Author Topic: Bug Reports (Version 138 and up)  (Read 45003 times)

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Offline TMaekler

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Re: Bug Reports (Version 138 and up)
« Reply #120 on: September 22, 2021, 03:15:07 PM »
Ah, I thought within 10bkm of the ship itself. Well, that explains it, because I hadn't realized that there was another ship also in the system and the one planet left was 6bkm away... .
 

Offline trabber Shir

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Re: Bug Reports (Version 138 and up)
« Reply #121 on: September 23, 2021, 05:39:18 AM »
For both of these I would need to look at a backup of the db from before the message.  But I'm willing to bet you didn't click the 'Save Atm', meaning the game thought your desired level was 0, which would indeed finish instantly if it was already 0.

Summary: If the "Add Gas to Atmosphere" checkbox is checked and the target is below the current actual, then the completion is announced and the actual value is set to the target immediately. The reverse also works for raising the pressure in the atmosphere.

That was discovered while intending to just document what I know about my Mars and Io incident. That rambling discussion is as follows:

Off-Topic: show
It doubt it, but lets see what I can get from backups that I still have. With an annual production of 0.0017 atm from a terraforming module it should take nearly 100 years for a single module to add 0.11 atmospheres of oxygen to Mars or Io. So going from no oxygen on either on March 30 to 0.11 atm of oxygen on both on July 30, there is definitely a bug to track down.

2072 March 30: neither has any oxygen or terraformers present. But both have "add gas to atmosphere" unchecked, with 0.11 as the "Maximum ATM".
2072 July 30: Both have 0.11 atm of oxygen and are working on greenhouse gasses with a single terraforming module each.

2072 September 6: TFB Itaperuna is 1:29 (One hour and 29 minutes) from arriving at Callisto which has no terraformers currently present. Callisto has been set to oxygen with "add gas" checked and Maximum Atm set to 0.11.

If I click "1 Day" without changing anything, then it actually advance 1:30, TFB Itaperuna completes its orders, and Callisto still has no atmosphere. Click "30 Days" and Callisto still has no atmosphere.

Reload the September 6 database, and un-check "Add Gas to Atmosphere" on Callisto. Click "1 Day". It actually advance 1:30, TFB Itaperuna completes its orders, and Callisto still has no atmosphere. Click "30 Days" and I get teh terraforming report about Subtraction of Oxygen being completed and Callisto now has 0.11 atm of oxygen.

Mars is trying to remove Carbon dioxide, I wonder what will happen if I check that checkbox on and advance 30 days? Answer: "Gas Removed" event fires.

Io is trying to add 1.01 atm of safe greenhouse gas, I wonder what will happen if I un-check "Add Gas to Atmosphere" and advance 30 days? Answer: "Breathable Atmosphere" event fires.


All three mentioned databases are in the attached 7z

You could change the word "wavelength" into "frequency": Laser frequency technology. The higher a laser frequency, the less the laser loses power with range. Therefore, higher frequency lasers will cause more damage at a longer range than lower-frequency lasers of the same focal size.
I agree with this, still a tad technobably, but all the words map to their fundamental definitions that way.

I suspect the original wording probably sprang from confusion among diffusion, dispersion, and energy density concepts while reading up on how laser weapons work. Longer wavelength is technically more efficient in atmosphere, but higher frequency is functionally better at getting a large concentration of energy in a small spot on a target. And the advantages of long wavelength don't exist in a vacuum. Really, the entire discussion of diffusion as a function of wavelength is a red herring at energies densities which can be weaponized, but it always gets brought up and always adds confusion.
 
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Offline Kyle (OP)

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Re: Bug Reports (Version 138 and up)
« Reply #122 on: September 23, 2021, 12:10:12 PM »
For both of these I would need to look at a backup of the db from before the message.  But I'm willing to bet you didn't click the 'Save Atm', meaning the game thought your desired level was 0, which would indeed finish instantly if it was already 0.

Summary: If the "Add Gas to Atmosphere" checkbox is checked and the target is below the current actual, then the completion is announced and the actual value is set to the target immediately. The reverse also works for raising the pressure in the atmosphere.

That was discovered while intending to just document what I know about my Mars and Io incident. That rambling discussion is as follows:

Aha, good find!  Fixed in version 173 which is available now.
 

