Author Topic: v2.1.1 Bugs Thread  (Read 22381 times)

0 Members and 1 Guest are viewing this topic.

Offline nuclearslurpee

  • Vice Admiral
  • **********
  • Posts: 2444
  • Thanked: 1843 times
  • Radioactive frozen beverage.
Re: v2.1.1 Bugs Thread
« Reply #165 on: May 21, 2023, 08:53:01 PM »
Not sure if it has been reported here yet or if I am doing something wrong my occasionally my Naval admin command will switch their minimum rank requirements to Ground force ones and reassign ground force commanders, which naturally causes them to provide no bonus. I have seen this happen most often with a training type admin command and have been able to fix it by deleting the old one and remaking it but its still odd and requires me to constantly check to make sure things are working in my admin commands

I've reported this. It seems to happen because the admin command rank grabs the first rank of that level from the DB without checking if it is a naval rank. Should be an easy fix if it's not in already.
 

Offline bankshot

  • Lieutenant
  • *******
  • b
  • Posts: 167
  • Thanked: 31 times
Re: v2.1.1 Bugs Thread
« Reply #166 on: June 02, 2023, 11:02:35 AM »
I'm having a problem with combat colliers.  My battle fleet has destroyed several enemy and now that I've eliminated their fast interceptors I brought up my combat colliers to reload before engaging the main enemy fleet, but they won't load ammo.  Normally I attach them as a subfleet but I also tried moving it to the main fleet.  I also tried both reload and replace options.  The Mad Max class is a combination tanker/supply ship/collier and it appears to be refueling the fleet just fine but it won't load ordinance. 

See Battle Fleet in Camlann which is currently out of range of all known contacts.  Mad Max is a tanker, supply ship, and collier with one cargo shuttle bay, a refueling system, and ordinance transfer system.  It is loaded with 100x size 4 Albacore 3x ASM missiles and 100x size 1 Sundew AMM.  DD-3 has fired all 90 of her Albacore 3x but isn't reloading.  It does refuel the fleet. 
 

Offline nuclearslurpee

  • Vice Admiral
  • **********
  • Posts: 2444
  • Thanked: 1843 times
  • Radioactive frozen beverage.
Re: v2.1.1 Bugs Thread
« Reply #167 on: June 02, 2023, 12:56:04 PM »
I'm having a problem with combat colliers.  My battle fleet has destroyed several enemy and now that I've eliminated their fast interceptors I brought up my combat colliers to reload before engaging the main enemy fleet, but they won't load ammo.  Normally I attach them as a subfleet but I also tried moving it to the main fleet.  I also tried both reload and replace options.  The Mad Max class is a combination tanker/supply ship/collier and it appears to be refueling the fleet just fine but it won't load ordinance. 

See Battle Fleet in Camlann which is currently out of range of all known contacts.  Mad Max is a tanker, supply ship, and collier with one cargo shuttle bay, a refueling system, and ordinance transfer system.  It is loaded with 100x size 4 Albacore 3x ASM missiles and 100x size 1 Sundew AMM.  DD-3 has fired all 90 of her Albacore 3x but isn't reloading.  It does refuel the fleet.

Do the ships have a correct ammo loadout specified? I can't check your DB right now but this is the most common reason for this issue.

The other thing to check is if the fleet reloads after refueling. I don't know the mechanics here, but it may be that only one of those things can happen at a time. I've never used a hybrid tanker/collier to check this.
 

Offline bankshot

  • Lieutenant
  • *******
  • b
  • Posts: 167
  • Thanked: 31 times
Re: v2.1.1 Bugs Thread
« Reply #168 on: June 02, 2023, 01:38:59 PM »
Good thought, but it did not reload after refueling was complete.  Mad Max has one 500 capacity commercial magazine with the following loadout:
100x Albacore 3x ASM (size 4)
100x Sundew 4 CM (size 1)

The Andenes ASM 2 loadout is as follows:

90x Albacore 3x ASM (size 4)
405x Albacore 4 ASM (size 4)

Maybe because the Mad Max has both ASM and AMM, or the Andenes has two types of missiles it won't load?  I'll have to experiment with that after this battle is over.

I didn't build enough ordinance factories to fully resupply with the new missiles, but the old ones are faster (12 damage) where the new ones are slower 16 damage, so it does make some sense to have both, but the micromanagement to load 45 missile tubes manually is annoying so after this fight I think I'm going to scrap the old 3x missiles. 

I also have non-combat tanker/supply ships and they have been able to refuel and resupply survey ships without issue.  But those tankers don't carry ordinance.

I haven't been able to reliably duplicate it yet but I'm also seeing some hangups with issuing a refuel/resupply/reload order when the ships have an odd magazine size (re: 97% full but can't load another missile).  The order seems to get stuck waiting for the reload to complete but it never does because it can't load another missile to get to 100%. 




 

Offline bankshot

  • Lieutenant
  • *******
  • b
  • Posts: 167
  • Thanked: 31 times
Re: v2.1.1 Bugs Thread
« Reply #169 on: June 02, 2023, 11:40:06 PM »
Joining a mad max to the fleet post-battle it transferred the 100x Sundew CMs but would not transfer the Albacore ASMs.  With only one shuttle MSP transfer is slow, so I'm not sure whether it started immediately or waited until after the missiles were transferred.  This was done while refueling was in progress. 

So the issue may be with multiple missile types on a collier.  But I tried detaching just one ASM that needed reloading along with the collier after it had offloaded the Sundews and it still wouldn't reload.
« Last Edit: June 02, 2023, 11:45:54 PM by bankshot »
 

Offline bankshot

  • Lieutenant
  • *******
  • b
  • Posts: 167
  • Thanked: 31 times
Re: v2.1.1 Bugs Thread
« Reply #170 on: June 04, 2023, 09:24:41 AM »
After removing and re-adding the missile loadouts for both the support ship and destroyer and a save and load it started working.  So there is probably some interaction between what order you specify the ordinance in the class design and whether or not it will see the missiles to load them.