Author Topic: 2.0 Bugs  (Read 15450 times)

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Offline Steve Walmsley

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« Reply #105 on: September 07, 2007, 05:44:46 AM »
Quote from: "Brian"
I was just conducting a battle when I realized that the turreted meson guns were hitting the shields and armor of thier target.  The armor was totally negating the damage of the mesons.  The non turret mesons were doing just fine and ignoring shields and armor both.  

There is a bug in the turret creation code which is not passing on the ignore armour/shields ability of the original weapon. Fixed for v2.1

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

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« Reply #106 on: September 07, 2007, 05:45:43 AM »
Quote from: "Erik Luken"
Galactic map. Tooltip text for "Display Systems with >100m pop" references PU.

Changed for v2.1

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

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Re: More comments and Errata
« Reply #107 on: September 07, 2007, 06:18:53 AM »
Quote from: "Pete_Keller"
System Map -- Change Jump Point Text and Jump Gate Box to same red as the Jump Point.
The red icon is to distinguish the jump point from a system body but all system objects have green text to distinguish them from yellow fleet text and red contact text. The green jump gate box is for jump gates you have a built. A red box will appear for jump gates you haven't built.

Quote
System Map -- Give an option to show un-surveyed JP locales only.
Added to the "Display 2" sidebar

Quote
Event Log -- Change last time segment to add "(DD:HH MM:SS)" at the end.
Do you mean add a time since campaign start to the end of the event log or do you mean change the "Last Time Increment 86400 seconds" to Last Time increment 01:00:00:00

Quote
Event Log -- Is there a max string size, I have a screen shot where minerals were cut off in mid word.
255 charecters. Above that I would have to use a Memo data type instead of Text in the database. Access has real problem with memo data types and every time you update one, the database grows alarmingly. I have tried my best to eliminate this data type to prevent database bloat problems that affected SA and early Aurora.

Quote
Event Log -- Received the following message "Cannot drop off divisions as the destination is not a population"  -> It was a freighter dropping off infrastructure.
No idea what happened here. I thought it was probably a cut and paste problem but I have found every instance of that text in the program and they are all in the right places. Did the freighter successfully drop off the infrastructure?

Quote
Population and production -> Shipbuilding -- In task details section add a display that shows completion date for selected task if started today.
Added to v2.1

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Fleet Orders -- If you plot to  "move to (or transit) jump point #xx" because jump point #xx is undiscovered, and a unit transits the jump point, change the message to add the system name.
This should be happening at the moment. I'll try and figure out the problem.

Quote
Fleet Orders -- When you transit into an unknown system, you should have a system location available of "Jump point to system XXX" where XXX is the system you just transited from.

Once you transit into an unknown system, you do have that location. Before you jump, the other system probably doesn't exist so there can't be any locations in that system.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

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« Reply #108 on: September 07, 2007, 06:43:25 AM »
Quote from: "Pete_Keller"
1)  "Insufficient Jump Gate Components in this fleet" is a pop-up, I think it should be an event.
Agreed. Changed to event in v2.1

Quote
2)  Population and Production -> Population Locations -- I selected a newly installed colony and recieved the following error pop-up:  "Error in lstPopulations_click  Error 11 Division by zero"
NOTE: Current infrastructure was zero (freighter was unloading at the time)
No error occured after freighter had completed the offload.
There was a problem on planets with colony cost > 0 but with no infrastructure. I think I have already fixed this for v2.1 though.

Quote
3) Tech Systems Database -- ID=24655 Prerequisite#2=25654, should be 24654

4) Tech Systems Database -- IDs=25608 thru 25619 should read "Turret" vice "Turrent"
Both corrected. Thanks for the level of detail.

Quote
5) Tech Systems Database -- IDs=12106 thru 12117 should add "Laser" i.e. "10cm Laser Focal Size"
Corrected, although the IDs are 762 through 774. 12106 thru 12117 are missile launcher reload rates. Was there something you were going to mention for that tech?

Quote
6) Error Logging -- You should add a "Race" called something like "ERROR-LOG" and have all the pop-ups dump a more detailed error message to the log. Allowing us to dump that portion of the error log and send it to you.