Offline TMaekler

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Re: Bug Reports (Version 138 and up)
« Reply #123 on: September 23, 2021, 03:16:35 PM »
Bug squishing ;-). Be off for a week of vacation. Don't become to comfortable  ;)
 

Offline trabber Shir

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Re: Bug Reports (Version 138 and up)
« Reply #124 on: September 26, 2021, 02:38:24 PM »
I don't know whether this is a bug or just me not understanding how beam weapons work.

I have 3 ships that each have 2 turrets and 2 fire controls, one turret is assigned to each fire control. The ROF of the turrets are 5 seconds and I have excess power generation. But most 5 second turns I get the message "... is preparing to fire but her weapons are not yet ready" for each of the three ships. I did not think to backup my database before the fight, but I exported the log to a text file to review.

It looks like they fire 1 to 3 times at 5 second intervals and then give that message 2 to 9 times at five second intervals. but it is probably best described as random with more failures to fire than successes.

The fight was lost either way, so not super annoyed, but if this is clearly a bug I can try to get a reproduction situation with the same ship class, I have three more under construction and I only killed one of the 137 ships in the swarm fleet.
 

Offline trabber Shir

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Re: Bug Reports (Version 138 and up)
« Reply #125 on: September 26, 2021, 03:20:32 PM »
Cadres do not get refunded if you cancel construction of a ground unit.
 

Offline trabber Shir

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Re: Bug Reports (Version 138 and up)
« Reply #126 on: September 27, 2021, 09:23:08 AM »
I cannot create a task to repair a ship. The "Add Task" button is enabled, but clicking it does nothing.

Shipyard has 10,000 ton capacity and one slipway (out of 4) is unused. the shipyard's current complex activity is adding another slipway.

The class of the ship that need repaired is:
Off-Topic: show
(A) Survey Craft Mk. 5 class Survey Craft    10 000 tons     251 Crew     1222.4 BP      TCS 200  TH 352  EM 0
1760 km/s    JR 3-50     Armor 1-41     Shields 0-0     Sensors 5/1/2/2     Damage Control Rating 12     PPV 0
Maint Life 4.55 Years     MSP 919    AFR 66%    IFR 0.9%    1YR 72    5YR 1080    Max Repair 286 MSP
Intended Deployment Time: 48 months    Spare Berths 0

Holloway Engineering J10000(3-50) Military Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 3
Ross Aerospace 176 EP Nuclear Pulse Engine (2)    Power 176    Fuel Use 10.77%    Signature 176    Exp 5%
Fuel Capacity 600 000 Liters    Range 100.3 billion km   (659 days at full power)

Robinson-West Design Bureau Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Gravitational Survey Sensors (2)   2 Survey Points Per Hour
Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes


Both of it's gravitational survey sensors are destroyed:
Off-Topic: show
(A) Survey Craft Mk. 5 class Survey Craft    10 000 tons     251 Crew     1223 BP      TCS 199.5  TH 352  EM 0
1764 km/s    JR 3-50     Armor 1-41     Shields 0-0     Sensors 5/1/0/2     Damage Control Rating 12     PPV 0
Maint Life 3.55 Years     MSP 590.6    AFR 66%    IFR 0.9%    1YR 72    5YR 1080    Max Repair 286 MSP
Intended Deployment Time: 48 months    Spare Berths 20

Holloway Engineering J10000(3-50) Military Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 3
Ross Aerospace 176 EP Nuclear Pulse Engine (2)    Power 176    Fuel Use 10.7683%    Signature 176    Exp 5%
Fuel Capacity 600 000 Liters    Range 100.3 billion km   (659 days at full power)

Robinson-West Design Bureau Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Geological Survey Sensors (2)   2 Survey Points Per Hour

This ship is classed as a Military Vessel for maintenance purposes


I am going to try working around this with damage control tasks, which may have been the more optimal approach in retrospect anyway.
 

Offline Kyle (OP)

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Re: Bug Reports (Version 138 and up)
« Reply #127 on: September 27, 2021, 10:46:40 AM »
I don't know whether this is a bug or just me not understanding how beam weapons work.

