Author Topic: v2.6.0 Bugs Thread  (Read 1453 times)

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Offline lumporr

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Re: v2.6.0 Bugs Thread
« Reply #15 on: Yesterday at 08:11:49 AM »
Yeah, there's some funkiness with missiles. I've had missiles that, once designed and instantly researched, popped out in the research tree as missile launchers. But anyway.

When creating a missile with a large warhead strength (50) and instantly research it, whenever I open the missile on the "Load Previous" tab of the Missile Design page, errors pops up with the following message:

2.6.0 Function #2609: Value was either too large or too small for an Int32.

Afterwards, when creating another missile, I get:

2.6.0 Function #2390: Object reference not set to an instance of an object.

After refreshing the page, I can no longer load any missiles, I receive the error each time, as well as similar errors whenever I'd view any missiles on any other page (i.e. ship designer, etc.)
 

Offline paolot

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Re: v2.6.0 Bugs Thread
« Reply #16 on: Yesterday at 08:23:01 AM »
Not really bugs in the settings for a new game:
- missing explanations for the Enhanced races and for "NPR Base Explored Transits", "NPR Random Explored Transits", "NPR Max Start Systems", "Pre-Industrial NPR %", "Industrial NPR %";
- explanations don't appear if the cursor is over the name of a setting, in the leftmost and central columns (exception: "Hostility Modifier");
- explanation should disappear when the cursor leaves a setting: now, the explanation of the last visited setting remains visible until a new setting is visited, that can cause misinterpretation;
- a border would be appreciated for the text boxes where to insert SM password and confirmation;
- in the explanation for "Local System Generation Chance %", there is the word "definied": maybe it should be "defined";
- why the default "Construction cycle time" is it set to 430,000 seconds, instead of 432,000 (= 5 days exactly)?
- in the explanation for "Limited Planet Distance", it appears the "LG" acronym: should it be "LP", Lagrange Point, instead?
 
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Offline GrandNord

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Re: v2.6.0 Bugs Thread
« Reply #17 on: Yesterday at 12:30:32 PM »
I have a bug when trying to delete an order template. An error message pops up and the template doesn't get deleted.

the error message is:

2.6.0 Function #3916: InvalidArgument=The value '0' is not valid for 'index'.
Name of the parameter : index.

SJW: Fixed for v.2.6.1
« Last Edit: Today at 05:44:28 AM by Steve Walmsley »
 

Offline Life_b

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Re: v2.6.0 Bugs Thread
« Reply #18 on: Yesterday at 01:04:48 PM »
When I try advancing time I get the message:

2.6.0 Function #1414: the given key was not present in the dictionary

If I click okay it reappears. It prevents me from doing anything.
If I hold enter to spam click okay, after sometime it advances time.
The time advancement doesn't stop on the regular events (such as research complete)   
The game is 10 years in.

SJW: More information requested
« Last Edit: Today at 05:06:11 AM by Steve Walmsley »
 

Online dr125

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Re: v2.6.0 Bugs Thread
« Reply #19 on: Yesterday at 03:40:22 PM »
Not sure if this is a bug or WAD, but after researching crew efficiency, existing ship templates won't update, including making a copy of the template. A new template has to be created to  apply the new efficiency.
 

Offline mike2R

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Re: v2.6.0 Bugs Thread
« Reply #20 on: Yesterday at 05:20:03 PM »
Not sure if this is a bug or WAD, but after researching crew efficiency, existing ship templates won't update, including making a copy of the template. A new template has to be created to  apply the new efficiency.

There's a new button on the Class Design window "Update CDE" which updates this (works like Update Armour).

SJW: Post checked.
« Last Edit: Today at 05:01:18 AM by Steve Walmsley »
 

Offline mike2R

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Re: v2.6.0 Bugs Thread
« Reply #21 on: Yesterday at 05:26:14 PM »
Ignore, changing localisation settings resolved this.

On the Economics > Governor / Misc tab, there's an issue with editing the Fuel Warning and MSP Warning quantities.

The amounts are displayed with spaces where the thousand separator should be.  However if you edit them, unless you remove all the spaces, the amount is changed to 0 (once you leave the tab and go back to it).

