Author Topic: v2.0.1 Bugs Thread  (Read 3649 times)

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Offline Steve Walmsley (OP)

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v2.0.1 Bugs Thread
« on: August 06, 2022, 04:56:32 AM »
Please post potential bugs in this thread for v2.0.1.

First, please check the v2.1 changes list first to see if I already fixed it.
http://aurora2.pentarch.org/index.php?topic=13023.msg160934#msg160934

Also check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
http://aurora2.pentarch.org/index.php?topic=10637.0

'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

Please do not post bugs from previous versions unless you confirm they are still present in v2.0.1

When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
« Last Edit: August 08, 2022, 03:28:09 AM by Steve Walmsley »
 

Offline Kiero

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Re: v2.0.0 Bugs Thread
« Reply #1 on: August 06, 2022, 06:18:02 AM »
Bug, where you don't need a stabilization ship to stabilize a LP, is still there.

I had a fuel fleet with one tanker.
To which I joined a Stabilization fleet (with one stabilization ship) as a sub-fleet.
Then I gave that fleet an order to stabilize a LP in orbit of a gas giant.
After "stabilization" started I detached the stabilization sub-fleet and flew away with it.
Stabilization was still going, but with only Tanker present at the location.

SJW: Fixed for v2.0.1

-----------------------
Another bug:
Sometimes it will generate a bunch of errors during a new game setup:


After that it will sometimes generate errors during system creation using SM.
List of functions that are affected:
#1608
#1562
#2430
#2431

SJW: Also Fixed for v2.0.1. Random Stars has a serious bug, so I will release a v2.0.1 patch soon.
« Last Edit: August 06, 2022, 07:05:15 AM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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Re: v2.0.1 Bugs Thread
« Reply #2 on: August 06, 2022, 07:34:44 AM »
I've changed the name of this thread to v2.0.1 as there were only two bugs fixed so not worth a new thread.
 

Offline cdrtwohy

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Re: v2.0.1 Bugs Thread
« Reply #3 on: August 06, 2022, 07:36:30 AM »
when generate a new body with SM its always shows 0m km from the star in the system generation and display screen  they show were i expect them on the map screen just not in the display screen so i think its a UI issue so not as important


SJW: Will fix itself after orbital movement. Fixed for v2.0.2.
« Last Edit: August 06, 2022, 10:28:32 AM by Steve Walmsley »
 

Offline King-Salomon

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Re: v2.0.1 Bugs Thread
« Reply #4 on: August 06, 2022, 10:21:43 AM »
Terraforming Installation costs:

Wealth 300
Duranium 300
Boronide 300

shouldn't the mineral-costs also be halved? you reduced the costs to 300 BP (wealth is right) - but didn't reduce the mineral costs - so it is the only one were the addition of mineralcosts ar not = wealth costs

(or have I missed something and this is WAD? or is this just a bug showing the wrong costs in the Industry table?)

SJW: Fixed for v2.1
« Last Edit: August 06, 2022, 10:28:11 AM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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Re: v2.0.1 Bugs Thread
« Reply #5 on: August 06, 2022, 10:27:45 AM »
Terraforming Installation costs:

Wealth 300
Duranium 300
Boronide 300

shouldn't the mineral-costs also be halved? you reduced the costs to 300 BP (wealth is right) - but didn't reduce the mineral costs - so it is the only one were the addition of mineralcosts ar not = wealth costs

(or have I missed something and this is WAD? or is this just a bug showing the wrong costs in the Industry table?)

Yes, that's a bug. If you can access the database, change the values to 150 each for Duranium and Boronide. This is a DB fix though so I will hold off releasing it until there are other DB updates.
 

Offline SpaceMarine

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Re: v2.0.1 Bugs Thread
« Reply #6 on: August 06, 2022, 10:58:32 AM »
Hey just recorded my first episode playing aurora 2.0, found out conventional geosurvey sensors cannot specify their target ie body but do work with automation standing orders, seems like just a simple oversight :)

SJW: It is caused by a database issue so will be fixed for v2.1
« Last Edit: August 06, 2022, 11:21:56 AM by Steve Walmsley »
 

Offline Iceranger

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Re: v2.0.1 Bugs Thread
« Reply #7 on: August 06, 2022, 01:35:13 PM »
The displayed values for crew quarters in the misc tab of the ship class design window is incorrect when deployment time is below 3 months.

