Author Topic: v2.5.1 Bugs Thread  (Read 39475 times)

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Offline nakorkren

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Re: v2.5.1 Bugs Thread
« Reply #270 on: October 05, 2024, 03:22:14 PM »
I'm currently engaged in a home world invasion and my troops have been steadily consuming available supply trucks in the parent formation as expected. However, now that those supply trucks have run out, their supply % should be going down, but is not. I know they normally have enough supply internal to each unit to cover 10 rounds of combat, but it's been much longer than that and everyone's still firing away at 100% supply. I know for sure they still have supply because units set to Forward Attack are still periodically getting breakthroughs, which per the rules they can't do if they run out of supply.

Wondering if this is a consequence of the relatively recent fix that allows units to refill their 10 round reserve when out of combat... could it be allowing it while in combat too, by accident?
« Last Edit: October 05, 2024, 03:25:28 PM by nakorkren »
 

Offline Ghostly

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Re: v2.5.1 Bugs Thread
« Reply #271 on: October 08, 2024, 03:55:40 AM »
Repairing ships with crew losses drains crew from the academy pool without actually replenishing casualties. These screenshots were taken 1 construction cycle apart, no other ship construction, repair or crew replacement have taken place:





772+((30*1000/5)/(365/5))-531 = 323 crew drained, as opposed to 328 crew capacity of the repaired ship.
 

Offline Randy

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Re: v2.5.1 Bugs Thread
« Reply #272 on: October 10, 2024, 09:39:42 AM »
The View Technology screen, when looking at CIWS components, does not show the actual ECCM built into a CIWS.

The correct value appears on the class design screen (looking at the CIWS in either race or class components view), and on the Create Research Project screen. Its easy to reproduce - just create a CIWS with any ECCM...

I'm guessing its just a display issue because it does appear correct in the other locations.

Also noticed that the TN start generated tech (and I'm guessing that AI generated tech as well) can build components impossible for the player to design.
For example, active sensor of size 3.6 or resolution of 111... 

Not a big deal, just seems strange that we can encounter such components, but can never create them ourselves...  ;)
 
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Offline Louella

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Re: v2.5.1 Bugs Thread
« Reply #273 on: October 13, 2024, 03:16:24 PM »
What are Function #115 and Function #1658 ?

The error window only says "object reference not set to instance of an object"
 

Offline Alsadius

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Re: v2.5.1 Bugs Thread
« Reply #274 on: October 14, 2024, 07:34:00 AM »
A pretty minor one, but if you have a bunch of construction units and a small number of ruined installations to recover on a planet, you can get more recoveries than you have available installations. It seems to roll for all construction units first, and even though it will say that the ruins are fully exploited, it'll keep giving you more stuff after that.

In my case, I was doing some testing that happened to involve 102 construction units on a planet with 8 ruins. At the next construction phase, it showed me 8 "Factory Restored" events, a "Ruins Exploited" event, and then six more "Factory Restored" events after that. And it wasn't just cosmetic, the rewards did show up on the planet. (Each of those units was 1x INF-HQ2000 + 6x VEH-2xCON, if that matters.)

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #275 on: October 18, 2024, 10:31:15 AM »
Lost Contact locations are often broken.

In my current game, I have many lost contacts displaying in positions in which I would never have seen them.
In some (maybe all) of these instances, the displayed location relative to the system center matches the relative position of the NPR's HW relative to its system center.
Presumably these ships are currently in orbit of their HW, and my contact info is updating with their current coordinates (but not their current system), even though I do not have a current contact for them, and even though my last contact with them occurred in a different system.

One possible clue:
I believe these ships were all last seen in the system adjacent to their HW.
They were on sensors in this system, near the JP to their home system, and I lost contact when I transited to their home system.
I remained in their home system for a only a few minutes, and transited back, at which point they would have been reestablished on sensors.

So, maybe there's an edge case in the code when a contact is established due to transit.
Possibly in this case the system of contact is recorded as the system that the transited ship left, rather than its current system.
And somehow, when contact is lost subsequently to that, the contact is not removed from the list of active contacts.
 
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Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #276 on: October 20, 2024, 05:41:08 AM »
The input fields for "Range Bands" and "Target Speed" (far right side of Class Design window) allow multiline input.
If you inadvertently input a multiline value in either box, you will receive runtime errors.

Quote
2.5.1 Function #237: Input string was not in a correct format.

These errors can be hard to diagnose.
They do not indicate the source, and the input fields only display the bottom line of the input value (unless you return focus to the field and move the cursor up a line).
 

