Author Topic: v2.5.1 Bugs Thread  (Read 142435 times)

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Offline Steve Zax

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Re: v2.5.1 Bugs Thread
« Reply #225 on: August 18, 2024, 01:12:35 AM »
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.

if you move the tractored station away from orbit and THEN BACK, does it then stay with the orbiting body?
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #226 on: August 18, 2024, 11:31:17 AM »
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.

if you move the tractored station away from orbit and THEN BACK, does it then stay with the orbiting body?

You don't even have to move it away. If you just give an order to move to the planet it is already orbiting, it will stay put.
 

Offline Steve Zax

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Re: v2.5.1 Bugs Thread
« Reply #227 on: August 18, 2024, 04:10:57 PM »
Well, if its that easy to work around, then it might be a low priority to be fixed, although I suppose it still counts as a bug.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #228 on: August 19, 2024, 03:49:57 AM »
Well, if its that easy to work around, then it might be a low priority to be fixed, although I suppose it still counts as a bug.

(Easy to work around) * (Happens hundreds of times per game year) = Maybe somewhat higher priority
 

Offline Steve Zax

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Re: v2.5.1 Bugs Thread
« Reply #229 on: August 19, 2024, 03:31:02 PM »
Well, if its that easy to work around, then it might be a low priority to be fixed, although I suppose it still counts as a bug.

(Easy to work around) * (Happens hundreds of times per game year) = Maybe somewhat higher priority

Good point
 

Offline Garfunkel

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Re: v2.5.1 Bugs Thread
« Reply #230 on: August 19, 2024, 05:34:27 PM »
Steve already fixed the bug where ships/stations that joined a fleet first instead of entering orbit first where not counted as being in orbit. This seems like a leftover from that fix. But it hasn't been noticed because it is such a rare case. Most players will have their tugs move immediately after tractoring something instead of waiting in orbit. I play with 24 hour production cycle, meaning that planets move every day and I have never encountered this bug.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #231 on: August 20, 2024, 10:06:49 AM »
Steve already fixed the bug where ships/stations that joined a fleet first instead of entering orbit first where not counted as being in orbit. This seems like a leftover from that fix. But it hasn't been noticed because it is such a rare case. Most players will have their tugs move immediately after tractoring something instead of waiting in orbit. I play with 24 hour production cycle, meaning that planets move every day and I have never encountered this bug.

I play with 24hour cycle, and I have this bug all the time. I make heavy use of tugs, and often give orders to tractor ships upon arrival, but without further orders.
 

Offline nakorkren

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Re: v2.5.1 Bugs Thread
« Reply #232 on: August 24, 2024, 12:03:15 PM »
"Show Next Tech" checkbox doesn't show the impact of the next level of "Maximum Shield Generator Size" tech, i.e. the drop down doesn't show the new options for bigger shields.
 

Offline nakorkren

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Re: v2.5.1 Bugs Thread
« Reply #233 on: August 25, 2024, 03:03:39 PM »
High Power Microwave (HPM) 15cm should be 250t but it's actually 200t, same as 12cm.

This is out of line with progression on other weapons and appears to be out of line with the other calibers of HPM: 10cm is 150t, 12cm is 200t, and 18cm is 300t, so you'd expect 15cm to be 250t, not 200cm.
 
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Offline nakorkren

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Re: v2.5.1 Bugs Thread
« Reply #234 on: August 25, 2024, 04:14:58 PM »
Unclear if this is a bug or not, but ships that move to a lagrange point don't stay at the lagrange point when bodies are moved during the construciton phase, i.e. the LP moves out from under the ship. If that's a bug, would be helpful to have it fixed, as it makes ambushing a fleet heading toward an intrasystem jump more difficult (ask me how I know, although I still managed it).

If it's WAI, would it be possible to add a "Follow" command for LP just like for orbital bodies, so we can at least intentionally follow it?
 

