Bug Reporting for v2.7.1

“MV: Geosurvey System” is funneling all my survey ships with that standing order into a single system called Rasdor, where they keep jumping back and forth to the Felyra system. Both of those systems are already fully geo and grav surveyed.

For example check Rasdor/Felyra systems and check survey ships there. Gamma Solaris is really far away and has a different survey ship that also goes there. If you select a survey ship that has “MV: Geosurvey System” standing order and delete all movement orders, as soon as you pass time it will try traveling to Rasdor. When it gets there it will start looping back and forth between Rasdor/Felyra.

Link to my db file: https://drive.google.com/file/d/1Xn6aAYOa8kUkkO_Pieu8cW106j_IHmW3/view?usp=sharing

Missing dot in research name. :slight_smile: I believe 16m not between 1.25m and 2m.

image

SJW: Fixed for v2.8

Hi! Sorry for off-topic, but maybe someone will find this helpful
Not a bug and certainly not on Windows… :sweat_smile:

Had a problem on Ubuntu24.04 with the buttons with text rendering white when running via wine

But winetricks comctl32 did the trick!

I don’t mind if you want to start a Linux thread in General Discussions to discuss options for getting Aurora to work in that environment, but the bugs thread should be limited to reports on issues with un-modded Aurora running on Windows.

See the first post in the thread.

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Hello

I have function that keeps saying it is not set to a instance of an object (The function number is #2095). at first i thought it was tied to surveys of grav points then started having the issue after i scarped the survey craft, then i thought it was the fuel tankers i have set up but i am not to sure as of the moment, Image below is what i have been getting.

SJW: The error is in maintenance production. It means either the mineral object associated with a population is null somehow, or there is an NPR without a capital. If you know how to check the database, look for an NPR that has no capital population in FCT_Population.


Unchecking Current System only under Military, prevents selecting other systems to view.

Not sure about this one, but I was able to repeat it before moving on.

When trying to use a missile collier (for the first time, so feel free to tell me the problem is me), I found that when issuing the order “replace ordinance” from collier to commercial carrier base with lots of missile storage, the game would hang.

I also tried these other options to try and load my carrier to it’s missile template (neither of these hung my game)

  • loading From collier to carrier - didn’t load to class / ship template
    • Weirdly, the ship was loaded over capacity (-328 space available on my current load out)
  • loading carrier from collier - didn’t load to class / ship template

Not able to Overhaul at a DSP with maintenance facilities and population. It is pausing the maintenance clock though.

Fleet trying to do overhaul, no “Begin Overhaul” option present (same when selecting DSP):

The fleet at the DSP:

Tug not tugging or releasing, if ordered to tug then immediately move to another location.
possible by ordering to tug, getting interrupted, then ordering to move to desired location, getting interrupted, ordering to release.

Edit: The problem lies with the order “Tractor any ship in fleet”.
Edit2: When ordering that command twice, first time failed, second time succeeded.

How do I fix this?

I have never seen anything like that :slight_smile:

Are you running any mods?

No. everytime i load up the game or reinstall it that happens

Did you use the full install? You seem to be missing the icons for the buttons.

And are you on Windows?

Yes I am using the full install and I am on windows

I am not seeing the PPV of my fighters reflected on the planet they are stationed at when docked in their carrier.

Is this supposed to work this way?

I’m seeing my fighters reflected.

What’s the specifics?

When a boarding ship loads ground units from a stationary fleet, when selecting a colony, there is no order to unload a specific formation until loading is completed, which is why it is impossible to immediately set up an order queue. But there is an order to unload all formations.

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Also, my boarding ship with tractor beam carried out the following orders: load the formation from stationary ship; tractor specific ship; release tractored ships (Earth); unload all formations; refuel.

The boarding ship loaded the formation, began tractoring and flying to the colony, but after ~1/10 of the way it stopped and reported on the completion of orders. The captured ship was still in tractor. After re-issuing the orders, the ship executed them normally.

Steve, just a heads up: there are a few asteroids with negative eccentricity in my game.
They are around a b-star in one system.
221 total asteroids around that star. (Zero around the a-star.)
14 have positive eccentricity.
The rest show zero ecc in the F9 window, but the database has a negative ecc for 12 of them (from ~ -.0019 to -0.1379).
Also, while the F9 window does not show a min/max temp variance for those 12, it does show the projected colony cost varying over time.

SJW: Fixed for v3.0

Changing a system/colony name, doesn’t change the name in existing fleet orders.
Changing an ordnance’s name, doesn’t change the name in existing industry queue.

SJW: The names in those situations are text descriptions created when the order was originally issued.

Scenario:
A scientist is assigned to a project.
The scientist has a queued project.
While disassembling ship components, enough tech is gained to complete the scientist’s current project.

Expectation: The scientist will automatically be assigned to their queued project.
Actual Outcome: The scientist becomes unassigned, and the queued project remains listed as queued for that scientist.

I received a New Combat Contact event (for 8x Energy Weapon Impact) in a system I have nothing in except for a completely empty colony. No fleets, mine or civilian. No sensor buoys. Nothing.

Notes: I have never had anything on the colony. It does not even have a governor. The planet has a small NPR colony (EM 0, TH 532, at the time I scouted it). I created the colony just to have access to the Environment tab.

Further note:
I kept getting events for more energy weapon impacts, until eventually I was notified of a new wreck detected in the system.

SJW: Fixed for v3.0. Now you need some form of passive detection (missile, ship or population) in the system to detect explosions.

I have a fleet consisting of a tug pulling an engineless military carrier that is carrying 38 fighters.

On the Fleet tab, the info for Fuel shows “2.9m / 3.6m litres”.

The total fuel capacity indicated (3.6m) includes the capacity of the fighters, but the current fuel level (2.9m) does not include the fuel that the fighters are carrying.

Note: the fighters are on the carrier, but they are not assigned to the carrier.

Further note: The same discrepancy is true of the MSP info displayed. (It is not counting what is on the fighters, but is including them in total capacity.)