Author Topic: Official v4.7 Bugs Thread  (Read 32441 times)

0 Members and 1 Guest are viewing this topic.

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v4.7 Bugs
« Reply #195 on: December 27, 2009, 06:44:13 AM »
Quote from: "sloanjh"
The automated turns checkbox and the "here will be N subpulses in this increment.  Are you sure you wish to proceed?" popup don't play nicely with one another :-)  Aurora correctly warned me about the insane number of pulses and I clicked "no".  Aurora then tried to execute the next automated 1day increment and popped the same popup again.  I'm now trapped in an infinite popup loop and will need to ctrl-C out.
Fixed. Answering 'No' will turn off automated turns in v4.8

Steve
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v4.7 Bugs
« Reply #196 on: December 27, 2009, 06:46:49 AM »
Quote from: "sloanjh"
I saw the same thing - 13 years in and no lines (and I built a spaceport around year 6).  Is it possible there's a bug here, or is something in the mechanics of civilian line generation putting a low probability in until there's a large offworld community?
Civilian ships won't be built and new civilian lines won't be generated unless there are two planets (including the homeworld) with actual populations, rather than just automated mines.

Steve
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v4.7 Bugs
« Reply #197 on: December 27, 2009, 06:48:19 AM »
Quote from: "sloanjh"
Cut the ratio for ground commander promotion to 4 (which makes sense, given the 4 battalions/brigade system).  I'm having trouble getting enough division commanders....
I put the ratio at five because there will likely be units outside the regular command structure, such as Engineers, Garrison units, marine companies, etc.

Steve
 

Offline georgiaboy1966

  • Warrant Officer, Class 2
  • ****
  • Posts: 60
Re: v4.7 Bugs
« Reply #198 on: December 27, 2009, 10:53:01 AM »
Quote from: "Steve Walmsley"
Quote from: "georgiaboy1966"

Quote
Colony ships will not leave the home system on the default order to do so.
Do you have jump gates or jump-capable colony ships, as default orders (and civilians) require jump gates en route?

Steve


yes, I have built gates at all points to destination. Even thought of that before hand and removed/added jumpgates to see if it was the problem.
« Last Edit: December 28, 2009, 10:40:05 AM by georgiaboy1966 »
Glen

Been a player since the Beta of SA, 1993?

"Constructive criticism is never a bad comment"
-Me
 
"By all means marry. If you get a good wife, you'll be happy. If you get a bad one, you'll become a philosopher."
- Socrates
 

Offline Kurt

  • Gold Supporter
  • Vice Admiral
  • *****
  • Posts: 1893
  • Thanked: 3891 times
  • 2024 Supporter 2024 Supporter : Supporter of the forum for 2024
    2023 Supporter 2023 Supporter : Supporter of the forum in 2023
    2021 Supporter 2021 Supporter :
Re: v4.7 Bugs
« Reply #199 on: December 27, 2009, 11:40:39 AM »
Quote from: "Steve Walmsley"
Quote from: "Kurt"
Steve -

I've found what appears to be a minor problem, at least at this point.  I had a combat situation in my new campaign, and one of my ships powered up its shields.  No problems with this, but once the combat situation was over, I can't get the shields to deactivate.  I gave the order through the Task Group screen for the TG to lower its shields.  The order went through fine, apparently, and the Battle Control Window shows the shields as (OFF), however, they still show on the Task Group screen as powered up (40/40), instead of (0/40).  I checked the Ship window, and although the shields are showing as (OFF) on the Combat Settings tab, they are showing above as "Maximum Shields 40", "Current Shields 40" above.  
There are separate setting for Shield Strength and Shields Active (in case you have active shields that are currently at strength 0). The fleet order is only unsetting the Active flag and isn't modifying the shield strength. I have fixed it for v4.8. As a workaround, you should still be able to turn the shields off manually using the buttons on the Ship and Battle windows.

Steve

I could have sworn I tried that button!  Okay, when I looked at the Combat section of the ship display, the shields button had next to it (OFF), which seemed to me to indicate that they were off, in spite of the fact that the ship status display showed that they were powered.  I guess that since it said they were off I didn't try the button.  After reading your message above I tried it, and sure enough that did the trick.  

