Author Topic: v1.40 Bugs Thread  (Read 22022 times)

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Offline 01010100

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Re: v1.40 Bugs Thread
« Reply #30 on: April 14, 2020, 09:09:17 PM »
If I sent the GEV Ferdinand Magellan from the standard game to overhaul at the Home World then its maintenance clock just keeps increasing, even though there is sufficient maintenance capacity and MSP available. Its possible orders also continue to show "Begin overhaul" (not "Abandon overhaul") but if I select that again I get the error "Orders cannot be assigned to fleet which has ships undergoing overhaul."
« Last Edit: April 14, 2020, 09:11:16 PM by 01010100 »
 

Offline Froggiest1982

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Re: v1.40 Bugs Thread
« Reply #31 on: April 14, 2020, 09:14:08 PM »
Hi Steve, in relation to this http://aurora2.pentarch.org/index.php?topic=8495.msg109807#msg109807 and http://aurora2.pentarch.org/index.php?topic=8495.msg109808#msg109808 I don't seem be able to clear the Hierarchy using the button on Ground Force as the units just get out of the formation but still keeping support roles. Is this a bug or is intended? If intended how do you actually reset them? While at it, there is also a way to reset the Field Position? Again clear the Hierarchy just doesn't do it.

Thanks

EDIT: While at it, there is also a way to reset the Field Position? Apparently it also doesn't modify the HQ position if you issue the order of applying the field position to the subgroups. I have attached a new image. You have to issue a separate order just to the HQ.
« Last Edit: April 14, 2020, 09:29:37 PM by froggiest1982 »
 

Offline db48x

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Re: v1.40 Bugs Thread
« Reply #32 on: April 14, 2020, 09:16:08 PM »
I've designed a ship that requires 250 crew. The Misc tab says that it has 250 crew berths, but also that it has -1 spare berths. It also says that it requires 7.21 HS for crew spaces, but that it only has 7.2 HS. I've not yet built it to see if that causes any problems. This is from version 1.30; I haven't updated yet.

Code: [Select]
Exorcist class Replenishment Ship (P)      30,000 tons       250 Crew       883.4 BP       TCS 600    TH 1,280    EM 0
2133 km/s    JR 2-25      Armour 1-86       Shields 0-0       HTK 75      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 10,018    Max Repair 40.00 MSP
Magazine 1,000   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Vorax-Ahriman Engines Limited EP160 Commercial NPE (8)    Power 1280.0    Fuel Use 7.95%    Signature 160.0    Explosion 5%
Fuel Capacity 5,252,000 Litres    Range 396.1 billion km (2149 days at full power)

Ordnance Transfer Rate: 40 MSP per hour     Complete Transfer 25 hours
This design is classed as a Commercial Vessel for maintenance purposes
 

Offline Froggiest1982

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Re: v1.40 Bugs Thread
« Reply #33 on: April 14, 2020, 09:19:20 PM »
If I sent the GEV Ferdinand Magellan from the standard game to overhaul at the Home World then its maintenance clock just keeps increasing, even though there is sufficient maintenance capacity and MSP available. Its possible orders also continue to show "Begin overhaul" (not "Abandon overhaul") but if I select that again I get the error "Orders cannot be assigned to fleet which has ships undergoing overhaul."

The existing game gets affected by the updated database as it started on V1.00. You'll have to start a new game.

Offline 01010100

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Re: v1.40 Bugs Thread
« Reply #34 on: April 14, 2020, 09:52:15 PM »
If I sent the GEV Ferdinand Magellan from the standard game to overhaul at the Home World then its maintenance clock just keeps increasing, even though there is sufficient maintenance capacity and MSP available. Its possible orders also continue to show "Begin overhaul" (not "Abandon overhaul") but if I select that again I get the error "Orders cannot be assigned to fleet which has ships undergoing overhaul."

The existing game gets affected by the updated database as it started on V1.00. You'll have to start a new game.

I'm still getting the same result.
 

Offline swarm_sadist

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Re: v1.40 Bugs Thread
« Reply #35 on: April 14, 2020, 10:04:05 PM »
On very small bodies with LG Infrastructure, there reaches a point where the percentage of manufacturing jobs reduces. When it reaches 0, you get error #1690 and 2169 divide by 0 if there are workers. On Eris this happens around 42 million. On Io it's about 163 mil (so not just LG infrastructure). Strangely it's about 75 mil for titania which is quite a bit smaller than the other 2.
 

Offline Jovus

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Re: v1.40 Bugs Thread
« Reply #36 on: April 14, 2020, 10:11:49 PM »
It appears that in C#, a military jumpdrive can only jump military engines, and a commercial jump drive can only jump commercial engines.

In VB6, a military jumpdrive could jump either military or commercial engines, while a commercial jump drive could only jump commercial engines.

If this is not an intentional change, consider this a bug report. (I have a vague memory it might be intentional, but I can't for the life of me find it in the changelog.)
 

Offline Blobbish

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Re: v1.40 Bugs Thread
« Reply #37 on: April 14, 2020, 10:22:33 PM »
So I am able to detach a civilian trading ship from its fleet, and give orders as if it was my own ship.    Could be a neat feature being able to commandeer civilian ships but i dont think this was intended.
« Last Edit: April 14, 2020, 10:35:28 PM by Blobbish »
 
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Offline Kiks

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Re: v1.40 Bugs Thread
« Reply #38 on: April 14, 2020, 10:25:44 PM »
All of these have to do with terraforming with SM mode. The last one is my most favorite bug I have found.

