Author Topic: v1.8.0 Bugs Thread  (Read 82562 times)

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Offline Eretzu

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Re: v1.8.0 Bugs Thread
« Reply #225 on: April 24, 2020, 10:00:18 AM »
Quote from: Cobaia link=topic=10990. msg127584#msg127584 date=1587738482
Quote from: Thrake link=topic=10990.  msg127582#msg127582 date=1587738064
I don't know if it's cosmetic but I have no sector commander listed despite appointing one.    This is a random system game. 

You need to go to the Sector Management window and appoint the system to the sector.

Does the sector governor bonuses work for someone else?

And I mean governor is assigned as well as system to sector.
 

Offline DFNewb

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Re: v1.8.0 Bugs Thread
« Reply #226 on: April 24, 2020, 10:04:17 AM »
Quote from: Cobaia link=topic=10990. msg127584#msg127584 date=1587738482
Quote from: Thrake link=topic=10990.  msg127582#msg127582 date=1587738064
I don't know if it's cosmetic but I have no sector commander listed despite appointing one.    This is a random system game. 

You need to go to the Sector Management window and appoint the system to the sector.

Does the sector governor bonuses work for someone else?

And I mean governor is assigned as well as system to sector.

AFAIK I have a known issue I have been getting since 1.0 release:

Assign sector commander.
Don't get the bonuses.
Save game, close game, re-open game.
Get the bonuses.
 
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Offline Eretzu

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Re: v1.8.0 Bugs Thread
« Reply #227 on: April 24, 2020, 10:07:58 AM »
Thanks, didn't know about workaround
 

Offline Resand

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Re: v1.8.0 Bugs Thread
« Reply #228 on: April 24, 2020, 10:31:06 AM »
In somewhat the same vein as my last bug report.
Ships don't keep fleet names when splitting into single ships.

This might just be something functioning differently in C# then VB6, but in VB6 if you had a fleet and you ordered it to split into single ships, each ship got their own fleets named "original fleet name" #1, "original fleet name" 2, "original fleet name" 3 etc. In C# they get names based on the ship name.

The old way really helped in see at a glance where these ships belonged, and when putting the original feet together again.
And since different ships in a class have potentially very different names. I don't recognize what type of ship it is by name, but by what task I've given it or fleet/sub-fleet it's part of.
« Last Edit: April 24, 2020, 10:35:20 AM by Resand »
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Offline bean

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Re: v1.8.0 Bugs Thread
« Reply #229 on: April 24, 2020, 10:33:57 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
That's not the problem I was seeing.  I was building a supply ship (commercial), and had about 30,000 MSP in large maintenance bays.  I was just slightly under my tonnage target, and decided to round it out with a smaller maintenance bay, which immediately dropped me from 30,000 to like 400.  I then played with it some, and no matter what happened, it would only calculate MSP based on the most recently added type of maintenance bay.

Edit: Looks like this was fixed in another thread.
« Last Edit: April 24, 2020, 10:37:43 AM by byron »
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Offline Steve Walmsley (OP)

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Re: Weird NPR Sensor readings
« Reply #230 on: April 24, 2020, 10:38:31 AM »
I am having an NPR arrive at a point every 2 hours like clockwork then dissapearing from sensors, even though there is NO way they can get to that point without me seeing them?

https://i. imgur. com/6X3GI1G. png

i have no idea what a [PARTIAL] sensor contact means? their engines are more than within my thermal limit but they leave, then turn up again?

i will attach the DB for you to have a look at if you want but i understand if you want to ignore this since it's not 1. 8 :)

PARTIAL means you have lost contacts turned on.
 
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Offline Wieseltrupp

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Re: v1.8.0 Bugs Thread
« Reply #231 on: April 24, 2020, 10:40:29 AM »
When having 2 Ground Units where the only differense is the "Avoid Combat" flag, setting one of it to Obsolete will hide both

DB Attached


The window affected - Ground Forces, Formation Templates Tab
What you were doing at the time - Setting one of the Units to "Obsolete"
Conventional or TN start - TN
Random or Real Stars - Real
Is your decimal separator a comma? - no
Is the bug is easy to reproduce, intermittent or a one-off? - No, could not reproduce in a new game
If this is a long campaign - say 75 years or longer - its 7 years into the game

DB Attached, game name "New Frontiers"
Try to keep "AA/AT/AP Squad" while Setting their Non-Combat clones "Infantry Anti-Personnel/Light Anti-Aircraft/Licht Anti-Vehicle" to Obsolete
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #232 on: April 24, 2020, 10:42:03 AM »
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.

I've fixed another bug that I think should also fix this.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #233 on: April 24, 2020, 10:48:53 AM »
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?

GH factor having a max of 3 is working as intended. It was the same in VB6.

I've changed Aestusium to freeze point of 1k.

I've added some checks on atmospheric pressure.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #234 on: April 24, 2020, 10:59:39 AM »
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.

I've added a conventional reactor with 1/4 the power output of the pressurised water reactor.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #235 on: April 24, 2020, 11:09:43 AM »
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.

Pressing the ruin button when a ruin already exists will delete the existing ruin. I've removed this behaviour as I suspect this was causing issues. Instead, you get a popup explaining the ruin already exists.
 
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Offline Nori

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Re: v1.8.0 Bugs Thread
« Reply #236 on: April 24, 2020, 11:13:46 AM »
Function #4
Object reference not set to an instance of the object.
Happened when I advanced 30 days right after capturing what I think is a pre-industrial NRP's planet.
TN start
Random Stars
Seems like a one off bug so far. ~edit: happens on construction increment now.

DB Attached from the increment right after. Event took place in Zaga system I think.
« Last Edit: April 24, 2020, 11:15:36 AM by Nori »
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #237 on: April 24, 2020, 11:16:25 AM »
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.

Added an event.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #238 on: April 24, 2020, 11:19:39 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.

I've added an exception to the control rule for ships of 1000 tons or less.
 
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Offline zatomic

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Re: v1.8.0 Bugs Thread
« Reply #239 on: April 24, 2020, 11:27:23 AM »
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.

Pressing the ruin button when a ruin already exists will delete the existing ruin. I've removed this behaviour as I suspect this was causing issues. Instead, you get a pop up explaining the ruin already exists.

I just tested:

Create new game in fresh database (all default settings)
SM On
SM GeoSurvey full system
Select Mars (which had no ruin) and hit random ruin. It generated a abandoned colony and an installation (Bio 100%)
Closed system window. Saved game. Exit.
Relaunch and check, the installation is still there, the ruin is gone.

I repeated again with another new game in a fresh database. Added ruins to mars, Venus, and mercury (none of which had one to start). Venus also got an installation. Saved, exit, reload. All the ruins are gone. The installation on Venus is still there.

Based on this, I don't think the bug is not only when hitting random ruin on a planet that already has a ruin.

Additionally, being able to re-roll ruins is a nice feature when setting up a game where you want something like a sizable ruin on mars to act as a jump-start to a conventional start, though that's obviously just a nice to have.