Author Topic: Official v4.7 Bugs Thread  (Read 32350 times)

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Offline Steve Walmsley

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #255 on: January 06, 2010, 04:29:23 PM »
Quote from: "balena"
the error occurs booting the game.
I never seen the game starting properly.

As TrueKnight, Now I've international setting as "English". see attachment posted here:
viewtopic.php?f=95&t=1861#p17961

numbers' format seems to be ok!!
If the game is not even starting then it is probably an installation problem rather than regional settings. It sounds like the database and program don't match. Please double-check you followed all the steps correctly in the installation procedure. If you are sure that is OK, then check the file sizes and last updated times for Aurora.exe and Stevefire.mdb (in the install directory) so I can confirm they are the latest version.

Steve
 

Offline sloanjh

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #256 on: January 06, 2010, 10:34:36 PM »
I strongly suspect that a refit pops a ship out of overhaul if the overhaul is not yet complete.

I had a few picket ships with ~2yrs on their clocks that I sent in for overhaul.  While in overhaul, I also did a refit to the next generation.  I got the "picket xxx has had time t removed from its maintenance clock" (or whatever it is).  I just noticed that (what I think are) these ships are sitting in orbit with a lot of time on their clocks and not in overhaul.  I'm not 100% sure it's the same ships, but it seems likely.

John.
 

Offline Steve Walmsley

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #257 on: January 07, 2010, 05:08:45 AM »
Quote from: "sloanjh"
I strongly suspect that a refit pops a ship out of overhaul if the overhaul is not yet complete.

I had a few picket ships with ~2yrs on their clocks that I sent in for overhaul.  While in overhaul, I also did a refit to the next generation.  I got the "picket xxx has had time t removed from its maintenance clock" (or whatever it is).  I just noticed that (what I think are) these ships are sitting in orbit with a lot of time on their clocks and not in overhaul.  I'm not 100% sure it's the same ships, but it seems likely.
That is an unforeseen consequence :)

When you put a ship into the shipyard for repair, refit, etc., if sufficient maintenance facilities exist the program also assigns them to overhaul so the time in shipyard is most profitably used. When the task is completed, the overhaul is terminated so you don't end up having to wait a month after the shipyard task. I am assuming that the shipyard and the MF coordinate their work so that both finish together. A ship in overhaul that you then decide to refit would suffer the situation described above. Not sure how best to handle this, although with the current situation you can just put the ship back into overhaul when you get the message.

Steve
 

Offline Elmo

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #258 on: January 07, 2010, 08:36:44 AM »
Not sure if this is a bug or I'm confused.  Most likely the latter.

My Naval Shipyard is building my Geo Survey Ships.  I want a Civilian Shipyard to build my Freighters.  So I click on the Civilian Shipyard and tell it to retool for the Freighter.  It was not previously set to any ship class.  When I click on Set Activity to retool the Civilian Shipyard it also retools the Naval Shipyard to the Freighter which I did not want it to do.  If I click on the Naval Shipyard it does not give me the choice to retool back to the Geo Survey Class.  The Naval Shipyard is not even big enough to build the Freighter so it's not clear how they can retool for it anyway.  Is this a bug or am I doing something wrong?  Thanks.

Edit - Finished building my two Geo Survey Class ships but now they appear in the Task Group list as Freighters rather than Geo Survey.  And I still can't retool to my Geo Survey class ships.  In fact that class is gone now and my only class is the Freighter class.  So this is looking like some kind of database corruption issue to me.  Do you need to do the 4.76 Correction step every time you create a new game or only once after you install 4.75 and patch it to 4.77?
 

Offline Steve Walmsley

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #259 on: January 07, 2010, 08:43:19 AM »
Quote from: "Elmo"
Not sure if this is a bug or I'm confused.  Most likely the latter.

My Naval Shipyard is building my Geo Survey Ships.  I want a Civilian Shipyard to build my Freighters.  So I click on the Civilian Shipyard and tell it to retool for the Freighter.  It was not previously set to any ship class.  When I click on Set Activity to retool the Civilian Shipyard it also retools the Naval Shipyard to the Freighter which I did not want it to do.  If I click on the Naval Shipyard it does not give me the choice to retool back to the Geo Survey Class.  The Naval Shipyard is not even big enough to build the Freighter so it's not clear how they can retool for it anyway.  Is this a bug or am I doing something wrong?  Thanks.

Edit - Finished building my two Geo Survey Class ships but now they appear in the Task Group list as Freighters rather than Geo Survey.  And I still can't retool to my Geo Survey class ships.  In fact that class is gone now and my only class is the Freighter class.  So this is looking like some kind of database corruption issue to me.  Do you need to do the 4.76 Correction step every time you create a new game or only once after you install 4.75 and patch it to 4.77?
I am going to take a guess here so please don't be offended if I am wrong :)

It sounds like what you might have done is opened the class window and selected the geo survey design. Then instead of creating a new design, you changed the geo survey design to a freighter. It's easy to do because often I will copy a design and then accidently start modifying the original. This would explain all your issues so is there any chance this could be the cause?

Steve
 

Offline Elmo

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #260 on: January 07, 2010, 09:05:14 AM »
Quote from: "Steve Walmsley"
I am going to take a guess here so please don't be offended if I am wrong :oops:   In all likelihood that is exactly what I did.  Luckily I'm not too far into the game so a restart is easy.  I'll be more careful this time and report back only if I can replicate what looks like a bug rather than me just doing something stupid.
 

