Recent Posts

Pages: [1] 2 3 ... 10
1
Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by Haji on November 21, 2021, 09:34:16 AM »
The following bugs have been observed over several days of play. As none of those were crippling I just continued the campaign. As such I don't have specific save files nor have I dived deeper into them. The current version is 179 but it has been updated from 170. I do not remember if 170 was a fresh install or an upgrade of an even earlier version. Playing on linux if that matters.

Damaged fuel tanks do not cause the loss of fuel. I have had a ship with four ultra large fuel tanks and one large for a total of 20 250 000 liters of fuel carried. After receiving damage the vessel lost four ultra large fuel tanks. However the individual units detail screen was still showing over twenty million liters of fuel on the ship. In Aurora if the maximum amount of fuel the ship could carry was smaller than the amount of fuel the ship carried, the additional fuel was lost. In this case the vessel should have had only 250 000 liters of fuel remaining.



Damaged ships have an incredibly high energy requirement. I believe it is a shield energy requirement bug once again. Repairing only internal systems did not help. Fully repairing the ship in a shipyard have brought energy requirements back to normal. I have confirmed that the shields were not recharging after a ship received damage, but I have not tried to fire energy weapons.



It would would appear destroyed fire controls can still launch missiles. One of my ships had only one anti-missile fire control remaining but two of his fire controls were firing.



A side defending against missiles does not receive updates on the number of missiles in a give salvo. Salvo is shown to have the initial number of missiles or is not shown if completely destroyed. Judging by the number of anti-missiles fired it is only a display bug and "under the hood" calculations are being done correctly.



Civilian mining operations do not come with a mass driver. They did in Aurora.

In Aurora if a tug order 'release tracktored ship" was used on a task group the released ship was automatically added to the task group. In Quasar it always results in the vessel becoming it's own, new task group.

Construction brigades do not work on uninhabited planets. Production rate is above zero but production is not progressing. Adding population (via orbital habitat for example) solves the problem. Production efficiency = 0% may be the problem.

The order "unload ordnance to colony" deletes the ordnance unless the vessel has the "collier" tag.

Launch date on the design screen shows the date a ship was added to its current task force, not the date the ship was actually launched.

Individual unit details – manual reloading from colliers (double click on missiles) isn’t working.

Abandoning ship causes the crew to leave the vessel but the vessel itself remains. Did not try to order it around, I simply used SM mode to cause additional damage and destroy it. I have a save if needed.

If you stop ship construction, the class design> ships in class window will still show the vessel as under construction.

Population is not growing in orbital habitats. I had two colonies with OHs exclusively (no ground population) and the population growth was shown as non-zero (well above five percent in both cases) but there was no population growth as time was progressing.

Thank you for your time.
2
Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by Overlordscom on November 13, 2021, 08:26:27 AM »
Hi.    I have a problem to run Quasar 4x.   
When I run game with command line I see this:

Last login: Fri Nov 12 22:49:15 on ttys000
/Applications/Quasar4x.   app/Contents/MacOS/Quasar4x ; exit;                     
mr.   m@MacBook-Pro-Misha ~ % /Applications/Quasar4x.   app/Contents/MacOS/Quasar4x ; exit;
arguments
0: /Applications/Quasar4x.   app/Contents/MacOS/Quasar4x
OpenGL ES 3.   0 Renderer: Intel(R) Iris(TM) Plus Graphics 640
ERROR: init_library: Condition ' lib_path.   length() == 0 ' is true.   
   At: modules/gdnative/nativescript/nativescript.   cpp:1031.   
Creating new DB
ERROR: copy: Failed to open res://quasar4x.   sqlite
   At: core/os/dir_access.   cpp:304.   
WARNING: Couldn't copy res://quasar4x.   sqlite to user://quasar4x.   sqlite
zsh: segmentation fault  /Applications/Quasar4x.   app/Contents/MacOS/Quasar4x


[Process completed]

Help me please.     :)
3
Quasar4x / Error when run Quasar 4x on Mac.. Help me
« Last post by Overlordscom on November 13, 2021, 04:22:42 AM »
Hi.  I have a problem to run Quasar 4x.
When I run game with command line I see this:

Last login: Fri Nov 12 22:49:15 on ttys000
/Applications/Quasar4x. app/Contents/MacOS/Quasar4x ; exit;                     
mr. m@MacBook-Pro-Misha ~ % /Applications/Quasar4x. app/Contents/MacOS/Quasar4x ; exit;
arguments
0: /Applications/Quasar4x. app/Contents/MacOS/Quasar4x
OpenGL ES 3. 0 Renderer: Intel(R) Iris(TM) Plus Graphics 640
ERROR: init_library: Condition ' lib_path. length() == 0 ' is true.
   At: modules/gdnative/nativescript/nativescript. cpp:1031.
Creating new DB
ERROR: copy: Failed to open res://quasar4x. sqlite
   At: core/os/dir_access. cpp:304.
WARNING: Couldn't copy res://quasar4x. sqlite to user://quasar4x. sqlite
zsh: segmentation fault  /Applications/Quasar4x. app/Contents/MacOS/Quasar4x


[Process completed]

Help me please.   :)
4
Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by alex_brunius on November 11, 2021, 03:11:07 PM »
List of PDC Component cargo and Fighters carried ( and possibly more types ) only display the name of the first type, and attribute the correct total to the first loaded:

5
Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by alex_brunius on November 01, 2021, 05:36:38 AM »
I think the game should give you a message log that shields are loading... if not, the function/button does not work.