To replicate, create a new ship design, and adjust the components so it has the following components:
3x cargo hold - standard
1x bridge

Set the intended deployment time to 0.01 month. It should give a ship similar to this:
Code: [Select]
Tribal class Ammunition Transport      77,071 tons       2 Crew       332.1 BP       TCS 1,541    TH 0    EM 0
1 km/s      Armour 1-161       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 0 Years     MSP 0    AFR 15414%    IFR 214.1%    1YR 7,699    5YR 115,483    Max Repair 50 MSP
Cargo 75,000   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 0.3 days   


This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Freighter for auto-assignment purposes

In this design, 2x fighter crew quarters are automatically added.

In the misc tab, it shows the following:
Crew Quarter Tons per Man 0.22
Crew Capacity per Crew Quarter HS 232.08
Total Crew HS Required 0.01

Crew HS available 0.08
Crew Berths 2
Spare Berths 16
...

The first 3 values displayed is calculated as if the deployment time is 0.01 month, while in the change log, it says
Quote
This effectively reduces the crew to the point where 3 months deployment would be the same in accommodation terms as the full crew with the original planned deployment. In other words, the accommodation requirement is the same in both cases but now the crew is smaller.

This can cause the confusion that the automatically added crew quarters are too large for the crew.

« Last Edit: August 06, 2022, 04:33:35 PM by Iceranger »
 

Offline firefly2442

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Re: v2.0.1 Bugs Thread
« Reply #8 on: August 06, 2022, 04:12:56 PM »
Not really a bug but on the "Game Information" page, the checkbox for "Add Planet X to the Sol System" does not have a hover tooltip.

SJW: Fixed for v2.1
« Last Edit: August 07, 2022, 06:14:16 AM by Steve Walmsley »
 

Offline nakorkren

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Re: v2.0.1 Bugs Thread
« Reply #9 on: August 06, 2022, 05:22:14 PM »
Game creation hangs up after creating player races (regardless of number of player races, I tried 1 and 2) if you uncheck "Eccentric Orbits" and "Gas Giant Effects".

SJW: Unable to reproduce
« Last Edit: August 07, 2022, 06:18:49 AM by Steve Walmsley »
 

Offline joshuawood

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Re: v2.0.1 Bugs Thread
« Reply #10 on: August 06, 2022, 05:32:44 PM »
Military Academy and civilian shipping doesn't work as expected (only Military academies)

To reproduce: Have 1 population with 4+ Military Academies with a Supply of 3, create another population with a demand of 3 Military Academies.

The civilians will move ALL of the Military Academies and the supply/demand values will not decrease.

Edit : Also terraforming stations

SJW: Fixed for v2.1. Will affect any installation that requires multiple standard cargo holds
« Last Edit: August 07, 2022, 06:59:01 AM by Steve Walmsley »
 

Offline somebody1212

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Re: v2.0.1 Bugs Thread
« Reply #11 on: August 06, 2022, 05:44:33 PM »
Starting a game with orbital motion turned off causes an unending chain of "#3040 - Value was either too large or too small for a Decimal" errors when trying to open either the system screen or the galaxy map. This is true regardless of whether Real Stars is active or not.

Note that this only seems to affect the initial game generation - turning orbital motion off during a game does not cause issues, even when generating new systems.

SJW: Fixed for v2.1. With the new eccentric orbits, minimal orbit movement on system generation is needed. I've added that without affecting orbital movement in the construction phase.
« Last Edit: August 07, 2022, 06:31:48 AM by Steve Walmsley »
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Offline Coleslaw

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Re: v2.0.1 Bugs Thread
« Reply #12 on: August 06, 2022, 06:23:24 PM »
When clicking from one naval admin command to another, the required bonuses for the naval admin command you click first will sometimes overwrite the bonuses of the naval admin command you click second.

SJW: Fixed for v2.1. For v2.0.1 this only happens until you set the bonuses for a specific command.
« Last Edit: August 07, 2022, 07:58:12 AM by Steve Walmsley »
 

Offline Aloriel

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Re: v2.0.1 Bugs Thread
« Reply #13 on: August 06, 2022, 08:01:54 PM »
While Civilian Shipping Lines has been disabled from the start of my 2.0.1 game, it created them anyway.

SJW: Working as intended per the tooltip, ""If this is checked, civilian shipping lines will build ships as their finances allow. With this option off, no civilian ships will be built."
« Last Edit: August 07, 2022, 06:22:56 AM by Steve Walmsley »
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Offline insanegame27

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Re: v2.0.1 Bugs Thread
« Reply #14 on: August 06, 2022, 08:14:19 PM »
Automatically designed ship classes generate duplicate ship parts with identical names. For example, 3 identical 10cm C3 Infrared Lasers, Two identical starting tech railguns, meson and microwave weapons. These are spread out through the autogenned ship classes and you end up sifting through and redoing the ship classes just to maintain parts commonality

It gives a decent spread of starting engines, sensors and fire control systems, though I would guess that it's possible for the game to give duplicates there, too