Offline nakorkren

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Re: v2.5.1 Bugs Thread
« Reply #235 on: August 25, 2024, 05:07:03 PM »
Either there's a bug in the surrender logic, or maybe an edge case and I just got super lucky, but I just had 450ktons of enemy combatants surrender en mass, with only one of their ships damaged, to <120ktons of my own fleet. I was slightly ahead in tech but not egregiously so, and many of my ships were older vintage scraped together for a desperate ambush to protect a mid-sized colony. I normally wouldn't provide what is going to be nearly an AAR, but I think it may be relevant.

My fleet was comprised of
1x CV Liverpool (64kton armed carrier)
1x CV Let Freedom Ring (20kton unarmed carrier)
24x Lightning (various vintages of fast fighters armed with a single HPM)
15x F-45 Starfires (500t railgun fighter)
08x F-46 Starfires (500t railgun fighter)
10x F-45 Starfires (490t railgun fighter)
11x F-53 Starfires (380t railgun fighter)

The enemy's fleet was comprised of
2x Kitee (52kt Battlecruiser)
5x Hyvinkaa (52kt Battlecruiser)
3x Pieksamaki (35kt Escort Cruiser)

When the enemy fleet finally performed their intrasystem jump, they landed roughly 500km away from my fleet. Both fleets closed the distance, with my fleet staying together at the speed of the CV Liverpool. Once the enemy fleet opened fire with their large railguns at around 240km, they delt armor damage to 6 fighters and intenral damage to a 7th, but no fighters were destroyed outright. I broke the fighters apart into fleets based on their speed, and ordered them all to close at their own best speed. CV Liverpool fired next as it's particle beams came into range, and landed a single strength 6 high. In the next 5 second tick, right as the first fighters got into range, but before they could fire, the entire enemy fleet surrendered! One of the Kitee had sustained about 30 to 40% armor damage from some prior engagement, but the rest of their ships were untouched. They were all at zero fuel, however.

Had they not surrendered I'm pretty sure the 24 HPM fighters would've taken out the enemy's sensors and fire controls and my fleet would've won, but each enemy ship had 3 BFC and enough railguns and lasers for each BFC (471 across the fleet, so ~20 guns per BFC) that each BFC would've been almost guaranteed to kill a fighter at close range. That would've been 24 fighters destroyed per round of fire, so it'd be a race to disable enemy ships via microwave before all my microwave fighters were shot down. I'm actually kind of bummed I didn't get to find out how it sorted out.

The only thing I can think of is that the high speed of the fighters was weighted heavily, and maybe the enemy fleet being out of fuel also was part of the calculation. I saved off the before and after DB in case anyone wants to poke into it.

Update: Boy did I get lucky they surrendered (for what ever reason). I re-ran from my prior save and they wrecked me, as is appropriate for a 4:1 tonnage advantage. Those railguns were not friendly to my fighters, that's for sure.

CV Liverpool  (Liverpool class Carrier)      64,357 tons       1,025 Crew       8,006.1 BP       TCS 1,287    TH 3,750    EM 10,200
2913 km/s      Armour 8-143       Shields 340-510       HTK 284      Sensors 8/1/0/0      DCR 34-5      PPV 70.4
Maint Life 1.59 Years     MSP 11,088    AFR 2367%    IFR 32.9%    1YR 5,098    5YR 76,467    Max Repair 625 MSP
Hangar Deck Capacity 25,000 tons     Troop Capacity 250 tons     Magazine 16 / 0    Cryogenic Berths 1,000   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Flight Crew Berths 500    Morale Check Required   

Ion Drive  EP1250.00 (3)    Power 3750    Fuel Use 18.97%    Signature 1250    Explosion 10%
Fuel Capacity 4,000,000 Litres    Range 59 billion km (234 days at full power)
Epsilon S85 / R510 Shields (4)     Recharge Time 510 seconds (0.7 per second)

