Author Topic: Official v7.10 Bugs Reporting Thread  (Read 99517 times)

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Offline Detros

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Re: Official v7.10 Bugs Reporting Thread
« Reply #750 on: October 21, 2017, 07:07:15 AM »
It seems like shipping line managed to deliver part of research facility (RF) to other target than it should.

Planets A, B and C: A was offering 5 RF, B asked for 2 RF and C asked for 3 RF. Each of them is in other system, all JPs have JGs.
A now has no more RF left in supply, B has 0.55 RF and 0.35 RF are on the way there while C got 4.1 new RF.
 

Offline Detros

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Re: Official v7.10 Bugs Reporting Thread
« Reply #751 on: October 22, 2017, 04:11:48 AM »
(Small) Jump Gate Construction Module allows jumping through JP without JG.
Maybe only for the construction ship and/or where there is a JG in construction on the starting side.

Or from the other point of view:
Jump gates under construction can be already used.

Situation:
I have just realized I don't need to send mobile jump gate with Gatebuilders. One of them just got through JP while his buddy started working on the JP from my side. And Gatebuilder are not jump capable (unless that's an undocumented feature of JG construction module).
Code: [Select]
Gatebuilder class Construction Ship    45,000 tons     146 Crew     1439.5 BP      TCS 900  TH 840  EM 0
1866 km/s     Armour 2-112     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 0     PPV 0
MSP 5    Max Repair 54 MSP
Intended Deployment Time: 115 months    Spare Berths 0   
Jump Gate Construction Ship: 360 days

Sinclair International 240 EP Commercial Magneto-plasma Drive (7)    Power 240    Fuel Use 1.73%    Signature 120    Exp 3%
Fuel Capacity 500,000 Litres    Range 115.6 billion km   (716 days at full power)

Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Commercial Vessel for maintenance purposes
 

Offline Detros

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Re: Official v7.10 Bugs Reporting Thread
« Reply #752 on: October 22, 2017, 02:37:55 PM »
Task groups: if you save or delete a template while you have System map screen the focus behaves weirdly

It seems to me for saving it aways changes focus to System map and for deleting it either does so or at least changes the order the windows are stacked one on another (System map under Event log under Galactic map under Task groups, all of them partially over those under them lead to System map moving up just under Task groups after I said Yes, I am sure).

It should always change focus from the popup Are you sure? window back to Task groups screen without affecting other windows.
 

Offline Detros

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Re: Official v7.10 Bugs Reporting Thread
« Reply #753 on: October 23, 2017, 02:09:50 PM »
  • queued techs stay queued even after they are found in ruins
    EDIT: ...and once the previous research is completed work on this tech starts without anyone noticing it is already listed in Completed techs
Scientist keep on researching also techs obtained from friendly NPRs:
 

Offline vorpal+5

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Re: Official v7.10 Bugs Reporting Thread
« Reply #754 on: October 26, 2017, 06:56:00 AM »
2 bugs to report.

An officer in play since the start which are removed from command during a single month got removed because he was considered surplus/ never affected. He was the captain running a survey ship for years though!  :P

NPRs are constantly running their economy to the ground. I have a setup with 7 Human NPRs (the usual suspects, Russia, USA, etc.) and from time to time with the designer password I check their economy. They happily maintain all their shipyards fully busy, including expanding/adding slipways in addition to a continual production of ships, despite their economy in the negative, both in current money and projected money. And yet I see the AIs are running some eco savings programs, like not using all their labs.

This seem the shipyards are excluded or not tested regarding when to save some money. This is not going to help them if their ships constructions keep them in the red continuously. For now I'm trying to fix that by giving them back money, but it can't be a permanent solution.
 

Offline Detros

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Re: Official v7.10 Bugs Reporting Thread
« Reply #755 on: October 26, 2017, 05:01:16 PM »
(Small) Jump Gate Construction Module allows jumping through JP without JG.
Maybe only for the construction ship and/or where there is a JG in construction on the starting side.

Or from the other point of view:
Jump gates under construction can be already used.


