Author Topic: v2.5.0 Bugs Thread  (Read 12994 times)

0 Members and 1 Guest are viewing this topic.

Offline dsedrez

  • Warrant Officer, Class 2
  • ****
  • d
  • Posts: 64
  • Thanked: 16 times
Re: v2.5.0 Bugs Thread
« Reply #60 on: January 05, 2024, 11:58:48 AM »
When you tug a space station that has commercial hangers holding fighter craft to a location and release it, it shows the craft still with the mothership as should be, but when you move that ships around in the naval organization screen, all the parasites on the mothership disappear.

I don't know if that was what happened, but something very similar had to me: I had a station with a flight of 8 parasites, moved it around and then moved it to another Naval Admin (I have separate Reserve and Active admins) and much later, when I checked, the parasites weren't there, or anywhere in fact.
 

Offline dsedrez

  • Warrant Officer, Class 2
  • ****
  • d
  • Posts: 64
  • Thanked: 16 times
Re: v2.5.0 Bugs Thread
« Reply #61 on: January 05, 2024, 12:18:47 PM »
Another couple bugs that happened in my current game: I'm playing v.2.4, and at game start I SM-created an NPR in a distant system. I'm meeting them now, and DB-edited a copy of the game save changing it to a player race to allow me to examine its progress.

(1) It had designed something that apparently should have been a ship decoy but is an "Anti-ship missile": Size 26, speed 0, just a big warhead size 52. Its warships all have empty decoy launchers.
There are two other NPRs in the same game (created when I explored their home systems) but their ship decoys seem to be working.

(2) Three of its stabilization squadrons seem stuck in a loop where they get an order to move to stabilize a jump point, and every interval they get it again. I checked their history and they seem to be jumping repeatedly though the same jump gate, the only one they ever built. A number of their shipping line colonizers seem to be doing the same.
The fourth stabilization squadron seems to be working and is moving towards another JP: it's been built later because it doesn't have the same escorts.

The other NPRs are the new "Minor" NPRs so they don't have stabilization fleets.

EDIT: I'll try to replicate these bugs in v.2.5 but it'll be a while before I can


« Last Edit: January 05, 2024, 12:31:24 PM by dsedrez »
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 3009
  • Thanked: 2265 times
  • Radioactive frozen beverage.
Re: v2.5.0 Bugs Thread
« Reply #62 on: January 05, 2024, 12:25:09 PM »
Another couple bugs that happened in my current game: I'm playing v.2.4,

You need to be able to recreate the bug in v2.5 or Steve will not be able to address this.
 

Offline ExecCrawfish

  • Leading Rate
  • *
  • E
  • Posts: 14
  • Thanked: 6 times
Re: v2.5.0 Bugs Thread
« Reply #63 on: January 05, 2024, 01:53:14 PM »
I'm having a rather mystifying issue where a fleet given a 'Move to Location' order on a stationary enemy contact is taking some sort of elliptical course; it corrects heading slightly with each interval and eventually reaches the target.  Is something about the intercept/lead logic going wrong here?

SJW: There is a problem with intercept logic where the stationary contact has an order - surveying a system body for example. Its already fixed for v2.5.1.
« Last Edit: January 08, 2024, 06:07:25 AM by Steve Walmsley »
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 3009
  • Thanked: 2265 times
  • Radioactive frozen beverage.
Re: v2.5.0 Bugs Thread
« Reply #64 on: January 05, 2024, 01:57:26 PM »
I'm having a rather mystifying issue where a fleet given a 'Move to Location' order on a stationary enemy contact is taking some sort of elliptical course; it corrects heading slightly with each interval and eventually reaches the target.  Is something about the intercept/lead logic going wrong here?

NPR fleets have a weird behavior sometimes where they will remain in place but have a (visible) speed + thermal signature and an (invisible) heading, even though they don't actually move. Your fleet is then trying to plot an intercept based on that speed and heading which leads to the indirect approach. Not sure why this happens, maybe it is a bit of old NPR code using the "Picket" order?

