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Topic Summary

Posted by: nakorkren
« on: Yesterday at 08:36:26 PM »

I started getting error "2.5.1 Function #1500: constraint failed UNIQUE constraint failed: FCT_ShipDesignComponents.SDComponentID" every time I save. Doesn't seem to harm anything, although I haven't since tried closing the game and loading the save, as I'm afraid it might not actually be saving or might be corrupting the save.
Posted by: pedter
« on: Yesterday at 08:11:00 PM »

In v2.5.1, the smallest increment of jump drive tonnage, 10t, rounds to the nearest hull size in increments of 50t when checking if it can jump ships. A jump drive rated for 370t can only jump 350t, while a jump drive rated for 380t can jump a full 400t.
Posted by: ISN
« on: Yesterday at 06:48:20 PM »

Minor issue: ramming attacks seem to occur once every sub-pulse, i.e. five per five-second increment, rather than once every five seconds. If you turn off one second sub-pulses they go back to attacking once per increment.

(I don't think I've ever actually seen a ramming attack succeed, even attacking five times per increment, so this doesn't really matter much, but they probably should be consistent.)
Posted by: pedter
« on: Yesterday at 05:26:22 AM »

but MSPs grow to 147%?!

I see 3x Engineering Spaces on the destroyed components list - it is possible that the MSP storage was destroyed without destroying the MSP itself, leaving the ship well above available capacity. I'm not certain that's what happening as I seem to recall destroyed fuel tanks also destroying their contained fuel but maybe engineering spaces are different for some reason.
Posted by: Jeltz
« on: Yesterday at 04:53:41 AM »

I don't know if it's a bug, it's certainly a curious thing: one of my GEVs was attacked by an unknown unit, the first broadside was absorbed and damage control repairs the faults... but MSPs grow to 147%?!

Aurora 2.5.1, vanilla, W10, conventional start, real stars
Posted by: Garfunkel
« on: June 01, 2024, 06:39:13 AM »

I've mentioned this before but I fear it has been lost in the noise.

If you start with Minerva in Sol and the game creates a gas giant with trojans, those trojans are listed in the Fleet Movement Orders view alongside inner system asteroids, which is a little annoying as it clutters the view when playing a super-early conventional start. They should, IMHO, come at the very end of the asteroids, seeing as they are the farthest away.
Posted by: Skip121
« on: June 01, 2024, 02:46:06 AM »

Hi Steve,

Thank you so much for this, the game is now working perfectly!

I'm definitely running v2. 5. 1, it's the first time this has happened and I'm about 85 years into the game roughly.

Thanks again!
Posted by: Steve Walmsley
« on: May 31, 2024, 11:59:33 AM »

Hi All,

I've encountered a weird issue with the game which started this morning

When opening Aurora I'm getting error pop-ups, the first one is '2. 5. 1 Function #1170: Object cannot be cast from DBNull to other types'.  This is then followed by hundreds of '2. 5. 1 Function #3040: Object reference not set to an instance of an object.
I can click through the pop-ups and eventually the game will load, but I've saved and exited and tried again and the errors simply start again.

I have no idea what the cause might be as I haven't done anything unusual in my playthrough and don't really know what it might be.  I'm wondering whether it's an NPR issue?

Any advice would be really appreciated as my current game has been working brilliantly until now and I've been really enjoying it so I'm desperate to save it!

#1170 is the function that loads system bodies. If that fails, the game won't work. If you know how to look at the database file, you can check for a null value in FCT_SystemBody.

Are you definitely on v2.5.1, as I recall something on these lines in an earlier version?
Posted by: Skip121
« on: May 31, 2024, 11:08:19 AM »

Hi All,

I've encountered a weird issue with the game which started this morning

When opening Aurora I'm getting error pop-ups, the first one is '2. 5. 1 Function #1170: Object cannot be cast from DBNull to other types'.  This is then followed by hundreds of '2. 5. 1 Function #3040: Object reference not set to an instance of an object.
I can click through the pop-ups and eventually the game will load, but I've saved and exited and tried again and the errors simply start again.