I have 3 ships that each have 2 turrets and 2 fire controls, one turret is assigned to each fire control. The ROF of the turrets are 5 seconds and I have excess power generation. But most 5 second turns I get the message "... is preparing to fire but her weapons are not yet ready" for each of the three ships. I did not think to backup my database before the fight, but I exported the log to a text file to review.

It looks like they fire 1 to 3 times at 5 second intervals and then give that message 2 to 9 times at five second intervals. but it is probably best described as random with more failures to fire than successes.

The fight was lost either way, so not super annoyed, but if this is clearly a bug I can try to get a reproduction situation with the same ship class, I have three more under construction and I only killed one of the 137 ships in the swarm fleet.

This message only appears after you first click an 'Open Fire' button or after a fleet transits a warp point.  Delays can be reduced by better crew grade, crew morale, task force Comms modifier, and task force Operations modifier, or turned off completely by playing without Inexperienced Fleets enabled.

Edit: also try version 174 just in case :)


Cadres do not get refunded if you cancel construction of a ground unit.

I believe that's the case with VB6 as well. 


I cannot create a task to repair a ship. The "Add Task" button is enabled, but clicking it does nothing.

Shipyard has 10,000 ton capacity and one slipway (out of 4) is unused. the shipyard's current complex activity is adding another slipway.

The class of the ship that need repaired is:
Off-Topic: show
(A) Survey Craft Mk. 5 class Survey Craft    10 000 tons     251 Crew     1222.4 BP      TCS 200  TH 352  EM 0
1760 km/s    JR 3-50     Armor 1-41     Shields 0-0     Sensors 5/1/2/2     Damage Control Rating 12     PPV 0
Maint Life 4.55 Years     MSP 919    AFR 66%    IFR 0.9%    1YR 72    5YR 1080    Max Repair 286 MSP
Intended Deployment Time: 48 months    Spare Berths 0

Holloway Engineering J10000(3-50) Military Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 3
Ross Aerospace 176 EP Nuclear Pulse Engine (2)    Power 176    Fuel Use 10.77%    Signature 176    Exp 5%
Fuel Capacity 600 000 Liters    Range 100.3 billion km   (659 days at full power)

Robinson-West Design Bureau Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Gravitational Survey Sensors (2)   2 Survey Points Per Hour
Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes


Both of it's gravitational survey sensors are destroyed:
Off-Topic: show
(A) Survey Craft Mk. 5 class Survey Craft    10 000 tons     251 Crew     1223 BP      TCS 199.5  TH 352  EM 0
1764 km/s    JR 3-50     Armor 1-41     Shields 0-0     Sensors 5/1/0/2     Damage Control Rating 12     PPV 0
Maint Life 3.55 Years     MSP 590.6    AFR 66%    IFR 0.9%    1YR 72    5YR 1080    Max Repair 286 MSP
Intended Deployment Time: 48 months    Spare Berths 20

Holloway Engineering J10000(3-50) Military Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 3
Ross Aerospace 176 EP Nuclear Pulse Engine (2)    Power 176    Fuel Use 10.7683%    Signature 176    Exp 5%
Fuel Capacity 600 000 Liters    Range 100.3 billion km   (659 days at full power)

Robinson-West Design Bureau Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Geological Survey Sensors (2)   2 Survey Points Per Hour

This ship is classed as a Military Vessel for maintenance purposes


I am going to try working around this with damage control tasks, which may have been the more optimal approach in retrospect anyway.

Easiest way for me to investigate this is to just have a copy of the save file to try it out.  I'll be repairing one of my own fleets soon though, so I may run into an issue myself.
« Last Edit: September 27, 2021, 11:09:37 AM by Kyle »
 
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Offline trabber Shir

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Re: Bug Reports (Version 138 and up)
« Reply #128 on: September 27, 2021, 04:15:26 PM »
Easiest way for me to investigate this is to just have a copy of the save file to try it out.  I'll be repairing one of my own fleets soon though, so I may run into an issue myself.

The post you quoted has the save attached as well a screenshot to show which shipyard and ship.
 