(My localisation settings are for the UK)


SJW: Noted below as not a bug
« Last Edit: Today at 05:00:04 AM by Steve Walmsley »
 

Offline Aloriel

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Re: v2.6.0 Bugs Thread
« Reply #22 on: Yesterday at 05:42:30 PM »
On the Economics > Governor / Misc tab, there's an issue with editing the Fuel Warning and MSP Warning quantities.

The amounts are displayed with spaces where the thousand separator should be.  However if you edit them, unless you remove all the spaces, the amount is changed to 0 (once you leave the tab and go back to it).

(My localisation settings are for the UK)
I just tested this to check. It doesn't happen if you have the thousands separator as a comma. It may be a separate localization setting from the decimal separator.

SJW: Post checked.
« Last Edit: Today at 05:00:42 AM by Steve Walmsley »
Sarah
Game Developer in Unity and UE4 and 5
 

Online dr125

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Re: v2.6.0 Bugs Thread
« Reply #23 on: Yesterday at 05:55:40 PM »
Not sure if this is a bug or WAD, but after researching crew efficiency, existing ship templates won't update, including making a copy of the template. A new template has to be created to  apply the new efficiency.

There's a new button on the Class Design window "Update CDE" which updates this (works like Update Armour).
Got it, thank you!

SJW: Post checked.
« Last Edit: Today at 05:00:50 AM by Steve Walmsley »
 

Offline mike2R

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Re: v2.6.0 Bugs Thread
« Reply #24 on: Yesterday at 06:05:37 PM »
On the Economics > Governor / Misc tab, there's an issue with editing the Fuel Warning and MSP Warning quantities.

The amounts are displayed with spaces where the thousand separator should be.  However if you edit them, unless you remove all the spaces, the amount is changed to 0 (once you leave the tab and go back to it).

(My localisation settings are for the UK)
I just tested this to check. It doesn't happen if you have the thousands separator as a comma. It may be a separate localization setting from the decimal separator.

You're quite right, I had a space as my "digit grouping seperator".

SJW: Post checked.
« Last Edit: Today at 05:01:02 AM by Steve Walmsley »
 

Offline lumporr

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Re: v2.6.0 Bugs Thread
« Reply #25 on: Yesterday at 07:17:14 PM »
LG Infrastructure is still shown as a trade good, despite it being removed from the game.

SJW: Removed for next DB release
« Last Edit: Today at 05:39:53 AM by Steve Walmsley »
 

Offline Falryx

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Re: v2.6.0 Bugs Thread
« Reply #26 on: Yesterday at 11:07:19 PM »
Could be PEBCAK

I tried twice to create games with 4 NPRs where:

o   NPR Base Explored Transits: 0
o   NPR Random Explored Transits: 6
o   NPR Max Start Systems: 0

The second time I actually tried 0/4/0.

Both times, the game spun for several minutes and did not complete the game.  Known Stars was off, Use Constellation Names was on, in case that matters.

I was able to succeed on the third try with 1/4/20 settings, known stars and use constellation names off.  I can do some more troubleshooting next weekend if it's helpful to try and narrow down what seems to case a problem.
 

Offline Walter

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Re: v2.6.0 Bugs Thread
« Reply #27 on: Today at 02:51:16 AM »
When I put a military jump drive on a ship, the design remains commercial.


As always, I run Aurora through WINE on a Linux system, which means the absence of actual .Net4 software may or may not play a role.

SJW: Working as intended. All jump drives are commercial systems.

« Last Edit: Today at 04:59:15 AM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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Re: v2.6.0 Bugs Thread
« Reply #28 on: Today at 05:02:51 AM »
When I try advancing time I get the message:

2.6.0 Function #1414: the given key was not present in the dictionary

If I click okay it reappears. It prevents me from doing anything.
If I hold enter to spam click okay, after sometime it advances time.
The time advancement doesn't stop on the regular events (such as research complete)   
The game is 10 years in.

#1414 is fleet movement. Anything unusual happen in the game prior to this happening? Deleting fleets, anything else, etc.?
 

Offline Ush213

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Re: v2.6.0 Bugs Thread
« Reply #29 on: Today at 06:42:48 AM »
I dont seem to be able to delete movement order templates.
I first click on the template name then pressed delete template not sure if im just doing something wrong.

Edit I meant the new standing/conditional order Templates.

SJW: Already fixed for v2.6.1 (see above).
« Last Edit: Today at 08:38:54 AM by Steve Walmsley »