Author Topic: v1.10 Bugs Thread  (Read 9631 times)

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Offline Steve Walmsley (OP)

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Re: v1.10 Bugs Thread
« Reply #30 on: April 13, 2020, 01:12:51 PM »
Is it definitely 3196? That function is only called when creating a shipyard task.
 

Offline DFNewb

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Re: v1.10 Bugs Thread
« Reply #31 on: April 13, 2020, 01:13:59 PM »
I am Building two Survey vessels and their destination is the starting shipyard fleet, the only difference i see is that I cant see the starting fleets on the tactical map but they are there in the naval organisation.

Thanks. I can't recreate yet, but I'll see if more people report it.

Getting the same error "3196 Object reference not set to an instance of an object". No shipbuilding started, as I'm still discovering TN tech.
I just changed the name of my Home World pop to Earth and Earth Academy to Earth University.

Other than that I've messed around with the starting fleets and added some admin commands, but that was a few months ago in game.

My current test game is getting repeated Function 3196 object reference not set errors with every production cycle.

I too am getting these. I think it has to do with civvie ships not sure. Seems very similar to the divide by  0 error ( think it was function 4) I was getting before. I was trying to reproduce that when I started getting the 3196 errors that I did not get in 1.0.
 

Offline DFNewb

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Re: v1.10 Bugs Thread
« Reply #32 on: April 13, 2020, 01:14:39 PM »
Is it definitely 3196? That function is only called when creating a shipyard task.

I haven't touched my shipyards and only SM'ed in some ships to drop colonists on luna and am getting this. 99 percent sure it's related to civvies (which are up and active and making more ships)
 

Offline Resand

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Re: v1.10 Bugs Thread
« Reply #33 on: April 13, 2020, 01:17:01 PM »
Is it definitely 3196? That function is only called when creating a shipyard task.

For me yes. 100%
But when you mention it, the starting N shipyard did finish continual upgrade maybe 2 -3 cycles ago.
I didn't start a new one. Maybe something there?

It's not every cycle, maybe gets them a couple times in a row every 60 days or so

Edit: Someone mentioned NPR further down. I got two in my game to
« Last Edit: April 13, 2020, 01:29:11 PM by Resand »
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 

Offline Ancalagon

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Re: v1.10 Bugs Thread
« Reply #34 on: April 13, 2020, 01:19:43 PM »
It seems part of the ship design tonnage bug was fixed, but there is still another tonnage bug remaining.     When you click "Update Armor" (even with no new armor tech to upgrade to), it erroneously changes the armor amount and ship tonnage.     When you select a different ship design and then click back, the armor values are reset to their "true values".   

Also, when you add components to a ship and remove them, the ship again miscalculates its tonnage.     Fixed again by selecting some other ship design, and then going back to the one you were working on.   

Example: My test ship with 10 armor layers is 2,312 tons.  I add 1x "cargo hold standard".  Ship is now 37,950 tons.  I then remove the "cargo hold standard".  Ship is now shown as 2,339 tons, somehow.

Definite bug, easily reproducible.   It was like this in 1.  0, as well.   Seems related to armor calculations.   
« Last Edit: April 13, 2020, 01:45:49 PM by Ancalagon »
 

Offline Resand

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Re: v1.10 Bugs Thread
« Reply #35 on: April 13, 2020, 01:21:41 PM »
Is it definitely 3196? That function is only called when creating a shipyard task.

I haven't touched my shipyards and only SM'ed in some ships to drop colonists on luna and am getting this. 99 percent sure it's related to civvies (which are up and active and making more ships)

No civvies yet in my game
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 

Offline Desdinova

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Re: v1.10 Bugs Thread
« Reply #36 on: April 13, 2020, 01:26:41 PM »
My 3196 errors are within two years of the beginning of a conventional start game with 6 NPRs, no civilians or ships built yet.
 

Offline Tikigod

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Re: v1.10 Bugs Thread
« Reply #37 on: April 13, 2020, 01:37:03 PM »
I am Building two Survey vessels and their destination is the starting shipyard fleet, the only difference i see is that I cant see the starting fleets on the tactical map but they are there in the naval organisation.

Thanks. I can't recreate yet, but I'll see if more people report it.

Potentially related, doing a TN start with 1.1 and the base default fleets show up in Naval Organization but don't exist on the system map like they did in 1.0.
The popular stereotype of the researcher is that of a skeptic and a pessimist.  Nothing could be further from the truth! Scientists must be optimists at heart, in order to block out the incessant chorus of those who say "It cannot be done. "

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Offline DFNewb

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Re: v1.10 Bugs Thread
« Reply #38 on: April 13, 2020, 01:37:16 PM »
Ok I guess second guess would be NPR's
 

Offline Ektor

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Re: v1.10 Bugs Thread
« Reply #39 on: April 13, 2020, 01:39:41 PM »
I'm still messing with crafting systems, and it seems to me that every time I edit a body, after I close the modify window, I get an error "Function #2504: Object reference not set to an instance of an object."
 

Offline LuciusSulla

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Re: v1.10 Bugs Thread
« Reply #40 on: April 13, 2020, 01:40:37 PM »
When creating a GU formation, there is a change rank button.  When clicked, a new window appears.
On the new window, there is a check box with no text associated to it.
 

Offline Aloymetal

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Re: v1.10 Bugs Thread
« Reply #41 on: April 13, 2020, 01:42:25 PM »
My antivirus says aurora. exe is unsafe and deletes it.
 

Offline Ancalagon

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Re: v1.10 Bugs Thread
« Reply #42 on: April 13, 2020, 01:44:54 PM »
For some reason, on v1. 0 and now on v1. 1, at some point during the very first opening turns of a new game where I set up my research and start planning my first survey ships, I gain the technology component "Compressed Fuel Storage System - Small".  I am not using auto-allocate tech or any of the other auto-setup tools at game start.

I definitely did not instant-research compressed fuel storage, so I don't know why that component was unlocked for my ship designs.
 

Offline Bubbaisagod

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Re: v1.10 Bugs Thread
« Reply #43 on: April 13, 2020, 01:45:47 PM »
Quote from: Steve Walmsley link=topic=10668. msg121838#msg121838 date=1586799109
Quote from: wren link=topic=10668. msg121837#msg121837 date=1586799043
I am Building two Survey vessels and their destination is the starting shipyard fleet, the only difference i see is that I cant see the starting fleets on the tactical map but they are there in the naval organisation.

Thanks.  I can't recreate yet, but I'll see if more people report it.

I'm getting the same error when a commander gets a promotion.
No ships and only 2 years in game.
 

Offline Gnoman

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Re: v1.10 Bugs Thread
« Reply #44 on: April 13, 2020, 01:46:35 PM »
Still getting Function 1512 errors when SM creating a NPR "New Race" in Sol.