Author Topic: 4.0b Bugs  (Read 28605 times)

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Offline Steve Walmsley

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Re: 4.0b Bugs
« Reply #210 on: June 11, 2009, 10:33:03 AM »
Quote from: "Charlie Beeler"
This one appears to be in the events screen.  

I have a Geo Survey TG that was part of a group manually split from the original survey tg sent to survey a new system with the transit and divide tg order.  Primary default is survey nearest planet with secondary of survey nearest planet or moon.  Default actually works as specified.  

Here's the screwy part.  When the secondary is switched too the events log lists a plotted move from a task group in another system as the secondary default being ordered.  When I review the TG screen for the Survey TG the correct order was assigned.
Unfortunately I can't test this as the default (and conditional) orders section has been completely rewritten for v4.1.

Quote
A Grav survey TG had a conditional order to refuel at 30% condition.  Orders triggered as expected.  When I reviewed the fuel report to verify the range remaining and the TG's time/distance (set to all orders) it should have had enough fuel to get home without refueling with fuel to spare.  The ship ranout about half way.  
Do you think fuel is being used up generally faster than it should be or was there some problem with this specific ship?

Steve
 

Offline Charlie Beeler

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Re: 4.0b Bugs
« Reply #211 on: June 11, 2009, 01:06:49 PM »
Quote from: "Steve Walmsley"
Quote from: "Charlie Beeler"
This one appears to be in the events screen.  

I have a Geo Survey TG that was part of a group manually split from the original survey tg sent to survey a new system with the transit and divide tg order.  Primary default is survey nearest planet with secondary of survey nearest planet or moon.  Default actually works as specified.  

Here's the screwy part.  When the secondary is switched too the events log lists a plotted move from a task group in another system as the secondary default being ordered.  When I review the TG screen for the Survey TG the correct order was assigned.
Unfortunately I can't test this as the default (and conditional) orders section has been completely rewritten for v4.1.

Once I joined that TG to another the issue appears to have gone away.  As I said it was screwy.  The erronious message in the events log was always the the plotted move from the same TG.  Let's hope that your rewrite fixed it.   :D
Quote
Quote
A Grav survey TG had a conditional order to refuel at 30% condition.  Orders triggered as expected.  When I reviewed the fuel report to verify the range remaining and the TG's time/distance (set to all orders) it should have had enough fuel to get home without refueling with fuel to spare.  The ship ranout about half way.  
Do you think fuel is being used up generally faster than it should be or was there some problem with this specific ship?

Honestly I'm not sure.  It's only happened the one time.  I've sent that ship on other long missions without this happenning again.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Chairman

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Re: 4.0b Bugs?
« Reply #212 on: June 12, 2009, 02:54:51 AM »
Hi

I am having a fit, or possible my computer...

When I start any game and press1 Day, 5 days or 30 Days button I get the following error
"Error in check transit time""Error 3075 was generated by DAO.database.
Syntax error (comma) in query expression "systemID = 3523 and Xcor = -101665137,6863 and Ycor = -73862308,8945 and RaceID () 723`
."

And when I push OK button I get the following message "Error in checktransit time" "Error 91 was generated by Aurora Object variable or With bloc variable not set.""
Then the game locks up and I have to close it down.

Strangly seconds and hours work :?
 

Offline Chairman

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Re: 4.0b Bugs
« Reply #213 on: June 12, 2009, 03:03:05 AM »
Hi

I am having a fit, or possible my computer...

When I start any game and press 1 Day, 5 days or 30 Days button I get the following error, sometime I get the same with minutes and hours :evil:
"Error in check transit time""Error 3075 was generated by DAO.database.
Syntax error (comma) in query expression "systemID = 3523 and Xcor = -101665137,6863 and Ycor = -73862308,8945 and RaceID () 723`
."

And when I push OK button I get the following message "Error in checktransit time" "Error 91 was generated by Aurora Object variable or With bloc variable not set.""
Then the game locks up and I have to close it down.
 

Offline Steve Walmsley

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Re: 4.0b Bugs?
« Reply #214 on: June 12, 2009, 10:45:04 AM »
Quote from: "Chairman"
Hi

I am having a fit, or possible my computer...

When I start any game and press1 Day, 5 days or 30 Days button I get the following error
"Error in check transit time""Error 3075 was generated by DAO.database.
Syntax error (comma) in query expression "systemID = 3523 and Xcor = -101665137,6863 and Ycor = -73862308,8945 and RaceID () 723`
."

And when I push OK button I get the following message "Error in checktransit time" "Error 91 was generated by Aurora Object variable or With bloc variable not set.""
Then the game locks up and I have to close it down.

Strangly seconds and hours work :?
Are you using a computer on which the decimal separator is set to comma instead of period?

Steve
 

Offline Brian Neumann

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Re: 4.0b Bugs
« Reply #215 on: June 12, 2009, 06:08:56 PM »
I found a bug in the turret design for gauss cannon turrets.  The base gauss cannon had an accuracy of 100% but the all of the turrets had an accuracy of 0%.

Brian
 

Offline Chairman

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Re: 4.0b Bugs
« Reply #216 on: June 13, 2009, 03:32:27 AM »
Quote
Are you using a computer on which the decimal separator is set to comma instead of period?


How do I know this??
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #217 on: June 13, 2009, 11:17:05 AM »
It looks like magazines didn't make it into the technology report (ctrl-F7) screen.

