Author Topic: v2.5.1 Bugs Thread  (Read 142445 times)

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Offline Snoman314

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Re: v2.5.1 Bugs Thread
« Reply #345 on: December 17, 2024, 05:19:18 PM »
Ordnance Transfer Hubs currently do not function to reload box launchers. Tested multiple times with different designs and in different systems.

The purpose of Ordnance Transfer Hubs is to transfer ammo to/from magazines. Sounds like it's working as intended. For reloading box launchers, you want a hangar or (I think) a Spaceport.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #346 on: December 18, 2024, 11:05:14 AM »
The purpose of Ordnance Transfer Hubs is to transfer ammo to/from magazines. Sounds like it's working as intended. For reloading box launchers, you want a hangar or (I think) a Spaceport.

From Steve's post about reloading box launchers:
Quote
For C# Aurora, box launchers can only be reloaded in a hangar, or at an Ordnance Transfer Point (a Spaceport, Ordnance Transfer Station or Ordnance Transfer Hub).
 
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Offline Snoman314

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Re: v2.5.1 Bugs Thread
« Reply #347 on: December 18, 2024, 11:38:21 AM »
The purpose of Ordnance Transfer Hubs is to transfer ammo to/from magazines. Sounds like it's working as intended. For reloading box launchers, you want a hangar or (I think) a Spaceport.

From Steve's post about reloading box launchers:
Quote
For C# Aurora, box launchers can only be reloaded in a hangar, or at an Ordnance Transfer Point (a Spaceport, Ordnance Transfer Station or Ordnance Transfer Hub).

Well there you go then. Maybe it's been a bug with transfer hubs all along and I've internalised it as 'how it's supposed to be'. Sorry for the bad info.
 

Offline L0ckAndL0ad

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Re: v2.5.1 Bugs Thread
« Reply #348 on: December 18, 2024, 12:16:56 PM »
The purpose of Ordnance Transfer Hubs is to transfer ammo to/from magazines. Sounds like it's working as intended. For reloading box launchers, you want a hangar or (I think) a Spaceport.

From Steve's post about reloading box launchers:
Quote
For C# Aurora, box launchers can only be reloaded in a hangar, or at an Ordnance Transfer Point (a Spaceport, Ordnance Transfer Station or Ordnance Transfer Hub).

Well there you go then. Maybe it's been a bug with transfer hubs all along and I've internalised it as 'how it's supposed to be'. Sorry for the bad info.
I reported this issue back in 1.13 version, so it seems to be the case, sadly.

Or do we miss something about how it's suppose to work?
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #349 on: December 19, 2024, 11:40:45 AM »
Civ shipping lines *usually* will only ship colonists to a colony if sufficient infrastructure is in place to accommodate them.

However, they don't seem to take atmospheric dust into account when figuring out the current colony cost to determine how much space is available.

As a result, civvies can seriously overpopulate colonies with significant dust levels.

 

Offline nakorkren

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Re: v2.5.1 Bugs Thread
« Reply #350 on: December 21, 2024, 02:40:47 PM »
"5th Company of Engineers has recovered an abandoned Research Lab plus technical information on 10cm Advanced Laser Focal Size on Procul Astrum IV"

I'm pretty sure Advanced weapons used to be a thing you could discover, but I thought it was phased out. Is this a remnant? In the Wiki I found "You may find advanced versions of beam weapon technology when you gain technology from ruins. They as similar to the standard technology but with enhanced capability. For example, Advanced Lasers do more damage for the same size and power requirements. This also translates to better range as the base damage is higher. Advanced Torpedoes inflict also do more damage for a given size and power system. Advanced Railguns get one additional shot (5 shots instead of 4) per cycle time and Advanced Mesons have greater range."

I can't see any way to actually use this tech I've discovered... There's no weapon with that name in the tech lists or as a component in the class design and it's not listed as an option when I try to design a laser. It does show up as having been researched if I check under the EW "Researched" option. I can also now research 12cm Advanced Laser Focal Size, but again as far as I can tell that wouldn't do anything as I can't seem to design an "Advanced Laser" to use that tech.
« Last Edit: December 22, 2024, 03:21:42 PM by nakorkren »
 
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Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #351 on: December 22, 2024, 06:48:13 AM »
I recently landed a small scout on a carrier briefly--just long enough to refuel.
When it landed, the scout transferred to the carrier the single survivor (of my race) that the scout had been carrying.
Now (starting at the next construction cycle), I am getting the "Ship Overcrowded" message for the carrier.
The message says that the overcrowding on the carrier will increase the rate at which time passes for deployment purposes by 5.09x.

That seems rather a hefty penalty to be applied to an entirely undamaged ship with 136 crew for carrying a single extra person on board.
It is especially strange considering that I was getting no overcrowding message for the scout prior to the survivor transfer. (The scout design has 11 crew members.)

The carrier is carrying a 1kt missile station--a design that has just one crew member.
Perhaps the penalty calculation is using that parasite rather than the carrier itself?

I posted the above a couple weeks ago.
A similar issue arose today:

A single parasite, very damaged (components and armor) lands on a carrier, which is also damaged (components and armor).
As the carrier moves back to base, all damaged components on both ships get repaired, and the armor on the parasite starts getting repaired.