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Offline trabber Shir

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Re: Bug Reports (Version 138 and up)
« Reply #129 on: September 27, 2021, 04:36:48 PM »
New issue: A ship design with 0 spare berths became -1 after an overhaul and gave me a "crew morale falling" message. However that message only fired once per ship (at lest has not fired again after a couple 5 day ticks). Nor has morale dropped below 100% in 10 days.

Class design:
Off-Topic: show
(M) Laser Frigate Mk. 1 class Frigate    5 000 tons     189 Crew     843.5 BP      TCS 100  TH 228  EM 30
2280 km/s     Armor 4-26     Shields 1-300     Sensors 6/6/0/0     Damage Control Rating 24     PPV 11.86
Maint Life 4.65 Years     MSP 423    AFR 49%    IFR 0.6%    1YR 32    5YR 479    Max Repair 160 MSP
Intended Deployment Time: 4 months    Spare Berths 0

Hanson Dynamics 228 EP Ion Drive (1)    Power 228    Fuel Use 49.26%    Signature 228    Exp 9%
Fuel Capacity 300 000 Liters    Range 21.9 billion km   (111 days at full power)
Bradley-Hill Alpha R300/168 Shields (1)   Total Fuel Cost  7 Liters per hour  (168 per day)

Single 12k/1 Turret -  Bradley-Hill 12cm C4 Near Ultraviolet Laser (2)    Range 120 000km     TS: 12000 km/s     Power 4-4     RM 3    ROF 5        4 4 4 3 2 2 2 2 1 1
Bradley-Hill Fire Control S08 64-12000 (2)    Max Range: 128 000 km   TS: 12000 km/s     92 84 77 69 61 53 45 38 30 22
Bradley-Hill 4.2MW Stellarator Fusion Reactor Technology (2)     Total Power Output 8.4    Armor 1    Exp 5%

Bradley-Hill Active Search Sensor MR96-R100 (1)     GPS 16000     Range 96m km    Resolution 100
Bradley-Hill Active Search Sensor MR3-R1 (1)     GPS 64     Range 3.84m km    MCR 418.2k km    Resolution 1
Robinson-West Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Robinson-West EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Military Vessel for maintenance purposes


One of the affected ship designs:
Off-Topic: show
(M) Laser Frigate Mk. 1 class Frigate    5 000 tons     189 Crew     844 BP      TCS 100  TH 228  EM 30
2280 km/s     Armor 4-26     Shields 1-300     Sensors 6/6/0/0     Damage Control Rating 24     PPV 11.86
Maint Life 4.65 Years     MSP 423    AFR 49%    IFR 0.6%    1YR 32    5YR 479    Max Repair 160 MSP
Intended Deployment Time: 4 months    Spare Berths -1

Hanson Dynamics 228 EP Ion Drive (1)    Power 228    Fuel Use 49.2603%    Signature 228    Exp 9%
Fuel Capacity 300 000 Liters    Range 21.9 billion km   (111 days at full power)
Bradley-Hill Alpha R300/168 Shields (1)   Total Fuel Cost  7 Liters per hour  (168 per day)

Single 12k/1 Turret -  Bradley-Hill 12cm C4 Near Ultraviolet Laser (2)    Range 120 000km     TS: 12000 km/s     Power 4-4     RM 3    ROF 5        4 4 4 3 2 2 2 2 1 1
Bradley-Hill Fire Control S08 64-12000 (2)    Max Range: 128 000 km   TS: 12000 km/s     92 84 77 69 61 53 45 38 30 22
Bradley-Hill 4.2MW Stellarator Fusion Reactor Technology (2)     Total Power Output 8.4    Armor 1    Exp 5%
Bradley-Hill Active Search Sensor MR96-R100 (1)     GPS 16000     Range 96m km    Resolution 100
Bradley-Hill Active Search Sensor MR3-R1 (1)     GPS 64     Range 3.84m km    MCR 418.2k km    Resolution 1
Robinson-West Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Robinson-West EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This ship is classed as a Military Vessel for maintenance purposes


Database is attached (I moved the affected ships to their own fleet before thinking to back up the save, they were the three with the least time deployed before the overhaul of "Battle Training Group", the rest of which is still overhauling)

This was on version 173.
"Ship Design Display" still shows -1 berths after upgrade to 174.
 
