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In aurora if a jump ship was at a jump point it acted as a jump gate for all relevant ships (smaller tonnage, type). What I mean by that is that if, for example, there was a 10kT military jump ship at a jump point I could order any warship 10kT or smaller to perform standard jump without having to put the ship in the same group, as if a jump gate was on the jump point. This worked from both sides of the jump point. In quasar ships need to be in the same group to make a jump which adds a lot of micromanagement.
In Aurora DB ship size for the purposes of a jump point transit was rounded up to nearest 50, the same as the ship size in tonnes. In quasar the exact ship size is used. For example I had an exploration ship massing 6600T and a destroyer massing 6600T but I was not able to jump. Turns out that the exact ship size of the exploration ship is 131.6 while the exact size of the destroyer is 131.9, which prevents the jump. In Aurora that would not have mattered.
When creating a new race, the gravity deviation claims to be percentage based however it is absolute. For example creating a species on a planet with gravity of 0.6 and deviation of 70% should result in gravity tolerance of 0.18 to 1.02 however it results in gravity tolerance of -0.1 to 1.3.
Reduced thermal signature doesn’t work. According to the ship design window it is lowered, however while playing two sides, the other side was able to detect full thermal signature as if the tech wasn’t applied.
Not sure if this is a bug, but it appears the game first applies last ditch point defense and then applies potential misses by missiles. I can’t be sure since I haven’t played Aurora in several years but I think the point defenses were engaging only missiles that were going to hit, ignoring those that were going to miss.
Extended orbit doesn’t appear to be working. The vessel treats this as “move to x distance from the object” instead of following the object at a given distance.
It is possible to start the game without scientists.
Order delay works as intended in case of normal orders, however if “cycle moves” is toggled on, it will only work the first time. The next time the orders are cycled there will be no delay. Adds a lot of micromanagement for fuel harvesting operations.
I was salvaging wrecks (very large wrecks of ships which had hundreds of shield generators/box launchers each) and I’ve never seen more than five components of a given type salvaged from a single wreck but I’ve seen a lot of exactly five components recovered. Is it a bug or is it working as intended?
Secondary explosions do not show in the summary/tactical map if armor wasn’t breached. Not sure if it’s supposed to work like this.
It is possible to use damaged components in combat. The exact mechanics are as follows. You need two ships of the same class, let's call them A and B. B gets damaged, some weapons are no longer operational. You set up weapons for ship A and use "copy assign". The ship B can now use destroyed weapons.
I've got ruins on venusian planets in non-real stars. I think it happened exactly once.
Political stability doesn't appear to affect mining. It's always extracting the maximum possible amount, even when political stability modifier is 0.
New PDCs are being put into individual, new task groups rather than existing ones. I think it may have to do with there being two populations on the planet (genetic engineering was being performed).
If a ship has automated orders to survey both bodies and jump points it will move from bodies to jump points without regard for lagrange points. This makes surveying distant binaries very annoying. For example let us say we have a distant binary with lagrange points. If I send the ship to the secondary component, after performing geological survey it will then move through normal space towards the jump point survey until it runs out of fuel.
It seems like surveying bodies means surveying bodies withing 10 bln km of the central star rather than the ship itself. I'm pretty sure it was 10 bln kilometers from the ship in Aurora.
Hi, if any of these are still bothering you can you please set up some example save files for me to look at.
I've been playing and collecting bugs over the past several months intending to put them in one big post (I'm lazy like that). I'll start with the newest ones and move over to older ones, as I only have notes on them (don't necessarily remember the situations/don't have saves) and they may be from older versions of the game, although I should note I haven't seen them in the patch notes.
In aurora if a jump ship was at a jump point it acted as a jump gate for all relevant ships (smaller tonnage, type). What I mean by that is that if, for example, there was a 10kT military jump ship at a jump point I could order any warship 10kT or smaller to perform standard jump without having to put the ship in the same group, as if a jump gate was on the jump point. This worked from both sides of the jump point. In quasar ships need to be in the same group to make a jump which adds a lot of micromanagement.