Particle Beam-6 (8 )    Range 200,000km     TS: 5,000 km/s     Power 15-3.75    ROF 20       
12cm Railgun 60km-10s (4x4)    Range 60,000km     TS: 5,000 km/s     Power 6-3     RM 30,000 km    ROF 10       
BFC R256-TS4000 (1)     Max Range: 256,000 km   TS: 4,000 km/s    ECCM-1     96 92 88 84 80 77 73 69 65 61
BFC R128-TS4000 (1)     Max Range: 128,000 km   TS: 4,000 km/s    ECCM-1     92 84 77 69 61 53 45 38 30 22
Magnetic Mirror Fusion Reactor R42 (1)     Total Power Output 42.3    Exp 5%

M4 Silo (4)     Missile Size: 4    Hangar Reload 100 minutes    MF Reload 16 hours
Tele-Drone MFC (1)     Range 14.1m km    Resolution 100
SCT Tele-drone Mk1 (4)    Speed: 7,200 km/s    End: 3.8d     Range: 2,373.5m km    WH: 0    Size: 4    TH: 24/14/7

MD-393k-50t (1)     GPS 12     Range 4.4m km    MCR 393.3k km    Resolution 1
TH1.0-8.0 (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
EM0.2-1.6 (1)     Sensitivity 1.6     Detect Sig Strength 1000:  10m km

Electronic Warfare Jammers:   Fire Control 2    Missile 2   

***************************

CV Let Freedom Ring  (Liberty Mk1a class Carrier)      20,000 tons       316 Crew       2,812.4 BP       TCS 400    TH 2,000    EM 4,740
5000 km/s      Armour 5-65       Shields 158-632       HTK 87      Sensors 11/1/0/0      DCR 28-14      PPV 0
Maint Life 2.12 Years     MSP 4,230    AFR 390%    IFR 5.4%    1YR 1,262    5YR 18,931    Max Repair 1,000 MSP
Hangar Deck Capacity 8,000 tons     Troop Capacity 250 tons     
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Flight Crew Berths 160    Morale Check Required   

Magneto-plasma Drive  EP2000.00 (1)    Power 2000    Fuel Use 27.62%    Signature 2000    Explosion 12%
Fuel Capacity 1,750,000 Litres    Range 57 billion km (131 days at full power)
Theta S158 / R632 Shields (1)     Recharge Time 632 seconds (0.3 per second)

TH1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
EM0.1-1.1 (1)     Sensitivity 1.1     Detect Sig Strength 1000:  8.3m km

Electronic Warfare Jammers:   Sensor 1   


***************************

FTR-148 B-2b Lighting 008  (B-2b Lighting class Fighter)      496 tons       13 Crew       121 BP       TCS 10    TH 161    EM 0
16280 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0-0      PPV 3
Maint Life 4.47 Years     MSP 65    AFR 20%    IFR 0.3%    1YR 5    5YR 79    Max Repair 80.6 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 15 days    Morale Check Required   

Ion Drive  EP161.25 (1)    Power 161.2    Fuel Use 1188.61%    Signature 161.25    Explosion 30%
Fuel Capacity 23,000 Litres    Range 0.7 billion km (12 hours at full power)

HPM-15km-5s (1)    Range 15,000km     TS: 16,280 km/s     Power 3-3    ROF 5       
BFC R19-TS14000 (SW) (1)     Max Range: 19,200 km   TS: 14,000 km/s    ECCM-1     48 0 0 0 0 0 0 0 0 0
Magnetic Mirror Fusion Reactor R3 (1)     Total Power Output 3.1    Exp 5%

MD-136k-5t (1)     GPS 2     Range 1.5m km    MCR 136.2k km    Resolution 1

***************************

FTR-01 F-45 Starfire 001  (F-45 Starfire class Fighter)      500 tons       11 Crew       72.7 BP       TCS 10    TH 72    EM 0
7181 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0-0      PPV 3
Maint Life 4.15 Years     MSP 29    AFR 20%    IFR 0.3%    1YR 3    5YR 40    Max Repair 35.9 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 15 days    Morale Check Required   

Nuclear Gas-Core Engine  EP71.75 (1)    Power 71.8    Fuel Use 442.90%    Signature 71.75    Explosion 17%
Fuel Capacity 21,000 Litres    Range 1.71 billion km (66 hours at full power)

