I'm not posting this in a bug thread in part because I'm not entirely sure the problem wasn't me.
So, there was a group of Precursors sitting in a system. I built a jumpgate into it. Once it was complete, I ordered my main fleet through it and to a local planet in the system. ETA: 22 days. I clicked "30 days", figuring that if they met the enemy before they got to the planet, Aurora would stop moving time forward and let me know.
And so it did... with the enemy at 0-distance. That, in itself, didn't completely dismay me... I had set my shields to start charging when I entered the system, and I was *far* into the system when Aurora stopped time, so I wasn't caught with my pants down.
So, question 1: why didn't sim-ing stop when the enemy contacts were at the edge of my sensor range (1M km with this fleet), rather than at 0km? My fleet moves at 10k/s; intelligence tells me the enemy ships move at around 4000k, so it's not a matter of them being able to close that 1M k distance in a single tick. I've never seen a cloak used before, so maybe it was that... would there be a special message when enemies appear out of nowhere?
So, here I am, out-tonned but probably not outgunned. I set up all my ships lasers to target the enemy contacts, giggling to myself as I imagine the sheer volume of damage that many large-caliber lasers will do at point-blank. And I click the 5s button.
I see one of my two cruisers go up under a barrage of missle fire. Acceptable loses, I think, as I scroll down to see what my counter-volley looked like.
All of my ships are suffering firing delay. Even though we are so far from our entry jumppoint that people have probably been able to have a full night's sleep since the jump, my ships got picked off one-by-one for a good 6-8 turns from fire delay, despite their 34% across-the-board crew grade.
Question 2: Is there something other than jumping that causes fire delay? Because, if not, I think this looks like a bug.
I've seen variants of this before; if I have an enemy at long range, and a 1M res 0 sensor, and I jump forward 5 minutes or something, I will often come back from the time jump at the point that the missles are about to smack me, rather than when the missles first enter my active sensor range. Is it a known problem that if you attempt to move forward large periods of time in potentially hostile situations, the simming probably won't stop as early as you might expect?