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

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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #195 on: April 23, 2020, 05:44:31 PM »
Multiple types of maintenance storage bays don't seem to stack.  If you have a ship with a given type of maintenance bay, and then add another type, the MSP carried drop to that of the second bay plus the ship's inherent engineering capabilities.  This seems to happen with all kinds of bays, like it's just looking at the most recent type on the ship.

http://aurora2.pentarch.org/index.php?topic=11056.0
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #196 on: April 23, 2020, 05:44:47 PM »
The bug where the MSP of a ship get incorrectly calculated when you install a smaller Maintenance Storage Bay on a ship that has already an Engineering space AND a Larger Maintenance Storage Bay still persists

Fresh Install 1.51 -> 1.80
Windows 7
Seperator set tp point
Default game (that comes with the install) or any new created ones

Recreate:
Create a new ship, add a Large Maintenance Storage Module, then add a smaller one

http://aurora2.pentarch.org/index.php?topic=11056.0
 

Offline pwhk

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Re: v1.8.0 Bugs Thread
« Reply #197 on: April 23, 2020, 06:09:09 PM »
v1.8.0

I think I reported this before but issue still persists, is it actually WAI?

1. Have a ship that has a broken component
2. Repair the ship
3. Being Overhaul (rewind clock) for the ship
4. When the ship has finished repairing, the ship stops overhauling (Even though maintenance clock is not zero yet).
 

Offline Droll

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Re: v1.8.0 Bugs Thread
« Reply #198 on: April 23, 2020, 06:11:16 PM »
Problem with ground conquest - I have reason to believe that there are 400 tons of hidden STO units that are preventing me from conquering a planet in the Arcturus system (see attached 1.8.0 DB). They do not reliably show up when lit up on active and are not being engaged by any ground forces on the planet (set a trooper company on the planet to frontline attack to see what I mean).

The ground forces contact says 0 tons but despite that ground intel says between 3-13 infantry are on the planet. Firing missiles at the ground forces makes a #311 Object not set to an instance error (missiles hitting nothing). There are ships in orbit and the STO is not firing on them.

Note that because of prior bombardment all formerly alive 9B civilians and based on ELINT readings all installations are gone (there were 27k installations at one point).

Edit: The problem planet was owned by a randomly generated NPR - I just attacked and successfully took a precursor outpost with around 40k tons in military and 5k tons in STOs with no problems.
« Last Edit: April 23, 2020, 06:47:09 PM by Droll »
 

Offline Ironclad Mouse

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Re: v1.8.0 Bugs Thread
« Reply #199 on: April 23, 2020, 06:30:59 PM »
V.  1. 8. 0
Random Stars Conventional Start
Decimal separator is a period
I was designing a colony ship, when I got done I copied it to make a cargo ship that could be built from the same yard
When I went to change the new ship to be a cargo ship I got an error message saying something to the effect of "Error ship design "corellian" cannot be in two categories at once"
In case it's relevant my colony ship design is called Purgatory
"Are you a man, or a mouse"
"Squeak"
 

Offline SpikeTheHobbitMage

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Re: v1.8.0 Bugs Thread
« Reply #200 on: April 23, 2020, 06:43:13 PM »
Multiple types of maintenance storage bays don't seem to stack.  If you have a ship with a given type of maintenance bay, and then add another type, the MSP carried drop to that of the second bay plus the ship's inherent engineering capabilities.  This seems to happen with all kinds of bays, like it's just looking at the most recent type on the ship.

http://aurora2.pentarch.org/index.php?topic=11056.0
That may be what is intended, but it isn't what happens.

Components:
Code: [Select]
0.8x Composite Armour
1x Bridge
1x Crew Quarters - Small
2x Crew Quarters - Tiny
1x Engineering Spaces
1x Fuel Storage - Large
1x Fighter Maintenance Storage Bay
1x Large Maintenance Storage Bay

Class 1
Code: [Select]
Hyuga class Ammunition Transport      665 tons       12 Crew       61 BP       TCS 13    TH 0    EM 0
1 km/s      Armour 1-6       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 77    Max Repair 20 MSP
Kaigun-Ch?sa    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Fuel Capacity 250,000 Litres    Range N/A

This design is classed as a Commercial Vessel for maintenance purposes

Class 2
Code: [Select]
Nagato class Ammunition Transport      665 tons       12 Crew       61 BP       TCS 13    TH 0    EM 0
1 km/s      Armour 1-6       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 2,057    Max Repair 20 MSP
Kaigun-Ch?sa    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Fuel Capacity 250,000 Litres    Range N/A

This design is classed as a Commercial Vessel for maintenance purposes
 
These two classes have identical component lists.  The only difference is the order that the storage bays were added.  The Hyuga's MSP is obviously wrong, but I suspect that the Nagato's is just subtly wrong.