That's a good idea. I'll see if I can add something along those lines

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

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« Reply #109 on: September 07, 2007, 06:59:12 AM »
Quote from: "Pete_Keller"
1) Individual Unit Details -> Fuel/Spares/Teams -- When you hit (manual fuel transfer) - transfer from or transfer to, it updates the fuel indicator, but not the range indicator.
Corrected for v2.1

Quote
2) Galactic Map does not maintain zoom level.
I can't reproduce this. Every system should maintain its last zoom level and position. Is that happening for all systems or just some of them?

Quote
3) Individual Unit Details -- I major overhauled a ship, once done, I refitted it, it showed 1yr, 7mos, 17days since overhaul.  I have a level 2 maintenance facility on the same planet.  I think there is something wrong with the time since last overhaul display.
Can you remember how long the refit took and if the ship was larger than 10,000 tons? A refit won't reset the overhaul clock but a ship in a shipyard shouldn't need maintenance so something weird is going on.

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4) If you assign a CO (with 20% factory bonus) to a "jump gate construction unit" in the middle of the construction project, the time to finish does not update for the bonus of the CO.
The time for a task is set at the beginning. Adding a CO in mid-task won't change it. To do this I would have to track how long the task was going to be originally and the different bonuses of all COs during the construction process. It just isn't worth the coding effort for the minimal gameplay difference.

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5) Event updates -- a mineral shortage error throws one error per shipyard on the same planet instead of one error for the planet.
Its actually one error for each shipyard task that uses that mineral. Depending on the rate of mineral production and the priority given to different tasks, some tasks may suffer a shortage but not all of them. The user needs to know which tasks are affected or unaffected so he can pause tasks or re-assign priorities as necessary.

Quote
6) Fleet orders-> Time and distance calculations -- If you select all orders and transit an unknown WP the calculation shows 0, however if you move to the unknown wp then transit it, it shows the correct time.

In most cases the far side of the warp point won't exist yet, which is probably causing some type of calculation problem. I'll see what I can find.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Kurt

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Re: More comments and Errata
« Reply #110 on: September 07, 2007, 09:42:57 AM »
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Event Log -- Received the following message "Cannot drop off divisions as the destination is not a population"  -> It was a freighter dropping off infrastructure.
No idea what happened here. I thought it was probably a cut and paste problem but I have found every instance of that text in the program and they are all in the right places. Did the freighter successfully drop off the infrastructure?


I have seen this as well.  I think that it relates to the "drop off all" command, IIRC.  As that command seems somewhat buggy I stopped using it.

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »
 

Offline Erik L (OP)

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« Reply #111 on: September 07, 2007, 10:11:19 AM »
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
This is a wierd one.

Gave a cargo fleet and colony fleet similar orders, separated by a month (so the cargo arrives first).

Path is Sol - New York - Nexus 755 - Boston - Miami - Oklahoma - Memphis

Sol obviously is the origin of the infrastructure and colonists. There are existing colonies in NY, Boston and Miami. Jump Gates exist between all links except Oklahoma - Memphis.

On the screenshot, you will notice that the fleet is in Boston, however, the order queue thinks the fleets is still in Sol.

The order sequence is Load at Earth, Transit NY, Transit N755, Transit Boston, Refuel Far Station (Boston colony), Transit Miami, Transit OK, Transit Memphis, Unload at Memphis, Transit OK, Transit Miami, Transit Boston, Refuel Far Station, Transit N755, Transit NY, Transit Sol, Refuel Earth.

I then hit repeat (4). Not four times, but change the 1 to 4 and hit repeat so I get 5 iterations of the orders.
I notice that further down the screenshot orders list are sequential orders for refuel at Earth and refuel in Boston. Is is possible you hit repeat before you completed the orders loop? If not, there must be some bug in the repeat code. I'll see what I can find.

Steve


With this one, they start in Sol. They make the transits to a location, but the orders don't update.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Steve Walmsley

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Re: More comments and Errata
« Reply #112 on: September 07, 2007, 10:20:12 AM »
Quote from: "Kurt"
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Event Log -- Received the following message "Cannot drop off divisions as the destination is not a population"  -> It was a freighter dropping off infrastructure.
No idea what happened here. I thought it was probably a cut and paste problem but I have found every instance of that text in the program and they are all in the right places. Did the freighter successfully drop off the infrastructure?