Thanks - Kurt
 

Offline sloanjh

  • Global Moderator
  • Admiral of the Fleet
  • *****
  • Posts: 2805
  • Thanked: 113 times
  • 2023 Supporter 2023 Supporter : Supporter of the forum in 2023
    2024 Supporter 2024 Supporter : Supporter of the forum for 2024
    2021 Supporter 2021 Supporter :
    2020 Supporter 2020 Supporter :
Re: v4.7 Bugs
« Reply #200 on: December 27, 2009, 12:22:32 PM »
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
I saw the same thing - 13 years in and no lines (and I built a spaceport around year 6).  Is it possible there's a bug here, or is something in the mechanics of civilian line generation putting a low probability in until there's a large offworld community?
Civilian ships won't be built and new civilian lines won't be generated unless there are two planets (including the homeworld) with actual populations, rather than just automated mines.

Steve

Approximately how frequently should one expect lines to appear given the "two populated planets" criterion?  I think (but don't remember) Mars has been populated a couple of years now, so even with this criterion it may be slipping into the realms of improbability.

John
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v4.7 Bugs
« Reply #201 on: December 27, 2009, 01:39:35 PM »
Quote from: "sloanjh"
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
I saw the same thing - 13 years in and no lines (and I built a spaceport around year 6).  Is it possible there's a bug here, or is something in the mechanics of civilian line generation putting a low probability in until there's a large offworld community?
Civilian ships won't be built and new civilian lines won't be generated unless there are two planets (including the homeworld) with actual populations, rather than just automated mines.
Approximately how frequently should one expect lines to appear given the "two populated planets" criterion?  I think (but don't remember) Mars has been populated a couple of years now, so even with this criterion it may be slipping into the realms of improbability.
The chance of a new shipping line being formed is 500-1. As this roll happens every 5 day and there are approximately 72 5-days per year, it will happen about once every 7 years.

Steve
 

Offline georgiaboy1966

  • Warrant Officer, Class 2
  • ****
  • Posts: 60
Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #202 on: December 28, 2009, 10:39:29 AM »
Quote from: "Steve Walmsley"
Quote from: "georgiaboy1966"

Quote
Colony ships will not leave the home system on the default order to do so.
Do you have jump gates or jump-capable colony ships, as default orders (and civilians) require jump gates en route?

Steve


yes, I have built gates at all points to destination. Even thought of that before hand and removed/added jumpgates to see if it was the problem.

I have now refitted my colony ships with jumpdrives, (lots of work), and will now goto the outer colonies.

So I guess the question now is:

Is there a difference in the code for jumpgates built by the full size builder and for the small jumpgate builder. Cause all of my gates were built using a Small gate builder module to keep the size of the ship down.
Glen

Been a player since the Beta of SA, 1993?

"Constructive criticism is never a bad comment"
-Me
 
"By all means marry. If you get a good wife, you'll be happy. If you get a bad one, you'll become a philosopher."
- Socrates
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #203 on: December 28, 2009, 11:42:28 AM »
Quote from: "georgiaboy1966"
Yes, I have built gates at all points to destination. Even thought of that before hand and removed/added jumpgates to see if it was the problem.

I have now refitted my colony ships with jumpdrives, (lots of work), and will now goto the outer colonies.

So I guess the question now is:

Is there a difference in the code for jumpgates built by the full size builder and for the small jumpgate builder. Cause all of my gates were built using a Small gate builder module to keep the size of the ship down.
No, there is no difference between jump gates created by different modules. I'll look into the problem. In the meantime, you could set up cycle orders for colonization. It will give you more control over where the colonists go and any non-jump capable colony ships will use jump gates or jump ships stationed at the jump points.

Steve
 

Offline Silentbrick

  • Petty Officer
  • **
  • S
  • Posts: 16
Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #204 on: December 29, 2009, 07:47:02 PM »
Once again I'm starting to get numerous Overflow errors.  The error occurs in LoadPopulation, with Error 6, Overflow.  They occure immediately after a time advance, between 9-10 of them.  If I hit okay, it'll churn on through but they've been constant now for several in game months.  It's getting to be rather annoying.  They seem to be increasing over time as well
 

