Author Topic: v1.8.0 Bugs Thread  (Read 82278 times)

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Offline db48x

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Re: v1.8.0 Bugs Thread
« Reply #255 on: April 24, 2020, 02:14:34 PM »
Steve, I've hit another LP routing bug (or the same bug again). I sent some cargo ships to deliver mines to a colony in the system next door, and it decided to take a very long path to LP2, which is near a planet orbiting the second star in the system, in order to get to LP1, which is near a planet orbiting the primary. The fleet ran out of fuel about half way there, a mere 10 billion km or so short of LP2. LP1 is a Lagrange point that I stabilized myself specifically so that I could get access to the secondary, but ships have gone to and from the colony around the primary a number of times since then; this is the first time any have tried to go the long way. Since it doesn't happen every time, I suspect that reproducing this will not be straight forward.

The image shows the orders and the tactical map, so you can see just how long the route is. In particular, I note that the "All Orders Distance" shown in the movement orders is only 4.02 billion km, which is a good estimate for how long the route is supposed to be.



Sadly I'm still using 1.73. You haven't mentioned fixing any pathfinding bugs in 1.80, so I hope this bug report is still useful to you.
 

Offline idefelipe

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Re: v1.8.0 Bugs Thread
« Reply #256 on: April 24, 2020, 03:12:25 PM »
Hey Steve. Maybe it was reported yet, but if you create a Random Ruins with SM it will not be there when you save, exit the game and continue later.
 

Offline Prack

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Re: v1.8.0 Bugs Thread
« Reply #257 on: April 24, 2020, 03:20:58 PM »
It seems a geosurvey buoy that is not at a valid survey location causes an error
Function #1544: Object reference not set to an instance of an object.
Was messing with box launcher and launched a 2 stage missile at a random waypoint.  the payload was a geosurvey buoy and I'm now getting the error on each construction phase. 
Is there any way of deleting buoys?

Also, is it working as intended that a ship with a single large size box launcher can carry multiple small missiles? As expected I can only fire one missile and can't reload in deepspace but I can choose any missile it has onboard to be launched.  So I can have 1 big launcher 3 different smaller missiles and fire which ever one would be best for the current situation.  So the reloading is more a recharge rate.  Once a launcher is charged it can be loaded with any missile and fired.  Then it just needs to be recharged again before firing.
 

Offline HeroicHan

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Re: v1.8.0 Bugs Thread
« Reply #258 on: April 24, 2020, 03:23:27 PM »
Two possible bugs.
I started with 3 Human races on Earth, me, the Western Alliance, a neutral UN and an NPR USSR. Standard start otherwise in terms of population, tech, etc.
In wanting to try out C# combat, I have run into two things I noticed.
1. I SM'ed 2 ELINT platforms orbiting Earth at the beginning. In the 8 years since start, the Intel window report 0 intel gathered.
2. I seem unable to be hostile with the Soviets. I do not see an option on the Intelligence and Foreign Relations window. Military cooperation is "unknown" even though communications are established. Diplomacy has stayed at 40 the entire game. In addition to this, in an effort to see if I could start hostilities, I attacked some ships in orbit. I was able to manually target them, and the Soviets certainly know about the war as in 5 seconds they began shooting back. However, my ships still saw them as neutral, did not use PD or otherwise recognize the other ships as targets even as diplomacy ratings went negative and my ships started to blow up.

It is entirely possible I am just missing things as new to C#, but otherwise the DB posted is before I started shooting.

I'm actually running a very similar situation.
1.8: 3 player races. One has an elint platform right over earth, and intel points are still at 0 after 3 years.
I even tested by setting human xenophobia to 0 and hostile, and running the game for a year. Still no intel points on the other earth or luna colonies.
 

Offline db48x

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Re: v1.8.0 Bugs Thread
« Reply #259 on: April 24, 2020, 04:16:27 PM »
Am I missing something or is there no way to balance fuel between ships in a fleet? One of the ships is a tanker with a fuel handling system, so it seems like it ought to be possible.
 

Offline dr125

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Re: v1.8.0 Bugs Thread
« Reply #260 on: April 24, 2020, 04:17:48 PM »
I played on to see what would happen, lost the orbital fight. I put some troops on attack. I am now getting Error 1793: Attempted to divide be zero. I also am losing troops without seeing any actual fighting ( or at least enemy losses).