Situation:
I have just realized I don't need to send mobile jump gate with Gatebuilders. One of them just got through JP while his buddy started working on the JP from my side. And Gatebuilder are not jump capable (unless that's an undocumented feature of JG construction module).
Code: [Select]
Gatebuilder class Construction Ship    45,000 tons     146 Crew     1439.5 BP      TCS 900  TH 840  EM 0
1866 km/s     Armour 2-112     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 0     PPV 0
MSP 5    Max Repair 54 MSP
Intended Deployment Time: 115 months    Spare Berths 0   
Jump Gate Construction Ship: 360 days

Sinclair International 240 EP Commercial Magneto-plasma Drive (7)    Power 240    Fuel Use 1.73%    Signature 120    Exp 3%
Fuel Capacity 500,000 Litres    Range 115.6 billion km   (716 days at full power)

Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Commercial Vessel for maintenance purposes
It seems the issue is in fact somewhere else and I have apparently missed there already was a JG:
JG builders will happily start building a JG at JP where already is a JG in given direction, finish building this JG again and never send a warning that that JG has already been there.
 

Offline Michael Sandy

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Re: Official v7.10 Bugs Reporting Thread
« Reply #756 on: October 26, 2017, 10:33:02 PM »
Fractional research facilities is quirky, but not a real issue.

Fractional ship components is more of an issue.  Because you can disassemble a fractional ship component, and get a NEGATIVE fractional ship component.  Then you can disassemble that ship component, because it thinks you have them, because you HAVE negative ship components in the colony stockpile.

You can keep disassembling negative ship components until you have a huge number of negative ship components.  And then, if you decide to scrap them, because the notation is untidy, you LOSE transnewtonian elements.  Which is proper, but amusing.
 

Offline vorpal+5

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Re: Official v7.10 Bugs Reporting Thread
« Reply #757 on: October 27, 2017, 12:09:14 AM »
What did you expect from generating anti-matter! Or is it negative-mass matter  ;D
 

Offline Detros

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Re: Official v7.10 Bugs Reporting Thread
« Reply #758 on: October 27, 2017, 05:45:10 PM »
Galactic map->Assign systems to sectors: range from system with Sector command is using also unexplored JPs

See Thrud at the south of this map, seemingly 3 jumps from Earth, being assigned to Earth sector of power 2. One of those unexplored 3 Thrud JPs has to be linked either to Ciudad Juarez or to Cardiff or it gets even weirder, I think.
Off-Topic: show
 

Offline ExChairman

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Re: Official v7.10 Bugs Reporting Thread
« Reply #759 on: November 01, 2017, 05:09:17 AM »
What the Heck!  :o
Advanced time by 20 minutes, suddenly a enemy fleet jumps my planet, killing all ships in orbit, some 18 destroyers, 12 cruisers and a couple of carriers... They have fighters, FACs, destroyers, cruisers and carriers... OK possible I made a mistake... But how did they build an PDC in under 1 hour??? Happened so much in those seconds so I never got info what killed my fleet, they didn't even fire missiles in self defense, or in offensive mode, I had some 170 rail guns that should have fired... nothing.... I presume some kind of bug...  ???
The good part is that I have to assault an PDC  ;D I am getting a feeling that my ships and PDC have somehow been changed to the enemy side... :-X

After some investigation... Its my ships and PDC that somehow switch side...  >:(
« Last Edit: November 01, 2017, 05:59:30 AM by ExChairman »
Veni, Vedi, Volvo
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Wargame player and Roleplayer for 33 years...
 

Offline sloanjh

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Re: Official v7.10 Bugs Reporting Thread
« Reply #760 on: November 02, 2017, 07:19:22 AM »
After some investigation... Its my ships and PDC that somehow switch side...  >:(

Viva La Revolution!! :)
John
 

Offline ExChairman

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Re: Official v7.10 Bugs Reporting Thread
« Reply #761 on: November 03, 2017, 04:51:01 PM »
 >:(   ;D
Veni, Vedi, Volvo
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Offline serger

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Re: Official v7.10 Bugs Reporting Thread
« Reply #762 on: November 05, 2017, 03:19:38 AM »
Oh no:



The whole Mercury surface switched their velocities to imaginary values. :)
 

Offline swarm_sadist

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Re: Official v7.10 Bugs Reporting Thread
« Reply #763 on: November 05, 2017, 05:16:26 PM »
Oh no:



The whole Mercury surface switched their velocities to imaginary values. :)
https://en.wikipedia.org/wiki/Negative_temperature

Quantum mechanics is a bitch.
 

Offline serger

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Re: Official v7.10 Bugs Reporting Thread
« Reply #764 on: November 05, 2017, 11:26:07 PM »
Well, we must conclude (http://aurora2.pentarch.org/index.php?topic=8497.msg104917#msg104917), that transnewtonian phisics of #-universe based on Gibbs entropy, while VB6-universe based on Boltzmann entropy (https://www.nature.com/articles/nphys2815, https://www.nature.com/articles/nphys2831).
 

 

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