Offline Brian Neumann

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #261 on: January 07, 2010, 09:28:55 AM »
Quote from: "Elmo"
Quote from: "Steve Walmsley"
I am going to take a guess here so please don't be offended if I am wrong :oops:   In all likelihood that is exactly what I did.  Luckily I'm not too far into the game so a restart is easy.  I'll be more careful this time and report back only if I can replicate what looks like a bug rather than me just doing something stupid.
A little bit of editing with SM mode will also correct the problem and you will not need to start over again.  
Get designs for both the geo survey ship and the freighter in the class design screen.  You will probably need to change the name of the one you currently have.  Then make sure that all windows are closed and go to the main menu to turn on SM mode.  Open up the F2 window and go to manage shipyards tab.  There should be a button on the far right for SM mode, you will be able to add/delete shipyards, edit them for tonnage and number of slipways, etc.  If you do not have any ships being built it will probably be simpler to delete the current shipyard and create two new ones.  That way you will be sure the name listed is for the correct ship being built.  If you should have already built a couple of ships that are not the right class their is the Fast OB under SM menu on the main menu.  This will allow you to create the ships imediately.  

All of this will actually be fairly quick to do, and should be faster than starting a new game from scratch.

Brian
 

Offline Elmo

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #262 on: January 07, 2010, 09:49:38 AM »
Great, thanks for the help Brian.
 

Offline Erik L

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #263 on: January 07, 2010, 09:57:51 PM »
Not a bug, per se, but I set up a conditional order to move to the entry JP as Condition B. Did this on my Grav and Geo survey fleets. They surveyed their homesystem, and then tried to move to "Not Found JP".
 

Offline Erik L

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #264 on: January 07, 2010, 10:55:24 PM »
Grav Survey
Conditional A = Survey next 3 system locations.
Conditional B = Move to entry JP.

Order in there to refuel under 30% too.

TG has surveyed a system, and does not hit the Conditional B. Conditional A keeps throwing events "Not enough survey locations, etc"
 

Offline Magnnus

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #265 on: January 08, 2010, 03:37:20 AM »
I'm getting the following error when trying a 30 day increment

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

The game takes about 15 minutes, which is far out of proportion to a 5 day increment, before giving me this error about 20 times one after another.
 

Offline Andrew

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #266 on: January 08, 2010, 07:07:34 AM »
Game is stuckon 5 seconds updates and has for about 12 game hours (36 real hours I left it running overnight for a few days) while NPR ships try and launch missiles in a nebula. The NPR's need some logic to stop them trying to use missiles in a nebula as it leads to the game getting stuck
 

Offline sloanjh

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #267 on: January 08, 2010, 09:23:44 AM »
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
I strongly suspect that a refit pops a ship out of overhaul if the overhaul is not yet complete.

I had a few picket ships with ~2yrs on their clocks that I sent in for overhaul.  While in overhaul, I also did a refit to the next generation.  I got the "picket xxx has had time t removed from its maintenance clock" (or whatever it is).  I just noticed that (what I think are) these ships are sitting in orbit with a lot of time on their clocks and not in overhaul.  I'm not 100% sure it's the same ships, but it seems likely.
That is an unforeseen consequence :-).

I see the following possibilities:

1)  Add a state "4" (or maybe "7") to the maintenance state field which would be the same as "overhaul+repair" (which I believe is "3"), but would indicate that the ship wasn't in overhaul (or maybe it should indicate that it was in overhaul) when it entered refit.   Not sure if the risk of bugs here is worth it, though - if maintenance state were a class object with private data and query methods I wouldn't be worried, but I don't know if "3" is hard-wired into a lot of places in the code.

2)  Leave things the way they are now, since there's a workaround.  OTOH, I've got a feeling that I'm going to be forgetting to put refitted ships back into overhaul fairly frequently.  OTGH, I usually look at the ship when I get the "refit done' message anyway (the reason I didn't for these ships is that I "knew" they were in overhaul too and didn't get an "overhaul completed" message), so people might not forget this as often as I fear.

3)  Switch things so that if a ship is in overhaul when refit completes, it stays in overhaul.  From a "realism" point of view, this is saying that a refit is like SLEP - it brings the ship up to being as like-new as possible.  OTOH, I might not want to do a major (i.e. long) overhaul if all I'm doing is swapping out a sensor.  The downside of this option is that if you want to sail as soon as the refit is done, then you've got to wait for the "premature overhaul termination" delay.

4)  Take away your helpfulness :-)  If a player wants a ship in overhaul, he has to explicitly put it into overhaul.  The one fly I see here is the "oops" effect where you go into refit and then realize you want to overhaul too - a TG that's already in refit should accept and process a "go into overhaul" command, rather than refusing it with a "TG in overhaul can't do anything" message.

Hmmmmm, side thought: what happens if you cancel a refit task 1/2 way through.  Is the ship instantly available with its old class type?  With its new class type?  Is there a delay before it's available similar to the one for exiting overhaul early?

John
 

Offline Kurt

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #268 on: January 08, 2010, 10:06:01 AM »
Steve -

While on the system display screen, warp points tab, I used the "remove jump gates" button to remove gates from both ends of a warp line.  This then resulted in the warp point itself disappeared, and after some checking I realized that the warp point had been deleted.  Not the desired result, but fairly easily fixed in SM mode.  

Kurt
 

Offline sloanjh

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Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #269 on: January 08, 2010, 11:08:59 PM »
I haven't seen any ill effects from the following, but thought I should report it....

I had an anti-missile PDC class "Jason", with a loadout of 372 Sparrow.

I copied "Jason" to make an early-warning PDC class "Watchtower".  I ripped all the missile launchers and magazines out of Watchtower as part of the design process.  This all happened before Christmas.

I just noticed that Watchtower has a loadout of 372 Sparrow, with -372 space remaining.  Oops :-)  

I suspect that the magazine capacity isn't being rechecked when magazines are removed.

Probably the best thing to do is make a check of magazine (and hangar?) capacity part of the "design errors" check, so that the design can't be locked if the loadout is wrong.

John