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Offline trabber Shir

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Re: Bug Reports (Version 138 and up)
« Reply #130 on: September 28, 2021, 10:43:07 AM »
The "Available Colony Analysis" screen ("Potential Colonies" button) only shows bodies in my home system. I have inhabited colonies in 3 systems and I have surveyed planets with 2.0 habitability in 8 different systems, but that view only shows me systems in Sol. The database I uploaded in my previous post has this bug as well.
 
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Offline trabber Shir

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Re: Bug Reports (Version 138 and up)
« Reply #131 on: September 28, 2021, 02:03:07 PM »
You can "prototype" a species doing so seems to instantly research it for free. Also, there is no way I can find to delete a species, rename a species, or mark a species as obsolete, I would expect to do the rename or obsolete from the Technology Report (View Technology button) but it does not list "species" or "new species" in its categories.

A "Human #2" I prototyped (thus hitting this bug) and could not figure out how to research, as well as a "Human #2" I actually did research are selectable on the "Environment & GMC" tab with the attached database.

Tested and still an issue on version 174
 
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Offline trabber Shir

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Re: Bug Reports (Version 138 and up)
« Reply #132 on: September 28, 2021, 02:11:16 PM »
Oh, and I cannot find any reference to this, so I guess it is a bug in light of "all the features including AI are in place now" being part of the official description:

The "Auto Fire" button on the Combat Overview Window pops a "Not yet implemented" modal dialog. See attached.
 

Offline Kyle (OP)

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Re: Bug Reports (Version 138 and up)
« Reply #133 on: September 28, 2021, 03:41:26 PM »
Easiest way for me to investigate this is to just have a copy of the save file to try it out.  I'll be repairing one of my own fleets soon though, so I may run into an issue myself.

The post you quoted has the save attached as well a screenshot to show which shipyard and ship.

Fixed for the next version, sorry about that


New issue: A ship design with 0 spare berths became -1 after an overhaul and gave me a "crew morale falling" message. However that message only fired once per ship (at lest has not fired again after a couple 5 day ticks). Nor has morale dropped below 100% in 10 days.

Class design:
Off-Topic: show
(M) Laser Frigate Mk. 1 class Frigate    5 000 tons     189 Crew     843.5 BP      TCS 100  TH 228  EM 30
2280 km/s     Armor 4-26     Shields 1-300     Sensors 6/6/0/0     Damage Control Rating 24     PPV 11.86
Maint Life 4.65 Years     MSP 423    AFR 49%    IFR 0.6%    1YR 32    5YR 479    Max Repair 160 MSP
Intended Deployment Time: 4 months    Spare Berths 0

Hanson Dynamics 228 EP Ion Drive (1)    Power 228    Fuel Use 49.26%    Signature 228    Exp 9%
Fuel Capacity 300 000 Liters    Range 21.9 billion km   (111 days at full power)
Bradley-Hill Alpha R300/168 Shields (1)   Total Fuel Cost  7 Liters per hour  (168 per day)

Single 12k/1 Turret -  Bradley-Hill 12cm C4 Near Ultraviolet Laser (2)    Range 120 000km     TS: 12000 km/s     Power 4-4     RM 3    ROF 5        4 4 4 3 2 2 2 2 1 1
Bradley-Hill Fire Control S08 64-12000 (2)    Max Range: 128 000 km   TS: 12000 km/s     92 84 77 69 61 53 45 38 30 22
Bradley-Hill 4.2MW Stellarator Fusion Reactor Technology (2)     Total Power Output 8.4    Armor 1    Exp 5%

Bradley-Hill Active Search Sensor MR96-R100 (1)     GPS 16000     Range 96m km    Resolution 100
Bradley-Hill Active Search Sensor MR3-R1 (1)     GPS 64     Range 3.84m km    MCR 418.2k km    Resolution 1
Robinson-West Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Robinson-West EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Military Vessel for maintenance purposes


One of the affected ship designs:
Off-Topic: show
(M) Laser Frigate Mk. 1 class Frigate    5 000 tons     189 Crew     844 BP      TCS 100  TH 228  EM 30
2280 km/s     Armor 4-26     Shields 1-300     Sensors 6/6/0/0     Damage Control Rating 24     PPV 11.86
Maint Life 4.65 Years     MSP 423    AFR 49%    IFR 0.6%    1YR 32    5YR 479    Max Repair 160 MSP
Intended Deployment Time: 4 months    Spare Berths -1

