Author Topic: Official v5.10 Bugs Thread  (Read 26425 times)

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Offline Erik L

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Re: Official v5.10 Bugs Thread
« Reply #225 on: August 16, 2010, 04:18:25 PM »
F12 screen. Loading units.

131th
132th

Presumably it holds for 121st and 122nd also.
 

Offline Yonder

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Re: Official v5.10 Bugs Thread
« Reply #226 on: August 20, 2010, 08:34:32 AM »
v5.14

Error in WormholeMoves:
Error 3265 was generated by DAO.Fields
Item not found in this collection.

Hmm, a wormhole was spawned in one of my systems when this happened. This error has happened several times this game, I guess this is just the first time I was there to witness the accompanying wormhole being spawned.
 

Offline Yonder

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Re: Official v5.10 Bugs Thread
« Reply #227 on: August 21, 2010, 10:03:38 AM »
v5.14

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

Offline Yonder

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Re: Official v5.10 Bugs Thread
« Reply #228 on: August 21, 2010, 08:12:37 PM »
v5.14

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

This happened right as I was clicking the button to create a Geological survey team. Seems likely that it's related to the bug I just posted. The team seemed to be created correctly after I clicked "ok" on the error message.
 

Offline Yonder

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Re: Official v5.10 Bugs Thread
« Reply #229 on: August 25, 2010, 07:10:35 PM »
When an enemy ship is destroyed:
Error in ApplyInternalDamage
Error3265 was generated by DAO.Fields
Item not found in this collection.

Ordering a task group to picket a waypoint:
Error in ReturnTimeCurrency
Error 6 was generated by Aurora
Overflow

I later had this error when ordering the ship away from the waypoint, I think that perhaps it wasn't automatically resetting it's speed, so it thought it was going to take way longer to accomplish its task than it should have. When I manually reset their speed everything was fine.

During turn processing after ordering Terraforming to produce oxygen:
Error in GetOxyAtm
Error 94 was generated by Aurora
Invalid use of Null
 

Offline IanD

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Re: Official v5.10 Bugs Thread
« Reply #230 on: September 02, 2010, 04:43:19 AM »
This is not really a bug as such, but I’m not sure it would fit into Mechanics or Suggestions either.

In a recent battle in Earth orbit I moved the Islamic forces to a 100,000 kilometre orbit and the EDA forces to a 250,000 kilometre orbit. When I ordered ships to open fire I had half expected to get a message saying that the beam weapons were out of range since on the EDA side the meson beams had a range of 60,000 kilometres, the rail guns a range of 20,000 kilometres, the particle beams and plasma carronades a range of 96,000 kilometres. The Islamic block had meson beams with a range of 60,000 kilometres and plasma carronades with a range of 96,000 kilometres. The fleets should have been separated by 150,000 kilometres. So the beam weapons of either side were out of range, right! Wrong, :(

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IanD
 

Offline IanD

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Re: Official v5.10 Bugs Thread
« Reply #231 on: September 02, 2010, 03:57:00 PM »
[attachment=0:1ychvg1e]Errorinmovemissiles.jpg[/attachment:1ychvg1e]

This error has just occurred. I have just launched 32 TN missiles which have hit their targets, and 300 ICBMs. To defend against this I have 37 bases each with 3 Fire Controls each with 10 size 1 launchers, plus a couple of meson turrets. There are also a half dozen or so other bases also contributing to the missile storm. The error appears to occur as anti-missiles are launched and intercept their targets and varying flights of interceptor missiles appear and disappear from the display. My guesstimate is that I get one of these errors for each interceptor launched. Turns out that it emptied the entire magazine of every AMM PDC, some 1150 missiles per PDC about 42,550+ missiles to intercept 300 ICBMs. :shock:    Very annoying.

The other thing I found was that while I was using 5 second single increments the time continued until the bases ran out of ammo some 5 minutes!