I have seen this as well.  I think that it relates to the "drop off all" command, IIRC.  As that command seems somewhat buggy I stopped using it.

Thanks - that pointed me in the right direction. I think I have found the problem, assuming that unload everything was being used and it was for a new colony. Unload everything includes a DropOffAllDivisions function. Part of that function checks for a valid PopID and if it doesn't find one, it generates the above event. So if you were dropping off infrastructure for a brand new pop and used Unload Everything, the drop off divisions command would be executed first and the event would appear.

I could move the drop off divisions part of unload everything to the end, so the pop would be created before the divisions were unloaded but the original popID would still be wrong. I think the easiest thing is to change Unload everything to Unload All Installations. I had already removed unloading of colonists because of the new Species/Empire changes

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Pete_Keller

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« Reply #113 on: September 07, 2007, 03:35:55 PM »
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Quote
Quote
In population location box, shade in the currently displayed population.
Not quite sure what you mean here. On which window is this box?
Left hand side of F2 screen
The currently selected population should be in the title bar.

This one should have been an enhancement.  I would like to have the displayed population highlighted on the left hand side, for a quicker check of which world I am looking at.

Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
System Map -- Change Jump Point Text and Jump Gate Box to same red as the Jump Point.
The red icon is to distinguish the jump point from a system body but all system objects have green text to distinguish them from yellow fleet text and red contact text. The green jump gate box is for jump gates you have a built. A red box will appear for jump gates you haven't built.

This one should also have been an enhancement.  Instead change the Jump Point and Jump Gate stuff to another color like orange or purple.  That way you could tell at a glance what is what in the system.

Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Event Log -- Change last time segment to add "(DD:HH MM:SS)" at the end.
Do you mean add a time since campaign start to the end of the event log or do you mean change the "Last Time Increment 86400 seconds" to Last Time increment 01:00:00:00

The latter

Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Event Log -- Is there a max string size, I have a screen shot where minerals were cut off in mid word.
255 charecters. Above that I would have to use a Memo data type instead of Text in the database. Access has real problem with memo data types and every time you update one, the database grows alarmingly. I have tried my best to eliminate this data type to prevent database bloat problems that affected SA and early Aurora.

You could have your code check the length of the string, and if it is too long, sumbit it as multiple strings with a "(cont)" at the end of the first string and indent the second string a bit.


Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Fleet Orders -- When you transit into an unknown system, you should have a system location available of "Jump point to system XXX" where XXX is the system you just transited from.
Once you transit into an unknown system, you do have that location. Before you jump, the other system probably doesn't exist so there can't be any locations in that system.

But there is, the jump point back to the original system. I will agree that it does not exist in the database, however, you could code it to always give that option.

Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
3) Tech Systems Database -- ID=24655 Prerequisite#2=25654, should be 24654

4) Tech Systems Database -- IDs=25608 thru 25619 should read "Turret" vice "Turrent"
Both corrected. Thanks for the level of detail.

They were easy to find I dumped the database to a csv file and created a way to look at cross references.

Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
5) Tech Systems Database -- IDs=12106 thru 12117 should add "Laser" i.e. "10cm Laser Focal Size"
Corrected, although the IDs are 762 through 774. 12106 thru 12117 are missile launcher reload rates. Was there something you were going to mention for that tech?

I'll bite, where did I get the 121xx numbers from?  I did mean the 762-774 numbers.  :oops:

Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
2) Galactic Map does not maintain zoom level.
I can't reproduce this. Every system should maintain its last zoom level and position. Is that happening for all systems or just some of them?

Not the system map, the "galactic map"

Quote from: "Steve Walmsley"
Quote from: "Kurt"
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Event Log -- Received the following message "Cannot drop off divisions as the destination is not a population"  -> It was a freighter dropping off infrastructure.
No idea what happened here. I thought it was probably a cut and paste problem but I have found every instance of that text in the program and they are all in the right places. Did the freighter successfully drop off the infrastructure?