Hanson Dynamics 228 EP Ion Drive (1)    Power 228    Fuel Use 49.2603%    Signature 228    Exp 9%
Fuel Capacity 300 000 Liters    Range 21.9 billion km   (111 days at full power)
Bradley-Hill Alpha R300/168 Shields (1)   Total Fuel Cost  7 Liters per hour  (168 per day)

Single 12k/1 Turret -  Bradley-Hill 12cm C4 Near Ultraviolet Laser (2)    Range 120 000km     TS: 12000 km/s     Power 4-4     RM 3    ROF 5        4 4 4 3 2 2 2 2 1 1
Bradley-Hill Fire Control S08 64-12000 (2)    Max Range: 128 000 km   TS: 12000 km/s     92 84 77 69 61 53 45 38 30 22
Bradley-Hill 4.2MW Stellarator Fusion Reactor Technology (2)     Total Power Output 8.4    Armor 1    Exp 5%
Bradley-Hill Active Search Sensor MR96-R100 (1)     GPS 16000     Range 96m km    Resolution 100
Bradley-Hill Active Search Sensor MR3-R1 (1)     GPS 64     Range 3.84m km    MCR 418.2k km    Resolution 1
Robinson-West Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Robinson-West EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This ship is classed as a Military Vessel for maintenance purposes


Database is attached (I moved the affected ships to their own fleet before thinking to back up the save, they were the three with the least time deployed before the overhaul of "Battle Training Group", the rest of which is still overhauling)

This was on version 173.
"Ship Design Display" still shows -1 berths after upgrade to 174.

Fixed for the next version.  Warning, this class design is going to show -1 spare berths in the next version.  I originally figured I'd give a little wiggle room for crew quarters hull size requirements so a requirement of 6.0004 would round down to 6, but I had forgotten about the Crew Morale phase.  Things start to get messy if I try adding this wiggle room to the Morale phase as well, so I have to get rid of it. 

Edit: I fixed the auto-fill of crew quarters on the Class Design window to reflect this as well.  So your design will change to this:



Interestingly enough, this only changes the Exact Class Size from 99.66 to 99.76, so the design remains at 5000 tons

The "Available Colony Analysis" screen ("Potential Colonies" button) only shows bodies in my home system. I have inhabited colonies in 3 systems and I have surveyed planets with 2.0 habitability in 8 different systems, but that view only shows me systems in Sol. The database I uploaded in my previous post has this bug as well.

Fixed for next version


You can "prototype" a species doing so seems to instantly research it for free. Also, there is no way I can find to delete a species, rename a species, or mark a species as obsolete, I would expect to do the rename or obsolete from the Technology Report (View Technology button) but it does not list "species" or "new species" in its categories.

A "Human #2" I prototyped (thus hitting this bug) and could not figure out how to research, as well as a "Human #2" I actually did research are selectable on the "Environment & GMC" tab with the attached database.

Tested and still an issue on version 174

Fixed for next version (it will no longer be possible to prototype a species)

You're right, there's no way to delete a species unfortunately. The best you can do is just not use it. 


Oh, and I cannot find any reference to this, so I guess it is a bug in light of "all the features including AI are in place now" being part of the official description:

The "Auto Fire" button on the Combat Overview Window pops a "Not yet implemented" modal dialog. See attached.

Auto Fire is coming Soon(TM).  Basically when I run into a situation where I need it myself, so I have a good testing scenario.  Almost had such a situation but wound up doing things manually, with some help from the Same Loc button.

The next version should be within 24 hours.  I made some modifications to civ shipping that I want to field test a bit more.
« Last Edit: September 28, 2021, 05:06:55 PM by Kyle »
 
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Offline trabber Shir

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Re: Bug Reports (Version 138 and up)
« Reply #134 on: October 01, 2021, 07:05:53 PM »
Multiple colonies on a body all get full bonuses from orbital mines, effectively duplicating them (see Neujmin in the attached database). The same is true for orbital transforming modules if both colonies have terraforming configured, you can even add multiple gasses at the same time this way (see Luna in the attached database).
 
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