Author Topic: Official v6.40 Bugs Reporting Thread  (Read 95477 times)

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Offline alex_brunius

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Re: Official v6.40 Bugs Reporting Thread
« Reply #585 on: October 24, 2015, 06:28:02 PM »
"Prefab PDC components" are consumed when you start construction, but not refunded if construction is cancelled ( they seem to vanish into thin air ).
 

Offline MarcAFK

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Re: Official v6.40 Bugs Reporting Thread
« Reply #586 on: October 25, 2015, 12:29:08 AM »
I'm pretty sure ship components do this too.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Steve Walmsley (OP)

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Re: Official v6.40 Bugs Reporting Thread
« Reply #587 on: October 25, 2015, 07:34:34 AM »
I'm pretty sure ship components do this too.

Yes, once construction starts the components are expended. If you cancel, you lose them.
 

Offline Yonder

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Re: Official v6.40 Bugs Reporting Thread
« Reply #588 on: October 26, 2015, 12:17:06 PM »
I'm getting pop up notifications (not event logs) about salvage events when I'm not doing any salvaging. Maybe some debug notifications from the NPR salvaging development work that got left in?

Decent chance this is actually from the Swarm, not NPR salvaging.
 

Offline Yonder

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Re: Official v6.40 Bugs Reporting Thread
« Reply #589 on: October 27, 2015, 07:53:15 AM »
Infinite Loop in turn processing. After killing the task and restarting I got a bunch of "*Civilian Ship* failed to Load Colonists at Earth. Please reschedule the orders for this fleet"messages, so that code may be the culprit.I have a copy of the database from right after this occurred (twice), but the problem didn't repeat a third time.
 

Offline MarcAFK

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Re: Official v6.40 Bugs Reporting Thread
« Reply #590 on: October 29, 2015, 01:28:37 AM »
I'm surprised nobody has noticed this one: Scrapping doesn't return any minerals: just recovered components.
I figured this was the intended behavior untill I made my first salvagers and noticed significantly more minerals being recovered.
When a vessel is added to the scrap queue there is a list of minerals that I assume should be recovered, however you get instead a pile of components, which when scrapped returns completely different quantities of minerals, in some cases more than what was listed, but generally much less.
For a ship that is entirely armour you get nothing returned at all. Interestingly destroying the ship and salvaging recovers  slightly more minerals, though I suspect that only a small amount of components survive to be salvagable which affects the total, but in any event salvaging gives a pile of all minerals immediately, then some for components while scrapping just gives components, although more components are recovered.
Heres my test setup, I created 2 ships, one of each class will be scrapped, and one salvaged.
First a pretty standard missile ship. Actually a bit better in most respects than what I'm currently using in my game.
Code: [Select]
Tribal class Cruiser    8,500 tons     225 Crew     1147.35 BP      TCS 170  TH 510  EM 0
3000 km/s     Armour 3-37     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 36
Maint Life 2.17 Years     MSP 337    AFR 144%    IFR 2%    1YR 96    5YR 1440    Max Repair 240 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Magazine 336   

255 EP Ion Drive (2)    Power 255    Fuel Use 44.96%    Signature 255    Exp 8%
Fuel Capacity 695,000 Litres    Range 32.7 billion km   (126 days at full power)

Size 6 Missile Launcher (6)    Missile Size 6    Rate of Fire 90
Missile Fire Control FC128-R80 (1)     Range 128.8m km    Resolution 80

Active Search Sensor MR128-R80 (1)     GPS 19200     Range 128.8m km    Resolution 80

This design is classed as a Military Vessel for maintenance purposes

I think a table would be the best way of showing the data, but I'm not sure how to do that, so I'll just list the results.
Tribal: Cost of ship:
294 Duranium
5 corbomite
210 tritanium
52 boronide
48.75 mecassium
320 uridium
216.75 gallicite
Displayed Scrap value:
73.7 Duranium
1.3 corbomite
52.5 tritanium
13 boronide
12.2 mercassium
80 uridium
54.2 gallicite
No minerals were recovered. But the following components were: drives, sensor,magazine, firecontrol, missile launchers, fuel
After scrapping components we have the following minerals:
21 duranium
63 tritanium
96 uridium
65 gallicite
167 wealth.
Now salvaging instead gives the following:
29 Duranium
2 Cobomite
42 Tritanium
5 Boronde
24 Mercassium
23 Uridium
And these components: Drives, fire control, missile launchers.
Notably absent is active sensor and magazines, after scrapping we get:
9 Duranium
27 Tritanium
24 Uridium
65 Gallicite
125 Wealth
The total compares pretty well with the scrapped ship, except neither produces as much as expected from the scrap estimate.
Now a slightly different ship:
Code: [Select]
Armor ball class Cruiser    9,000 tons     1 Crew     1080.4 BP      TCS 180  TH 0  EM 0
1 km/s     Armour 28-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
MSP 0    AFR 1800%    IFR 25%    Max Repair 6 MSP
Intended Deployment Time: 3 months    Spare Berths 2   


This design is classed as a Commercial Vessel for maintenance purposes
The Armour ball is literally nothing but 28 layers of armour and a tiny crew quarters. (That officer must feel pretty safe) Therefore it costs only .75 mercassium and over 1079.65 Duranium, nothing else.
Displayed Scrap value is:
269.9 duranium
mecassium .2
When scrapped no components or any minerals are recovered.
However when salvaged we get 216 Duranium in our cargo hold.
I'm sure what's intended is that whatever code is responsible for giving back minerals when salvaged should also be applied when a ship is scrapped, but in that case you would also get more recovered components and therefore have better returns....
Right?
« Last Edit: October 29, 2015, 01:35:04 AM by MarcAFK »
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Vandermeer

