Author Topic: v2.5.1 Bugs Thread  (Read 38479 times)

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Offline Jovus

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Re: v2.5.1 Bugs Thread
« Reply #210 on: July 31, 2024, 08:58:30 PM »
I usually delete such mistakes in the research tab. Don't remember if you need SM to do this or not.

You don't, and this is a good workaround, but it doesn't suffice if you're using SM to instant research the relevant units in the ground units window itself, e.g. at game start for use of your RP and BP.
 

Offline paolot

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Re: v2.5.1 Bugs Thread
« Reply #211 on: August 02, 2024, 11:48:17 AM »
I have assigned the order "Survey Next Three Bodies or Locations" to my geo and grav survey ships.
With this order, a couple of grav ships started to perform geo survey, even if they don't have geo sensors onboard (see images in the Suggestions Thread for v2.4.0).

SJW: Not a bug. Just don't order grav survey ships to do geo surveys. Use the grav survey standing order instead.
« Last Edit: August 02, 2024, 12:42:55 PM by Steve Walmsley »
 

Offline nuclearslurpee

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Re: v2.5.1 Bugs Thread
« Reply #212 on: August 03, 2024, 07:42:54 AM »
I usually delete such mistakes in the research tab. Don't remember if you need SM to do this or not.

You don't, and this is a good workaround, but it doesn't suffice if you're using SM to instant research the relevant units in the ground units window itself, e.g. at game start for use of your RP and BP.
It...does? The researched ground units still show up in the Research tab as completed projects and can be un-researched to remove them from the game if you make a mistake like (not) marking a unit (non-)combat. I do this all the time because I make mistakes a lot.
 

Offline Exultant

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Re: v2.5.1 Bugs Thread
« Reply #213 on: August 04, 2024, 02:03:21 AM »
Summary: CIWS is firing, and reporting hits, but not actually stopping missiles. Additionally, CIWS does not appear to have a misfire chance like normal PD does (this may be intentional due to commercial status?)

The function number: N/A
The complete error text: N/A
The window affected: main screen
What you were doing at the time: testing PD setups to combat missiles
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: 80 years, but also reproducible in a fresh DB using the Example Game


I was having trouble catching leaking missiles with CIWS so I booted up a test environment to see if real life hit chances were on par with my calculations. Turns out there's a bug in CIWS PD fire.

I can confirm that I am on 2.5.1, see screenshots.

I fired 20 missiles at a 100 layer armor ship with 100 CIWS. From the design document on the changes to PD, CIWS should function like old-rule PD and fire each shot sequentially at each oncoming missile until the missiles are destroyed.

The firing seems to be working, and the game is registering the hits, but it doesn't destroy the missile.

According to the logs, all CIWS fired at the missiles, registering 808 impacts of strength 1 on the 20 missiles. After all CIWS fired, 11 of the 20 missiles impacted the ship, dealing damage, while the remaining 9 will attack next increment, due to missile retargeting being built into my test ASM.

I have attached screenshots of the logs from attacker and defender sides.
 
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Offline pedter

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Re: v2.5.1 Bugs Thread
« Reply #214 on: August 04, 2024, 04:32:13 PM »
Summary: CIWS is firing, and reporting hits, but not actually stopping missiles. Additionally, CIWS does not appear to have a misfire chance like normal PD does (this may be intentional due to commercial status?)

Also reported on 2.5.1 here in case one or the other has extra useful information:
https://aurora2.pentarch.org/index.php?topic=13464.msg168569#msg168569
https://aurora2.pentarch.org/index.php?topic=13464.msg168699#msg168699
 

Offline alex_brunius

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Re: v2.5.1 Bugs Thread
« Reply #215 on: August 05, 2024, 03:49:00 AM »
Looks like Repairyard cost was reduced from 2400 to 1200bp, but the listed mineral cost still remains the same as a regular SY (1200+1200)
 

Offline Lord Solar

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Re: v2.5.1 Bugs Thread
« Reply #216 on: August 06, 2024, 01:59:20 AM »
Summary: Box Launchers never detonate.

I've been doing some exhaustive testing of box launchers, and I've noticed that unlike as the tech line seems to indicate, box launchers never seem to explode.

Here is one test I did:
Using the base technology of 100% explosion chance, I constructed a station with 1 armor and dozens of loaded missiles (with warheads). I then transferred the station to another player race set to hostile, and fired STR 16 missiles at that station one at a time. Each hit would destroy multiple box launchers, but never trigger any secondary explosions of the launchers detonating. I checked the target station, and the missiles were not even destroyed despite the box launchers carrying being destroyed.

it doesn't seem to matter at all if the missiles are "assigned" to launchers or MFC, or just sitting unassigned.

Expected Result: When a box launcher is destroyed, it should check its explosion chance and then detonate whatever missile it is assigned if it's triggered.
IMO, If it's not assigned a missile, it should pick one the size of the launcher or next smallest- that is over the ships regular magazine capacity in case the design has both magazines and box launchers.
In both cases when its destroyed it should also destroy the missile it was carrying.

As much as I like having no detonation chance for box launchers just in case for my own designs, this should probably be fixed :) I guess no one has just ever had a box launcher ship be internally damaged when missiles are still loaded before!
 

