Author Topic: v1.8.0 Bugs Thread  (Read 82317 times)

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Offline Chrisianak

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Re: v1.8.0 Bugs Thread
« Reply #120 on: April 22, 2020, 07:41:38 PM »
Atmospheric pressure and absolute temperature can go below 0.

Created new game to experiment with terraforming cold worlds (Minerva moon to be specific)

Add a gas that freezes at current temperature.
Update body
GH factor and pressure are incrementally reduced every time you press the button, eventually going negative.

Also not sure if WAI, but since Greenhouse factor is limited to 3. 00, it is effectively impossible to make cold worlds viable.   And with Aestium having a 100k freeze point, it is useless on a world below 33. 3k base temperature before albedo is taken into account.

Would you ever introduce a way to alter albedo to heat/cool worlds?
 

Offline zatomic

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Re: v1.8.0 Bugs Thread
« Reply #121 on: April 22, 2020, 07:54:48 PM »
From a conventional start, you can create a missile with EM or Thermal sensors (maybe also active, once the first level of active sensor strength is researched and geosurvey when that's researched) even though you have no reactor tech. It shows the power requirement but the reactor MSP stays at 0. It did let me create the project. I didn't try researching and building it, so I don't know if the missile would actually work, but it should probably not allow sensors to be added until reactor tech is available. Another option would be a conventional level reactor tech with terrible performance to go with the conventional engine tech.
 

Offline Licarious

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Re: v1.8.0 Bugs Thread
« Reply #122 on: April 22, 2020, 08:20:47 PM »
1. 8. 0  Any ruins generated using the SpaceMaster "Random Ruin" button disappear when the game is loaded back up.   
All naturally generated ruins and any anomalies generated by "Random Ruin" button remain.
 

Offline Gabethebaldandbold

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Re: v1.8.0 Bugs Thread
« Reply #123 on: April 22, 2020, 08:33:18 PM »
The Research prototype buton wont appear for future prototypes after the pre-requisite research is done.
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the answer is you beam. and you better beam hard.
 

Offline Guridan

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Re: v1.8.0 Bugs Thread
« Reply #124 on: April 22, 2020, 08:38:43 PM »
Quote from: Steve Walmsley link=topic=10990. msg127109#msg127109 date=1587601478
Quote from: Guridan link=topic=10990. msg127108#msg127108 date=1587601372
Was just passing time on the tactical map when an NPR started fighting (at least thats what I assume).   Increments went down to 5sec for quite some time until I got spammed by errors in function #713.   I clicked a lot of these away until I got a #1414 followed by a #1555 then repeated from there, on and on until I gave up clicking. 

TN start with random stars, just 6 years into the game. 
Made a fresh install when 1.  8 was released and I have changed my windows regional settings to UK.

Do you remember the text of the errors? The number tells me where but the text tell me what.

Was the usual Object reference not set to an instance of an object, its the only error message I have seen in any of my games  :P

I had the same thing happening again after just passing time from my last save, did it several times and it always happened.
I also had a couple of these (though never all of them in the same run):
#4: Object reference not set to an instance of an object
#300: Object reference not set to an instance of an object
#1538: Object reference not set to an instance of an object
#1554: Object reference not set to an instance of an object
#1821: Object reference not set to an instance of an object

Made a save where the NPR had started the fight but before the errors happened and attached it.
 

Offline Aloriel

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Re: v1.8.0 Bugs Thread
« Reply #125 on: April 22, 2020, 08:56:04 PM »
v1.80

Frequently, a system will eternally report below 100% geo survey complete.
A prime example of this is in the linked database file.

Steps to find it:
1) Open galactic map
2) Note that 40 Eridani is listed at 13% complete
3) Open system generation and display
4) Switch to 40 Eridani
5) Note that all of the worlds, moons, comets, and asteroids have been surveyed.

Good luck!
Sarah
Game Developer in Unity and UE4 and 5
 

Offline kyonkundenwa

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Re: v1.8.0 Bugs Thread
« Reply #126 on: April 22, 2020, 09:22:36 PM »
Frequently, a system will eternally report below 100% geo survey complete.

40 Eridani-C has 400 unsurveyed asteroids, presumably due to it being outside of the 10 billion km autosurvey limit.
 

Offline MarcAFK

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Re: v1.8.0 Bugs Thread
« Reply #127 on: April 22, 2020, 10:03:42 PM »
I ordered a Transport with only 1000 space to pickup a Formation that is 2000 tons.
The event log reports " TR Afgan has completed orders. Orbiting Earth"
Of course the transport is still empty. It should have given an error message about insufficient capacity.
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Offline Ektor

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Re: v1.8.0 Bugs Thread
« Reply #128 on: April 22, 2020, 10:05:43 PM »
Steve, not to be annoying, but did you see my bug report? I think it's a pretty major one.
 