Edit:
If the Engineering Spaces is removed, both designs have exactly 2020 MSP.  Adding it back in returns to the incorrect numbers.  AFAICT they should both have 2077 MSP.
« Last Edit: April 23, 2020, 07:13:52 PM by SpikeTheHobbitMage »
 
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Offline ndkid

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Re: v1.8.0 Bugs Thread
« Reply #201 on: April 23, 2020, 08:30:29 PM »
I just got a
Code: [Select]
Function #4: Object Reference not set to an instance of an object when advancing 30 days. Conventional start, 22 years in, no NPRs or spoilers encountered yet. Unfortunately, it appears to be a one-off, and I hadn't saved that game yet, so I don't have a db that can be helpful. :-/
 

Offline consiefe

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Re: v1.8.0 Bugs Thread
« Reply #202 on: April 23, 2020, 09:32:33 PM »
When I click to an individual ship in a fleet, I always get "#2801 tried to divide by zero" exception.  I think this is why I can not fire my weapons becuse in the fleet level my fire controls don't show up. 
 

Offline SpikeTheHobbitMage

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Re: v1.8.0 Bugs Thread
« Reply #203 on: April 23, 2020, 10:30:06 PM »
Known Star Systems=off
3x NPRs
separator='.'
Stock 1.8.0 database
Create Game
After confirming species parameters:
Function #3232: Object reference not set to an instance of an object
Function #1609: Object reference not set to an instance of an object
Function #1608: Object reference not set to an instance of an object
Function #1562: Object reference not set to an instance of an object
Function #1423: Object reference not set to an instance of an object
Function #2939: Object reference not set to an instance of an object
Hang with 100% CPU

Restored clean database and tried again.  Again after confirming species parameters:
Function #1654: A null reference or invalid value was found [GDI+ status: InvalidParameter]
 

Offline JuJo

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Re: v1.8.0 Bugs Thread
« Reply #204 on: April 23, 2020, 10:33:12 PM »
Quote from: Elysium43 link=topic=10990.  msg127327#msg127327 date=1587658833
So all the Ground forces on earth just disappeared, they hadn't seen combat or anything, they were just gone, with no explanation in the event log.     

This is a real stars trans-newtonian game at year 68 and my decimal separator is a period.   

Same thing happened to me just now.   I saved the game last night and I opened it up today.   First 5 day turn it told me that Mars and Luna had an unrest problem and when I look at the order of battle there are no units.   I opened the game a few times and it's still missing my ground units.   

If you look at the Ground Commanders the were assigned to a Ground unit but now they aren't. 

This is 12 years into TN start.   I started with real stars but changed it to random stars before leaving Sol.   Most of my Units were Insta made but some were made normally.   I have a period as a decimal separator and Windows 10.   Also I had no error text during all my time playing 1.  8.  0

I'll upload the DB. 


Thanks Steve for all the amazing work.   I hope you get to play your game soon!

Edit: When I say Units I mean Formations.  I tried to replicate this bug by creating some Formations moving them to my colonies and then saving the game and even restarting the computer but I couldn't replicate it.  Weird thing is that it must have happened during my last save before going to bed, because I didn't had any Unrest messages before the save and after it they started to appear. 
« Last Edit: April 24, 2020, 01:30:16 AM by JuJo »
 

Offline EvadingHostileFleets

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Re: v1.8.0 Bugs Thread
« Reply #205 on: April 24, 2020, 02:22:43 AM »
Not a bug, but oversight, or probably WAI. 
Mines and automines now require only corundium, but that is not the case for orbital mining modules, which still retain 60/60 cost from VB6 which is inconsistent with other changes.  I found that very useful when decided to go for big mining stations, but I wonder if it was intended on your side.
 

Offline Demakustus

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Re: v1.8.0 Bugs Thread
« Reply #206 on: April 24, 2020, 03:48:18 AM »
Quote from: SpikeTheHobbitMage link=topic=10990. msg127465#msg127465 date=1587685393
Quote from: Steve Walmsley link=topic=10990. msg127452#msg127452 date=1587681871
Quote from: byron link=topic=10990. msg126946#msg126946 date=1587573654
Multiple types of maintenance storage bays don't seem to stack.   If you have a ship with a given type of maintenance bay, and then add another type, the MSP carried drop to that of the second bay plus the ship's inherent engineering capabilities.   This seems to happen with all kinds of bays, like it's just looking at the most recent type on the ship.

hxxp: aurora2. pentarch. org/index. php?topic=11056. 0
That may be what is intended, but it isn't what happens.

