Author Topic: Official v6.10 Bugs Thread  (Read 58915 times)

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Offline Prince of Space

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Re: Official v6.10 Bugs Thread
« Reply #120 on: October 30, 2012, 10:15:11 PM »
I'm getting a divide by zero error and some other weirdness when I try to build a turret out of a reduced size laser. Full details can be found in the thread Designing Turrets with Reduced Size Lasers in The Academy.
 

Offline Jumpp

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Re: Official v6.10 Bugs Thread
« Reply #121 on: October 30, 2012, 11:42:03 PM »
I ordered a collier ship to visit a nearby system, dump ammo, return, and rejoin TG "1st Fleet" at Sol.  The ship's name was "Tender 01" and the hull abbreviation was TN.  The ship was alone in a TG called "TN Tender 01".

While the collier was off doing his thing, I ordered TG "1st Fleet" to join TG "Earth Shipyard".  These two TGs were at the same location, and this order was completed before the collier returned.

When I queued the 5-day pulse on which the collier was to reach Earth, I got a couple error dialogs that I just clicked through, hoping that the game would keep going.  In the Event Updates page, I got an "Orders Completed" message stating "TN Tender 01 has completed orders".

I think TN Tender 01 vanished.  It's not listed as a member of TG "Earth Shipyard" and it's not listed on the Individual Unit Details pane, nor is it listed on the "Ships In Class" tab for its class on the Ship Design pane.
« Last Edit: October 30, 2012, 11:47:28 PM by Jumpp »
 

Offline ollobrains

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Re: Official v6.10 Bugs Thread
« Reply #122 on: October 31, 2012, 12:55:52 AM »
did it transfer back over to the shipyard TG
 

Offline waresky

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Re: Official v6.10 Bugs Thread
« Reply #123 on: October 31, 2012, 08:25:00 AM »
Fighter Overhaul dont work: Maintenance Time RAISE UP (timing) when in Overhaul condition...

r an bug?..never show before 6.1..

Ive an Scout (Fighter-Class) in Overhaul..and from 5.0 years pass to 7.4 when am check "Damned my workers what r doing???"
 

Offline icecoldblood

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Re: Official v6.10 Bugs Thread
« Reply #124 on: October 31, 2012, 09:24:59 AM »
Fighter Overhaul dont work: Maintenance Time RAISE UP (timing) when in Overhaul condition...

r an bug?..never show before 6.1..

Ive an Scout (Fighter-Class) in Overhaul..and from 5.0 years pass to 7.4 when am check "Damned my workers what r doing???"

I don't think fighters can be overhauled, seeing they aren't affected by mantainence facilties on planets.
 

Offline waresky

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Re: Official v6.10 Bugs Thread
« Reply #125 on: October 31, 2012, 10:10:25 AM »
Normally no,dnt need any mainten..strange....but those have some maintenance degree..am must check why..dnt remember same situation before..

Edit: okay..those b..stards arent a "Fighter-Class..am lost today:))) BUT..mainten Clock raise up in Overhaul Work..and NOT raise down...THIS r very strange...

________________

Nelson class Scout/Courier    500 tons     12 Crew     144.4 BP      TCS 10  TH 50.5  EM 0
10100 km/s     Armour 2-5     Shields 0-0     Sensors 3/1/0/0     Damage Control 2     PPV 0
Annual Failure Rate: 9%    IFR: 0.1%    Maintenance Capacity 271 MSP
Spare Berths 1   

100.8 EP Inertial Fusion Drive (1)    Power 100.8    Fuel Use 43.83%    Armour 0    Exp 10%
Fuel Capacity 150,000 Litres    Range 123.2 billion km   (141 days at full power)

Thermal Sensor TH0.6-3 (1)     Sensitivity 3     Detect Signature 1000: 3m km

This design is classed as a military vessel for maintenance purposes
« Last Edit: October 31, 2012, 10:14:57 AM by waresky »
 

Offline IanD

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Re: Official v6.10 Bugs Thread
« Reply #126 on: October 31, 2012, 11:15:10 AM »
Time came to scrap ICBM bases on Earth. Couldn't find abandon ship button anywhere so used the destroy ship button on the F6 screen and got
"Error in AddWreckTech
Error 3265 was generated by DAO.Fields
Item not found in this collection
Please report etc"

