Author Topic: v1.8.0 Bugs Thread  (Read 82294 times)

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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #360 on: April 25, 2020, 04:30:59 PM »
Do NPR factions operate civilian shipping companies - because I think they can still create commercial ships in their homeworld - even if there are no shipyards, no population etc...

All NPR freighters and colony ships are civilian shipping. The NPR handles their tasks via contracts.
 

Offline Droll

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Re: v1.8.0 Bugs Thread
« Reply #361 on: April 25, 2020, 04:33:55 PM »
Do NPR factions operate civilian shipping companies - because I think they can still create commercial ships in their homeworld - even if there are no shipyards, no population etc...

All NPR freighters and colony ships are civilian shipping. The NPR handles their tasks via contracts.

If so that is a bug - in my previous report i sent you a DB, there is a system Arturus where there is an empty hostile population, a couple years on from the point of that DB they built a commercial ship despite there being no infrastructure for shipbuilding there.
 

Offline Resand

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Re: v1.8.0 Bugs Thread
« Reply #362 on: April 25, 2020, 04:47:11 PM »
Not so much a bug but an annoyance but on the event log, when a Commander is promoted can the message show his command?  I don’t use automated assignments and about 15-20 years in when I get a ton of promotions, the promoted officer is relieved if too senior for assignment and leaves their ship/unit posting and I don’t notice unless I check specifically for it..  It seems like it would be easy enough text to add to event log promotion notification.

I've added an event for commanders being unassigned.

Not sure if Aurora differentiate between these two events, but could we get an separate interrupt event when Admin Commands are emptied due to promotions/deaths?
We that do use auto assignments don't really care about each and every ship captain etc, but still need to keep on top of admin command positions
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary
 
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Offline Chrisianak

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Re: v1.8.0 Bugs Thread
« Reply #363 on: April 25, 2020, 04:55:34 PM »
1.8, random stars, Local System Generation doesn't seem to function.


How do you make your System map so clean?
 

Offline Red Dusk

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Re: v1.8.0 Bugs Thread
« Reply #364 on: April 25, 2020, 05:18:03 PM »
Both of these are in 1.8.0, unknown stars start, 1 npr 1 player race. I generated a second race on Mars and SM'd in ships to test with (taking tech up to maximum for a lot of things just to add extra range, tougher armor, etc for most things)

Unsure if WAI, but with No Maintenance enabled, ships will still suffer maintenance failures during combat, consuming MSP if available as normal. The description for the No Maintenance toggle makes it seem like this shouldn't be the case.


Also, when setting a fleet to Sync Fire, if all ships reach synchronization but some are missile ships and some are direct fire ships, only the ships equipped with missiles will actually fire, and the others will not fire (and will continue to "await readiness" from other ships in the fleet, never to actually fire as the same process repeats over and over) This occurs even if the direct fire (in this case, railguns) weapons are set to target a ship, and the missiles are set to another target entirely. Only the missiles will fire.
Edit: I actually edited the designs and had only beam weapons and still they would not fire, even with every ship in the fleet displaying "awaiting readiness" in the event log for several increments. It seems like Beam Fire Controls don't like sync fire. This was using a mixture of Railguns and turreted guass cannons on respective designs for each.
« Last Edit: April 25, 2020, 05:42:38 PM by Red Dusk »
 
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Offline Droll

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Re: v1.8.0 Bugs Thread
« Reply #365 on: April 25, 2020, 05:23:47 PM »
Unsure if WAI, but with No Maintenance enabled, ships will still suffer maintenance failures during combat, consuming MSP if available as normal. The description for the No Maintenance toggle makes it seem like this shouldn't be the case.

Im pretty sure this is WAI but you are right that "no maintenance" should be called something like "no overhauls"
 

Offline swarm_sadist

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Re: v1.8.0 Bugs Thread
« Reply #366 on: April 25, 2020, 07:13:17 PM »
Refitting to a new class does not lock the design, when you haven't retooled the shipyard. Retooling the shipyard locks the design, but you can still retool the shipyard to a similar class and retrofit to the class you want. While being built, you are able to modify the design.