In Aurora DB ship size for the purposes of a jump point transit was rounded up to nearest 50, the same as the ship size in tonnes. In quasar the exact ship size is used. For example I had an exploration ship massing 6600T and a destroyer massing 6600T but I was not able to jump. Turns out that the exact ship size of the exploration ship is 131.6 while the exact size of the destroyer is 131.9, which prevents the jump. In Aurora that would not have mattered.
When creating a new race, the gravity deviation claims to be percentage based however it is absolute. For example creating a species on a planet with gravity of 0.6 and deviation of 70% should result in gravity tolerance of 0.18 to 1.02 however it results in gravity tolerance of -0.1 to 1.3.
Reduced thermal signature doesn’t work. According to the ship design window it is lowered, however while playing two sides, the other side was able to detect full thermal signature as if the tech wasn’t applied.
Not sure if this is a bug, but it appears the game first applies last ditch point defense and then applies potential misses by missiles. I can’t be sure since I haven’t played Aurora in several years but I think the point defenses were engaging only missiles that were going to hit, ignoring those that were going to miss.
Extended orbit doesn’t appear to be working. The vessel treats this as “move to x distance from the object” instead of following the object at a given distance.
It is possible to start the game without scientists.
Order delay works as intended in case of normal orders, however if “cycle moves” is toggled on, it will only work the first time. The next time the orders are cycled there will be no delay. Adds a lot of micromanagement for fuel harvesting operations.
The above bugs were all observed on the newest version over the past few days. The bugs below were observed over the past several months.
I was salvaging wrecks (very large wrecks of ships which had hundreds of shield generators/box launchers each) and I’ve never seen more than five components of a given type salvaged from a single wreck but I’ve seen a lot of exactly five components recovered. Is it a bug or is it working as intended?
Secondary explosions do not show in the summary/tactical map if armor wasn’t breached. Not sure if it’s supposed to work like this.
It is possible to use damaged components in combat. The exact mechanics are as follows. You need two ships of the same class, let's call them A and B. B gets damaged, some weapons are no longer operational. You set up weapons for ship A and use "copy assign". The ship B can now use destroyed weapons.
I've got ruins on venusian planets in non-real stars. I think it happened exactly once.
Political stability doesn't appear to affect mining. It's always extracting the maximum possible amount, even when political stability modifier is 0.
New PDCs are being put into individual, new task groups rather than existing ones. I think it may have to do with there being two populations on the planet (genetic engineering was being performed).
If a ship has automated orders to survey both bodies and jump points it will move from bodies to jump points without regard for lagrange points. This makes surveying distant binaries very annoying. For example let us say we have a distant binary with lagrange points. If I send the ship to the secondary component, after performing geological survey it will then move through normal space towards the jump point survey until it runs out of fuel.
It seems like surveying bodies means surveying bodies withing 10 bln km of the central star rather than the ship itself. I'm pretty sure it was 10 bln kilometers from the ship in Aurora.
That's all the bugs I have right now. Thank you very much for your work.