  • You can SM add "None" as an atmosphere.
  • SM adding atmosphere to planets will eventually make water vapor appear (at 0 atm) as a atmospheric component, even on planets with no water.
  • SM adding Frigusium to planets will produce temperatures that can go below absolute zero.
  • SM adding Frigusium to planets will follow a unusual set of patterns.

There are 2 patterns that you can follow when SM adding Frigusium to to an atmosphere. Pattern A starts at .8 atm, while pattern B starts at .9 atm.

Rules of the patterns: To follow the pattern you must either make an increase or a decrease by .1, or by 1. Increasing or decreasing by anything else
will reset the pattern. Inputting an atm of 0 gives normal atm pressure (atmp) results and will reset the pattern. Inputting an atm of .2-.7 will
give a normal atm pressure result. If you begin the pattern and put in a number in the described range it will follow the pattern once, giving a second input in that range will reset the pattern and give normal atmp results. Inputting .1 atm seems to follow the pattern but also resets it, I'm not quite sure, just don't do this input.
For simplicity sake when I talk about atm I am talking about the amount of Frigusium that you add into the system, atmp will be the resulting output of atmospheric pressure the game says is there.

Pattern A: starting at .8, and following the rules above, you will get this atmp output with these inputs ...
atm   atmp
.8    .04
.9    1.8
1    .05
1.1    2.2
1.2    .06
1.3    2.6
.4    .07
Every other atm increase will the low atmp by .01 or it will double the atm input.

Following this with atm increases by 1 will show the same results.
atm   atmp
1     .05
2    4
3     .15
4    8
5     .25

Pattern B: Pattern B is basically the same as Pattern A but starts at .9, these are the results.
atm   atmp
.8     1.6
.9     .045
1   2
1.1   .055
1.2   2.4

This continues on as the one before just following these new numbers.
I attached a copy of my save file so you can check it out, it has become my favorite bug that I have found so far.
« Last Edit: April 14, 2020, 10:30:34 PM by Kiks »
 

Offline Alsadius

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Re: v1.40 Bugs Thread
« Reply #39 on: April 14, 2020, 10:34:29 PM »
It appears that in C#, a military jumpdrive can only jump military engines, and a commercial jump drive can only jump commercial engines.

In VB6, a military jumpdrive could jump either military or commercial engines, while a commercial jump drive could only jump commercial engines.

If this is not an intentional change, consider this a bug report. (I have a vague memory it might be intentional, but I can't for the life of me find it in the changelog.)

That's intentional. I can't remember exactly where it was announced, but it's been discussed here and there.

Offline Marski

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Re: v1.40 Bugs Thread
« Reply #40 on: April 14, 2020, 10:38:50 PM »
If a military vessel runs out of supplies and suffers a damaged component due to maintenance failure and you bring it to a population with a shipyard and put a repair task for it on the shipyard. If the shipyard is retooled to a newer model of the ship class being repaired, and you then put in an order to refit the repaired ship in question to a newever model while it is still being repaired, the game will give an error message of "Function #2907: Division by zero"

I have attached the game in this post.
« Last Edit: April 14, 2020, 10:41:22 PM by Marski »
 

Offline KvaNTy

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Re: v1.40 Bugs Thread
« Reply #41 on: April 14, 2020, 10:47:12 PM »
Hi Steve

Bug: Double-clicking on movement order in Available Actions list does not add it to assigned orders queue.  (This was a thing in VB6 so I assume its a bug)

Suggestion: Double-clicking on already assigned order removes that order from queue.
There is no such thing as unarmed spaceship.
 

Offline xenoscepter

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Re: v1.40 Bugs Thread
« Reply #42 on: April 14, 2020, 10:53:08 PM »
Ground Units cannot be Insta-Built w/o using the SM Mode, even when Instant Build Points remain. Tested on a fresh TN start.

Fighter Pod Bays can be designed w/o their pre-requisite technology having been researched first.
 

Offline Desdinova

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Re: v1.40 Bugs Thread
« Reply #43 on: April 14, 2020, 10:55:32 PM »
There are some issues with fighters and with how shipyards interact with them.

Bug #1: built fighter classes are not being locked in the class designer, and you can add and remove components to them freely.

Bug #2:
Military shipyards have the option to retool to fighter classes; attempting to do so causes an error:

Function #2926 Object reference not set to an instance of an object.

Bug #3:
Furthermore, fighters can only be scrapped by military shipyards, but do not appear in the scrap dropdown if the shipyard doesn't have a class assigned.

Latest test campaign bugs:

I received this error message:



Note that civilian tech research is still interrupting auto turns as well, but I don't know if that's a bug or not.

This popup was followed by:
Function #1567 Object reference not set to an instance of an object.

Saving the game resulted in:
Function #1434: Object reference not set to an instance of an object.

Link to database
« Last Edit: April 14, 2020, 10:58:54 PM by Desdinova »
 

Offline Luna

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Re: v1.40 Bugs Thread
« Reply #44 on: April 14, 2020, 11:03:18 PM »
Future Prototypes do not appear to automatically convert to researchable prototypes when you finish researching all the requisite technology.
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