Author Topic: Official v5.42 Bugs Thread  (Read 93451 times)

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Offline Rastaman

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Re: Official v5.42 Bugs Thread
« Reply #90 on: March 30, 2011, 05:36:50 PM »
When pressing "Abandon" Colony in the economy window:

Error in cmdDelete_Click

Error was generated by DAO.Recordset
Object invalid or no longer set



Aurora hangs (error repeats over and over on clicking "ok") and needs to be terminated. Confirmation prompts are not displayed. After restart the colony is abandoned.
« Last Edit: March 30, 2011, 05:40:53 PM by Rastaman »
Fun Fact: The minimum engine power of any ship engine in Aurora C# is 0.01. The maximum is 120000!
 

Offline Ziusudra

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Re: Official v5.42 Bugs Thread
« Reply #91 on: March 30, 2011, 06:50:03 PM »
Found a bunch of wrecks early on in my explorations eventually got around to salvage ship + cargoship combo to go out and see what goodies i can snatch. I left it to its thing and then magicly got an "error in SalvageWreck error 6 overflow" I know why its happening every construction cycle... for some reason the size is 25039950 tons which is epicly huge or epicly bugged my vote is on the latter. But even if i could salvage it i'd need WAAY more cargo ships :(
I've got these, but as ships. TCS 500799, Speed 0, Thermal 1, EM 0, Armor 1. They don't seem to do anything. Damaging them causes the error "Error in ApplyInternalDamage - Error 6 was generated by Aurora - Overflow". Don't think I can wreck them. Edit: Actually, I can. Some where over 2000 damage. There's still one left, I'll back up the DB.
« Last Edit: March 30, 2011, 07:22:56 PM by Ziusudra »
 

Offline Father Tim

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Re: Official v5.42 Bugs Thread
« Reply #92 on: March 31, 2011, 04:14:38 AM »
While pressing time increment, when "officer updates" are made (...surplus to requirements ... released from service):

Error in GetCommanderName

Error 94 was generated by Aurora
Invalid use of Null



When pressing on a leader in the leaders list on the very right of the leaders window:

Error in grdSorted_SelChange

Error 30009 was generated by MSFlexGrid
Invalid Row Value

These errors are almost always the result of an apostrophe in a commander's name.
 

Offline Rastaman

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Re: Official v5.42 Bugs Thread
« Reply #93 on: March 31, 2011, 06:21:11 AM »
Well not in this case, the Error 94 happens multiple times a year and none of the officers have apostrophes. Also with "New Officer" messages. But not in every campaign either.
Fun Fact: The minimum engine power of any ship engine in Aurora C# is 0.01. The maximum is 120000!
 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #94 on: March 31, 2011, 08:35:44 AM »
Well not in this case, the Error 94 happens multiple times a year and none of the officers have apostrophes. Also with "New Officer" messages. But not in every campaign either.

I think this is the same one that I regularly see.  It's usually a fairly senior commander (like my CNO) - as I'm highlighting officers in the right-hand (sort by abilities) panel, every now and then a flexgrid error will pop up.  I haven't been able to track it down, but I suspect that it might have something to do with their command being first on a list somewhere.

John
 

Offline sloanjh

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Re: Official v5.42 Bugs Thread
« Reply #95 on: March 31, 2011, 08:37:29 AM »
The algorithm for HTK of magazines seems to be completely wrong in terms of scaling behavior for larger magazines.  As far as I can tell, it is always better to use size-1 magazines.  See this thread for details: http://aurora2.pentarch.org/index.php/topic,3413.0.html

John
 

Offline Shadow

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Re: Official v5.42 Bugs Thread
« Reply #96 on: March 31, 2011, 11:55:39 AM »
Odd. About the renaming bug related to certain components, it seems the renaming is actually almost totally incomplete as opposed to not happening at all. Components keep their initial name on the Technology Report, Class Design and even Task Groups (related orders) windows, but I just salvaged some shields from a ship I lost, and they had the new name I wanted to give them! At least as far as the events log is concerned...
 

Offline antofdeath

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Re: Official v5.42 Bugs Thread
« Reply #97 on: March 31, 2011, 12:35:19 PM »
Well just thought I would make note that A I'm still getting smeg tons of random errors in battles I can't even account for what they are built off of but they are diverse but my new ship made it through the wormhole with little to no problem this time and dealt with those pesky NPCs with wrathfull injustice.  It seems to be very likely that it was infact my sensors being offline for wormhole.  I dunno about you but I figure everyone could benefit if it said so somewhere on the UI that it was wormhole jammed instead of other stuff.