10cm Railgun V20/C3 (1x4)    Range 19,200km     TS: 7,181 km/s     Power 3-3     RM 20,000 km    ROF 5       
BFC R19-TS9000 (SW) (1)     Max Range: 19,200 km   TS: 9,000 km/s    ECCM-0     48 0 0 0 0 0 0 0 0 0
Gaseous Fission Reactor R3 (1)     Total Power Output 3    Exp 5%

MD-136k-5t (1)     GPS 2     Range 1.5m km    MCR 136.2k km    Resolution 1

***************************
FTR-302 F-53 Starfire 080  (F-53 Starfire class Fighter)      390 tons       11 Crew       107.6 BP       TCS 8    TH 106    EM 0
13563 km/s      Armour 1-4       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0-0      PPV 3
Maint Life 3.66 Years     MSP 17    AFR 12%    IFR 0.2%    1YR 2    5YR 30    Max Repair 52.8 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 15 days    Morale Check Required   

Magneto-plasma Drive  EP105.60 (1)    Power 105.6    Fuel Use 1661.74%    Signature 105.6    Explosion 30%
Fuel Capacity 24,000 Litres    Range 0.67 billion km (13 hours at full power)

10cm Railgun V20/C3 (1x4)    Range 20,000km     TS: 13,563 km/s     Power 3-3     RM 20,000 km    ROF 5       
BFC R48-TS16k (SW) (1)     Max Range: 48,000 km   TS: 16,000 km/s    ECCM-2     79 58 38 17 0 0 0 0 0 0
Stellarator Fusion Reactor R3-PB30 (1)     Total Power Output 3    Exp 15%

MD-136k-5t (1)     GPS 2     Range 1.5m km    MCR 136.2k km    Resolution 1

***************************
BCJ-03 Kitee 003  (Kitee class Jump Battlecruiser)      52,469 tons       1,617 Crew       9,073.3 BP       TCS 1,049    TH 6,120    EM 0
5832 km/s    JR 4-100      Armour 8-124       Shields 0-0       HTK 314      Sensors 18/12/0/0      DCR 18-3      PPV 234
Maint Life 0.71 Years     MSP 1,945    AFR 1224%    IFR 17.0%    1YR 2,725    5YR 40,875    Max Repair 1,270.5 MSP
Magazine 0 / 132   
Captain    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 12 months    Morale Check Required   

J52500(4-100) Military Jump Drive     Max Ship Size 52500 tons    Distance 100k km     Squadron Size 4

Ion Drive  EP510.00 (12)    Power 6120    Fuel Use 74.72%    Signature 510    Explosion 13%
Fuel Capacity 3,950,000 Litres    Range 18.1 billion km (35 days at full power)

20cm C3.5 Ultraviolet Laser (39)    Range 256,000km     TS: 5,832 km/s     Power 10-3.5     RM 40,000 km    ROF 15       
Beam Fire Control R256-TS6000 (3)     Max Range: 256,000 km   TS: 6,000 km/s    ECCM-1     96 92 88 84 80 77 73 69 65 61
Magnetic Mirror Fusion Reactor R4 (39)     Total Power Output 139.6    Exp 5%

Size 44 Decoy Launcher (3)     Decoy Size: 44    Hangar Reload 331 minutes    MF Reload 55 hours
Dart Ship Decoy (3)    Signature: 8800 tons    ECM-1    Size: 44

Active Search Sensor AS68-R110 (1)     GPS 11880     Range 68.8m km    Resolution 110
Thermal Sensor TH3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
EM Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  27.4m km

Electronic Warfare Jammers:   Sensor 1    Fire Control 1    Missile 1   

***************************

BC-06 Hyvinkaa 006  (Hyvinkaa class Battlecruiser)      52,452 tons       1,600 Crew       8,425.2 BP       TCS 1,049    TH 6,120    EM 0
5834 km/s      Armour 9-124       Shields 0-0       HTK 335      Sensors 12/12/0/0      DCR 18-3      PPV 272
Maint Life 1.12 Years     MSP 1,807    AFR 1223%    IFR 17.0%    1YR 1,458    5YR 21,873    Max Repair 255 MSP
Magazine 0 / 352   
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Ion Drive  EP510.00 (12)    Power 6120    Fuel Use 74.72%    Signature 510    Explosion 13%
Fuel Capacity 3,750,000 Litres    Range 17.2 billion km (34 days at full power)