I have seen this as well.  I think that it relates to the "drop off all" command, IIRC.  As that command seems somewhat buggy I stopped using it.
Thanks - that pointed me in the right direction. I think I have found the problem, assuming that unload everything was being used and it was for a new colony. Unload everything includes a DropOffAllDivisions function. Part of that function checks for a valid PopID and if it doesn't find one, it generates the above event. So if you were dropping off infrastructure for a brand new pop and used Unload Everything, the drop off divisions command would be executed first and the event would appear.

I could move the drop off divisions part of unload everything to the end, so the pop would be created before the divisions were unloaded but the original popID would still be wrong. I think the easiest thing is to change Unload everything to Unload All Installations. I had already removed unloading of colonists because of the new Species/Empire changes

Steve


Or in the division check look to see if a division is loaded, if not, then don't run the subroutine.


Steve,

thank you for all the detail you are putting into this game.

Pete
« Last Edit: December 31, 1969, 06:00:00 PM by Pete_Keller »
 

Offline Steve Walmsley

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« Reply #114 on: September 08, 2007, 10:25:19 AM »
Quote from: "Pete_Keller"
Quote from: "Steve Walmsley"
The currently selected population should be in the title bar.
This one should have been an enhancement.  I would like to have the displayed population highlighted on the left hand side, for a quicker check of which world I am looking at.
I have added this for v2.1. I have left the title bar display as well for those who are used to it.

Quote from: "Pete_Keller"
Quote from: "Steve Walmsley"
The red icon is to distinguish the jump point from a system body but all system objects have green text to distinguish them from yellow fleet text and red contact text. The green jump gate box is for jump gates you have a built. A red box will appear for jump gates you haven't built.
This one should also have been an enhancement.  Instead change the Jump Point and Jump Gate stuff to another color like orange or purple.  That way you could tell at a glance what is what in the system.
I must confess I wasn't convinced about this suggestion as the jump points seem to stand out OK. However, I tried the colour change (orange, as purple is used for fire control ranges) and it does look better :). I rarely zoom the map which is why I never noticed this. Unfortunately, saving the zoom level is causing the map to centre incorrectly. I assume the positioning code is not picking up the correct zoom level but I haven't yet pinned down where yet. I'll get back to you on this one.

Quote
thank you for all the detail you are putting into this game.

No problem. I enjoy creating the game and many of the best features have been suggested by players.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Pete_Keller

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« Reply #115 on: September 08, 2007, 12:03:09 PM »
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Quote from: "Steve Walmsley"
The red icon is to distinguish the jump point from a system body but all system objects have green text to distinguish them from yellow fleet text and red contact text. The green jump gate box is for jump gates you have a built. A red box will appear for jump gates you haven't built.
This one should also have been an enhancement.  Instead change the Jump Point and Jump Gate stuff to another color like orange or purple.  That way you could tell at a glance what is what in the system.
I must confess I wasn't convinced about this suggestion as the jump points seem to stand out OK. However, I tried the colour change (orange, as purple is used for fire control ranges) and it does look better :)

OK, thanks, then could you change the WP related items on the galactic map to also be orange?

Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Quote from: "Steve Walmsley"
Quote from: "Pete_Keller"
Fleet Orders -- When you transit into an unknown system, you should have a system location available of "Jump point to system XXX" where XXX is the system you just transited from.
Once you transit into an unknown system, you do have that location. Before you jump, the other system probably doesn't exist so there can't be any locations in that system.
But there is, the jump point back to the original system. I will agree that it does not exist in the database, however, you could code it to always give that option.
Its possible but complex because of the way the Fleet Moves are setup. Each item on the list is a destination type, such as a system body or jump point, and based on that type a set of information is filled in when you select it, such as the type of allowable actions. When you add a jump point transit, the destination system is checked and a new list of possible destinations generated for that system. In effect I would have to add a new destination type of 'assumed jump point' and add unique code to deal with that type. In addition, it may be that you are jumping into a existing system that is just unknown to you and that is a separate situation where I only want to show some data for an existing system but not all. Finally, you may be in a situation at the end of an increment where you have jumped but not yet jumped back so I will need to update everything to the correct jump point information once the jump is made, which means adding extra code to the movement section. Its a lot of work for the rare situation where you want to jump straight in and out of a new system without looking at the system before deciding what to do next.

