Author Topic: v2.5.1 Bugs Thread  (Read 142540 times)

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Offline Feeble

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Long compute time when zooming in with "Passives vs Signatures X" enabled
« Reply #390 on: January 19, 2025, 04:21:15 PM »
  • The function number
Unknown
  • The complete error text
None, this is a performance issue
  • The window affected
Main system window
  • What you were doing at the time
Zooming into earth.
  • Conventional or TN start
TN Start
  • Random or Real Stars
Real Stars
  • Is your decimal separator a comma?
My separator is a period
  • Is the bug is easy to reproduce, intermittent or a one-off?
Easy: turn on "Passives vs Signatures X" and zoom in as far as you can
  • If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
Short, less than a year

Description:
During gameplay, I turned on "Passives vs Signatures X" and then tried zooming into earth. This was okay until I was down to a 1 m km zoom distance. Afterwards, the game takes a long time to calculate the next zoom level. Turning off "Passives vs Signatures X" removes the long compute time.

Steps to reproduce:
  • Start with fresh example game in v2.5.1
  • Select main window
  • Ensure zoom is above 100 m km
  • Turn on "Passives vs Signatures 100"
  • Zoom in on earth until zoom level is less 1 m km
  • Observe length of compute time increases dramatically with each new zoom level

Additional notes:
I'm playing this on linux via proton experimental, so I understand that maybe contributing to the issue. If someone can confirm that a bog standard game on windows doesn't see this, that would help me.
« Last Edit: January 19, 2025, 04:28:30 PM by Feeble »
 

Offline Ghostly

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Re: v2.5.1 Bugs Thread
« Reply #391 on: January 20, 2025, 12:10:32 AM »
Conventional start, Real Stars, period separator, 57 years in.

Four of the largest NPR populations in my game (two starting NPRs' homeworlds, the homeworld of an NPR generated early on by a starting NPR but still unknown to me, Raider homeworld) are currently being terraformed by their owners to remove all hydrosphere. The 1st NPR has a 4.7b population capacity homeworld and currently has by far the lowest hydrosphere of 3.7%, and after reviewing my save backups, I've been able to determine that the 2nd NPR's homeworld population peaked at around 3.9b before they started removing their water, which would correspond to the growth penalty threshold of their 11.7b capacity homeworld. The planet's hydro was at 17% when I assualted it, however I haven't been able to locate any terraforming ships or installations.

I'm aware of the "NPR terraforming now works correctly." bit in 2.6.0 changelogs, but I haven't been able to locate any reports or mentions of this bug in particular, so I'm still bringing it to your attention.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #392 on: January 23, 2025, 10:41:59 AM »
Fleets lose orbit after tractoring ship.

1) Give a fleet (containing an unengaged tug ship) orders to tractor a ship from any other fleet in orbit of a system body.
2) Advance time until the order completes. (5 seconds will do if the tug is already at the same body.)
3) Advance time further until orbital motion processes (every con cycle, I think).

Result: tug fleet is no longer in orbit; it remains at the prior location of the body (which has moved onward along its orbital path).
« Last Edit: January 23, 2025, 03:41:56 PM by skoormit »
 

Offline Kiero

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Re: v2.5.1 Bugs Thread
« Reply #393 on: January 29, 2025, 08:37:13 AM »
What is function #828? it's poping up from time to time.
 

Offline Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #394 on: January 29, 2025, 08:40:56 AM »
What is function #828? it's poping up from time to time.

Function #828 is CompleteWreckSalvage
 
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Offline Kiero

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Re: v2.5.1 Bugs Thread
« Reply #395 on: January 30, 2025, 04:53:22 AM »
Restoring characters is not working for me:

I would like to restore Nikodem Korona (pic1).

When I click Restore he goes to active section (pic2).

But, when i close the character window or click save. He disapears, even when I restart Aurora.
There is an information in the Event log, that he was restored, but he is not present in FCT_Commander in DB.

DB attached.

Edit: Also not working on a clean DB

Pic1


Pic2
« Last Edit: January 30, 2025, 05:43:24 AM by Kiero »
 

Offline Demetrious

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Re: v2.5.1 Bugs Thread
« Reply #396 on: January 31, 2025, 11:25:30 AM »
Almost certainly not a bug but I thought I'd ask if particular behavior is working as intended. I designed an exploration cruiser with four size-12 missile launchers for probes. I went with four 30% reduced size-12 launchers, thinking that since they aren't box launchers their integral magazine space could be reloaded from a collier. So far, this isn't working (and doesn't work at a colony, either.)

I assume this is working as intended, because 1. it makes sense and 2. if it isn't it probably should be. I note that older versions (checking an old game from 1.95) didn't split the magazine readout (x/x) like in the current released version, so out of curiosity I thought I'd ask; normal launchers may be running afoul of rules written to regulate the unique behavior of box launchers.

If this was deliberate, as a Yankee I appreciate the attention to detail; I often have to load one from the magazine and top off the mag myself. You can load one directly into the chamber but depending on your "launcher" you're not always supposed to.  ;D
 

Offline nuclearslurpee

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Re: v2.5.1 Bugs Thread
« Reply #397 on: January 31, 2025, 05:13:54 PM »
Almost certainly not a bug but I thought I'd ask if particular behavior is working as intended. I designed an exploration cruiser with four size-12 missile launchers for probes. I went with four 30% reduced size-12 launchers, thinking that since they aren't box launchers their integral magazine space could be reloaded from a collier. So far, this isn't working (and doesn't work at a colony, either.)