25.00cm C4 Ultraviolet Laser (1)    Range 256,000km     TS: 5,834 km/s     Power 16-4     RM 40,000 km    ROF 20       
20cm C3.5 Ultraviolet Laser (44)    Range 256,000km     TS: 5,834 km/s     Power 10-3.5     RM 40,000 km    ROF 15       
Beam Fire Control R256-TS6000 (3)     Max Range: 256,000 km   TS: 6,000 km/s    ECCM-1     96 92 88 84 80 77 73 69 65 61
Magnetic Mirror Fusion Reactor R4 (1)     Total Power Output 4.3    Exp 5%
Magnetic Mirror Fusion Reactor R4 (44)     Total Power Output 157.5    Exp 5%

Size 44 Decoy Launcher (8 )     Decoy Size: 44    Hangar Reload 331 minutes    MF Reload 55 hours
Dart Ship Decoy (8 )    Signature: 8800 tons    ECM-1    Size: 44

Active Search Sensor AS68-R110 (1)     GPS 11880     Range 68.8m km    Resolution 110
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  27.4m km
EM Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  27.4m km

Electronic Warfare Jammers:   Sensor 1    Fire Control 1    Missile 1   

***************************

CLE-04 Pieksamaki 006  (Pieksamaki class Escort Cruiser)      34,990 tons       1,057 Crew       4,676.3 BP       TCS 700    TH 4,080    EM 0
5830 km/s      Armour 8-95       Shields 0-0       HTK 187      Sensors 6/0/0/0      DCR 12-3      PPV 168
Maint Life 1.08 Years     MSP 1,002    AFR 816%    IFR 11.3%    1YR 864    5YR 12,958    Max Repair 255 MSP
Magazine 0 / 176   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Ion Drive  EP510.00 (8 )    Power 4080    Fuel Use 74.72%    Signature 510    Explosion 13%
Fuel Capacity 2,650,000 Litres    Range 18.2 billion km (36 days at full power)

10cm Railgun V10/C3 (56x4)    Range 10,000km     TS: 5,830 km/s     Power 3-3     RM 10,000 km    ROF 5       
Beam Fire Control R128-TS6000 (3)     Max Range: 128,000 km   TS: 6,000 km/s    ECCM-1     92 84 77 69 61 53 45 38 30 22
Magnetic Mirror Fusion Reactor R4 (56)     Total Power Output 200.5    Exp 5%

Size 44 Decoy Launcher (4)     Decoy Size: 44    Hangar Reload 331 minutes    MF Reload 55 hours
Dart Ship Decoy (4)    Signature: 8800 tons    ECM-1    Size: 44

Active Search Sensor AS9-R1 (1)     GPS 51     Range 9.8m km    MCR 883k km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

Electronic Warfare Jammers:   Sensor 1    Fire Control 1    Missile 1   

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
« Last Edit: August 25, 2024, 09:57:46 PM by nakorkren »
 

Offline shatterstar

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Re: v2.5.1 Bugs Thread
« Reply #236 on: August 29, 2024, 01:57:38 AM »
Hello, really enjoying the game and appreciating all the work you have put into it over the years, thank you so much for sharing it. I have found a few potential bugs I would like to share. 

I believe I am playing 2.5.1 (as I followed all the instructions to patch the application to that version before playing) on a system that uses a period decimal point.

Clicking "Move Waypoint" locks the UI into moving waypoints and prevents new waypoints from being created (deleting works).
Steps to reproduce:
- Make two waypoints, either with normal or named.
- Click "move waypoint" and move one of the waypoints.
- Try to make a new waypoint and select a location: previously moved waypoint will move to the selected location.
- Click "delete waypoint" and delete the waypoint you just moved.
- Click "new waypoint" and select a location: nothing happens. Remaining waypoint can still be moved.
Workaround: Save and restart the game.
This can be done with one waypoint but I just wanted to show what happens when you have more than one to give more info about the observed behavior.
Please note that I have not tested this with other waypoint types besides "normal" and "named".