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IanD
 

Offline IanD

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Re: Official v5.10 Bugs Thread
« Reply #232 on: September 15, 2010, 04:59:20 AM »
I have found that AMMs apparently cannot intercept ICBMs even if they do spend 5 minutes in orbit, the following is a direct transcript from the log:

7th April 2040 07:37:46,Sol,Salvo of 10x AMM-3 Spartan has intercepted its target. Chance To Hit 0%: (Missile Speed 52500 km/s / Target Speed 10 km/s) x Missile Agility 31 x GradeBonus 8%
7th April 2040 07:37:46,Sol,Missile #1 Missed
7th April 2040 07:37:46,Sol,Missile #2 Missed
7th April 2040 07:37:46,Sol,Missile #3 Missed
7th April 2040 07:37:46,Sol,Missile #4 Missed
7th April 2040 07:37:46,Sol,Missile #4 Missed
7th April 2040 07:37:46,Sol,Missile #6 Missed
7th April 2040 07:37:46,Sol,Missile #3 Missed
7th April 2040 07:37:46,Sol,Missile #8 Missed
7th April 2040 07:37:46,Sol,Missile #9 Missed
7th April 2040 07:37:46,Sol,Missile #10 Missed

The bit that got me was the Chance To Hit 0%. Since none of the ICBMs did hit, it may not actually be true, but it could account for the rather profligate use of missiles. I have the database if Steve's interested.
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IanD
 

Offline Beersatron

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Re: Official v5.10 Bugs Thread
« Reply #233 on: September 15, 2010, 03:30:47 PM »
Probably some form of Division by Zero error since the Target Speed is so low. If you had AMMs with a speed of 200 then they would have hit!
 

Offline IanD

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Re: Official v5.10 Bugs Thread
« Reply #234 on: September 22, 2010, 04:33:43 PM »
Don't know about v5.20 but tractors are still broken in v5.14. Can anyone confirm they are fixed in v5.20?
In v5.14 get the following error which will disappear if OKed sufficiently, but still cannot tow shipyards
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IanD
 

Offline IanD

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Re: Official v5.10 Bugs Thread
« Reply #235 on: September 22, 2010, 05:18:14 PM »
If you do try and tow a shipyard in v5.14 then you get the two errors shown below and it locks up Aurora. When you restart you find you have  lost your shipyards. If you then look in the database you find the shipyards have lost their population designator which is reset to 0. this is simply rectified by returning it to the correct value.
IanD
 

Offline IanD

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Re: Official v5.10 Bugs Thread
« Reply #236 on: October 24, 2010, 04:06:15 PM »
There is an error in the transport of large items such as salvage modules and jump gate construction modules. When I try and transport them they appear to be loaded on the freighters, but at the other end I see in the ship components stockpile 0 x Jump gat Construction modules. The fleet has 50,000 cargo spaces and apparently the jump gate construction module takes up 30,000 spaces. The number at the source never decreases either.
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IanD
 

Offline backstab

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Re: Official v5.10 Bugs Thread
« Reply #237 on: October 24, 2010, 04:47:12 PM »
Don't know about v5.20 but tractors are still broken in v5.14. Can anyone confirm they are fixed in v5.20?
In v5.14 get the following error which will disappear if OKed sufficiently, but still cannot tow shipyards
Regards


Ive managed to tow an Orbital habitat or two in v5.20
Move foward and draw fire
 

Offline IanD

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Re: Official v5.10 Bugs Thread
« Reply #238 on: November 01, 2010, 08:30:38 AM »
Its possible to enter a name in the class design window eg Lockheed Messerschmitt A3 Vengeance Mk II, which when built throw up a series of annoying errors, none fatal that I know of. A warning in the class design screen that you have exceeded the available space for the class name would be helpful and would avoid this.

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IanD
 

Offline IanD

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Re: Official v5.10 Bugs Thread
« Reply #239 on: November 11, 2010, 03:50:20 AM »
This must be the cheapest jump engine to develop ever! ;)

Code: [Select]
J500(1-500)
Max Ship Size: 10 (500 tons)     Max Squadron Size: 1     Max Jump Radius: 500
Jump Engine Size: 1 HS    Efficiency: 10    Jump Engine HTK: 0
Cost: 0    Crew: 5
Materials Required: 0x Duranium  0x Sorium

Development Cost for Project: 0RP

Regards
IanD