SJW: Fixed for v2.5.1
« Last Edit: January 08, 2024, 06:08:13 AM by Steve Walmsley »
 

Offline simast

  • Warrant Officer, Class 2
  • ****
  • s
  • Posts: 57
  • Thanked: 46 times
Re: v2.5.0 Bugs Thread
« Reply #65 on: January 05, 2024, 02:31:27 PM »
I think the "Investigate Closest Point Of Interest" standing order is bugged. I have set one of my fleets to this standing order and then added "Point of Interest" waypoint in the same system they are stationed at. Yet the fleet plotted a course to completely different system (and also towards Urgent POI waypoint). That urgent POI waypoint does not exist, can't see it anywhere. Maybe it's picking up some NPR/AI waypoint instead?

See attached screen showing fleet orders.

SJW: Fixed for v2.5.1
« Last Edit: January 08, 2024, 06:13:31 AM by Steve Walmsley »
 

Offline ExecCrawfish

  • Leading Rate
  • *
  • E
  • Posts: 14
  • Thanked: 6 times
Re: v2.5.0 Bugs Thread
« Reply #66 on: January 05, 2024, 02:42:12 PM »
Quote from: nuclearslurpee link=topic=13419. msg167740#msg167740 date=1704484646

NPR fleets have a weird behavior sometimes where they will remain in place but have a (visible) speed + thermal signature and an (invisible) heading, even though they don't actually move.  Your fleet is then trying to plot an intercept based on that speed and heading which leads to the indirect approach.  Not sure why this happens, maybe it is a bit of old NPR code using the "Picket" order?

Yep, that tracks.  Not the biggest deal to circumvent, honestly. 

But I've got something else too, fairly minor - using 'select name' in the naval org window and then clicking 'cancel' will do nothing, but using 'select name' and then closing the popup window in another way will rename the ship to whatever was last entered in a naming popup. 

SJW: Fixed for v2.5.1
« Last Edit: January 08, 2024, 07:19:48 AM by Steve Walmsley »
 

Offline Lord Solar

  • See above
  • Warrant Officer, Class 1
  • *****
  • Posts: 83
  • Thanked: 28 times
  • Everlasting Glory to the Imperium
  • Discord Username: Lord Solar
Re: v2.5.0 Bugs Thread
« Reply #67 on: January 05, 2024, 09:26:15 PM »
Posting this as a bug as it seems unintentional. Credit for M0n0rkin on Discord finding this first.

The bug is that all Jump Drives have a minimum HTK of 1.
This means you can stack tons of minimum size JDs (10tons) to make ships with way more HTK and durability than they should have. JD efficiency 4 gives 1 HTK for 3 tons, and if you happen research JD efficiency 5, that becomes 1 for 2 tons, and costs less than 0.25 Duranium and Sorium each (it only gets crazier from there with higher techs)
This is better than armor: I suggest that jump drives under 50 tons should have HTK 0 to fix this.
Screenshot is an example, with JD efficiency 4

SJW: Jump drive HTK changed to square root of HS, rounded down to the nearest integer.
« Last Edit: January 08, 2024, 07:26:26 AM by Steve Walmsley »
 
The following users thanked this post: BAGrimm, nuclearslurpee

Offline lumporr

  • Warrant Officer, Class 1
  • *****
  • l
  • Posts: 75
  • Thanked: 34 times
  • Silver Supporter Silver Supporter : Support the forums with a Silver subscription
    2023 Supporter 2023 Supporter : Donate for 2023
Re: v2.5.0 Bugs Thread
« Reply #68 on: January 05, 2024, 11:02:42 PM »
I think others may have mentioned similar issues in this thread, but something odd is going on with squadrons, parasites, and fleets. When a ship with a full squadron detatches from a fleet, oftentimes the parasites are invisibly left behind in the old fleet, while still looking as if they were present in the detatched ship's squadron. This has caused me to delete whole customized squadrons and reload saves, when fleets that appear not to have any ships in the left tab in fact show that they have the parasites from other fleets in the right panel. Image attatched. If this isn't a bug, how do I avoid this behaviour? I don't recall encountering it before, but maybe I'm doing something wrong.

