Author Topic: v1.20 Bugs Thread  (Read 14412 times)

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Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #120 on: April 13, 2020, 07:00:22 PM »
Minor issue:
Class Design screen.  Before creating any new ships:  Select "New Hull", enter any text on the hull name popup.  Hit "OK".  Then hit "Cancel" on the Enter hull abbreviation popup.  Error: Function #249: Object reference not set to an instance of an object.  It appears to work OK if you first create a new ship.

Fixed.
 
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Offline Inglonias

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Re: v1.20 Bugs Thread
« Reply #121 on: April 13, 2020, 07:06:48 PM »
I'd like to report that you're still awake at 1 AM as a bug in the hopes that maybe you'll fix it.

That said, I'm not your dad and can't tell you what to do.  :)
 
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Offline GhostIsGone

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Re: v1.20 Bugs Thread
« Reply #122 on: April 13, 2020, 07:10:03 PM »
In the civilian economy tab, when selecting the "Military Restricted Economy" check-box, the check-box is still checked, even when I hit no during the confirmation dialogue.
 

Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #123 on: April 13, 2020, 07:10:48 PM »
I'd like to report that you're still awake at 1 AM as a bug in the hopes that maybe you'll fix it.

That said, I'm not your dad and can't tell you what to do.  :)

Its the compressed fuel storage. It isn't being assigned in setup text. I've added break points everywhere that tech is added and none trigger on that ID. I rechecked the DB and made sure it is ruins only and not a starting tech.

Somehow it keeps appearing! I have to know what is going on :)

EDIT: I deleted the tech from the database and it still appeared. I may have entered the Twilight Zone!
« Last Edit: April 13, 2020, 07:13:31 PM by Steve Walmsley »
 

Offline Red Dusk

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Re: v1.20 Bugs Thread
« Reply #124 on: April 13, 2020, 07:10:52 PM »
It appears that it is possible to multiple engines of different types to a ship in the designer.  The engines show up in the components window and apply to the speed and fuel consumption of the ships.  It is not reflected in the ship description
 

Offline Ancalagon

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Re: v1.20 Bugs Thread
« Reply #125 on: April 13, 2020, 07:15:01 PM »
Steve,

I regret to inform you that quad turrets made out of quad turrets are possible.

And quad turrets of quad turrets of quad turrets. Tracking speed only takes the final turret's value, but the weapon fire properly multiplies!
 

Offline xenoscepter

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Re: v1.20 Bugs Thread
« Reply #126 on: April 13, 2020, 07:17:19 PM »
The turret within a turret was in VB6, too.

Pretty sure that is intended.
 

Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #127 on: April 13, 2020, 07:21:02 PM »
I'd like to report that you're still awake at 1 AM as a bug in the hopes that maybe you'll fix it.

That said, I'm not your dad and can't tell you what to do.  :)

Its the compressed fuel storage. It isn't being assigned in setup text. I've added break points everywhere that tech is added and none trigger on that ID. I rechecked the DB and made sure it is ruins only and not a starting tech.

Somehow it keeps appearing! I have to know what is going on :)

EDIT: I deleted the tech from the database and it still appeared. I may have entered the Twilight Zone!

Found it!

The problem was the compressed fuel storage component was linked to the base tech for maintenance production in the DB, not the compressed fuel storage tech. I thought I was going insane :)
 
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Offline Ancalagon

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Re: v1.20 Bugs Thread
« Reply #128 on: April 13, 2020, 07:21:43 PM »
The turret within a turret was in VB6, too.

Pretty sure that is intended.

Not in VB6 7.1, I checked. It allows you to create some ridiculous STOs.
 

Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #129 on: April 13, 2020, 07:24:25 PM »
Steve,

I regret to inform you that quad turrets made out of quad turrets are possible.

And quad turrets of quad turrets of quad turrets. Tracking speed only takes the final turret's value, but the weapon fire properly multiplies!

Fixed.
 

Offline Inglonias

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Re: v1.20 Bugs Thread
« Reply #130 on: April 13, 2020, 07:26:03 PM »
I'd like to report that you're still awake at 1 AM as a bug in the hopes that maybe you'll fix it.

That said, I'm not your dad and can't tell you what to do.  :)

Its the compressed fuel storage. It isn't being assigned in setup text. I've added break points everywhere that tech is added and none trigger on that ID. I rechecked the DB and made sure it is ruins only and not a starting tech.

Somehow it keeps appearing! I have to know what is going on :)

EDIT: I deleted the tech from the database and it still appeared. I may have entered the Twilight Zone!

Found it!

The problem was the compressed fuel storage component was linked to the base tech for maintenance production in the DB, not the compressed fuel storage tech. I thought I was going insane :)
The bug making sense and you going insane are not mutually exclusive.
 

Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #131 on: April 13, 2020, 07:28:11 PM »
In Class design --> Select a Class --> Miscellanous , you can instant build ships even when not in SM mode. Should be hidden

Only if you have build points available.
 

Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #132 on: April 13, 2020, 07:29:10 PM »
In V 1.2, "Missile Engines" is a category of tech you can view in the tech report, and those are no longer a thing.

Fixed.
 
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Offline Steve Walmsley (OP)

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Re: v1.20 Bugs Thread
« Reply #133 on: April 13, 2020, 07:37:10 PM »
Hit chance with beam fire control vs moving targets;

In VB6 , when a target was moving faster that the maximum beam fire control tracking speed, the base change was multiplied by Target Speed/Tracking Speed.

This appears to not be the case in 1.2, at least that's what class design summary describes :

Target speed at 3750:

https://ibb.co/GVQ3hcW

Target speed at 3751 :

https://ibb.co/18M4mqf

Hit chance dropped to 0, at least visually

(How do you post images on this forum?)

Fixed. One of the most annoying things about C# is that dividing an int by an int drops any fractions. You have to remember to cast one of the ints as a double or decimal and I forgot on this occasion.
 
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Offline db48x

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Re: v1.20 Bugs Thread
« Reply #134 on: April 13, 2020, 07:37:18 PM »
Steve,

I regret to inform you that quad turrets made out of quad turrets are possible.

And quad turrets of quad turrets of quad turrets. Tracking speed only takes the final turret's value, but the weapon fire properly multiplies!

Fixed.

Aww, don't fix that one!
 
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