Author Topic: Official v5.02 Bugs Thread  (Read 18794 times)

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Offline Andrew

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Re: Official v5.02 Bugs Thread
« Reply #165 on: April 05, 2010, 08:02:10 AM »
Ships undergoing refit to a new design are fully combat operational
 

Offline The Shadow

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Re: Official v5.02 Bugs Thread
« Reply #166 on: April 05, 2010, 12:08:39 PM »
Quote from: "Steve Walmsley"
Quote from: "The Shadow"
I keep getting this error twice every time I have a hostile contact (which is to say, every five seconds in combat):

Error in ShowFleetList
Error 35602 was generated by Nodes
Key is not unique in collection

It's getting quite annoying, as I'm in a high speed chase and can't advance time easily.

EDIT:  And I keep getting the error now that the enemy ship is dead.  Perhaps because the wreck is still there?
This is a long standing problem caused by having two fleets with the same name in the same system. Check your own fleets to see if there are any duplicates and if so, rename one.

I finally figured it out.  The NPR whose system I had conquered had managed to make two ships (and TG's) with the same name;  when I won they got transferred to me.  They were in an out-of-the-way part of the system and I didn't notice.
 

Offline Elouda

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Re: Official v5.02 Bugs Thread
« Reply #167 on: April 05, 2010, 07:34:31 PM »
Theres an issue with tractor beams, as I discovered when working on some modular ships using them (viewtopic.php?f=14&t=2459).

The issue arises from the fact that if a module with a tractor beam is used to connect to the 'tug' (ie the cargo, not the tug, has the tractor), then you can still attach more modules onto the tug (but not on the attached module). While the first module will drop the crafts speed correctly, the following ones wont, allowing one to attach 24,000tons of engineless modules onto a 6,000ton tug and still move at 5400km/s with Ion Engines. Fun, and avoidable, but just thought I'd mention it here.
 

Offline sloanjh

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Re: Official v5.02 Bugs Thread
« Reply #168 on: April 05, 2010, 10:18:23 PM »
Quote from: "Elouda"
Theres an issue with tractor beams, as I discovered when working on some modular ships using them (viewtopic.php?f=14&t=2459).

The issue arises from the fact that if a module with a tractor beam is used to connect to the 'tug' (ie the cargo, not the tug, has the tractor), then you can still attach more modules onto the tug (but not on the attached module). While the first module will drop the crafts speed correctly, the following ones wont, allowing one to attach 24,000tons of engineless modules onto a 6,000ton tug and still move at 5400km/s with Ion Engines. Fun, and avoidable, but just thought I'd mention it here.

There's a bug in the max speed calculation.  You need to push the "max speed" button multiple times (twice) in order to get the right speed.  The way I usually see this is that I've got a tug and an engineless terraformer in a TG.  The speed is 1 since the terraformer has no engines.  After linking the two ships, both max speed and current speed read 1.  After pushing "max speed" once, the max speed goes to the correct value, but the current speed stays 1.  After pushing it the second time, the current speed goes to the correct value.  Is this what you're talking about?

In addition, you should only be able to link two ships together in a tractor cluster.  Are you saying you've linking more than two?  Be careful in your answer - what should happen is adding a new tractor link should drop other tractor links that take the cluster above two.

John
 

Offline Elouda

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Re: Official v5.02 Bugs Thread
« Reply #169 on: April 06, 2010, 02:30:02 AM »
Yes, what I'm saying is I've got up to 7 ships in a single 'cluster', which explains why I get strange results if thats not meant to happen.

To replicate this, do the following;

Design and build a fast ships with lots of engines etc, but no tractor beam.

Design and build several engineless ships with tractors beams.

Use the tractor on one of the engineless ships to latch onto the fast one. So far everything works okay.

Now use a different engineless ship to latch onto the same fast ship. This is where things get strange, and I can only assume from what you've said the first engineless ship thats already attached is meant to detatch automatically. It doesnt, and the whole thing still moves at the speed it had when there was only two 'ships' in it.