EDIT: Playing around with SM lets me set the relations to friendly, but I still can't see hostile. Perhaps something with relations not being established with SM created races? I created another race on Mars as an NPR and the exact same issue as I described in the previous post - can't see hostile/neutral button, but if I SM the relations to positive, I can ally with them.
« Last Edit: April 24, 2020, 05:06:39 PM by dr125 »
 

Offline Stoned

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Re: v1.8.0 Bugs Thread
« Reply #261 on: April 24, 2020, 04:21:29 PM »
Loading ordnance is not working, I have all the necessary parts to begin loading yet the loading never begins.
 

Offline DFNewb

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Re: v1.8.0 Bugs Thread
« Reply #262 on: April 24, 2020, 05:04:59 PM »
Am I missing something or is there no way to balance fuel between ships in a fleet? One of the ships is a tanker with a fuel handling system, so it seems like it ought to be possible.

Yea there is no real way to balance it without controling the time very well. I suggest you make your tankers have very large storages.
 

Offline db48x

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Re: v1.8.0 Bugs Thread
« Reply #263 on: April 24, 2020, 05:17:45 PM »
Am I missing something or is there no way to balance fuel between ships in a fleet? One of the ships is a tanker with a fuel handling system, so it seems like it ought to be possible.

Yea there is no real way to balance it without controling the time very well. I suggest you make your tankers have very large storages.

Even getting close would be nice; the tanker filled some ships to 100% and then left a few empty.
 

Offline DFNewb

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Re: v1.8.0 Bugs Thread
« Reply #264 on: April 24, 2020, 05:22:31 PM »
Am I missing something or is there no way to balance fuel between ships in a fleet? One of the ships is a tanker with a fuel handling system, so it seems like it ought to be possible.

Yea there is no real way to balance it without controling the time very well. I suggest you make your tankers have very large storages.

Even getting close would be nice; the tanker filled some ships to 100% and then left a few empty.

Oh I thought you mean balance between the tanker and the other ships. Tankers work fine for me, all the ships seem to be filled equally from what I've seen.
 

Offline Gladaed

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Re: v1.8.0 Bugs Thread
« Reply #265 on: April 24, 2020, 05:37:50 PM »
My commercially engined, military grade ships cannot use military grade jump drives.
 

Offline Luna

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Re: v1.8.0 Bugs Thread
« Reply #266 on: April 24, 2020, 05:48:37 PM »
Quote from: Gladaed link=topic=10990. msg127732#msg127732 date=1587767870
My commercially engined, military grade ships cannot use military grade jump drives.

WAI, as far as I know.  Military JDs are for ships with military engines, commercial JDs are for ships with commercial engines.  It's not the ship type that matters for JDs, it's the engine type.
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Offline db48x

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Re: v1.8.0 Bugs Thread
« Reply #267 on: April 24, 2020, 05:49:41 PM »
My commercially engined, military grade ships cannot use military grade jump drives.

That's not a bug. Ships with commercial engines must use commercial jump drives, and ships with military engines must use military jump drives.
 

Offline JuJo

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Re: v1.8.0 Bugs Thread
« Reply #268 on: April 24, 2020, 05:59:24 PM »
Quote from: db48x link=topic=10990. msg127720#msg127720 date=1587766665
Quote from: DFNewb link=topic=10990. msg127715#msg127715 date=1587765899
Quote from: db48x link=topic=10990. msg127704#msg127704 date=1587762987
Am I missing something or is there no way to balance fuel between ships in a fleet? One of the ships is a tanker with a fuel handling system, so it seems like it ought to be possible.

Yea there is no real way to balance it without controling the time very well.  I suggest you make your tankers have very large storages.

Even getting close would be nice; the tanker filled some ships to 100% and then left a few empty.



Did you appoint any Refuel Priority to the ships? This is done in the Class Design under the Miscellaneous tab
 

Offline SpikeTheHobbitMage

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Re: v1.8.0 Bugs Thread
« Reply #269 on: April 24, 2020, 06:33:00 PM »
My commercially engined, military grade ships cannot use military grade jump drives.

That's not a bug. Ships with commercial engines must use commercial jump drives, and ships with military engines must use military jump drives.
It is a change from VB where military jump drives worked with civilian engines and I can't find any mention of it in the change logs.  As long as a tender or group transit leader can carry both types of drive I'm not concerned.

Edit: There is a post that could be read that way, in that C# allows fleets with both types of engine and where both types of drive are available, as long as every ship can jump then the fleet can jump.  Needs testing.
« Last Edit: April 24, 2020, 07:01:54 PM by SpikeTheHobbitMage »