I assume this is working as intended, because 1. it makes sense and 2. if it isn't it probably should be. I note that older versions (checking an old game from 1.95) didn't split the magazine readout (x/x) like in the current released version, so out of curiosity I thought I'd ask; normal launchers may be running afoul of rules written to regulate the unique behavior of box launchers.

If this was deliberate, as a Yankee I appreciate the attention to detail; I often have to load one from the magazine and top off the mag myself. You can load one directly into the chamber but depending on your "launcher" you're not always supposed to.  ;D

This may be a dumb question, but do the collier and colony work, i.e., are able to reload ordnance for other ships of more traditional designs?
 

Offline Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #398 on: February 01, 2025, 06:07:23 AM »
Almost certainly not a bug but I thought I'd ask if particular behavior is working as intended. I designed an exploration cruiser with four size-12 missile launchers for probes. I went with four 30% reduced size-12 launchers, thinking that since they aren't box launchers their integral magazine space could be reloaded from a collier. So far, this isn't working (and doesn't work at a colony, either.)

I assume this is working as intended, because 1. it makes sense and 2. if it isn't it probably should be. I note that older versions (checking an old game from 1.95) didn't split the magazine readout (x/x) like in the current released version, so out of curiosity I thought I'd ask; normal launchers may be running afoul of rules written to regulate the unique behavior of box launchers.

If this was deliberate, as a Yankee I appreciate the attention to detail; I often have to load one from the magazine and top off the mag myself. You can load one directly into the chamber but depending on your "launcher" you're not always supposed to.  ;D

They should load fine. Even a ship with only box launchers can reload from a collier. The problem for box launchers is they won't cycle (recharge) without appropriate facilities. It sounds like there is something else going on. Is the collier flagged as a collier and does it work with other ships?
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #399 on: February 01, 2025, 07:33:50 AM »
...Even a ship with only box launchers can reload from a collier. The problem for box launchers is they won't cycle (recharge) without appropriate facilities...

I have never been able to get a ship with only box launchers to reload from a collier.
 

Offline paolot

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Re: v2.5.1 Bugs Thread
« Reply #400 on: February 01, 2025, 09:34:03 AM »
... Even a ship with only box launchers can reload from a collier. ...

Sorry Steve,
In which version of the game can we do it?   ???
In 2.5.1, creating a new box launcher, it says: "Note that Box or Decoy Launchers are not affected by increases in Reload Rate Technology as they may only be reloaded in a hangar deck or at maintenance facilities. ...".
 

Offline Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #401 on: February 01, 2025, 10:13:37 AM »
Regarding box launchers, there is a difference between the launcher itself reloading and the parent ship having the missiles. You can put the missiles on the ship by any normal method. The code doesn't check launcher type when a ship loads ordnance. The only place in the code where the 'hangar reload only' flag is checked is when the launcher itself recycles. The recycle clock for the launcher will only decrease in a hangar or at an ordnance transfer location
 
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Offline paolot

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Re: v2.5.1 Bugs Thread
« Reply #402 on: February 01, 2025, 11:02:10 AM »
OK.
Thank you, Steve!
If I understand well, if the ship that carries the box has also some missile magazines, these ones can be reloaded by a collier. But the missiles can be transferred from the magazines to the box only and only if the ship is inside a hangar (or in orbit around a planet with maintenance facilities and an ordnace transfer station), is it right?
In case the ship hasn't any magazine, the box cannot anyway reload directly from a collier, right?
« Last Edit: February 01, 2025, 11:39:00 AM by paolot »
 

Offline Ghostly

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Re: v2.5.1 Bugs Thread
« Reply #403 on: February 01, 2025, 01:01:40 PM »
Dormant Ancient Constructs' capabilities can get spoiled to the player somewhat due to the order they're displayed in on the tactical map in the Artifacts submenu. All Constructs are ordered by their Research Bonus, no mater if it's already known or not.



Both dormant Constructs have an actual Bonus of 90% and another dormant Construct way down on the list has a Bonus of 30%. I would suggest putting dormant Constructs below the active ones on this list and ordering them alphabetically.
 

Offline Demetrious

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Re: v2.5.1 Bugs Thread
« Reply #404 on: February 01, 2025, 04:35:54 PM »
They should load fine. Even a ship with only box launchers can reload from a collier. The problem for box launchers is they won't cycle (recharge) without appropriate facilities. It sounds like there is something else going on. Is the collier flagged as a collier and does it work with other ships?

Ahh, that's how you implemented it!

Regarding this, it turns out I was still playing version 2.3.0, so I made a clean install of the latest release (2.5.1) and threw together a quick test game with the exact scenario I ran across in my older version... and I've confirmed this behavior is still present. I've attached my save file: It'll be under "Test Game," with two ships in "Battle Fleet," one with reduced-size launchers but no stand-alone magazine, and a collier (properly flagged) with an ordinance transfer system and a loaded commercial magazine. Templates are set up. You'll note that the ship can neither load nor unload ordinance to the collier.

In my 2.3.0 game adding a magazine to the receiving ship allowed it to function as normal.

(Attached save file is from 2.5.1, to be clear.)
« Last Edit: February 01, 2025, 04:37:33 PM by Demetrious »
 
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