Repeat as desired.

Sorry if I'm not being clear, I can post screenshots or whatever else if this isnt enough.
 

Offline sloanjh

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Re: Official v5.02 Bugs Thread
« Reply #170 on: April 06, 2010, 09:34:22 AM »
Quote from: "Elouda"
Now use a different engineless ship to latch onto the same fast ship. This is where things get strange, and I can only assume from what you've said the first engineless ship thats already attached is meant to detatch automatically. It doesnt, and the whole thing still moves at the speed it had when there was only two 'ships' in it.
Yes, it's supposed to detach.
Quote
Sorry if I'm not being clear, I can post screenshots or whatever else if this isnt enough.
Seemed pretty clear to me.

John
 

Offline IanD

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Re: Official v5.02 Bugs Thread
« Reply #171 on: April 07, 2010, 03:29:46 PM »
I have a naval shipyard set up to build the following class
Code: [Select]
Dog Mk II class Escort    8000 tons     766 Crew     1904.6 BP      TCS 160  TH 1000  EM 900
6250 km/s     Armour 5-35     Shields 30-300     Sensors 11/1/0/0     Damage Control Rating 7     PPV 22
Annual Failure Rate: 73%    IFR: 1%    Maint Capacity 1042 MSP    Max Repair 192 MSP    Est Time: 3.35 Years
Magazine 370    
Internal Confinement Fusion Drive E7 Mil (10)    Power 100    Fuel Use 70%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 190,000 Litres    Range 61.1 billion km   (113 days at full power)
Delta R300/17.5 Shields (12)   Total Fuel Cost  210 Litres per day
Triple 10cm C3 Soft X-ray Laser Turret (1x3)    Range 160,000km     TS: 26650 km/s     Power 9-9     RM 6    ROF 5        3 3 3 3 3 3 2 2 2 1
Fire Control S06 80-12000 (1)    Max Range: 160,000 km   TS: 12000 km/s     94 88 81 75 69 62 56 50 44 38
Tokamak Fusion Reactor Technology PB-1 AR-0 (6)     Total Power Output 9.6    Armour 0    Exp 5%
Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC4-R1 AF (2)     Range 4.0m km    Resolution 1
AS1-2 Cottonmouth (370)  Speed: 46,000 km/s   End: 1.8m    Range: 5m km   WH: 1    Size: 1    TH: 598 / 358 / 179
Active Search Sensor MR2-R1 (1)     GPS 192     Range 2.7m km    Resolution 1
Active Search Sensor MR80-R120 Nav (1)     GPS 5760     Range 80.6m km    Resolution 120
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
ECCM-2 (2)         ECM 10
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a military vessel for maintenance purposes

I have slightly upgraded the design to the following

Code: [Select]
Dog Mk IIB class Escort    8000 tons     773 Crew     1970.5 BP      TCS 160  TH 1000  EM 1140
6250 km/s     Armour 5-35     Shields 38-300     Sensors 11/1/0/0     Damage Control Rating 7     PPV 22
Annual Failure Rate: 73%    IFR: 1%    Maint Capacity 1078 MSP    Max Repair 192 MSP    Est Time: 3.42 Years
Magazine 370    
Internal Confinement Fusion Drive E7 Mil (10)    Power 100    Fuel Use 70%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 64.3 billion km   (119 days at full power)
Delta R300/17.5 Shields (15)   Total Fuel Cost  263 Litres per day
Triple 10cm C3 Soft X-ray Laser Turret (1x3)    Range 160,000km     TS: 26650 km/s     Power 9-9     RM 6    ROF 5        3 3 3 3 3 3 2 2 2 1
Fire Control S06 80-12000 (1)    Max Range: 160,000 km   TS: 12000 km/s     94 88 81 75 69 62 56 50 44 38
Magnetic Confinement Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 1    Armour 0    Exp 5%
Magnetic Confinement Fusion Reactor Technology PB-1 AR-0 (4)     Total Power Output 8    Armour 0    Exp 5%
Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC4-R1 AF (2)     Range 4.0m km    Resolution 1
AS1-2 Cottonmouth (370)  Speed: 46,000 km/s   End: 1.8m    Range: 5m km   WH: 1    Size: 1    TH: 598 / 358 / 179
Active Search Sensor MR2-R1 (1)     GPS 192     Range 2.7m km    Resolution 1
Active Search Sensor MR80-R120 Nav (1)     GPS 5760     Range 80.6m km    Resolution 120
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
ECCM-3 (2)         ECM 30
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a military vessel for maintenance purposes

