Author Topic: 4.0b Bugs  (Read 22111 times)

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Offline sloanjh

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Re: 4.0b Bugs
« Reply #75 on: April 04, 2009, 06:59:39 PM »
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
On the Ordnance/Fighters tab of the Class Design (F5) screen - magazine capacity doesn't update (recalculate) when magazine count is change on the "Design View" tab.  I got it to update by switching to another class then switching back.
Fixed for v4.1. Any change to the design now refreshes the ordnance and fighter data.

Steve

18 minutes!! I think that's the fastest turnaround I've ever seen on a bug report :-)

John
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #76 on: April 05, 2009, 04:01:36 PM »
Quote from: "sloanjh"
Something still seems to be wrong with Prefab PDC transport.  I just moved a 9-component prefab PDC to another planet in a fleet of 5 cargo ships w/5 holds each.  The fleet also had a tracking station, 2 auto mines, and 50 infrastructure.  After unloading at the target planet - poof!! no prefab components (there seem to be a lot of prefab PDC components in that thin air location :-) ).
I suspect that the bug is in the "unload all installations" command.  I just transported another (same class as the first) Prefab PDC to the same location, except this time I explicitly did "unload Prefab PDC components" - this time it worked.  I think (but am not sure) I did an "unload all" the first (buggy) time around.  The behavior I observed was as if "unload all" wasn't clever enough to put the PDC components onto the planet, but was clever enough to remove them from the cargo hold.

John
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #77 on: April 05, 2009, 11:11:39 PM »
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Every now an then, in the System Map (F3) display, the civilian contacts from my home system magically are super-posed while I'm in a different system.  If I switch to another system and back, it's fine.  I don't know the event that's triggering this - the system starts out ok, then something puts the "ghosts" on the screen while the window is already open and the system already chosen.
I have seen this one too, although I can't get it to happen on a regular basis either. It's been around for a while but I am no closer to figuring it out. Once I narrow down the trigger it should be easy to fix.

I've been watching for it today - I'm pretty sure that it's related to the economics update.  I think I can consistently reproduce it by sitting on the F3 screen, using the F3 update buttons.  If you happen to go through an economics update, then click on a body in the screen (i.e. to move/redraw the screen), the ghosts appear.  After the ghosts are there, zooming in/out doesn't get rid of them - only something that refreshes the state of what should be in the screen (i.e. re-selecting the system in F3).

Hope that helps,
John

[EDIT LATER]  Oh well.  A while after posting I started noticing it happen even when the econ update hadn't happened.  Leaving post undeleted in case the above still helps.
 

Offline Andrew

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Re: 4.0b Bugs
« Reply #78 on: April 06, 2009, 05:34:19 PM »
It is possible to assign a ship more missiles than its magazines can hold and have them loaded onboard.
I created a new warship by copying an existing one , then modified it part of the modification was to halve the number of magazines , however the ordenance load out had been set up for the original class. When a ship of the new class was finished it loaded isteld with 200% of its misile load as displayed on the task group screen
 

Offline alanwebber

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Re: 4.0b Bugs
« Reply #79 on: April 07, 2009, 01:43:16 AM »
I used the "load ordnance from colony" command from the task forces screen to top up magazines and ended up with 460  points of missiles in a 180 size magazine.

Alan
Regards

Alan Webber
 

Offline Sotak246

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Re: 4.0b Bugs
« Reply #80 on: April 07, 2009, 10:08:57 PM »
Guess I am a little late with them missle load out bug, I just had a similar situation, more missles then there should be.  The magazine count that shows how much space is available even knows this showing a negative number.  Not that my ship commanderes mind,...sure just cram those extra missles anywhere boys, we will need them later. :D

Mark
 

Offline Beersatron

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Re: 4.0b Bugs
« Reply #81 on: April 08, 2009, 12:03:46 AM »
Getting this while on System Map.

Error in UpdateAllSensors
Error 3421 was generated by DAO.Field
Data type conversion error.

These are from a system that has civilian geosurvey ships being chased by a Precursor/NPR:

Error in CreateExplosionContact
Error 3421 was generated by DAO.Field
Data type conversion error.

Error in CheckFleetInterception
Error 6 was generated by DAO.Field
Overflow.
 

Offline SteveAlt

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Re: 4.0b Bugs
« Reply #82 on: April 08, 2009, 08:38:10 AM »
Quote from: "sloanjh"
Quote from: "sloanjh"
Something still seems to be wrong with Prefab PDC transport.  I just moved a 9-component prefab PDC to another planet in a fleet of 5 cargo ships w/5 holds each.  The fleet also had a tracking station, 2 auto mines, and 50 infrastructure.  After unloading at the target planet - poof!! no prefab components (there seem to be a lot of prefab PDC components in that thin air location :-) ).
I suspect that the bug is in the "unload all installations" command.  I just transported another (same class as the first) Prefab PDC to the same location, except this time I explicitly did "unload Prefab PDC components" - this time it worked.  I think (but am not sure) I did an "unload all" the first (buggy) time around.  The behavior I observed was as if "unload all" wasn't clever enough to put the PDC components onto the planet, but was clever enough to remove them from the cargo hold.
That is exactly the problem - thanks for spotting it. I tend to not use the unload all command, which is why I wasn't replicating the problem. The simple fact was I had forgotten to add the PDC components to the Unload All section of the code. This is also true for Terraforming Installations. Both are fixed for v4.1 but you should avoid the Unload All for those two cargoes until then.

