Author Topic: Official v6.40 Bugs Reporting Thread  (Read 95500 times)

0 Members and 1 Guest are viewing this topic.

Offline Aloriel

  • Lieutenant
  • *******
  • Posts: 186
  • Thanked: 91 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #90 on: May 18, 2014, 02:53:33 PM »
Version 6.42 (also tested in 6.41, which is where I first discovered the bug)

Short form:
Commercial freighter cannot use commercial jump tender.

Details:
Commercial freighter:
Code: [Select]
C-2 Galaxy class Superfreighter 43300 tons     165 Crew     917.8 BP      TCS 866  TH 1800  EM 0
2078 km/s     Armour 1-109     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 13 MSP
Cargo 25000   Spare Berths 3    

Schofield Aerospace Industries 300 EP Commercial Ion Drive (6)    Power 300    Fuel Use 7.96%    Armour 0    Exp 5%
Fuel Capacity 2,000,000 Litres    Range 104.4 billion km   (581 days at full power)


This ship is classed as a commercial vessel for maintenance purposes

Jump tender:
Code: [Select]
CJT Mosquito class Jump Tender 35650 tons     189 Crew     856.6 BP      TCS 713  TH 900  EM 0
1262 km/s    JR 2-50     Armour 1-96     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 15 MSP
Spare Berths 3    

Charlton Marine JC112K Commercial Jump Drive     Max Ship Size 112500 tons    Distance 50k km     Squadron Size 2
Schofield Aerospace Industries 300 EP Commercial Ion Drive (3)    Power 300    Fuel Use 7.96%    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 31.7 billion km   (290 days at full power)


This ship is classed as a commercial vessel for maintenance purposes

At first, I was attempting to send 3 ships through this jump point. When that failed, I tried to send them "squadron transit". That also failed. Now I am attempting to send just 1 ship through. It still fails.

I had thought that perhaps it was because I also had a military jump tender on the jump point. However, I have now flown that one off the point by an entire day. I still cannot send my commercial ship through.


Secondary issue:
It would appear that military ships can use commercial jump tenders. I have a non-jump capable military exploration ship that managed to travel through a jump point where I only had a commercial jump tender (same one as above).

Explorer ship:
Code: [Select]
GSV Copernicus class Gravitational Survey Vessel 7800 tons     200 Crew     875.8 BP      TCS 156  TH 300  EM 0
1923 km/s     Armour 1-35     Shields 0-0     Sensors 300/1/1/0     Damage Control 12     PPV 0
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 842 MSP
Spare Berths -3    

Schofield Aerospace Industries 300 EP Commercial Ion Drive (1)    Power 300    Fuel Use 7.96%    Armour 0    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 289.9 billion km   (1744 days at full power)

Rahman-Gough Thermal Sensor TH50-300 (1)     Sensitivity 300     Detect Signature 1000: 300m km
Gravitational Survey Sensors (1)   1 Survey Points

This design is classed as a military vessel for maintenance purposes
NB: The Copernicus is currently being refit to the Copernicus II class, thus the -3 spare berths.
« Last Edit: May 18, 2014, 02:59:30 PM by Aloriel »
Sarah
Game Developer in Unity and UE4 and 5
 

Offline Brian Neumann

  • Vice Admiral
  • **********
  • Posts: 1214
  • Thanked: 3 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #91 on: May 18, 2014, 03:32:09 PM »
Version 6.42 (also tested in 6.41, which is where I first discovered the bug)

Short form:
Commercial freighter cannot use commercial jump tender.
This is actually correct.  Any jump ship is limited by the size of the ship itself.  It can not take a larger ship through a jump point, even if the jump engine is big enough to do the job.

Commercial jump engines can take military ships through a jump point.  The limitation on commercial jump engines is in how long it takes all the ships to get their sensors back.  A military jump takes 10-30 seconds to get sensors and fire control working.  A commercial jump requires 1-5 minutes.  If you are in combat that extra time is very lethal.  A secondary restriction on civilian jump engines is they can take 1 fewer ships with them.  Starting tech is for 3 ship jump units, 1 jump ship and two more being transported.  A civilian jump engine would only allow the jump ship and 1 other ship with it.

Brian
 

Offline Aloriel

  • Lieutenant
  • *******
  • Posts: 186
  • Thanked: 91 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #92 on: May 18, 2014, 03:40:53 PM »
Augh....

I guess that explains the issues. Nevermind then. :) I'll just have to figure out a way to make my jump tenders a LOT larger, so I can fit that rather minimally sized freighter through.
Sarah
Game Developer in Unity and UE4 and 5
 

Offline Cheet4h

  • Petty Officer
  • **
  • C
  • Posts: 28
Re: Official v6.40 Bugs Reporting Thread
« Reply #93 on: May 18, 2014, 04:40:11 PM »
This is actually correct.  Any jump ship is limited by the size of the ship itself.  It can not take a larger ship through a jump point, even if the jump engine is big enough to do the job.