Also, add demand for fractional amounts produces a function #609 error input string was not the correct format, but you may edit the amount to use fractions.
« Last Edit: April 25, 2020, 07:20:31 PM by swarm_sadist »
 

Offline db48x

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Re: v1.8.0 Bugs Thread
« Reply #367 on: April 25, 2020, 07:40:06 PM »
1.8, random stars, Local System Generation doesn't seem to function.


How do you make your System map so clean?

You can drag the systems around to arrange them however you want. There's a snap-to-grid button in the toolbar for lining things up neatly.
 

Offline Nori

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Re: v1.8.0 Bugs Thread
« Reply #368 on: April 25, 2020, 11:31:26 PM »
Minor bug, if you have a tanker set to refuel a fleet and the fleet has a ship with fuel (for instance a tractor orbital hab) it throws a #854 attempted divide by zero.
 

Offline Ahmedok

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Re: v1.8.0 Bugs Thread
« Reply #369 on: April 25, 2020, 11:45:06 PM »
I am not sure about this one, bug, missing feature or working like intended.

After queuing up a technology from one specific tree, technologies further down that tree do not show up before research completes.  That makes researching one particular low-cost tree a bit tedious.
 

Offline Impassive

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Re: v1.8.0 Bugs Thread
« Reply #370 on: April 25, 2020, 11:56:02 PM »
I am not sure about this one, bug, missing feature or working like intended.

After queuing up a technology from one specific tree, technologies further down that tree do not show up before research completes.  That makes researching one particular low-cost tree a bit tedious.

I would say that is WAI, as that was how VB6 also worked.
 

Offline Hastermain

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Re: v1.8.0 Bugs Thread
« Reply #371 on: April 26, 2020, 01:35:25 AM »
The function number: #483, followed by #1367

The complete error text:
Function #483: exception of the type system outofmemoryexception was thrown
Function #1367: object reference not set to an instance of an object

The window affected: Aurora bootup (opening the game)

What you were doing at the time: opening the game

Conventional or TN start: TN

Random or Real Stars: Real

Is your decimal separator a comma?: Switched it to period, never had this issue before

Is the bug is easy to reproduce, intermittent or a one-off?: one-off, first time it happened

If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: over 120 years
 

Offline Castinar

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Re: v1.8.0 Bugs Thread
« Reply #372 on: April 26, 2020, 01:40:45 AM »
Just had this minor inconvenience --- A fleet entered a JP w/ transit and divide.  Each individual ship had standing orders for survey, with conditional orders to (individually) move to jumppoint when fuel < 40 or MS < 20.  The original ship (head of fleet?) is able to carry out orders -- the ships divided away from the fleet started spamming "Ship XYZ has a standing order to return to its entry point.  However, the entry point is not known." 

It spams the event log every cycle (but does not interrupt the flow...so a minor inconvenience :D )
 

Offline shanedday

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Re: v1.8.0 Bugs Thread
« Reply #373 on: April 26, 2020, 03:19:47 AM »
V1. 8. 0 created a new game, had two JPs in Sol, then both systems had no jump points after survey.  Turned on SM and tried to 'Add Jump Point" in System Generation and Display screen, it did nothing. . .  is it turned on? "Change Position" seemed to work.
 

Offline Zhatelier

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Re: v1.8.0 Bugs Thread
« Reply #374 on: April 26, 2020, 03:21:20 AM »
V1. 8. 0 created a new game, had two JPs in Sol, then both systems had no jump points after survey.  Turned on SM and tried to 'Add Jump Point" in System Generation and Display screen, it did nothing. . .  is it turned on? "Change Position" seemed to work.
After adding a jump point you'll need to re-do the survey since the JPs aren't defaulted to visible.
 
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