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Posted by: paolot
« on: April 26, 2025, 09:21:07 AM »

Thank you, Louella.
The coordinates of these two stars in this catalogue confirm that both are in Horologium constellation, but rather far angularly one another. So, their designation in the DB should be different.
Posted by: Louella
« on: April 26, 2025, 02:44:04 AM »

What an odd naming thing this is.

I can't find GJ 3210. Searching online, nothing.

It seems that it exists in this catalogue: https://exoplanetarchive.ipac.caltech.edu/cgi-bin/TblView/nph-tblView?app=ExoTbls&config=gjstars Don't know how helpful that is.
Posted by: shatterstar
« on: April 26, 2025, 12:01:48 AM »

Error popup, often several times at once, occurs every few 5-day increments.  It was originally #2661, now #2662.

2. 5. 1 Function #2662: Could not load file or assembly 'System. Data. Entity. Design, Version=4. 0. 0. 0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies.

Started happening after, I *think*, making several ground forces with "Construct Org".

No mods, running 2. 5. 1 in aurora4x-docker.

I am having this issue as well. I do not believe that it was a ground forces issue in my case as I had not recently built any.

Additionally I encountered a problem where, after refitting a Stabilisation Ship to a Colony ship, it still had the order in its list to stabilize a jump point. I started a different game to check if this was still an issue and was able to replicate it. I also then refitted that same ship to a troop trasport and it still had the orders for both as well as the options to load and unload troops.
Posted by: paolot
« on: April 25, 2025, 05:37:21 PM »

...
I couldn't find Epsilon Horologii in the star names in the database at all.  ???
Do you use a modded database ?

No. No modded DB.
I can open the DB using the program "DB Browser (SQLite)". In the table "Dim_KnownSystems", I applied the filter to the column "ConstellationName", so the names appear. In the attached image, the filtered content.
As you see, the "KnownSystemID"s are 36 and 384, and the names in the column "Name" are different. But in the galactic map the same name appeared.

If the "real Stars" database doesn't have duplicates (Sirius + Alpha Canis Majoris) which I'm pretty sure it doesn't, then you can decide that, as astronomers have in the past, that Epsilon Horologii is an optical double star (two stars in the same place in our sky, but different places in the 3-D universe, and name it Epsilon(2) Horologii.

Yes. Thanks, Steve!
I did so: Epsilon2 Horologii.   :)

@Andrew.
Thank you.
In the list, the star GJ 1061 appears. It is the first Epsilon Horologii that I met.
I can't find GJ 3210. Searching online, nothing.
Posted by: Andrew
« on: April 25, 2025, 04:32:44 PM »

The list of stars in that constellation is
https://en.wikipedia.org/wiki/List_of_stars_in_Horologium

Of course most of these are nowhere near each other so for an Aurora star map pick any star name, or make one up and assume the one you are at was not visible from Earth because it was faint or obsucred by a nebula/dust cloud/dark matter cloud/ Giant space turtle/etc
Posted by: Louella
« on: April 25, 2025, 03:53:49 PM »

I have just discovered a system having the same name (Epsilon Horologii) of another one. See the attached image (I placed them side by side to do the screenshot).

I couldn't find Epsilon Horologii in the star names in the database at all.  ???

Do you use a modded database ?
Posted by: Steve Zax
« on: April 25, 2025, 03:08:28 PM »

If the "real Stars" database doesn't have duplicates (Sirius + Alpha Canis Majoris) which I'm pretty sure it doesn't, then you can decide that, as astronomers have in the past, that Epsilon Horologii is an optical double star (two stars in the same place in our sky, but different places in the 3-D universe, and name it Epsilon(2) Horologii.
Posted by: paolot
« on: April 22, 2025, 07:54:53 PM »

TN start, Real stars, dot as decimal separator, 94 years in the game.
I have just discovered a system having the same name (Epsilon Horologii) of another one. See the attached image (I placed them side by side to do the screenshot).
The new system is the 216th that I met. These two systems are very different one another.
I wish to change the name of the most recent system. But, how can I choose a suitable name? especially a name not already present in the DB, and coherent with the real stars environment.
Posted by: Ghostly
« on: April 16, 2025, 11:25:30 AM »

Conventional start, Real Stars, period separator, 60 years in.

Ordering a fleet with a tanker to "Transfer Fuel to Refueling Hub" will exceed the hub's fuel capacity and keep transferring fuel until the tanker is empty. Attached screenshot is how I found it in my game, also managed to replicate with a different tanker design and a brand new hub design (just fuel tanks and the hub module, no other modules). Something similar has been reported here https://aurora2.pentarch.org/index.php?topic=10990.msg126741#msg126741 , though in my case one hub in the fleet is enough for the bug to manifest. This is problematic because the "Refuel Stationary Fleet" order is also unreliable as reported here https://aurora2.pentarch.org/index.php?topic=13464.msg172115#msg172115 , I had to up my order delay for it from 10 minutes to 1 hour to make it work in increments above 8 hours.
Posted by: Chris Foster
« on: April 14, 2025, 01:07:12 AM »

Error Function #1516 occurs every increment due to ground forces.