Steve
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #83 on: April 08, 2009, 03:24:39 PM »
Quote from: "SteveAlt"
Quote from: "sloanjh"
Quote from: "sloanjh"
Something still seems to be wrong with Prefab PDC transport.  I just moved a 9-component prefab PDC to another planet in a fleet of 5 cargo ships w/5 holds each.  The fleet also had a tracking station, 2 auto mines, and 50 infrastructure.  After unloading at the target planet - poof!! no prefab components (there seem to be a lot of prefab PDC components in that thin air location :-)

John
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #84 on: April 08, 2009, 10:51:01 PM »
Oh Blast!!  It looks like my DataBase is in a state where I hang everytime I do a economics update (22 game years in).  I just ran into the hang.  After control-c'ing out, I tried again, and it hung again.

The only thing I can think of that was odd before the hang was that I had a couple of "bad property" errors thrown when I was putting ships in for refit (two times).  It seemed like the error happened when I picked a ship other than the first one on the selection list.  I just re-checked the event log, though, and it looks like that happened several updates before the hang.

John
 

Offline SteveAlt

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Re: 4.0b Bugs
« Reply #85 on: April 10, 2009, 01:45:13 PM »
Quote from: "sloanjh"
Oh Blast!!  It looks like my DataBase is in a state where I hang everytime I do a economics update (22 game years in).  I just ran into the hang.  After control-c'ing out, I tried again, and it hung again.

The only thing I can think of that was odd before the hang was that I had a couple of "bad property" errors thrown when I was putting ships in for refit (two times).  It seemed like the error happened when I picked a ship other than the first one on the selection list.  I just re-checked the event log, though, and it looks like that happened several updates before the hang.
If you can't solve it, you can send the database and I can try to fix it. I can't guarantee anything though because someone else sent a DB and I had real problems tryinn to use the current version of the code with the v4.0 database. I know it's a bit late to say this but you should back the database up occasionally in case something bad happens.

Steve
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #86 on: April 10, 2009, 05:26:24 PM »
Quote from: "SteveAlt"
Quote from: "sloanjh"
Oh Blast!!  It looks like my DataBase is in a state where I hang everytime I do a economics update (22 game years in).  I just ran into the hang.  After control-c'ing out, I tried again, and it hung again.

The only thing I can think of that was odd before the hang was that I had a couple of "bad property" errors thrown when I was putting ships in for refit (two times).  It seemed like the error happened when I picked a ship other than the first one on the selection list.  I just re-checked the event log, though, and it looks like that happened several updates before the hang.
If you can't solve it, you can send the database and I can try to fix it. I can't guarantee anything though because someone else sent a DB and I had real problems tryinn to use the current version of the code with the v4.0 database. I know it's a bit late to say this but you should back the database up occasionally in case something bad happens.

Steve

Thanks - I tried again last night, got through a single industrial update (which made me think yippee!!!!) then hung again.  What's the best way to send the DB - through a private message on the board?

As for backing up occasionally, I already do that.  Unfortunately, it had been about 1.75 hours of wall clock since my last backup - oops.

Hmmmm - there's a thought for a suggestion: a tickler that looks at wall-clock time and prompts you to do a save every 1/2 or so.  Even better would be the ability to drop a copy of the database  from Aurora - at present I exit the game, make a new save directory, copy the DB, then start the game again.  A "save" button/pull-down would help a lot with that.

John
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #87 on: April 10, 2009, 09:43:54 PM »
I have a ship that is in both overhaul and refit.  The maintenance clock is advancing rather than unwinding.  I thought that both operations were supposed to be able to be performed simultaneously.

Note that the maintenance clock also seems to be advancing for some freighters that I've got in refit too.

John
 

Offline Beersatron

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Re: 4.0b Bugs
« Reply #88 on: April 10, 2009, 10:35:40 PM »
I had a Shipyard that was tooled to build a class of 'Class A'. I then made 'Class A' obsolete and actually deleted it (I was an idiot and totally screwed up the design) and created another, better, design called 'Class B'.

I got an error when I tried to select the Shipyard originally tooled for 'Class A'. It did not stop me from retooling to 'Class B', but it did throw a lot of errors everytime I clicked on anything to do with the Shipyard in question.

Sorry, can't remember the error message.
 

Offline Andrew

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Re: 4.0b Bugs
« Reply #89 on: April 11, 2009, 03:58:00 AM »
Possibly a bug, on the SM Events list I am able to see the combat messages for an NPR I am fighting, one of the messages is that one of their Escort cruisers is unable to launch because no missiles have been assigned to it's launchers. This looks like it may be an error ,