged the wreck of two of my own ships in the same system and it called them an "unknown class" in the event. See

Fixed for v1.12.
 
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Offline Steve Walmsley (OP)

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Re: v1.11.0 Bugs Thread
« Reply #339 on: September 12, 2020, 07:15:41 AM »
Not sure if it's a bug or working as intended.

You can add multiple spinal lasers as long as they're all different sizes.

It is a bug. Fixed for v1.12.
 

Offline Steve Walmsley (OP)

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Re: v1.11.0 Bugs Thread
« Reply #340 on: September 12, 2020, 07:20:11 AM »
It seems like armourless stations actually do have 1 layer of armour.

My small armourless station was just attacked by an enemy scout.
He fired two shots.
One hit, with strength two.
The damage report says I took 1 point of armour damage, a cargo shuttle bay was destroyed, and my current armour is 92%.

Could be that the damage report is just incorrect, but that station has no component with HTK > 1.
If I had taken 2 points of internal damage (which I should have if the station has no armour), at least 2 components would have been destroyed.

DB attached.
Fleet in question is "SS IMP-IGU Shell4 004".
The attack occurred  5-20-2078 08:47:30A.

Fixed for v1.12.
 

Offline Steve Walmsley (OP)

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Re: Incorrect attribution of research points earned by disassembling alien tech.
« Reply #341 on: September 12, 2020, 07:58:29 AM »
Tech awarded from command and control tech items (CIC, flag bridge etc) is awarded to Aux control research or just lost if aux control tech is already known.   

This is because all command and control systems were being treated as a single tech line. I've changed it for v1.12 so they are all treated individually.
 

Offline Steve Walmsley (OP)

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Re: v1.11.0 Bugs Thread
« Reply #342 on: September 12, 2020, 08:09:04 AM »
Required Power in Ship Design Display tab in Naval Organization window (if you pick individual ship from a fleet and look at the Armour, Shields, Engines, Req Power, Crew Grade... section - all in percent) seems to take into account shields as well.

Fixed for v1.12.
 

Offline Steve Walmsley (OP)

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Re: v1.11.0 Bugs Thread
« Reply #343 on: September 12, 2020, 08:16:47 AM »
When you shipyard-repair a ship that still had open repair tasks in the damage control screen it will keep repairing the now undamaged components once you load new MSP.
You now have to remove the repair tasks one by one.

Fixed for v1.12.
 

Offline Steve Walmsley (OP)

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Re: v1.11.0 Bugs Thread
« Reply #344 on: September 12, 2020, 08:23:08 AM »
If you delete an Admin Command without unassigning the officers the officers will retain the position unless you unassign them.

Fixed for v1.12