Offline lastverb

  • Warrant Officer, Class 2
  • ****
  • l
  • Posts: 52
Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #205 on: December 30, 2009, 05:33:40 AM »
ok i have made some tests and get evidence of point defence bug:
Code: [Select]
4th January 2009 01:58:11,Tokyo,New Thermal Contact! Strength 13
4th January 2009 01:58:21,Tokyo,New Missile Contact (x9)  TCS 4  T13 (Existing)
4th January 2009 01:58:26,Tokyo,CS KongoL 002 - PD Fire Control S01 40-25000 targeting Furious Anti-ship Missile at 10,000 km: Base Chance to Hit: 96% (Base To Hit: 88%  Modified by Crew Grade: 96%)
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%)  hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,CS KongoL 002 - PD Fire Control S01 40-25000 targeting Furious Anti-ship Missile at 10,000 km: Base Chance to Hit: 96% (Base To Hit: 88%  Modified by Crew Grade: 96%)
4th January 2009 01:58:26,Tokyo,2 weapons fired. 8 missiles destroyed
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%)  hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,CS KongoL 002 - PD Fire Control S01 40-25000 targeting Furious Anti-ship Missile at 10,000 km: Base Chance to Hit: 96% (Base To Hit: 88%  Modified by Crew Grade: 96%)
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%)  missed.
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%)  hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,2 weapons fired. 3 missiles destroyed
4th January 2009 01:58:26,Tokyo,2 weapons fired. 6 missiles destroyed
4th January 2009 01:58:26,Tokyo,CS KongoL 002 - PD Fire Control S01 40-25000 targeting Furious Anti-ship Missile at 10,000 km: Base Chance to Hit: 96% (Base To Hit: 88%  Modified by Crew Grade: 96%)
4th January 2009 01:58:26,Tokyo,2 weapons fired. 1 missiles destroyed
4th January 2009 01:58:26,Tokyo,2 weapons fired. 9 missiles destroyed
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%)  missed.
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%)  hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%)  hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,CS Kongo 006 - PD Fire Control S01 40-25000 targeting Furious Anti-ship Missile at 10000 km using point blank fire : Base Chance to Hit: 96% (Base To Hit: 88%  Modified by Crew Grade: 96%)
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%)  hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%)  missed.
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%)  hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,2 weapons fired. 7 missiles destroyed
4th January 2009 01:58:26,Tokyo,CS Kongo 006 - PD Fire Control S01 40-25000 targeting Furious Anti-ship Missile at 10000 km using point blank fire : Base Chance to Hit: 96% (Base To Hit: 88%  Modified by Crew Grade: 96%)
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%)  hit the target and destroyed an enemy missile.
4th January 2009 01:58:26,Tokyo,10cm PD Railgun V1/C3 (Modified by Tracking Speed: 78%)  hit the target and destroyed an enemy missile.
none hit the target, destroyed 34 missiles out of 27 heading my ships, is it a problem i use railguns for pd?
ive just noticed that logfile dont show (x3) in places where there are groups of same messages (there were 3x 9missile salvos)
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #206 on: December 30, 2009, 05:53:52 AM »
Quote from: "Silentbrick"
Once again I'm starting to get numerous Overflow errors.  The error occurs in LoadPopulation, with Error 6, Overflow.  They occure immediately after a time advance, between 9-10 of them.  If I hit okay, it'll churn on through but they've been constant now for several in game months.  It's getting to be rather annoying.  They seem to be increasing over time as well
Please can you send me your database file so I can figure out the problem. Just zip up Stevefire.mdb and send it to stevewalmsley at btinternet.com

Steve
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #207 on: December 30, 2009, 06:01:58 AM »
Quote from: "lastverb"
none hit the target, destroyed 34 missiles out of 27 heading my ships, is it a problem i use railguns for pd?
I think it is a display problem as some missiles are being double-killed by multiple hits from the railguns but I will look into it. Was the point defence operating in area mode or point blank defence mode?
Quote
ive just noticed that logfile dont show (x3) in places where there are groups of same messages (there were 3x 9missile salvos)
That is more worrying. I'll try to recreate this is my own game

Steve
 

Offline lastverb

  • Warrant Officer, Class 2
  • ****
  • l
  • Posts: 52
Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #208 on: December 30, 2009, 06:58:32 AM »
that was point defence mode
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 12186
  • Thanked: 23779 times
  • 2025 Supporter 2025 Supporter : Support the forums in 2025
    Gold Supporter Gold Supporter :
    Above & Beyond Supporter Above & Beyond Supporter :
Re: v4.7 Bugs (Current Official Bugs Thread)
« Reply #209 on: December 30, 2009, 07:34:38 AM »
Quote from: "lastverb"
that was point defence mode
They are both types of point defence mode :). Was it the point defence mode that shoots at missile targets in range during the firing phase (Area mode) or the point defence that shoots in the movement phase as missiles are about to hit. I am fairly sure it was the latter in this case but I thought I had better check as they use different sections of code.

Steve