Offline se5a

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Re: v1.8.0 Bugs Thread
« Reply #129 on: April 22, 2020, 10:40:56 PM »
I'm still on 1.7.3, but got someone else to confirm on 1.8:

Open both the missile design screen AND the component design screen.
Design and Create a sensor/missile FC. *don't* close the design screen.
Design and Create a missile, on clicking create, you should get an error pop up "Function #2047: An item with the same key has already been added. Key: 78139"
Ok that error. and get the message about the missile being added to research.
go to research. missile does not exist in MK.
look under SC, missile name exists there, however the info says it's a fire control.
 

Offline Yezarul

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Re: v1.8.0 Bugs Thread
« Reply #130 on: April 22, 2020, 11:42:58 PM »
v 1. 8

When assigning Fleet Training to a group, if a ship is in overhaul their maintenance goes up as if in training.

Expected: Ships marked for overhaul should be excluded from training until complete.
 

Offline Stoned

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Re: v1.8.0 Bugs Thread
« Reply #131 on: April 23, 2020, 12:28:21 AM »
I am having an issue (only with military fleets so far) where the ships become entirely immobile yet fully functional until they eventually die from lack of repair supplies. 

Edit: I have discovered that the fleet will continue to move if in task force training, but is otherwise immobile.
« Last Edit: April 23, 2020, 12:35:40 AM by Stoned »
 

Offline serger

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Re: v1.8.0 Bugs Thread
« Reply #132 on: April 23, 2020, 01:24:14 AM »
It looks like WAI reading the Changes post (http://aurora2.pentarch.org/index.php?topic=8495.msg103818#msg103818), but it can be a bug of model:
Small crafts ("fighters") are subjects to crew grade (that depends on academy level of quality in time of their production, and must affect battle effectiveness), but their cew grade levels are not trainable, eventually because small crafts have no command & control system by design.
 

Offline Marski

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Re: v1.8.0 Bugs Thread
« Reply #133 on: April 23, 2020, 02:08:36 AM »
Reporting same bug in 1.8.0 as in 1.7.3; CIWS won't engage missiles.

- playing on 1.8.0
- Operating System's decimal separator is a " . "
- Operating System's grouping separator is a " , "
- Aurora is run in administrator mode
- Conventional start
- "Real stars" is on
- I had a exploration ship with four "AK-676M" CIWS in it's design, following then-neutral alien fleet, which after sending garbled messages turned hostile and launched missiles at it
- RADAR was off
- combat settings were untouched aka default state a military ship would be in when they're built from a shipyard



Explorer ship class in question;

Code: [Select]
EX Konstantin Feoktistov  (Projekt 5744 class Exploration Ship)      13,744 tons       313 Crew       3,439.5 BP       TCS 275    TH 154    EM 0
4656 km/s    JR 3-50      Armour 3-51       Shields 0-0       HTK 79      Sensors 28/28/4/4      DCR 41      PPV 0
Maint Life 5.43 Years     MSP 3,720    AFR 137%    IFR 1.9%    1YR 211    5YR 3,172    Max Repair 400.000 MSP
Kapitan pervogo ranga    Control Rating 3   BRG   ENG   SCI   
Intended Deployment Time: 36 months    Morale Check Required   

OKB-640 13750M83 FTL drive     Max Ship Size 13750 tons    Distance 50k km     Squadron Size 3

Design Bureau 632 VMMP-0320 Fusion thruster (4)    Power 1280.0    Fuel Use 28.28%    Signature 38.4000    Explosion 10%
Fuel Capacity 2,750,000 Litres    Range 127.3 billion km (316 days at full power)

AK-676M (4x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
NR41/R50 Nav. Radar (1)     GPS 1400     Range 41.2m km    Resolution 50
Active search radar MR103R100 (1)     GPS 11200     Range 103.7m km    Resolution 100
EM sensor E2M083 (1)     Sensitivity 28     Detect Sig Strength 1000:  41.8m km
IR sensor T2M083 (1)     Sensitivity 28     Detect Sig Strength 1000:  41.8m km
Improved Gravitational Sensors (2)   4 Survey Points Per Hour
Improved Geological Sensors (2)   4 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

I have attached game state to this post.
As usual, custom medals are in use, custom medal & ribbon pack in use: http://aurora2.pentarch.org/index.php?topic=10763.0
« Last Edit: April 23, 2020, 02:29:06 AM by Marski »
 

Offline VimWabbit

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Re: v1.8.0 Bugs Thread
« Reply #134 on: April 23, 2020, 02:34:11 AM »
Started a new game. Not to much explored, ran into two NRP's being almost nextdoor buddies(tm) . Get along decently with one of them, the other hostile.

Few years and then the 5s increments start. ...everythings moving fast, turning the event window off and I'am looking at almost a minute of ingame time per real life second. Huzzah, this awesome!

Now they've been at it for... 36 hours of 5s updates I think. 
However it keeps throwing me interrupting Function #311's(Object reference not set to an instance of an object) irregurarly(0-4 times/hour) thinking this won't resolve due to whatever is throwing them errors.