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Re: Official v6.40 Bugs Reporting Thread
« Reply #591 on: October 29, 2015, 06:34:39 AM »
Now we know why navies around the world use their old ships as target practice rather than dismantling them!
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline MarcAFK

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Re: Official v6.40 Bugs Reporting Thread
« Reply #592 on: October 29, 2015, 07:00:20 AM »
Thinking about it a bit more, if you got back a quarter of a ships cost, AND a bunch of components , you could actually generate minerals by keeping the components and making another ship which you then scrap.
A solution is this:
 When you scrap you should just get a quarter of the value of any unrecoverable components (armour, crew quarters, etc, maybe run a random chance of other parts not being reusable?) then also you get the components, which can be scrapped for a quarter their value ( or whatever they're currently worth).
Wrecks should be similar, but lower returns, and a higher chance of components being completely unrecoverable.

Found a small typo. In the task groups screen the tool tip for "Remove all" says  "Remove all Oredsr"
« Last Edit: October 29, 2015, 09:42:55 AM by MarcAFK »
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Barkhorn

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Re: Official v6.40 Bugs Reporting Thread
« Reply #593 on: October 29, 2015, 01:39:59 PM »
Now we know why navies around the world use their old ships as target practice rather than dismantling them!
They don't though.  I mean, yes some get used as target practice, but most do get scrapped.  It's called shipbreaking.

Even famous battleships get scrapped.  For instance, no British WW2-era battleships exist today because they were all either sunk in action or scrapped.  Even the Warspite, which was heavily used in propaganda and gained an almost mythological status, was scrapped.
 

Offline Vandermeer

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Re: Official v6.40 Bugs Reporting Thread
« Reply #594 on: October 29, 2015, 01:56:48 PM »
Since the mineral return of scrapping is little in any way, wealthy countries can do what they want (hence the phenomenon was unnoticed until today). Some mineral resource poor states like Norway however may have to resign to turn every penny (or escort frigate) around. ;)
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline MarcAFK

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Re: Official v6.40 Bugs Reporting Thread
« Reply #595 on: October 29, 2015, 02:09:09 PM »
In the late 30's japan depleted global steel supplies, started buying old ships for scrapping, I seem to recall something similar recently. Though in the last year steel prices have halved which might potentially effect the plans for new robotic ship recycling yards.

EDIT: Back to the bugs.
Rescued crew doesn't respect the capacity of Cryogenic Transport.
I designed a ship with an emergency cryo transport module. Total capacity of 200.
However after a recent battle leaving a number of wrecks in one system I discovered this:

That's 459 people crammed in like sardines. Now while it should be possible to fit  more people in crew quarters than designed capacity I'm pretty sure cryo transport wouldn't be the kind of thing you could add extra people into.
And if the extra 259 people are in the rest of the ship, well, the normal crew capacity of that ship is 12, overcrowding of 4000% should have caused the ships normal deployment time of 1 moth to be shortened to 18 hours. But the trip to drop off survivors was successful despite taking 2 weeks.
« Last Edit: October 30, 2015, 12:48:30 AM by MarcAFK »
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Yonder

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Re: Official v6.40 Bugs Reporting Thread
« Reply #596 on: October 30, 2015, 07:48:07 PM »
Error in RetireCommander

Error 3022 was generated by DAO.Recordset
The changes you requested to the table were not successful because they would create duplicate values in the index, primary key, or relationship. Change the data in the dield or fields that contain duplicate data, remove the index, or redefine the index to permit duplicate entries and try again.
 

Offline Vandermeer

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Re: Official v6.40 Bugs Reporting Thread
« Reply #597 on: October 30, 2015, 08:46:27 PM »
EDIT: Back to the bugs.
Rescued crew doesn't respect the capacity of Cryogenic Transport.
I've actually exploited this bug once in the past by docking overfilled rescue shuttles on ships, so their maintenance time and failure doesn't matter anymore. => infinite rescue capacity hack

But as a remarc to your example: Remember that even a rescue shuttle still has crew quarters, so when you see that overflow causes problems, that could still just be the mass trying to share the 10 available standard beds.
Really significant data would be here to compare the drop of lifetime of a non-cryo equipped shuttle vs. that which has one, and both having the same amount of real quarters, and the same passenger overflow. If then the cryo one would drop slower, it is evidently because the cryo space is used like quarters, which should be nonsense. Otherwise, with identical results, all would be fine.
Of course, given the randomness of lifepods, such specific data is near impossible to manufacture...
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline MarcAFK

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Re: Official v6.40 Bugs Reporting Thread
« Reply #598 on: October 31, 2015, 12:25:15 AM »
What's really interesting is that after the final mission of that ship it was detected and destroyed with 159 people in the cryogenic pods. The lifeboat had 11 survivors out of the crew of 12. But the report of battle damage stated 2 casualties, one in engineering and one from the thermal sensors.
Did one of the cryo passengers get thawed out?
Most certainly not, I assume what's happening is that lifeboats are randomly generated without thought of battle casualties, in most cases you wouldn't notice but the small crew size of that ship just made it visible.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline 83athom

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Re: Official v6.40 Bugs Reporting Thread
« Reply #599 on: October 31, 2015, 11:42:43 AM »
What's really interesting is that after the final mission of that ship it was detected and destroyed with 159 people in the cryogenic pods. The lifeboat had 11 survivors out of the crew of 12. But the report of battle damage stated 2 casualties, one in engineering and one from the thermal sensors.
A casualty is not always a fatality.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.