There is little difference in cost, well below 20%, but I cannot build the latter design in the shipyard set up for the first design.

Regards
IanD
 

Offline AndonSage

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Re: Official v5.02 Bugs Thread
« Reply #172 on: April 07, 2010, 03:58:22 PM »
The description for Cargo Handling System (all versions) research Technology Description needs to be fixed:
Quote
Used by cargo ships, colony ships and troop ships to enable faster cargo loading or unloading. Increase in load speed is calculated by dividing total load time by tractor strength. Each beam of this type adds 10 to tractor strength
"You can have peace. Or you can have freedom. Don't ever count on having both at once." - Robert A. Heinlein
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Offline Maltay

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Re: Official v5.02 Bugs Thread
« Reply #173 on: April 07, 2010, 08:48:02 PM »
I was on 3rd September 2042, clicked 30 Days Increment Time from the System Map screen, and the game froze and crashed to desktop.  When I restarted, I could not Increment Time.  No matter what amount I select for Increment Time, I receive an error dialogue stating "Error 3049 was generated by DAO.Recordset Cannot open database ". It may not be a database that your application recognizes, or the files may be corrupt. Please report to...".  After repeating 50+ times, the error dialogue changes to "Error 3014 was generated by DAO.Database Cannot open any more tables. Please report to...".  After repeating 25+ times, the error dialogue disappears and the game crashes to desktop again.

This is the second game in which this has happened.  The first time this occurred, last week, I was running on a Lenovo T60 ThinkPad running MS Windows XP Professional SP3.  This time it occurred on a custom built Intel-based desktop running MS Windows 7 Ultimate x64.

As a new player, I am 2 for 3 on this problem.  This is very discouraging.  Is there any possibility that the database could be recovered, or suggestions on how to avoid this and play a game to such a point that I successfully interact with and fight an NPR?  If so, please send me a PM so as not to clutter this forum.

P.S. To avoid confusion, I reported a crash to desktop with a different error dialogue two weeks ago.  That one broke two of my civilian freighters but otherwise did not interfere with my game.  This one prevents me from playing the game, forcing me to restart with a new game.
I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve.
 

Offline Hawkeye

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Re: Official v5.02 Bugs Thread
« Reply #174 on: April 07, 2010, 11:23:21 PM »
Quote from: "Maltay"

As a new player, I am 2 for 3 on this problem.  This is very discouraging.  Is there any possibility that the database could be recovered, or suggestions on how to avoid this and play a game to such a point that I successfully interact with and fight an NPR?  If so, please send me a PM so as not to clutter this forum.
 

You should realy make regular backups of the database (Stevefire.mdb). Personally, I make a backup about every month gametime (less often in the early game where not much happens) or after long fights, so if something bad happens, I can go back.
As for fixing the database, I can´t help you with that.
Ralph Hoenig, Germany
 

Offline UnLimiTeD

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Re: Official v5.02 Bugs Thread
« Reply #175 on: April 09, 2010, 05:30:49 AM »
CIWS show up in the weapons list for Beam Fire controls and will be automatically assigned and used versus hostile ships in autofire mode.
 