Both ships run out of MSP, and I start getting the "No Spare Parts" event ("{ship name} ({fleet name}) unable to carry out armour repair due to insufficient maintenance supplies").
I'm running 8-hour increments, and this event occurs every increment for three days (which spans several const cycles--mine are 86399 seconds).

Then I get an event that an engine on the carrier has suffered a maintenance failure and could not be repaired (because no MSP available).
Okay, that's not great but no big deal, we're almost home and the repair crews there are on standby. We can limp along with the two remaining engines.

Now the bug:
Starting with the first const cycle after having an engine damaged, I start getting the Ship Overcrowded event for the carrier, with a 4.99x multiplier for deployment clock time passage.

Obviously a ship should not be considered overcrowded just because it has a damaged engine. The crew doesn't live in the engine room (usually; there are exceptions).

Three things perhaps worth noting:
1) At no point did either ship suffer damage to a crew quarters component.
2) No survivors are onboard either ship. (Nor prisoners nor anything else.)
3) This is the same carrier design as in the prior report (but probably not the exact same ship). There is nothing unusual about the design--active sensor, armor, bridge, crew quarters, engines, eng spaces, fuel storage, hangar decks, maint storage, thermal sensor.
« Last Edit: December 22, 2024, 08:36:44 AM by skoormit »
 

Offline Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #352 on: December 22, 2024, 11:53:26 AM »
I think I finally found and fixed the CIWS bug. Essentially, missiles without decoys were registered as hit but not removed and there was also a separate issue around ECCM advantage causing the same result. Should be fixed now for v2.6.
 

Offline Ghostly

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Re: v2.5.1 Bugs Thread
« Reply #353 on: December 22, 2024, 03:33:15 PM »
Surveying a ruin will cause every ruin left behind by the same race to become fully surveyed as well. On the attached screenshot, only the top outpost was surveyed by archaeologists, while the middle ruin was never studied and the bottom ruin's body (pictured) was never even approached. Also used the DB to check another unsurveyed, yet fully known ruin: it belongs to the same race as another ruin I've excavated years ago.

I understand this is probably a feature, but maybe a geological survey or a troop landing should be necessary to learn the extent of a known race's ruin, as is the case for unknown ones? Being able to determine the exact amount of installations from billions of kilometers away feels like a bug.

Also, petitioning to make xenoarchaelogy operate in the same way ground geosurveys do, with a set number of survey points based on body and ruin size needed for completion instead of the RNG we have now.
« Last Edit: December 22, 2024, 03:35:51 PM by Ghostly »
 

Online Mark Yanning

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Re: v2.5.1 Bugs Thread
« Reply #354 on: December 24, 2024, 04:02:29 AM »
I got a notification of mineral exhausted on Absolus, but I don't have any Absolus colony... I'm missing something?
Probably is connected to civilian mining colony? Still, I can't find the original name of the asteroid where mineral are exhausted. So probably the notification should have the colony name: Cadorna Ventures CMC etc...
« Last Edit: December 24, 2024, 04:10:28 AM by Mark Yanning »
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #355 on: December 24, 2024, 04:45:49 AM »
I got a notification of mineral exhausted on Absolus, but I don't have any Absolus colony... I'm missing something?

There is a "System Body" checkbox beneath the colony list pane.
Tick that, and the body for each colony is included in parentheses after the colony name.
 
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Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #356 on: December 24, 2024, 04:48:03 AM »
Double-clicking the "Alien Communication" event usually centers the map on the fleet that received the communication.
However, if the communication was sent to a colony rather than a fleet, it opens the Summary tab of the Econ window with the homeworld selected.
I would expect it not to open the Econ window, but to center the map on the colony that received the communication.
 
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Offline Chocolate_Pie698

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Re: v2.5.1 Bugs Thread
« Reply #357 on: December 25, 2024, 05:57:14 AM »
Error Message:

"2.5.1 Function #2186:Attempted to divide by zero."

Cause: Accidentally set 0% when creating Ground Units.

Reproducible by setting 0% on the GU Training tab in the Economy Window.

Error persists with reloading.

Yep I can also say I got that error. Copying the planet and deleting the broken one got rid of the error. Pressing the create task button in the ground troops window with no BP, breaks the game basically.
 

Offline sopheset111

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Re: v2.5.1 Bugs Thread
« Reply #358 on: December 25, 2024, 10:59:43 AM »
I'm not sure if this is a bug or working as intended, but firing missiles from a Military Station (Ship without engines) has a lower chance to hit then missiles fired from actual warships when all other tech remains the same. This seems to be happening to my beam weapons in addition to my missiles, in the screenshot's provided, do note the station (THOR Mk.I) has the same turret with a simple improved TS over the ship (Manchester)
 

Offline paolot

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Re: v2.5.1 Bugs Thread
« Reply #359 on: December 25, 2024, 01:47:16 PM »
Merry Christmas to you all!  :)

I moved a waypoint.
Now, in the same system, I would like to add another WP. But the game let me only move the WP I moved before.
Selecting any other WP button is useless: no WP is created.
Even deleting the WP I moved is useless: no WP can still be added.
Only saving, closing and restarting the game resolves this behaviour.
Unfortunately, this means even if I share here the DB you cannot reproduce the issue.