Offline Kiero

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Re: v2.5.1 Bugs Thread
« Reply #217 on: August 09, 2024, 08:09:03 AM »
Restoring commanders not working. After game save and restart, restored commanders are gone.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #218 on: August 09, 2024, 08:54:27 AM »
A collier that is not in a subfleet and is designated to "Load Sub Fleet Ordnance" will load ordnance to ships needing that ordnance in any fleet, anywhere, that are also not in a subfleet.

Load a collier with some ordnance. Make sure the collier is not in a subfleet. EDIT: Give the collier the "Load Sub Fleet Ordnance" directive.
Have a ship in another fleet, but also not in a subfleet, that needs that same ordnance to complete its current ship template loadout.
Pass time in a large enough increment for ordnance transfer to handle at least one missile. (In my current situation, it had to be at least 3 hours.)
Notice that the collier has lost some ordnance.
Also notice that the other ship has gained some ordnance (or possibly not; check any other ships in your navy needing the same ordnance).

Probably the logic for subfleet reloading is only filtering the recipient list on the subfleetid matching the collier's subfleetid, which is 0 when not in a subfleet.
So, probably needs to also filter by fleetid matching.
« Last Edit: August 16, 2024, 09:57:41 AM by skoormit »
 

Offline Exultant

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Re: v2.5.1 Bugs Thread
« Reply #219 on: August 09, 2024, 11:03:24 PM »
The function number: 3656
The complete error text: 2.5.1 Function #3656: The given key was not present in the dictionary.
The window affected: main screen
What you were doing at the time: firing a box launched missile at an NPR commercial engined ship (I think it's a civvie freighter)
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: I think it might be something about this class-design. I have had it happen twice, both against this hull of ship.
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: just under 85 years.

Firing an ion era s36 missile with 8 decoys, retargeting, atg. All other ships have been hit successfully, but this particular class of ship gives me this error when the missile reaches it. No attack roll, no indication in the log that there was any interaction between missile and ship. Missile disappears.

It's a ship that keeps blipping in and out of a Jump Point defense stack I have, because I took a system cutting the NPRs empire in two. I haven't bothered to chase down the offending ship because it appears to be a civvie, so I don't know if all ships of this class are affected or only this specific ship for some reason.
 

Offline ChubbyPitbull

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Re: v2.5.1 Bugs Thread
« Reply #220 on: August 15, 2024, 08:52:30 AM »
Aurora 2.5.1, Modded Database to add New Higher-Capacity Maintenance Storage components, and to extend ELINT and Max Orbital Diameter Tech Lines to allow for new more-powerful ELINT modules and unlock orbital mining of larger bodies.

Display Bug: Picking up more research labs than a colony has available when the remaining labs are being used for a research project does not cancel the project and puts total lab count into the negative.

I had a 40% Ancient Construct (Construction) Colony, but found a 100% Ancient Construct (Construction) Colony so was in the process of mass-moving all research labs from one to the other using a large cargo fleet, capable of moving 3 Research Labs at once, and a smaller fleet, which could move 1.25 labs at once. As the labs moved, the game would normally reduce labs in-use by active projects as the lab count dwindled. Finally, there was 1 remaining Research Lab on the planet being used for a research project. However, when the large cargo fleet loaded the final labs, it didn't cancel the active research project, nor did it reduce the 2 labs still being used by the research scientist. The labs were indeed loaded, as they appeared in the fleets cargo hold and the Colony Summary no longer lists Research Labs. However, the scientist project is still displayed, and the research screen shows "Research Labs Available: -2" even through open/closing the UI and the game.

This does appear to just be a display bug, as advancing time does not decrease the RP remaining for the project. So no research is actually happening, it just looks like the project is active.

 
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Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #221 on: August 17, 2024, 09:14:54 AM »
Summary:
Ship Commander works temp job outside of their lifepod, dies anyway.

The events:
Jul 31: A fighter of mine is destroyed by enemy fire. Lifepod contains 3 crew plus the commander.
Aug 1: The commander is assigned as commanding officer of a different fighter, in a system far away.
Aug 15: The commander dies when the lifepod expires.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #222 on: August 17, 2024, 09:55:37 AM »
For some colonies, selection via right-clicking the map (or the galactic map) does not work--the Econ window opens, but without a colony selected.

Happens for:
Colonies with no population and no installations, unless orbital miners are present (I have not tested with orbital terraformers).
Colonies with only a DST.

Does not happen for:
Populated colonies.
Colonies with CMCs.
Unpopulated colonies with orbital miners present.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #223 on: August 17, 2024, 12:11:05 PM »
Summary: Fleets with tractor beams fall out of orbit after executing order to tractor ship.

Repro steps:
Fleet A has a ship with a tractor beam, currently not in use, and is in orbit of a body.
Fleet B is a single ship (station, in fact) in orbit of the same body.
Give Fleet A orders to tractor any ship in Fleet B.
Advance time 5 seconds.
Fleet A is now tugging the ship that was in Fleet B. (And Fleet B has been auto-deleted, unless a shipyard task is targeting it.)
Fleet A is still in orbit of the body.
Auto advance time with 8-hour increments until body orbital movement occurs.

Result:
Fleet A did not move with the body. It is now in space at the body's previous coordinates.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #224 on: August 17, 2024, 02:16:26 PM »
Double-clicking a "Fighter Construction" event (on the main map or on the Events window) opens the Econ window with the first colony selected, not the colony where the event took place.