Offline AndonSage

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Re: Official v5.02 Bugs Thread
« Reply #176 on: April 10, 2010, 03:49:37 AM »
I've started working on a detailed information screen for the F3 System Map, and found the following problems:

1. System Bodies -> Planets tooltip says "Show planets, moons, asteroids, etc." If this is to be consistent with the other options in the box, it should say "Show Planets at all scales."
2. System Bodies -> Jump Pts tooltip says "Show Warp Points." While Warp Points and Jump Points are the same thing, this should probably be changed to "Show Jump Points" for consistency.
3. Names -> Stars: Primary star name continues to show whether this is checked or not. I'm not sure if this is working as intended.
4. Objects -> Fleets tooltip says "Show names of stars." Should be "Show names of fleets."
5. Objects -> Colonies toggle doesn't do anything. Tooltip says "Show names of stars." Is this option doing anything? Besides an invalid tooltip, I can't see any changes at any zoom level whether this box is checked or not.
6. Most of the Options box selections are missing tooltips.
7. Orbital paths continue to show even when the associated body type is unchecked in System Bodies. I would think the orbital paths should disappear if the system object is not being displayed.
8. Display 2 -> Show Salvo Target tooltip is same as Hide Escorts on Map tooltip.
"You can have peace. Or you can have freedom. Don't ever count on having both at once." - Robert A. Heinlein
"Just because you do not take an interest in politics doesn't mean politics won't take an interest in you!" - Pericles (430 B.C.)
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Offline Elvin

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Re: Official v5.02 Bugs Thread
« Reply #177 on: April 11, 2010, 04:45:04 PM »
I'm getting a bad "overflow" bug in my game. To be precise: I started a new game on my old database, which is about 140 mb after having a 90 year game on it that became too slow to play due to Star Swarm eating my 2 million tonne shipping lines and making a game-crashing number of ships ( the contacts listed over 1,400 seperate ships and a dozen motherships). In my new game, I played for about 6 years before experiencing a lot of "overflow" errors, all for various different reasons at first, but eventually settling on "UpdateAllSensors"- Error 6, Overflow. I have to click for a minute or so to get through it before it seems to try and generate a turn.

So I get a fresh copy of the game, thinking this would help. I start a new game, with two NPRs at the start, and after about 10 years I get this game error message popping up, that requires a few minutes to clear.
I start a new game again, with only one NPR in it, just like my first game. However this gave me this error chain even quicker than before, at about 1 year, and it's getting longer with each turn.

This is currently making the game unplayable. Is there anything I can do, seeing as starting a fresh version DOESN'T seem to solve it?

Thanks!

EDIT: The game is also running in very short increments (5-120 seconds). I'm fairly sure there won't be NPR's fighting after less than 2 years of game time...

EDIT2: After reading more threads on this issue, it appears to be related to the Difficulty Modifier box at the start. I had changed mine to 150%.
 

Offline Beersatron

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Re: Official v5.02 Bugs Thread
« Reply #178 on: April 13, 2010, 11:04:25 AM »
Scenario:

I have a squadron of cruisers sitting on a JP trying to escape (they have been sitting there until the last possible moment, shooting at Star Swarm) and are currently Awaiting Acknowledgment on the jump orders.

One of the cruisers gets damaged, losses engines and automatically gets split from the TG, it then has the same orders for jumping but no longer has the Awaiting Acknowledgment part. This means that it can escape on the next 5-sec increment.

This repeats until there is only one ship left, if it gets engine damage then it still waits since it is in the original TG.

I think the Awaiting Acknowledgment should be carried over to the newly created TG containing the damaged ship.
 

Offline Maximillian

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Re: Official v5.02 Bugs Thread
« Reply #179 on: April 14, 2010, 01:01:06 AM »
It looks as if an NPR system name is causing an error:

Error in GetSystemThemeName
Error 3075 was generated by DAO.Database
Syntax error (missing operator) in query expression 'Name = 'Vladvasil'e' and RaceID = 1018'.
Please report...


Strangely, I clicked past it and can keep going.  But in a perfect world, that extra apostrophe in the system name wouldn't be there.  :)

Somewun fix or do somefink!

Max