Ah, well. Here goes my plan of tractorable jump modules >_<
 

Offline laz

  • Warrant Officer, Class 2
  • ****
  • Posts: 63
Re: Official v6.40 Bugs Reporting Thread
« Reply #94 on: May 19, 2014, 11:57:39 AM »
Had an interesting population jump in one of my colonies. This is using underground infrastructure BTW

 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20557 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #95 on: May 19, 2014, 02:47:39 PM »
Had an interesting population jump in one of my colonies. This is using underground infrastructure BTW



Unfortunately I can't read the screenshot. What is the problem?
 

Offline Sirce

  • Petty Officer
  • **
  • S
  • Posts: 18
  • Thanked: 5 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #96 on: May 19, 2014, 03:07:59 PM »
The Triton colony has 2000 underground infrastructure supporting 6. 67m pop but somehow he has 1,252,571. 35m on that moon.

Unintended cloning facility?

Earth has nearly 8,000m pop.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20557 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #97 on: May 19, 2014, 03:16:06 PM »
The Triton colony has 2000 underground infrastructure supporting 6. 67m pop but somehow he has 1,252,571. 35m on that moon.

Unintended cloning facility?

Earth has nearly 8,000m pop.

There is a bug with UI where an insufficient amount doesn't result in negative growth. It's fixed in the next version. Is that the problem here or has the colony magically produced a huge population?
 

Offline bean

  • Rear Admiral
  • **********
  • b
  • Posts: 921
  • Thanked: 58 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #98 on: May 19, 2014, 05:14:22 PM »
I'm running a big game, and recently, it began to give the following any time I tried to open the "Commanders" window:
Error in grdCommanders_SelChange
Error 9 was generated by Aurora
Subscript was out of range.
I looked through the database, and discovered that the problem appears to be associated with commander ID numbers above 100,000.
This is Excel-in-Space, not Wing Commander - Rastaman
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20557 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #99 on: May 19, 2014, 06:30:29 PM »
I'm running a big game, and recently, it began to give the following any time I tried to open the "Commanders" window:
Error in grdCommanders_SelChange
Error 9 was generated by Aurora
Subscript was out of range.
I looked through the database, and discovered that the problem appears to be associated with commander ID numbers above 100,000.

Might also be connected to potential assignments. Do you have any situation where the list of possible assignments exceeds 1000?

 

Offline bean

  • Rear Admiral
  • **********
  • b
  • Posts: 921
  • Thanked: 58 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #100 on: May 19, 2014, 07:10:18 PM »
Might also be connected to potential assignments. Do you have any situation where the list of possible assignments exceeds 1000?


Yes, it would appear that this is the problem.  I added a few extra officers to the Solarian Empires game on the same DB, and it worked fine.
This is Excel-in-Space, not Wing Commander - Rastaman
 

Offline laz

  • Warrant Officer, Class 2
  • ****
  • Posts: 63
Re: Official v6.40 Bugs Reporting Thread
« Reply #101 on: May 20, 2014, 03:11:48 PM »
There is a bug with UI where an insufficient amount doesn't result in negative growth. It's fixed in the next version. Is that the problem here or has the colony magically produced a huge population?

That seem's to be the problem the colony is still acting as if it still only has a population of 6.

I also have random Assualt Infantry battalions that pop up on my colonies every now and again sometimes they disappear after closing the game down and reloading.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20557 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #102 on: May 20, 2014, 03:58:44 PM »
Yes, it would appear that this is the problem.  I added a few extra officers to the Solarian Empires game on the same DB, and it worked fine.

OK, I will increase the size of the array that holds potential assignments.

 

Offline Rich.h

  • Captain
  • **********
  • R
  • Posts: 555
  • Thanked: 55 times
Re: Official v6.40 Bugs Reporting Thread
« Reply #103 on: May 20, 2014, 06:36:26 PM »
Not sure if a bug or WAI, but I had an issue with vanishing infrastructure. I foolishly sent a cargo group carrying 2500 infrastructure to a planet I had setup as an automated mining colony. I gave the TG an order to drop all the infrastructure but forgot to check the planet conditions. It was N/A for colony cost (I think just due to toxic gases).

However the cargo group finished the orders I gave them and the infrastructure was neither on the planet or in the cargo holds, it just vanished.
 

Offline TheDeadlyShoe

  • Vice Admiral
  • **********
  • Posts: 1264
  • Thanked: 58 times
  • Dance Commander
Re: Official v6.40 Bugs Reporting Thread
« Reply #104 on: May 21, 2014, 04:49:03 AM »
the infrastructure may still be on the planet but not displayed. Check if the freighters can Load Infrastructure.

On a related note, there's no way to tell how much regular Infrastructure is present at a UI-dependent colony.  This is a little annoying when you're using it to produce infrastructure. xD