John
 

Offline Steve Walmsley

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Re: 4.0b Bugs
« Reply #218 on: June 14, 2009, 10:33:01 AM »
Quote from: "Chairman"
Quote
Are you using a computer on which the decimal separator is set to comma instead of period?


How do I know this??
You need to look in Regional Settings in the Control Panel.  A lot of European countries use comma instead of period so if in doubt, temporarily change the regional settings to either the UK or the US and see if the problem disappears.

Steve
 

Offline Charlie Beeler

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Re: 4.0b Bugs
« Reply #219 on: June 15, 2009, 09:42:14 AM »
Class Design(F5) screen under the ordnance/fighter tab there are several issues related to fighters.  

The lower window displaying fighter classes available is displaying the size, speed, and range incorrectly.

When selecting fighters for the preferred strike group I expected similiar functionality to the ordnance selection.  I'm unable to select fighters one at a time with the 1x checked.  The size display issue appears to be affecting strikegroup selection as well.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Paul M

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Re: 4.0b Bugs
« Reply #220 on: June 16, 2009, 02:20:48 AM »
Quote from: "Steve Walmsley"
Quote from: "Charlie Beeler"


Quote
A Grav survey TG had a conditional order to refuel at 30% condition.  Orders triggered as expected.  When I reviewed the fuel report to verify the range remaining and the TG's time/distance (set to all orders) it should have had enough fuel to get home without refueling with fuel to spare.  The ship ranout about half way.  
Do you think fuel is being used up generally faster than it should be or was there some problem with this specific ship?

Steve

I've seen something like this once myself, a force was going home to refit and was at low fuel but had the range to make the trip at least according to the numbers on the map, yet I had to refuel them part way home because the fuel level dropped faster then it should have.  It might be a mistake somewhere in how the distances are calculated...or a difference between the actual and assumed path lengths.  Also it could happen often but you are only going to notice it for ships near bingo fuel.  So a ship burning more fuel but with full tanks won't be noticed but a ship burning more fuel near the break point will be.
 

Offline Kurt

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Re: 4.0b Bugs
« Reply #221 on: June 16, 2009, 12:58:31 PM »
Quote from: "Paul M"
Quote from: "Charlie Beeler"


Quote
A Grav survey TG had a conditional order to refuel at 30% condition.  Orders triggered as expected.  When I reviewed the fuel report to verify the range remaining and the TG's time/distance (set to all orders) it should have had enough fuel to get home without refueling with fuel to spare.  The ship ranout about half way.  

I've seen something like this once myself, a force was going home to refit and was at low fuel but had the range to make the trip at least according to the numbers on the map, yet I had to refuel them part way home because the fuel level dropped faster then it should have.  It might be a mistake somewhere in how the distances are calculated...or a difference between the actual and assumed path lengths.  Also it could happen often but you are only going to notice it for ships near bingo fuel.  So a ship burning more fuel but with full tanks won't be noticed but a ship burning more fuel near the break point will be.

I too have seen something like this happening in the 6P campaign.  In my case, it was because the ships in question were traveling through nebula systems.  I didn't realize this until I started checking on why they took much longer to arrive, and why the ships involved were running out of fuel.  If there is a nebula system in the movement orders, then the trip may take much longer than Aurora indicates.

Kurt
 

Offline welchbloke

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Re: 4.0b Bugs
« Reply #222 on: June 20, 2009, 10:13:57 AM »
I don't know if this is bug or not, but I've just re-tooled 2 shipyards to a newly designed colony ship class.  When I select either of the shipyards I get 2 possible classes that I can build; the other class is a freighter class with the same mass as the colony ship.
Welchbloke
 

Offline Brian Neumann

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Re: 4.0b Bugs
« Reply #223 on: June 20, 2009, 10:19:21 AM »
Quote from: "welchbloke"
I don't know if this is bug or not, but I've just re-tooled 2 shipyards to a newly designed colony ship class.  When I select either of the shipyards I get 2 possible classes that I can build; the other class is a freighter class with the same mass as the colony ship.

This is not a bug.  Your shipyards can build ships that are close in refit cost from the ship that the yard is tooled for.  I always set my yards to build colony ships as they will be able to build the matching freighter hull as well.  I often find that for large warship classes the jump ship and the closest variant are also buildable in the same yard.  The trick is usually to look at the build cost, pick the more expansive version and as long as there are not a lot of differences between them you will usually get to build both at the same yard.  

Another commom overlap is between a escort and standard beam armed ship.  As the fire controll does not change much and only some weapons change on my designs they are also often buildable in the same yard.

Brian
 

Offline welchbloke

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Re: 4.0b Bugs
« Reply #224 on: June 20, 2009, 10:25:46 AM »
Quote from: "Brian"
Quote from: "welchbloke"
I don't know if this is bug or not, but I've just re-tooled 2 shipyards to a newly designed colony ship class.  When I select either of the shipyards I get 2 possible classes that I can build; the other class is a freighter class with the same mass as the colony ship.

This is not a bug.  Your shipyards can build ships that are close in refit cost from the ship that the yard is tooled for.  I always set my yards to build colony ships as they will be able to build the matching freighter hull as well.  I often find that for large warship classes the jump ship and the closest variant are also buildable in the same yard.  The trick is usually to look at the build cost, pick the more expansive version and as long as there are not a lot of differences between them you will usually get to build both at the same yard.  

Another commom overlap is between a escort and standard beam armed ship.  As the fire controll does not change much and only some weapons change on my designs they are also often buildable in the same yard.

Brian
Thanks, the ability to build similar classes had somehow passed me by  :oops:
Welchbloke