Minsk class Gunboat    186,850 tons     23220 Crew     39149. 8 BP      TCS 3737  TH 980  EM 3750
749 km/s     Armour 15-291     Shields 125-300     Sensors 110/110/0/0     Damage Control Rating 1021     PPV 1420
Annual Failure Rate: 387%    IFR: 5. 4%    Maint Capacity 94428 MSP    Max Repair 1312 MSP    Est Time: 5. 6 Years

Magneto-plasma Drive E3. 75 ARM-1 (40)    Power 70    Fuel Use 37. 5%    Signature 24. 5    Armour 1    Exp 3%
Fuel Capacity 200,000 Litres    Range 5. 1 billion km   (79 days at full power)
Delta R300/12. 5 Shields (50)   Total Fuel Cost  625 Litres per day

Quad R15/C6 Meson Cannon Turret (50x4)    Range 150,000km     TS: 25000 km/s     Power 24-24     RM 15    ROF 5        1 1 1 1 1 1 1 1 1 1
35cm C6 Plasma Carronade (20)    Range 256,000km     TS: 4000 km/s     Power 32-6     RM 1    ROF 30        32 16 10 8 6 5 4 4 3 3
Fire Control S16 128-16000 H70 (20)    Max Range: 256,000 km   TS: 16000 km/s     96 92 88 84 80 77 73 69 65 61
Tokamak Fusion Reactor Technology PB-0. 875 AR-1 (7)     Total Power Output 1470    Armour 1    Exp 3%

Active Search Sensor MR23-R1 (4)     GPS 210     Range 23. 1m km    Resolution 1
Active Search Sensor MR163-R50 (70%) (2)     GPS 10500     Range 163. 3m km    Resolution 50
Active Search Sensor MR816-R50 (70%) (1)     GPS 52500     Range 816. 7m km    Resolution 50
Thermal Sensor TH10-110 (70%) (2)     Sensitivity 110     Detect Sig Strength 1000:  110m km
EM Detection Sensor EM10-110 (70%) (2)     Sensitivity 110     Detect Sig Strength 1000:  110m km

This design is classed as a Military Vessel for maintenance purposes

But I would like to make note for future reference THIS GAME DOES NOT LIKE BIG SHIPS.  I found it like 8x easier to start manually designating all my targets and rapidly reassigning my weapons categories, but there doesn't seem to be a "Quickclear" targets button from say when you want to clean your weapons groups so it doesn't tick every 5 seconds. 
 

Offline Shadow

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Re: Official v5.42 Bugs Thread
« Reply #98 on: March 31, 2011, 12:38:18 PM »
There is indeed a Clear Fleet button on the lower portion of the Combat Overview window.

Also, I shudder to think how long that behemoth took to build. :P
 

Offline antofdeath

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Re: Official v5.42 Bugs Thread
« Reply #99 on: March 31, 2011, 12:42:23 PM »
Only 2. 6years, on that note I'm already in the works of the bigger one up xD This one finally broke through but I found some flaws I need to address.  But where is this button? If you don't mind me asking for very precise instructions to it's existence.
 

Offline Shadow

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Re: Official v5.42 Bugs Thread
« Reply #100 on: March 31, 2011, 12:46:47 PM »
The Combat Overview screen is accessed through the crosshairs icon on the System Map window. The Clear Fleet button is one of the bottom four in there.
 

Offline antofdeath

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Re: Official v5.42 Bugs Thread
« Reply #101 on: March 31, 2011, 12:55:43 PM »
Oh thats very usefull ^. ^ Thank you.  Either way the "Autoselect" from the game has no idea how to handle 80 turrets, infact it doesn't know how to handle firecontrols x 2 or more, the basic thing it jumps at doing is pairing up 2 quad mason turrets per FC.  And well this doesn't work so well when you have A overflows B a whole other group of weaponry.  So essentially on ships like this it means you have to assign everything individually.  The UI is confusing as hell you go around in circles between screens trying to find things like that combat overview that don't show up in the main toolbar and things like that.

Also that system was viciously defended for the fact that there was nothing here from what I could tell no colonies or anything.
 

Offline Shadow

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Re: Official v5.42 Bugs Thread
« Reply #102 on: March 31, 2011, 01:19:39 PM »
Autoselect? You should assign weapons (and ECCM, if you have the tech) to fire controls manually on the Combat Overview screen, which is your central tool for managing combat. You only need to do this for one ship of each class, as you can copy the assignments to all vessels of the same class, using the Copy Assign -> Copy Race button on that same screen.
 

Offline creodor

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Re: Official v5.42 Bugs Thread
« Reply #103 on: March 31, 2011, 01:30:06 PM »
You can. . . copy them? Oh thank you!
I have a problem with the game overwriting my FC choices though.  Does AutoFC try to overwrite what you manually choose, even if it's after you press the button?
I had a gate guard that I just auto FC'd without paying attention, and it slapped all the particle beams in the PD FC and the PD guns in the offensive FC.  So I changed it manually, but every time I closed the window it would reset back to the Auto FC settings.  Is that a bug or a feature?
 

Offline Shadow

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Re: Official v5.42 Bugs Thread
« Reply #104 on: March 31, 2011, 01:55:52 PM »
It'd make sense if automatic settings, if enabled, overrode manual ones. But I'm not sure since I do assignments manually.