Researching upranked engine via template import does not research all needed supporting technologies.
Steps to reproduce:
- Create a class with an engine that has >1.25xPower output and/or >25HS max size.
- Create a template of the class.
- Start a new game with enough instant research points to research all needed tech.
- View the template of the class. Note that the technologies for Power Output and Max Engine Size do not show. (see image bug)
- Import the class using "Create Class".
- Class will import with the upranked engine. (see image bug2)
- In the Reseach tab, click the "Completed" radio button or select "Power and Propulsion" from the dropdown to verify that the >1.25xPower output and/or >25HS max size technologies are not researched.
Please note that I have not tested whether this is the case for other technologies. For example, in the template you can see in image bug2 the fire control upgrades were researched.

I think I found another couple bugs, but this is all I can remember for now. Thanks again!

(edited for clarity and to add the workaround i have been using)
« Last Edit: August 29, 2024, 02:00:24 AM by shatterstar »
 
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Re: v2.5.1 Bugs Thread
« Reply #237 on: August 29, 2024, 03:58:02 AM »

Clicking "Move Waypoint" locks the UI into moving waypoints and prevents new waypoints from being created (deleting works).
Steps to reproduce:
- Make two waypoints, either with normal or named.
- Click "move waypoint" and move one of the waypoints.
- Try to make a new waypoint and select a location: previously moved waypoint will move to the selected location.
- Click "delete waypoint" and delete the waypoint you just moved.
- Click "new waypoint" and select a location: nothing happens. Remaining waypoint can still be moved.
Workaround: Save and restart the game.
This can be done with one waypoint but I just wanted to show what happens when you have more than one to give more info about the observed behavior.
Please note that I have not tested this with other waypoint types besides "normal" and "named".


I had issues with this as well.
 
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Re: v2.5.1 Bugs Thread
« Reply #238 on: August 29, 2024, 08:04:24 AM »
Also, something I tried to do in one of my games is make a general purpose Colony Ship that can carry Cargo as well as Population. The roleplay idea was that the ship can carry needed materials along with the colonists to help get them started... However whenever I ask the Colony ship to load resources I get the error "[Fleet Name] was not able to load [Resource] from [Planet]" where the fleet name is the fleet that the colony ship is in. It's just the one ship in the fleet, no other ships. Cargo ships are able to load it just fine. Is this working as intended? I know that the game is intended as a story engine and so I thought that allowing Colony Ships to transport other stuff along with people would be thematic.
 

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Re: v2.5.1 Bugs Thread
« Reply #239 on: August 29, 2024, 09:49:41 AM »
Hello, really enjoying the game and appreciating all the work you have put into it over the years, thank you so much for sharing it. I have found a few potential bugs I would like to share. 

I believe I am playing 2.5.1 (as I followed all the instructions to patch the application to that version before playing) on a system that uses a period decimal point.

Clicking "Move Waypoint" locks the UI into moving waypoints and prevents new waypoints from being created (deleting works).
Steps to reproduce:
- Make two waypoints, either with normal or named.
- Click "move waypoint" and move one of the waypoints.
- Try to make a new waypoint and select a location: previously moved waypoint will move to the selected location.
- Click "delete waypoint" and delete the waypoint you just moved.
- Click "new waypoint" and select a location: nothing happens. Remaining waypoint can still be moved.
Workaround: Save and restart the game.
This can be done with one waypoint but I just wanted to show what happens when you have more than one to give more info about the observed behavior.
Please note that I have not tested this with other waypoint types besides "normal" and "named".

(edited for clarity and to add the workaround i have been using)

It was fixed a while ago for v2.6

Check this list for the known fixed bugs:
http://aurora2.pentarch.org/index.php?topic=13463.0