Bug Report: Quasar seems to use rounded-up class size to calculate speed, when it should be using exact class size. Build cost for engines seems to be determined incorrectly
Example: I can reproduce the following design from Steve's VB6 Rigellian Campaign reboot. I don't know what version of VB6 Aurora the Rigellian campaign was written under, but based on the date I believe it was a fairly early of patch 7.0, so fairly current to the "final form" of VB6 Aurora:Code: [Select]A6M Reisen (VB6 7.0) class Fighter 295 tons 3 Crew 58.4 BP TCS 5.89 TH 48 EM 0
8149 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 2.25
Maint Life 0 Years MSP 0 AFR 58% IFR 0.8% 1YR 3 5YR 50 Max Repair 12 MSP
Intended Deployment Time: 0.2 months Spare Berths 0
Magazine 15
Nakajima Sakae Fighter Engine (2) Power 24 Fuel Use 336.02% Signature 24 Exp 20%
Fuel Capacity 10,000 Litres Range 1.8 billion km (62 hours at full power)
TSH Dragon-5B Missile Launch System (3) Missile Size 5 Hangar Reload 37.5 minutes MF Reload 6.2 hours
Nagumo Engineering FC-40 Missile Fire Control (1) Range 38.0m km Resolution 120
ASM-4 Comet Anti-ship Missile (3) Speed: 28,800 km/s End: 30.6m Range: 52.9m km WH: 9 Size: 5 TH: 96/57/28
Nagumo Engineering AS-10 Active Sensor (1) GPS 1008 Range 10.1m km Resolution 120
Here is the design in the Quasar Class Design window. Aside from display rounding differences the design is identical - with the notable exceptions of the build cost, 84 BP in Quasar versus 58.4 in VB6, and the speed, 8000 km/s in Quasar versus 8149 km/s in VB6 7.0.Code: [Select]A6M Reisen (Quasar 183) class Fighter 295 tons 3 Crew 84 BP TCS 5.9 TH 48 EM 0
8000 km/s Armor 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 2.25
Maint Life 0 Years MSP 0 AFR 58% IFR 0.8% 1YR 5 5YR 74 Max Repair 24 MSP
Intended Deployment Time: 0.2 months Spare Berths 5
Magazine 15
Nakajima Sakae Fighter Engine (2) Power 24 Fuel Use 336.02% Signature 24 Exp 20%
Fuel Capacity 10 000 Liters Range 1.8 billion km (2 days at full power)
TSH Dragon-5B Missile Launch System (3) Missile Size 5 Rate of Fire 2250
Nagumo Engineering FC-40 Missile Fire Control (1) Range 38.0m km Resolution 120
ASM-4 Comet Anti-ship Missile (3) Speed: 28 799 km/s End: 30.62m Range: 52.9m km WH: 9 Size: 5 TH: 96/58/29
Nagumo Engineering AS-10 Active Sensor (1) GPS 1008 Range 10.1m km Resolution 120
Usually the speed bug is not too noticeable as most ship designs aim for a round HS number, and the impact for large warships is almost unnoticeable. However, I have run into this bug when I design, e.g., a 250-ton scout fighter which is exactly size-5, and for some reason in the game code this is rounded up to size-6 for the speed calculation - a very noticeable 20% difference in speed between the Quasar class and the intended design! I have reproduced this bug using Steve's design to prove that this is an inconsistency between Quasar and VB6 which should be corrected.
The BP difference is attributable mostly to an engine cost bug which appears to be because the cost is multiplied by the EP modifier (2.0x) when this should only be the case when the EP modifier is lower than 1.0x - this is the case in C# and I cannot find any evidence that things were any different in VB6. This explains 24 BP of the 25.4 BP difference, I am unsure what factor accounts for the remaining difference.
I also note that there is some inconsistency in the display (Quasar appears to round more aggressively than VB6), a small inconsistency in the missile speed likely due to rounding, and that the box launcher is displayed with a rate of fire as if it was a larger, reloadable launcher type
...holing her funnels...
(Complete naval warfare neophyte here.)
What does this mean exactly?
The funnels are her smokestacks, yes?
Why does it matter if a smokestack has a hole in it?
Doesn't that just let out the exhaust that was being let out anyway?
On early warships of this period, they ran on coal fired boilers. The smokestacks/funnels had two different functions, they evacuated coal smoke and kept it clear of the deck, and the also allowed air into the boilers for a convection draught. Having your funnels shot away, or shot up meant that the engines couldn't pull air in as efficiently, which reduced their combustion efficiency, which slowed the ship. Having the funnels holed also meant that the coal smoke would be evacuating closer to the deck, which obscured everything to the rear of the funnels, which reduced visibility and accuracy of the guns aft of the funnels.