Components:
Code: [Select]
0.8x Composite Armour
1x Bridge
1x Crew Quarters - Small
2x Crew Quarters - Tiny
1x Engineering Spaces
1x Fuel Storage - Large
1x Fighter Maintenance Storage Bay
1x Large Maintenance Storage Bay

Class 1
Code: [Select]
Hyuga class Ammunition Transport      665 tons       12 Crew       61 BP       TCS 13    TH 0    EM 0
1 km/s      Armour 1-6       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 77    Max Repair 20 MSP
Kaigun-Ch?sa    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Fuel Capacity 250,000 Litres    Range N/A

This design is classed as a Commercial Vessel for maintenance purposes

Class 2
Code: [Select]
Nagato class Ammunition Transport      665 tons       12 Crew       61 BP       TCS 13    TH 0    EM 0
1 km/s      Armour 1-6       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 2,057    Max Repair 20 MSP
Kaigun-Ch?sa    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Fuel Capacity 250,000 Litres    Range N/A

This design is classed as a Commercial Vessel for maintenance purposes
 
These two classes have identical component lists.   The only difference is the order that the storage bays were added.   The Hyuga's MSP is obviously wrong, but I suspect that the Nagato's is just subtly wrong.

Edit:
If the Engineering Spaces is removed, both designs have exactly 2020 MSP.   Adding it back in returns to the incorrect numbers.   AFAICT they should both have 2077 MSP.

Agreed, definitely a bug - the order in which you add components shouldn't affect MSP capacity.  It seems the last component is taken into account.  I'll just add some screenshots to your report (notice component lists are exactly the same, but MSPs are different).
 
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Offline Jorgen_CAB

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Re: v1.8.0 Bugs Thread
« Reply #207 on: April 24, 2020, 03:52:15 AM »
Multiple types of maintenance storage bays don't seem to stack.  If you have a ship with a given type of maintenance bay, and then add another type, the MSP carried drop to that of the second bay plus the ship's inherent engineering capabilities.  This seems to happen with all kinds of bays, like it's just looking at the most recent type on the ship.

http://aurora2.pentarch.org/index.php?topic=11056.0

I think there actually IS a bug there... the problem is that the game only calculate the smallest Maintenance Bay you put on the ship and ignore any other size of Maintenance Bay.

As long as you only put one size of maintenance bay on the ship it works as intended but not if you put multiple "different" sizes on, then the larger ones are ignored.

The easiest way to check this is to add a small one and then a large one... the MSP is not increased at all but decreased, that should never happen if you add a large one after a small one for example.

Procedure...
Start a new ship design... add a small maintenance bay (I ended up with 147 MSP)... then add a large one (I got 137 MSP).

I then remove the small one and I get 2057 MSP on that ship.
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #208 on: April 24, 2020, 04:37:50 AM »
I noticed this in 1. 7. 3 and it still happens in 1. 8. 0, however I'm not sure if it's a bug or not.

I have a Space Station in orbit of Jupiter acting as a fleet base.  It has a refueling hub, maintenance module, rec facilities, and 50 fuel harvesters to keep it topped up.  When a ship is told to refuel at the hub, it will move to the base/Jupiter and remain there until after the refuel is completed.  If you skip ahead 5 turns the ship will remain in a stationary position whilst Jupiter continues its orbit, leaving it behind.  It would be cool if the ship would remain orbiting the planet the hub is at, but I'm not sure if this is a bug or not.


Its because the fleet is moving to another fleet, rather than system body, so it stays in the location rather than in orbit.

I've added some code for the various refuel and resupply orders, so that if the target fleet is in orbit, the moving fleet will pick the body it is orbiting.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #209 on: April 24, 2020, 04:39:36 AM »
Ground formation without an HQ unit can be assigned with a commander; and would even have commander auto-assigned to them. But as I understand the ground command rules (http://aurora2.pentarch.org/index.php?topic=8495.msg110196#msg110196), the commander's bonus will not apply at all.
Am I misunderstanding something here?

You need an HQ for the bonuses to apply, but a commander can still gain experience from being in command.
 
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