Two formations exist as in the picture attached/below. Both were created via the organizations tab, with the 1st being created from the instant org button. Deleting the formations fixes the error. removing the MLRS companies from the formations also fixes the error. but re adding them causes it again. removing all the tank companies also fixes the error, they can be re-added but if there is 4 or more tank companies in one formation, or if there is 3 tank companies and at least one MLRS company, the error persists.

I have noticed from messing around with them that the tank company actually has 0 units of a construction/cap vehicle that i set to zero but forgot to delete, while the MLRS has 1 (intentionally). Im no programmer but i suspect some sort of float error or something with the total formation due to the existence of the 0 units in the tank company, since the error does not occur when the formation consists of only MLRS units. the error does not persist when the tank companies are under no hierarchy.

https://imgur.com/a/zoNuCKy
Posted by: trabber Shir
« on: April 13, 2025, 08:53:40 PM »

The function number - N/A
The complete error text - N/A
The window affected - Naval Organization -> Ship Combat
What you were doing at the time - Launching long range survey missiles at Minerva and it's moons from a 1000t craft with a size 99 box launcher
Conventional or TN start - Conventional
Random or Real Stars - real
Is your decimal separator a comma? - no
Is the bug is easy to reproduce, intermittent or a one-off? - consistent in attached db
If this is a long campaign? - No, started in 2.5.0 and upgraded to 2.5.1, but only 30ish years in (I don't remember the start year, am currently on 2053)

At first I though it was due to skill of my crew, but when it did not get any better after training got above 30% I decided to get out the calculator and verified exactly 1/10th the number of seconds that pass get removed from the count down. So, probably a format string issue.
Posted by: xenoscepter
« on: April 04, 2025, 11:48:25 AM »

 --- UPDATE: Turns out, the bug seems to be fixed. Finally, fighter sized colony ships and fighter sized cargo shunts are possible. HUZZAH! ;D

 --- So this was and to my knowledge still is a long-standing bug, but fighter sized ships despite their descriptions / mechanical implications, cannot land on planets to unload / load things w/o a cargo shuttle bay or spaceport. I noticed in my 2.5.1 game that a Shuttle sized Cargo Bay now exists, so I intend to test whether or not this bug is no longer present and will edit the post if it has been. Mostly for future reference for myself and a good tracker for if the bug is still present. Will edit soon.
Posted by: Ghostly
« on: March 29, 2025, 08:29:43 AM »

A commercial carrier with maintenance modules won't maintain its strikegroup if no parasite has any maintenance storage, even if maintenance capacity/support is sufficient. Parasites' maintenance clocks will keep ticking, they won't drain MSP from the carrier and will be susceptible to maintenance failures. If at least one parasite has MSP storage, the rest will also be maintained.

Screenshot one: on the top, a small carrier failing to maintain its MSP-less strike group on the top, a fleet with a carrier successfully maintaining its mixed group of MSP and non-MSP-carrying parasites on the bottom.

Screenshot two: same small carrier one construction increment after SM-adding 5 MSP storage to the parasite design.
Posted by: Ghostly
« on: March 21, 2025, 04:06:41 AM »

Conventional start, Real Stars, period separator, almost 60 years in, DB link (couldn't attach normally, file too large)

My Swarms' AI is apparently broken, their survey and combat ships are stuck at jump points within my buoy range and do absolutely nothing. In-game this is visible in Phi Lyrae and Luyten Palomar 888-64 systems. Additionally, they hardly seem to produce any new ships, with Swarm #2 (Race #618) being somewhat of an exception, having produced 5 ships in a year. Swarm #1 (Race #609), now extinct, has produced a single Pyrovore in 8 years of existence.

Similarly, according to my DB's IndustrialProjects and ShipyardTask tabs, almost no NPR is building any new installations or ships, the only active NPR shipbuilding tasks belong to a near-extinct race.

Observations:
  • No Swarm survey ship, except the sole surviving Lictor of Swarm #2, has any standing orders. However, each known Lictor has entered a new system at least once.
  • Encountering my buoys and mines didn't prevent Swarm survey ships from attempting to carry on with their duties in the past.
  • No Swarm ship has ever attempted a JP transit to catch one of my ships, they'd always camp the JP instead.
  • The only races posessing Swarm Extraction Module tech according to the DB are my two starting NPRs. However, every Swarm Ripper has that module.
  • No weird increment interrupts were observed.

Update:
  • Every functioning survey ship has RedployOrderGiven=1 in FCT_Fleet. Swarm surveyors without a standing order have it set to 0. Not sure what that means.

Update:
  • Swarm #4(#626) has gotten unstuck and resumed gravitational surveys 10 days after getting stuck. Swarm #3(#621) resumed gravsurveys roughly 10 months after getting stuck and still has no new ship entries in the DB.
Posted by: Inglonias
« on: March 15, 2025, 08:41:32 PM »

Not sure if this is intentional or not, but I discovered what I believe is a bug when messing with the database for fun and profit.

I was nervous about my abilities compared to the NPR, and discovered that despite setting the research speed to 20%, the NPR appears to have gotten the full 160k research points to spend at the start of the game, and I got 32k. Now that I know about this, I can compensate for it, but I had no way of knowing besides literally cheating and setting the NPR to a player race for a little bit so I could peek.

EDIT: I want to clarify that setting the NPR to a player race so I could peek was the only database edit I made, and I set it back before continuing gameplay.


EDIT 2: I checked the Known Issues thread and this is working as intended.