Offline Ragnarsson

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Re: v2.5.1 Bugs Thread
« Reply #277 on: October 22, 2024, 03:34:53 AM »
The "X" icon at the extreme top-right of the "Create New Race" screen is non-functional, it does not close the screen as anticipated. The "Cancel" button functions properly to close the screen, so it's obviously not a huge issue.

Specifically, I observe this when SM mode is active and selecting the "Create Race" button from the "System Generation and Display" screen. The "Create New Race" screen that is opened is the one that has the non-functional "X".
 

Offline Kiero

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Re: v2.5.1 Bugs Thread
« Reply #278 on: October 25, 2024, 04:47:35 AM »
Genetic modification centers works regardless if they are on or not in the Industry tab.
 

Offline Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #279 on: October 25, 2024, 06:21:54 AM »
The "X" icon at the extreme top-right of the "Create New Race" screen is non-functional, it does not close the screen as anticipated. The "Cancel" button functions properly to close the screen, so it's obviously not a huge issue.

Specifically, I observe this when SM mode is active and selecting the "Create Race" button from the "System Generation and Display" screen. The "Create New Race" screen that is opened is the one that has the non-functional "X".

That is working as intended, to ensure that cancelling is done cleanly. It is mentioned in the Known Issues post.
 
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Offline Louella

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Re: v2.5.1 Bugs Thread
« Reply #280 on: October 26, 2024, 12:15:42 PM »
Possible bug.

Capturing enemy colony ships by boarding, or forcing them to surrender, the player can obtain alien colonists.

However, it is not possible to create a colony to use these colonists on, the species is not added to the list of options for creating a new colony.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #281 on: Yesterday at 07:11:21 AM »
Double-clicking the "Overallocation of Labs" event opens the Econ window to the Mining tab instead of the Research tab.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #282 on: Yesterday at 07:31:06 AM »
Right-clicking on the main map (or the galactic map) and selecting a colony opens the Econ window with that colony selected.
Except sometimes it opens the Econ window with no colony selected.

Of the colonies in my game, it works correctly for:
  • Colonies with non-zero population.
  • Civilian Mining Colonies.
  • Colonies with orbital miners in orbit.

It opens with no colony selected for:
  • Colonies with only ground units and/or a deep space tracking station
  • Colonies with only a mass driver
  • DSPs (I have one with nothing at all, and one with only maintenance capacity)
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #283 on: Today at 04:31:34 AM »
Double-clicking the "Inactive Lab" event opens the Econ window to the Research tab with the homeworld selected, even if the event is at another colony.
 

Offline Ghostly

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Re: v2.5.1 Bugs Thread
« Reply #284 on: Today at 01:45:49 PM »
Lost Contact locations are often broken.

In my current game, I have many lost contacts displaying in positions in which I would never have seen them.
In some (maybe all) of these instances, the displayed location relative to the system center matches the relative position of the NPR's HW relative to its system center.
Presumably these ships are currently in orbit of their HW, and my contact info is updating with their current coordinates (but not their current system), even though I do not have a current contact for them, and even though my last contact with them occurred in a different system.

One possible clue:
I believe these ships were all last seen in the system adjacent to their HW.
They were on sensors in this system, near the JP to their home system, and I lost contact when I transited to their home system.
I remained in their home system for a only a few minutes, and transited back, at which point they would have been reestablished on sensors.

So, maybe there's an edge case in the code when a contact is established due to transit.
Possibly in this case the system of contact is recorded as the system that the transited ship left, rather than its current system.
And somehow, when contact is lost subsequently to that, the contact is not removed from the list of active contacts.

I don't fully understand this bug either, just wanted to share my observations:

https://imgur.com/a/APA25vX

4 lost contacts displayed in a position where they were never detected, their position relative to the star matches that of 91 Pegasi V and its moons, where the NPR has a few colonies. The 91 Pegasi system is adjacent to the Kuiper 41 where they were detected, and incidentally it is their home system, though their HW is the planet 91 Pegasi III.

https://imgur.com/a/bA2PszN

A partial contact being displayed in two places at the same time, its actual position relative to the star (JP to the system where the fake contact is displayed) matches that of the fake contact.

Ultimately, it does seem to be a case of contacts getting duplicated upon transit (it's not rare that I get two notifications for a single ship transitting a JP where I have a sensor buoy, this might be related) and existing in two systems at once. Although I'm not sure what would cause them to get updated way past a player's detection capabilities like in case 1, as I've never had any detection around the 5th planet.