Curiously not all destroyed ICBM complexes generated the error message and the number of error messages per scrapped installation varied between one and three, in the sequence on the attached file. These installations were both "captured from the enemy" and home grown. 
Finally there were no life pods associated with the wrecks, which makes sense, but I thought previously there were survivors with the wrecks of PDCs. Incidentally a destroyed ship in Earth orbit also did not give rise to life pods.
IanD
 

Offline Nathan_

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Re: Official v6.10 Bugs Thread
« Reply #127 on: November 02, 2012, 12:01:40 AM »
Something wierd is going on with current orders when issuing a move order to an LP, but all orders seems to tally the time correctly for how long it will take to move. Is it calculating the optimal path to one of the LP points and using that for current orders time, because that time would be close(but not quite) what I'm getting here, for reference the all orders times are 10:20:something, 13:something, and 130: something.
 

Offline varsovie

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Re: Official v6.10 Bugs Thread
« Reply #128 on: November 02, 2012, 02:32:37 AM »
Quote from: varsovie link=topic=5448. msg56599#msg56599 date=1351636565
That is maybe me that is really unlucky, but the geosurvey teams doesn't seems to work at all.   I've used them on nearly 50 worlds (planet, asteroids.  .  .  ) and they NEVER found new minerals or better availlability.   I've even noted the last 10 time before and after the team's survey, and no change at all.  

My teams have a competence between 120% and 140%. 

Ok not a bug, just GIANT badluck.  Finally got +10k . 2 corodium on a big planet (after 5 month of research).  First time my team find something on 60 or so attempt (mostly asteroids though).
 

Offline waresky

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Re: Official v6.10 Bugs Thread
« Reply #129 on: November 02, 2012, 01:49:39 PM »
Steve: GROUND UNIT list..pls retooltip an useful feature: when u assign some Units into another (DVS or BRG for example) list change visual point..VERY Boring.

Ty ur attention.
 

Online Erik L

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Re: Official v6.10 Bugs Thread
« Reply #130 on: November 02, 2012, 06:01:00 PM »
If you cancel renaming a tech item from the Ctrl-F7 screen, it throws an error about a zero-length string.

Also, in addition to EM scanners not being able to be renamed, gauss cannon cannot either.
Add Meson cannons, plasma carronades, railguns, shields, and Particle beams to the list of not-renameable.

I also noticed (from a generate tech & ships start) there were some duplicated weapons. Identical in all respects.

Missile engines do not show on the Tech report screen either.
« Last Edit: November 02, 2012, 06:14:33 PM by Erik Luken »
 

Offline Paul M

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Re: Official v6.10 Bugs Thread
« Reply #131 on: November 03, 2012, 01:48:59 AM »
When my civillian firms build a new ship type I get a 3201 (checked this time when the message again popped up) about a missing line in the tech database.  I think they are using tech I haven't developed.  I am using a conventional start if that would affect this.

I have twice now attempted to refit my starting IBM bases, in both cases the refit was billed to me in terms of resources and industrial effort but nothing happened, at the end of the refit the base was not refit and remained the same as before.  I eventually just used SM mode to add the new design and remove the old.  Added in Edit:  ah thank you Nathan now I don't feel like I'm an idiot for doing something simple wrong.
« Last Edit: November 03, 2012, 03:05:39 AM by Paul M »
 

Offline Nathan_

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Re: Official v6.10 Bugs Thread
« Reply #132 on: November 03, 2012, 01:57:31 AM »
Refits can't be done on PDCs yet, the general consensus is to use SM to accomplish that.

Mines don't seem to be separating their payload on thermal detection, I'll try building an active detection mine and see if that works.

Update: Active sensor controlled releases don't appear to work either.

Update 2: Regular mirvs do work.
« Last Edit: November 06, 2012, 03:02:18 AM by Nathan_ »
 

Offline Jumpp

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Re: Official v6.10 Bugs Thread
« Reply #133 on: November 03, 2012, 11:56:35 AM »
When research labs are inactive, it doesn't say (inactive) on the Population and Production pane's Summary tab.
 

Offline Nathan_

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Re: Official v6.10 Bugs Thread
« Reply #134 on: November 03, 2012, 05:05:14 PM »
If a tech is completed by component disassembly and there is a person researching it, research on the tech is reset, and other wierd things can happen.