Steve


I understand, however the tactical reason I wanted it is to jump in/jump out to get a quick look during a war.

Would it be possible to add a "double transit" selection as an order that has to be performed as a combat transit?

Pete
« Last Edit: December 31, 1969, 06:00:00 PM by Pete_Keller »
 

Offline Kurt

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« Reply #116 on: September 08, 2007, 06:51:37 PM »
Steve-  

I encountered the following problem while moving two research labs from the location where they were built to the location they were going to be used:

My freighter fleet, which had enough cargo space to carry 1.1 labs, made two trips to carry the labs.  On completion of the two trips, I discovered that the lab's new location showed two labs on the econ/summary screen, but only one lab on the research screen.  When I checked the colony with the SM Modification window, I discovered that the colony actually had 1.99999999~ labs.  I wonder if something got rounded off somewhere during the loading and unloading?

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »
 

Offline Brian Neumann

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« Reply #117 on: September 08, 2007, 07:13:05 PM »
I ran in to this problem recently.  On the F5 screen, class design, if you put in a fractional value for the range the program locks up.  I have even left it running for an hour and it was still locked up.  The only way to get out was through the task manager.

Brain
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

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« Reply #118 on: September 08, 2007, 10:19:43 PM »
I had a problem trying out Planetary Markets involving the main race (Terran Federation) and a single planet NPR generated and contacted.

I've never used the mineral trading before, so I might have done something wrong, but...

Trying to get the Skok Hegemony to sell some of their minerals to the Terrans (since they are using very little), I wound up with a series of errors and a sudden change in racial stats to the Terrans.

Of the four mineral types traded, three went through fine, then the errors began with the fourth trade.

The error messages:

Quote
Error 381 by Aurora
Invalid property array annex

then an

Quote
Error 3078 by DAO.database
The Microsoft Jet Database cannot find the input table or query ' and m.MissileID - p.MissileID'.  Make sure it exists and is spelled correctly.

then an unending string of
Quote
Error 91 by Aurora
Object variable With block variable not set

Have to ctrl/alt/del out of Aurora.

Errors happen every time trying to access selling missiles in the market, and get the first error, then:

Quote
Error 3078 by DAO.database
The Microsoft Jet Database cannot find the input table or query ''.  Make sure it exists and is spelled correctly.


The the unending Error 91's as above.

Game seems to be running fine otherwise...except...

I've noticed that the Terrans maximum pressure (atm) on the View Race Details page has jumped to 60(!).  Even editing it and saving does not perminently change that number.  Apparently, the Terrans all found sea diving armor fashionable for casual wear.   8)

EDIT: Just noticed that when I try to change the atmosphere pressure of 60 to some other number, it changes the Terran's xenophobia to that number instead.  Changing the xenophobia value does not seem to change anything at all.  I think that the Terrans original xeno was 60, so that is certainly where it got the number originally.



The minerals involved in the trade and the error message (as far as I can tell) have vanished.

Are the bought minerals supposed to show up at the trade post population on the alien world the trading happened on?

In addition, the tooltip for the Rename button on the View Race details page is the same as the one for the Save button ("Save changes to Race Colour, Exploration, Password, etc.").l

HD
« Last Edit: December 31, 1969, 06:00:00 PM by Centerfed »
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Offline Steve Walmsley

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« Reply #119 on: September 09, 2007, 04:00:00 PM »
Quote from: "Kurt"
Steve-  

I encountered the following problem while moving two research labs from the location where they were built to the location they were going to be used:

My freighter fleet, which had enough cargo space to carry 1.1 labs, made two trips to carry the labs.  On completion of the two trips, I discovered that the lab's new location showed two labs on the econ/summary screen, but only one lab on the research screen.  When I checked the colony with the SM Modification window, I discovered that the colony actually had 1.99999999~ labs.  I wonder if something got rounded off somewhere during the loading and unloading?

I have encountered this one as well. Its another example of the problems with the 'single' data type. In this case the amount of lab components is added directly from one 'single' database field to another. Access doesn't have have a similar Currency data type to VB6, which is far more precise, so this is resulting in the rounding problem that I have mostly squished in the VB code. To correct the problem I am converting the values to a Currency data type in VB before recording the new totals in the database. So far it seems to be working.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »