Author Topic: Official v6.30 Bugs thread  (Read 45208 times)

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Offline Gru

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Re: Official v6.30 Bugs thread
« Reply #195 on: February 15, 2014, 01:21:32 PM »
When my Tanker is trying to unload fuel at my home planets (using conditional order "Fuel Tanks Full" then "Unload 90%  Fuel at Colony. . . ") I receive message "Error 5 generated by Aurora.  Invalid procedure call or argument. "

Is there a more acceptable way to do this, or is this just a bug?

Thanks.
The ground CAN cause a fumble.
 

Offline Steve Walmsley (OP)

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Re: Official v6.30 Bugs thread
« Reply #196 on: February 16, 2014, 06:36:34 AM »
Hi all,
When incrementing more than a day (5 or 30 days), without fail, Aurora will return a division by zero error.  The full error is as follows:
Code: [Select]
Error in AddStatusPoints
Error 11 was generated by Aurora
Division by zero
This, needless to say, is really annoying.  It almost doubles the time it takes to increment, and disables auto incrementing.  I can't remember exactly when it started, but I think it was around the time I started my first colony (on Mars).
Anyway, if there's anything that can be done, or if there is a way to downgrade and keep the save, let me know.
Vermilingua

I've checked the code and it appears this could happen if a colony with zero population had unrest. I've corrected that for v6.4. Is that happening within your game?

 

Offline Vermilingua

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Re: Official v6.30 Bugs thread
« Reply #197 on: February 16, 2014, 05:32:09 PM »
Quote from: Steve Walmsley link=topic=6501.  msg69874#msg69874 date=1392554194
I've checked the code and it appears this could happen if a colony with zero population had unrest.   I've corrected that for v6.  4.   Is that happening within your game?

At the moment, my only colony with unrest has a population of 28m, so that's unlikely.  I've had this problem from about when I put people on Mars, so I don't know where this is coming from.
 

Offline davidr

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Re: Official v6.30 Bugs thread
« Reply #198 on: February 28, 2014, 01:52:51 AM »
Steve,

Is there any way that the time taken for completion of TG orders as shown in the Task Force Organisation screen ( CTL +F4 ) can be made identical to the time for completion of TG orders as shown on the main Galactic map. At present there are major discrepancies (i.e. Time on the galactic map 35d 08h 22m but shown on the Organisation screen as 3d 12h 50m ( the galactic map shows the correct time involved ) - the distances however are identical.

DavidR
« Last Edit: February 28, 2014, 02:00:19 AM by davidr »
 

Offline Erik L

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Re: Official v6.30 Bugs thread
« Reply #199 on: February 28, 2014, 08:18:19 AM »
Steve,

Is there any way that the time taken for completion of TG orders as shown in the Task Force Organisation screen ( CTL +F4 ) can be made identical to the time for completion of TG orders as shown on the main Galactic map. At present there are major discrepancies (i.e. Time on the galactic map 35d 08h 22m but shown on the Organisation screen as 3d 12h 50m ( the galactic map shows the correct time involved ) - the distances however are identical.

DavidR

The time on the TG screen is time to complete the next order.
 

Offline davidr

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Re: Official v6.30 Bugs thread
« Reply #200 on: February 28, 2014, 11:51:58 AM »
Erik,

Apologies but I have just checked your answer re Time to complete next order and with the single order - Move to Earth I have a freighter on the galactic map showing a distance of 204.3m from Earth and Time to Earth of 1.14.36 at 1470 km/s . However on the TG list the same freighter has distance of 204.3m and an eta of 0.3.51.

DavidR

PS The Freighter arrived at the time shown on the galactic map but after a rest the next order , load an Auto Mine shows an identical time of 0.15.30 on both the TG screen and the galactic map. Anyone know why the transit order shows 2 different times yet  the load order shows identical times?
« Last Edit: February 28, 2014, 12:31:06 PM by davidr »
 

Offline Erik L

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Re: Official v6.30 Bugs thread
« Reply #201 on: February 28, 2014, 12:49:46 PM »
Erik,

Apologies but I have just checked your answer re Time to complete next order and with the single order - Move to Earth I have a freighter on the galactic map showing a distance of 204.3m from Earth and Time to Earth of 1.14.36 at 1470 km/s . However on the TG list the same freighter has distance of 204.3m and an eta of 0.3.51.

DavidR

PS The Freighter arrived at the time shown on the galactic map but after a rest the next order , load an Auto Mine shows an identical time of 0.15.30 on both the TG screen and the galactic map. Anyone know why the transit order shows 2 different times yet  the load order shows identical times?

I want to say the times on the map were added later. On the TG window there should be a button near the time that lets you toggle between "leg" and "total".
 

Offline davidr

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Re: Official v6.30 Bugs thread
« Reply #202 on: February 28, 2014, 02:59:32 PM »
Erik,

Thank you for the info - funny but my TG ( called Task Force Organization CTL + F4 ) screen does not have the button for toggling and I am using v6.30. Do other users have this button?

DavidR

PS Erik - found the toggle button on the actual TG screen ( F12) but there are still discrepancies in times shown on this screen and the Task Force Organization ( CTL + F4 ) screen.
« Last Edit: February 28, 2014, 03:15:56 PM by davidr »
 

Offline Bgreman

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Re: Official v6.30 Bugs thread
« Reply #203 on: March 03, 2014, 11:15:25 AM »
Steve,

Is there any way that the time taken for completion of TG orders as shown in the Task Force Organisation screen ( CTL +F4 ) can be made identical to the time for completion of TG orders as shown on the main Galactic map. At present there are major discrepancies (i.e. Time on the galactic map 35d 08h 22m but shown on the Organisation screen as 3d 12h 50m ( the galactic map shows the correct time involved ) - the distances however are identical.

DavidR

The estimated task group order completion times on the Task Force screen (CTRL+F4) are still 10x too small when comparing them to the (correct) values in the Task Groups screen (F12).

Fixed for v6.40

Steve
 

Offline Cripes Amighty

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Re: Official v6.30 Bugs thread
« Reply #204 on: March 03, 2014, 12:43:37 PM »
I was attempting to make a laser bomber using the spinal weapon mounts for a craft under 500 tons.

Quote
M B8NX Experiment class Fighter-bomber    485 tons     3 Crew     95 BP      TCS 9.7  TH 54  EM 0
7422 km/s     Armour 3-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 97%    IFR 1.3%    1YR 19    5YR 284    Max Repair 45 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   

72 EP Bomber ID0.7 (1)    Power 72    Fuel Use 185.18%    Signature 54    Exp 15%
Fuel Capacity 10,000 Litres    Range 2.0 billion km   (3 days at full power)

22cm C0.15 Ultraviolet Laser (1)    Range 48,000km     TS: 7422 km/s     Power 13-0.15     RM 4    ROF 435        13 13 13 13 0 0 0 0 0 0
LBFC R24-S6 (1)    Max Range: 48,000 km   TS: 6000 km/s     79 58 38 17 0 0 0 0 0 0
GCFR-0.45 (2)     Total Power Output 0.9    Armour 0    Exp 5%

SSS AS16-EM8 Res 120 (1)     GPS 192     Range 1.4m km    Resolution 120

The problem is the laser won't recharge after discharging its initial shot. The original design had only one reactor kicking out 0.45 power since only 0.15 power was needed per 5 second increment. I thought that since the design screen wasn't showing any reactor power at all with only one power plant, I'd increase it to two so that it would show up as 1 reactor power (0.9 rounded up) being produced every 5 seconds. Even this wouldn't charge the weapon and I'm wondering if it's just rounding down the 0.15 at the end of each turn so that the power doesn't accumulate over time.
 

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Re: Official v6.30 Bugs thread
« Reply #205 on: March 03, 2014, 02:43:18 PM »

alien race showed up  and is neutral and is now everywhere in my systems, friendship moving along nicely, but getting a constant Error 6 -Overflow- Error in GetMaxPotentionalSensorRange.

kinda annoying
 

Offline Anamori

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Re: Official v6.30 Bugs thread
« Reply #206 on: March 07, 2014, 06:44:16 AM »
 After over 3 in-game months of slowdowns without any explanation even in SM mode "turn" lenght finaly returned to normal (I used 1day forward in 5x repeat for last 116 "turns" ~42 in-game days unfortunately statistic about that lack major elements)

 Before it return to normal display in one certain system crashed.    Just after end of precursor ship salvage two errors occurs:
 "CentreOnLocation" & "DisplaySystems" as an Error 6, overflow.    After trying to focus view on that salvage taskforce, game crashed.   

 Now I can't notice anything (Screenshot) in that system from System map (finite errors repeats - without crash, everytime I select this system), but taskforce orders can acces information about it normaly (Like wrecks, taskforces and lifepods)

 50 years in game.   One NPR generated manualy, no chance to spawn & none at start. 

EDIT:

Quote from: Steve Walmsley link=topic=6501. msg70452#msg70452 date=1394225482
Try pressing the Min Zoom button



 Thanks :) Now everything works.
 I write it here to avoid unnecessary post.
« Last Edit: March 08, 2014, 06:15:44 AM by Anamori »
 

Offline Icecoon

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Re: Official v6.30 Bugs thread
« Reply #207 on: March 07, 2014, 09:11:00 AM »
I had: Error in Shipyard Attack
Error 5 was generated by Aurora
Invalid procedure call or argument

I had a lot of 5s and 10s turn adjustments recently, probably some NPRs are fighting and one is attacking a shipyard.  ???
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Offline Steve Walmsley (OP)

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Re: Official v6.30 Bugs thread
« Reply #208 on: March 07, 2014, 02:51:22 PM »
After over 3 in-game months of slowdowns without any explanation even in SM mode "turn" lenght finaly returned to normal (I used 1day forward in 5x repeat for last 116 "turns" ~42 in-game days unfortunately statistic about that lack major elements)

 Before it return to normal display in one certain system crashed.   Just after end of precursor ship salvage two errors occurs:
 "CentreOnLocation" & "DisplaySystems" as an Error 6, overflow.   After trying to focus view on that salvage taskforce, game crashed. 

 Now I can't notice anything (Screenshot) in that system from System map (finite errors repeats - without crash, everytime I select this system), but taskforce orders can acces information about it normaly (Like wrecks, taskforces and lifepods)

 50 years in game.  One NPR generated manualy, no chance to spawn & none at start.

Try pressing the Min Zoom button

 

Offline alex_brunius

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Re: Official v6.30 Bugs thread
« Reply #209 on: March 08, 2014, 05:04:40 AM »
Not sure if its a bug or a suggestion.

But in the SM modification screen you can't change amount of Civilian mines or civilian mass drivers (possibly they were was added after the SM Mod screen).