I was expecting both log entries and shield strength showing up on TG Screen but saw neither. Now that I try to reproduce it with a few different TGs I'm getting more mixed results than not working at all.

During some time increments shields do regain strength, and during others they don't. No damn clue what determines which behavior to expect but it feels like the game sometimes "forgets" it's supposed to be charging shields ( either right after pressing "Shields on" or even once during a time increment down the line when shields were partially charged ).

"Shields Off" Always seem to work in resetting shields strength back to 0 though.
6
Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by TMaekler on November 01, 2021, 03:54:01 AM »
I think the game should give you a message log that shields are loading... if not, the function/button does not work.
7
Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by alex_brunius on October 31, 2021, 03:24:54 PM »
I encountered some issues getting shields to work.

Equipped a few different ships with "Epsilon Shields" - "Regeneration Rate 3" and neither the button for Shields On in F12(TG window) nor the button to Raise Shields in F8(Battle Control window) resulted in any shield going active or working against incoming damage.

Edit: This might have already been partially fixed. Found this in change log from September 29:th "- Fixed: Ships window, Combat Settings tab: the Activate Sensors/Shields buttons weren't working"
8
Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by Ektor on October 27, 2021, 10:10:48 PM »
The conditional orders aren't really working very well. It seems the game is completely unable to auto-route my survey ships back to my home colony for overhauling. When they reach their condition (50% fuel) they get an order to overhaul, but it completely ignores the actual jump points, and tried to go directly to a colony, this causes an error message, so I go and give it an order to properly transit the jump points, but since the fleet is already at 50% fuel, it keeps adding new overhaul orders to the top of the list every sub-increment, freezing the game to 2 or so hour increments unless I remove their conditional orders and manually send them back, this entirely defeats the purpose of said orders.
9
Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by TMaekler on October 27, 2021, 10:23:49 AM »
Progress update 2021-10-27:
The "bug" that a fleet not at max speed is set to max speed after doing a system jump is quite annoying. I was wondering if this is a setting or hardcoded behaviour (i.e. a bug). Does someone know if I can set a fleet in a way that it does not go to max speed after a system jump?
Should be fixed now, please verify!
I am off to Hamburg for some days. Will check on the weekend :-) - And yes, this error occurred during jumps not when sending out messages.
10
Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by alex_brunius on October 27, 2021, 09:48:34 AM »
For sensors and missiles I guess the easiest solution to enjoy the game is to do as in VB6 and just design sufficiently large Res 1 sensors so no missile can cross them within a 5 second increment.

This sounds like a critical bug that needs to be fixed ASAP.  Unfortunately, 98% of the time it takes to fix these types of bugs is spent setting up a scenario that reproduces the bug.  The scenario is necessary to trace the code and find where the bug is occurring, and also to verify that the fix works and nothing new was broken afterwards.  My time is limited these days so I don't have time to set this up right now... would you be willing to post your save file where you did your own testing or create a new save file I can work on?  It'd be super appreciated.

Apparently I'm not tech savvy enough to set up a save file...
Even if I copy the quasar4x.sqlite DB file to somewhere else inside a .rar file after advancing time ingame I can't manage to rollback gamestate to when I tested to replace the backup DB copy to verify it was working.


I did do some more testing though and I think I found a simple reproduceable part of the bug at least:

- "Unload Ordnance" Command seems to never transfer the missiles back to colony missile stockpile, regardless of if the loaded missiles were of the type assigned to the classes or not. It does work to empty the magazines however meaning the missiles are lost into the void.
- "Load Ordnance" Command strangely enough does transfer the missiles of wrong type that are loaded back to colony missile stockpile and loads the new missiles ( I expected it to not unload any missiles as there is a separate command for that, but I guess only needing one command to change missiles does make things easier, especially if it is working which appears to be the case  ;D ). In VB6 I recall Load not swapping missiles but keeping the old one still loaded so you had to use both commands.


I wasn't able to reproduce the wiping out of entire colony missile stockpile though. All I remember is using both the Unload and Load Ordnance commands at the same time. Actually now that I think back on it... it might just have been me trying the unload -> load combination multiple times as I couldn't get unload to work, and each time it wiped out some of the missiles until all stockpile was gone...


Again, a save file so I can quickly reproduce these issues would be appreciated.

Launching fighters not splitting to separate fleets from F7 should be pretty quick and easy to reproduce. That one I'm 99% certain was working in VB6 and it's also listed as an intended behavior in the tooltip for the Launch Button, but I've never gotten it to work in Quasar4x.
Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk