Author Topic: Official v5.20 Bugs Thread  (Read 37205 times)

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Offline darkevilme

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Re: Official v5.20 Bugs Thread
« Reply #90 on: September 18, 2010, 12:03:36 AM »
Divide by zero error generated by orbital movement every time the game processes a tick.

I think Aurora likes windows 7 as much as a triffid likes fire cause i remember it being at least passibly stable on windows xp.
 

Offline Caesar

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Re: Official v5.20 Bugs Thread
« Reply #91 on: September 18, 2010, 05:40:18 AM »
The class summary display goes blank whenever the weight exceeds or is equal to 1000 tons.


For some reason the game also displays minerals, weight and everything else as 1 instead of 1000, 2 instead of 2000, etc..
This is confusing, because on some screens it might show for example 100 tons, but might also mean 100,000 tons.
 

Offline Father Tim

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Re: Official v5.20 Bugs Thread
« Reply #92 on: September 18, 2010, 10:11:54 AM »
The class summary display goes blank whenever the weight exceeds or is equal to 1000 tons.


For some reason the game also displays minerals, weight and everything else as 1 instead of 1000, 2 instead of 2000, etc..
This is confusing, because on some screens it might show for example 100 tons, but might also mean 100,000 tons.

Your thousands separator is set to '.' instead of ','
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #93 on: September 18, 2010, 01:21:04 PM »
Some mesons and microwaves list their range as not being a multiple of 10,000 km, but in practice their range is rounded down to the nearest 10k. (Or it is when they're mounted on turrets, anyway; I haven't tried it with hull-mounted beams.) It doesn't really matter which you change, as long as they match up.
 

Offline Caesar

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Re: Official v5.20 Bugs Thread
« Reply #94 on: September 18, 2010, 03:35:48 PM »
Your thousands separator is set to '.' instead of ','


I feel stupid.
 

Offline browncoat

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Re: Official v5.20 Bugs Thread
« Reply #95 on: September 22, 2010, 08:40:57 AM »
I've been playing the game the past few days and I think it's quite lovely. Having heaps of fun.

In this time I think I may have found at least one little glitch; and while I don't know if you are already aware of it or not, reporting it won't hurt at all.

The glitch goes like this: on ships with the hyper drive ON, when the sub-pulse is set to 6 hours or 1 day on all increments of 8 hours or more and when the sub-pulse is set to automatic on increments of 5 and 30 days, the game throws a bunch of error 6 overflows proportional to the length of the increment and the ship doesn't move one bit. Sub-pulses of 2 hours or less don't cause the problem at all and the ship goes its merry way across the universe happily hypering.

It's a little annoying but in no way game breaking (one can always run 30days increments on 2 hours sub-pulses when using hyperdrives), still thought you should know if you didn't already.


Keep up the good work on the game.
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #96 on: September 23, 2010, 05:12:42 PM »
Minelayers can't execute more than one "launch missiles at" order per increment. Not per sub-pulse, mind you; one set of mines for each time you click an advance time button.
 

Offline Mini

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Re: Official v5.20 Bugs Thread
« Reply #97 on: September 25, 2010, 03:17:28 AM »
There is a default fighter squadron nickname ("Cat o' Nines") that causes a bunch of errors when I try to launch it. When I removed the apostrophe in the name it launched fine.
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #98 on: September 25, 2010, 12:12:22 PM »
Yeah, apostrophes cause all sorts of problems.
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #99 on: September 26, 2010, 12:17:21 AM »
It looks like the estimated active sensor ranges given on the system map haven't been adjusted for the new range formula yet.
 

Offline Brian Neumann

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Re: Official v5.20 Bugs Thread
« Reply #100 on: September 26, 2010, 04:32:43 AM »
It looks like the estimated active sensor ranges given on the system map haven't been adjusted for the new range formula yet.
You are correct.  That is in part as Steve didn't want anybody to tell if they are automatically being detected.  It would be nice however if the player could put in a number for the estimated sensativity of the sensor so we could use it to have a better idea if we are being detected.

Brian
 

Offline ExChairman

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Re: Official v5.20 Bugs Thread
« Reply #101 on: September 26, 2010, 05:08:53 AM »
System Map is getting "smaller", for the moment i got a divider(?) half up my map, the upperpart works as it should, the bottom part isn´t showing anything... ???
Veni, Vedi, Volvo
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Wargame player and Roleplayer for 33 years...
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #102 on: September 26, 2010, 01:46:03 PM »
Loading troops into drop modules is... screwy. As far as I can tell, troops are loaded into the drop pods at the beginning of the order, not the end - which isn't all bad, because you can use it to compensate for the facts that units are loaded in one at a time instead of in parallel, and you can't move while doing it.
« Last Edit: September 26, 2010, 01:47:41 PM by Vanigo »
 

Offline Vanigo

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Re: Official v5.20 Bugs Thread
« Reply #103 on: September 26, 2010, 01:50:21 PM »
You are correct.  That is in part as Steve didn't want anybody to tell if they are automatically being detected.  It would be nice however if the player could put in a number for the estimated sensativity of the sensor so we could use it to have a better idea if we are being detected.

Brian
That's not what I meant, although it is also true, and a drop-down box for assumed EM sensor sensitivity would be very nice. I'm talking about the new-this-version equation where low-resolution sensors have a higher range than before and sensors with resolution over 100 have lower ranges.
 

Offline Vynadan

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Re: Official v5.20 Bugs Thread
« Reply #104 on: September 26, 2010, 03:11:29 PM »
As a shipyard completed a new batch of ships I got an "Error in Production | Error 6 was generated by Aurora | Overflow" and I realised all ships were built without fuel stored. Now each ship I build on this planet does the same and any ship I order to refuel at the colony refuses to do so, just orbiting the planet.
I have 2,295,093,420 litres of fuel stored on the planet (yes, it's been a long and fun game =) ) which makes me assume there's too much fuel and that produces the error. However, it still displays correctly within the summary tab and with real numbers the amount shouldn't cause any problems yet ... ? Only the longint with a max of 2^31 limits at 2,147m?
Manualy transfering fuel to each ship through its miscallenous tab works and refules them, yet proofs very teadious.