Edit: Oh! Just saw other messages on this same page talking about the same thing. Silly me.

SJW: Fixed for v2.5.1
« Last Edit: January 08, 2024, 07:26:56 AM by Steve Walmsley »
 

Offline captainwolfer

  • Lt. Commander
  • ********
  • c
  • Posts: 224
  • Thanked: 88 times
Re: v2.5.0 Bugs Thread
« Reply #69 on: January 06, 2024, 03:59:47 AM »
For some reason the Damage Report part of this particular missile strike show up 4 times in the event log, not sure why it did that
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20557 times
Re: v2.5.0 Bugs Thread
« Reply #70 on: January 06, 2024, 06:48:45 PM »
I think others may have mentioned similar issues in this thread, but something odd is going on with squadrons, parasites, and fleets. When a ship with a full squadron detatches from a fleet, oftentimes the parasites are invisibly left behind in the old fleet, while still looking as if they were present in the detatched ship's squadron. This has caused me to delete whole customized squadrons and reload saves, when fleets that appear not to have any ships in the left tab in fact show that they have the parasites from other fleets in the right panel. Image attatched. If this isn't a bug, how do I avoid this behaviour? I don't recall encountering it before, but maybe I'm doing something wrong.

Edit: Oh! Just saw other messages on this same page talking about the same thing. Silly me.

There is definitely something odd going on, but its not quite as simple as above. I'm in the fourteenth year of a large campaign with several carriers and one fleet just lost its squadrons somehow. However, this is the first time I have seen it and I can't recreate it by detaching and deleting fleets. There must be some rare sequence of steps that results in this problem.

Has anyone else been able to reliably recreate this problem?
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 3009
  • Thanked: 2265 times
  • Radioactive frozen beverage.
Re: v2.5.0 Bugs Thread
« Reply #71 on: January 06, 2024, 07:46:23 PM »
There is definitely something odd going on, but its not quite as simple as above. I'm in the fourteenth year of a large campaign with several carriers and one fleet just lost its squadrons somehow. However, this is the first time I have seen it and I can't recreate it by detaching and deleting fleets. There must be some rare sequence of steps that results in this problem.

Has anyone else been able to reliably recreate this problem?

I have not personally encountered this issue, but I recall that the earliest reports of this issue were related to fleets under tow by tractor beams, and I know there were some changes to tractor beams recently, so that might be the first place to look?
 

Offline papent

  • Lieutenant
  • *******
  • Posts: 163
  • Thanked: 45 times
  • Off We Go Into The Wild Blue Yonder
Re: v2.5.0 Bugs Thread
« Reply #72 on: January 06, 2024, 09:13:08 PM »
Conditional Orders: Load Automine From Pop / Delivery Automine to colony hasn't worked in quite a long time.
In my humble opinion anything that could be considered a balance issue is a moot point unless the AI utilize it against you because otherwise it's an exploit you willing choose to use to game the system. 
Rule 0 Is effect : "The SM is always right/ What SM Says Goes."
 

Offline simast

  • Warrant Officer, Class 2
  • ****
  • s
  • Posts: 57
  • Thanked: 46 times
Re: v2.5.0 Bugs Thread
« Reply #73 on: January 07, 2024, 02:22:07 AM »
Can't clear support for assigned orbital bombardment support ("Clear Support" button does nothing).

SJW: Clear support only works on ground support (from other formations). You can re-assign a ship or remove it from the orbital support fleet.
« Last Edit: January 08, 2024, 09:01:57 AM by Steve Walmsley »
 

Offline simast

  • Warrant Officer, Class 2
  • ****
  • s
  • Posts: 57
  • Thanked: 46 times
Re: v2.5.0 Bugs Thread
« Reply #74 on: January 07, 2024, 03:20:13 AM »
Not sure if this is a bug - but seems off. Spaceports on a colony with 0 population do provide all the benefits (fuel/cargo/ordinance transfer capability).

SJW: I've decided to remove the pop requirement for spaceports. This will be in v2.6 whenever that comes out.
« Last Edit: January 08, 2024, 09:11:09 AM by Steve Walmsley »