Author Topic: v2.5.1 Bugs Thread  (Read 142399 times)

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Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #315 on: November 06, 2024, 06:42:26 AM »
TLDR:
It looks like you are using 1 AU = 1.496 bkm when calculating distance from parent at Aphelion/Perihelion, but 1 AU = 1.5 bkm when calculating current distance.
This results in very slight discrepancies between the Ap/Peri temperatures shown for a body, vs the actual temperatures experienced.
-----------------

Am I correct that DistanceToParent represents the distance to the surface of the parent body, and therefore is the appropriate value to use to calculate temperature?
(Moons use the value of their parent, of course.)

It seems that asteroids are using instead OrbitalDistance (distance to center of parent body).
This gives them very slightly lower temperatures in-game than would be expected by calculation.

It also seems that the aphelion/perihelion temperature calculation is using orbital distance (i.e. not subtracting out the radius of the star) for all bodies (not just asteroids), with the exception of non-asteroids with zero eccentricity.

This leads to a common situation for planets with low (but non-zero) eccentricity (and their moons) where the current surface temp in game is above the displayed min/max temp range.


EDIT: Maybe something even simpler is going on.
For all zero-eccentricity non-moon system bodies (excluding Sol) in my database, the value (as calculated by SQLite) of
Code: [Select]
OrbitalDistance / DistanceToParent
is between
Code: [Select]
1.00267379679165and
Code: [Select]
1.00267379679124
For 8330 of the 8665 such bodies, the value is exactly
Code: [Select]
1.00267379679144
For a body with zero eccentricity, we would expect this ratio to either be exactly 1 for all bodies (if both values convey the distance from center of body to center of parent), or we would expect that ratio to vary significantly from body to body (if one value conveys the center-to-center distance, while the other conveys surface-to-surface or center-to-surface).

Since these ratios vary only a tiny amount, perhaps both values convey center-to-center distance, but some kind of rounding or unit conversion is happening differently in their calculations?

EDIT 2:

I bet it's conversion of km to AU.
1 AU = 1.496e+8 km

If you use 1.5 in one place, and 1.496 in the other, you'd have differences by a factor of
Code: [Select]
1.5/1.496 = 1.00267379679144.

SJW: Great spot! For some reason, I have two constants. AUKM and KMAU, with them set to 1.496 and 1.5. I'll fix it for v2.6. Thanks.
« Last Edit: November 07, 2024, 09:37:42 AM by Steve Walmsley »
 
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Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #316 on: November 07, 2024, 06:09:20 AM »
Double-clicking the "Civilian Mining Colony" event (for a new CMC being established) opens the Mining tab of the Econ window with the homeworld selected, instead of with the new colony selected.

SJW: Fixed for v2.6
« Last Edit: November 07, 2024, 09:42:03 AM by Steve Walmsley »
 

Offline alex_brunius

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Re: v2.5.1 Bugs Thread
« Reply #317 on: November 08, 2024, 05:45:01 PM »
Salvaged alien components that only exist inside cargo holds of freighters (not on any colony) are not shown as available for me in the Class Design list even when you have the "Use Alien Tech" flag set true in Priorities tab.

SJW: Working as intended. Only those components available to use in designs are shown. Components in freighters are not available.
« Last Edit: November 09, 2024, 07:41:54 AM by Steve Walmsley »
 

Offline Garfunkel

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Re: v2.5.1 Bugs Thread
« Reply #318 on: November 09, 2024, 03:51:43 AM »
Salvaged alien components that only exist inside cargo holds of freighters (not on any colony) are not shown as available for me in the Class Design list even when you have the "Use Alien Tech" flag set true in Priorities tab.
Not a bug AFAIK, you have to unload components to a colony first for them to be available for design work.
 

Offline alex_brunius

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Re: v2.5.1 Bugs Thread
« Reply #319 on: November 09, 2024, 10:26:54 AM »
SJW: Working as intended. Only those components available to use in designs are shown. Components in freighters are not available.
Still a bit annoying for cases where I want to make a design to start retooling a shipyard but my freighter already loaded the components at the front and is on the way for it's 1 year journey home to main SY with them. I know it's an edge case though probably not worth making a special case for.
 

Online Ghostly

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Re: v2.5.1 Bugs Thread
« Reply #320 on: November 11, 2024, 12:33:36 AM »
Tugs will lose their tractor links when their fleet gets absorbed if the tug's ShipID is higher than that of the ship it's tractoring.

To replicate:
1. Order a ship equipped with a tractor beam to tractor a ship that's older than it (preferrably a slow or engineless one).
2. Save, close and reopen the game.
3. Order another fleet to absorb the tug fleet.
4. Upon absorption the fleet will slow down to the speed of the previously tractored ship, the ship will remain in the new fleet if the tug is detached.

This is quite annoying to deal with if you're using tugs as jump tenders like I do. Changing the tugged ship's ShipID to a higher number "fixes" this, but I suspect it'll break some other stuff.
 
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Offline Crzed

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Re: v2.5.1 Bugs Thread
« Reply #321 on: November 12, 2024, 01:26:02 PM »
Hi. Today i continued to play my campaign and once in a while errors appears. I dont know what coused this errors, but there were no errors last time i played.

For example, I increment some time and errors appear, then they are gone. Then game goes without errors, time goes on and some time later they appear again.