I have no idea what the cause might be as I haven't done anything unusual in my playthrough and don't really know what it might be.  I'm wondering whether it's an NPR issue?

Any advice would be really appreciated as my current game has been working brilliantly until now and I've been really enjoying it so I'm desperate to save it!
Posted by: skoormit
« on: May 28, 2024, 06:27:05 AM »

I ordered the construction of a freighter space station, using construction factories, at a colony that did not have a target fleet selected in the Space Stations list.
(This was the first time I had constructed any ship at this colony.)

When completed, the space station was placed into a civilian shipping fleet in orbit of the planet.

I had my own fleet in orbit of the planet at the time.
(I suspect the civilian fleet was chosen by default because its creation predates the creation of my own fleet.)

Posted by: pedter
« on: May 25, 2024, 11:41:54 PM »

A civilian cargo vessel has taken orders to carry a genetic modification centre but is unable to do so because its cargo hold is already full. It is now generating auto-turn-pausing interrupts because it cannot load. Presumably the underlying logic should not have allowed this so I'll file it as a bug. SM mode did not allow me to remove its orders nor empty its cargo so I have had to delete the vessel entirely instead.

Standard info dump:
- Conventional start
- Real stars
- US decimal and time formats (I have not reconfigured for UK standards)
- Approximately 85 years into the campaign
- Campaign started and running on v2.5.1 (no mods or DB edits ever)
Posted by: pedter
« on: May 23, 2024, 09:24:36 PM »

I've hit three total error functions recently (though not at the same time) while running time with no specific window or identifiable context:

2.5.1 Function #2788: Object reference not set to an instance of an object.
2.5.1 Function #1531: Object reference not set to an instance of an object. (This occurred two different times)

#1531 may have something to do with an NPR generating a free colony with the default free 100 population and 1 naval command after being wiped out. I've been playing whack-a-mole with this NPR trying to wipe it out completely and have been generating quite a few free naval commands as a result; the logic there may warrant a look for more than just the function error. For #2788 I truly have no ideas unfortunately.

Standard info dump:
- Conventional start
- Real stars
- US decimal and time formats (I have not reconfigured for UK standards)
- Approximately 85 years into the campaign
- Campaign started and running on v2.5.1

Editing in: I've now received #1531 nine more times with even less context than the first two times. I'm still getting them after deleting my 'blocker' colonies that seemed to prevent the NPR from generating a free starting pop of 100 on the same body. The NPR also still has no colonies in the DB so perhaps the wiped-out NPR is not relevant after all.

Editing in a second time: I've hit a different error after rebooting Aurora; #1531 seems to have quieted with the reboot, but this one is new. It came after a tremendous amount of 5-second death but provided me with no context for its existence outside of the error text itself:

2.5.1 Function #3656: The given key was not present in the dictionary.
Posted by: Garfunkel
« on: May 15, 2024, 07:29:37 PM »

Not quite do because the 0.2 automines are still somewhere, possibly taking up cargo space somewhere forever! Think of the lost efficiy! 😂

Edit:
Damn, posting from a phone sucks. I'll leave these horrible typos as my legacy.
Posted by: vorpal+5
« on: May 15, 2024, 08:02:40 AM »

I can check, but it was more than one year ago and the longest travel time is 4 months. And still, it would not explain the 'freeze' on current AM count when producing an extra 0.2

Attach your DB if you like. I'll send my SQL Raiders to find the missing 0.2 automines.
Thanks, but it's okay. No fuss, I moved past this point. I edited the database to change the 8.8 facilities on Earth to 9, and everything is happily humming along now.
Posted by: nuclearslurpee
« on: May 14, 2024, 10:24:27 PM »

Just had a Stablization Ship fly through to a system with a different flag controlled race with the exclude alian controlled flag ticked on the ship.

This had happned before in this game, but I thought I had made a mistake. Seems this bug is still turning up somehow.

Doesn't help they let Swarm out of the system.

The "Exclude Alien Controlled" toggle only affects autoroute orders, it will not influence standing orders nor will it prevent the player from issuing an order which would send the ship into alien-controlled systems.