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.