Function: 2444
The given key was not present in the dictionary
Then
Function: 22
Object reference not set to instance of an object
The window affected: main
Conventional start
Real starts
Deciamal
Bug is intermittent
Comapign goes for 89 years
« Last Edit: November 12, 2024, 02:16:51 PM by Crzed »
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #322 on: November 13, 2024, 08:26:45 AM »
Tugs will lose their tractor links when their fleet gets absorbed if the tug's ShipID is higher than that of the ship it's tractoring.

To replicate:
1. Order a ship equipped with a tractor beam to tractor a ship that's older than it (preferrably a slow or engineless one).
2. Save, close and reopen the game.
3. Order another fleet to absorb the tug fleet.
4. Upon absorption the fleet will slow down to the speed of the previously tractored ship, the ship will remain in the new fleet if the tug is detached.

This is quite annoying to deal with if you're using tugs as jump tenders like I do. Changing the tugged ship's ShipID to a higher number "fixes" this, but I suspect it'll break some other stuff.

The same thing happens when giving a tug fleet orders to join another fleet.
 

Offline Kiero

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Re: v2.5.1 Bugs Thread
« Reply #323 on: November 13, 2024, 09:23:15 AM »
When awarding medals that can be awarded more than once, the citation added during the award overwrites previous citations for all instances of the same medal.
 

Offline Louella

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Re: v2.5.1 Bugs Thread
« Reply #324 on: November 13, 2024, 03:31:41 PM »
Civilian colony ships get stuck frequently with multi-species empires.

If you have multiple species in your empire, even such things as a genetically modified species, then civilian colony ships and space liners will often become stuck, by picking up colonists from a world, then finding there is no drop-off point.

They will load up with colonists of a species, and then sit in orbit, if there is no other colony in the empire of that species.

To unstick them, you need at least two populations of each species in the empire.
 
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Offline lumporr

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Re: v2.5.1 Bugs Thread
« Reply #325 on: November 14, 2024, 07:15:49 AM »
Civilian colony ships get stuck frequently with multi-species empires.

If you have multiple species in your empire, even such things as a genetically modified species, then civilian colony ships and space liners will often become stuck, by picking up colonists from a world, then finding there is no drop-off point.

They will load up with colonists of a species, and then sit in orbit, if there is no other colony in the empire of that species.

To unstick them, you need at least two populations of each species in the empire.

You can also set all alien populations to destination rather than supply, which will then allow shipping lines to drop off their alien colonists and to pick up your primary species once again.
 
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Offline Louella

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Re: v2.5.1 Bugs Thread
« Reply #326 on: November 14, 2024, 12:43:00 PM »
Civilian colony ships get stuck frequently with multi-species empires.

If you have multiple species in your empire, even such things as a genetically modified species, then civilian colony ships and space liners will often become stuck, by picking up colonists from a world, then finding there is no drop-off point.

They will load up with colonists of a species, and then sit in orbit, if there is no other colony in the empire of that species.

To unstick them, you need at least two populations of each species in the empire.

You can also set all alien populations to destination rather than supply, which will then allow shipping lines to drop off their alien colonists and to pick up your primary species once again.

That works for most colony ships, but the spaceliners will still get stuck in orbit, since they don't really follow the destination/supply settings.
 

Offline lumporr

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Re: v2.5.1 Bugs Thread
« Reply #327 on: November 17, 2024, 05:46:19 PM »
Fighter factories can construct fighters even when components of said fighters are unresearched.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #328 on: November 18, 2024, 04:59:08 AM »
Conditional order "Clear Order List" not working, possibly only with cycling orders.

I had a tanker fleet with orders as follows:
--Refuel at Fleet Foo (delay 1 day)
--Move to Fleet Foo

The Cycle Orders checkbox was ticked.

Conditional order parameters were:
--Fuel tanks full
--Clear Order list

No standing orders set.

Fleet Foo is a harvester fleet, slowly gaining fuel.
When the tanker fleet fuel tanks were eventually full, the conditional order did not proc.
When I changed the conditional order to "Move to Entry Jump Point" it procced immediately.

I have not tested to see if Clear Order List works with non-cycling orders, or with other conditions.
« Last Edit: November 18, 2024, 01:10:37 PM by skoormit »
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #329 on: November 18, 2024, 01:20:12 PM »
Something strange is going on with "Refuel Stationary Fleet" orders.

Fleet A contains a tug and a tanker, moving towards a jump point.
Fleet B contains just a tanker, stationed (no orders) at the other side of the jump point from Fleet A.

Fleet A orders:
Standard transit J.
Refuel stationary fleet B.

Result: Fleet A transits and immediately reports completion of all orders, but did not transfer any fuel to B.

Weird, why no fuel transferred?
Let's back up and try it a different way:

Fleet A orders:
Standard transit J.
Refuel stationary fleet B (delay 10 minutes).

Result: Fleet A transits, waits 10 minutes, and then successfully begins transferring fuel to B.


Tried it again with a delay of 5 seconds instead of 10 minutes, and no fuel was transferred.

Tried it again with a delay of 10 seconds, and no fuel was transferred.
That was while using a 5-minute time increments.

Tried it again with a delay of 10 seconds and a time increment of 5 seconds.
Fuel was successfully transferred.

Perhaps during turn processing something related to updating a fleet's current system happens after fuel transfers?
I have not yet tested with tankers that are not being tugged. Could be that the transiting tug is being handled correctly in the code, but the tractored ship is not.

« Last Edit: November 19, 2024, 09:17:55 AM by skoormit »