Bug Reporting for v2.7.1

Unclear if a bug or WAI, but if you create an STO unit using a turret, the resulting STO is limited by your racial tracking speed instead of the turret speed.

SJW: Did you click the PD checkbox so it uses 4x racial tracking?

Not sure if this has been reported but in 2.7.1 when you use the galaxy map right click to view a tactical map for a system, any new screen you open after that is immediately pushed to the back behind the tactical map and you have to bring it to the front to see it, either by tool bar or by clicking the shortcut a second time.

After one or two attempts and closing the galaxy map it reverts to normal and new windows open in front of tactical again but it is 100% replicable so I thought it deserved a report.

If you leave the galaxy map open it gets even funkier and persists in the form that if you open a window like research it will open on top but brings the galaxy map in front of the tactical map when previously it was behind it.

You have to close the galaxy map for it to settle down to normal operation again.

In the Events window, with the “Show All Events” box ticked, any event types that are normally hidden (via prior use of the Hide Event button) are not counted against the Max Events limit specified.

I tried that, and it does change the speed to 4x racial tracking, but then shortens the range on an otherwise long-range laser turret. Is that WAI? If so, I’ll resubmit under suggestions.

I put a 25cm laser on a turret is to get decent tracking. 4000km/s tracking isn’t adequate for an enemy going 8000km/s, and it doesn’t seem like we should have to choose between tracking speed and range for STO weapons but not on ships.

SJW: Yes, it is either 4x Range, 1x Speed or 4x Speed, 1x Range.

Bug: Area Defensive Fire energy combat contacts show up at the firing ship, not at the salvo being hit.

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Planet Orbits take the wrong ellipse shape when their distance changes. This leads to the reported perihelion/aphelion temperature being incorrect and the planet moving in the wrong way (along the incorrect orbit). It also looks bad.

How to reproduce: Start a game with the Earth death spiral sol disaster. Run 30 day increments for a while until you can see Earth’s orbit changing. It looks like it keeps its original perihelion and aphelion while reducing the minor axis of the ellipse.
You can also reproduce this by changing a planet’s “distance” in SM mode, so long as its eccentricity is above 0.


This only happens with eccentric orbits enabled. With eccentric orbits disabled, the orbit lines correctly remain circles, but the planets don’t follow those circles. I don’t know if that’s related to this bug.
If anyone gets this bug, you can save and quit completely out of the game to reset the orbit shapes.

Here’s a really minor one (but maybe an easy fix):

Usually, when you give a fleet an order targeting a colony, that colony remains selected in the left panel.
But when you have two colonies on a single body (different species), and you target the second one in the list for your order, then when you give the order the selection shifts to the first one in the list. (But the order is created with the correct colony targeted, so this is just a case of potential confusion or cause of mistakes by not recognizing the shifted target.)

I recently captured several enemy ships of the same design over a short span of time.
These ships all had shields. The shields were on, but not yet at full strength (still charging).

The first few I captured were immediately attacked (in the 5-sec increment immediately after capture) by the remaining hostile ships, and the shields did nothing. (All hits were reported as either Armour Hits or Penetrating Hits.)

I captured the last one of this design after its shields had reached full strength.
That one was also immediately attacked by the remaining hostile ships, but in this case the shields worked. (All hits were reported as Shield hits.)

So it seems that shields on a captured ship go to zero strength immediately upon capture, unless the shields were at full strength prior to capture, in which case the shields remain at full strength.

Note: The shield strength percentage reported in the fleet window immediately upon capture was 10000% for the last ship. For the prior ships, it seems like the percentage reported was 10000% times the actual percentage just prior to capture (based on my sensor information about the ships’ shield strength in the increment immediately prior to capture), even though the shields actually had no effect in those cases.

In the ship design text, the 1YR and 5YR estimates for MSP consumption appear to be based on the sum of DAC% times cost of all components (times the expected average number of failures), without excluding the components that are exempt from maintenance failures.

I noticed this when I designed a military tanker for which the fuel tanks take up about 73% of the DAC. The design text showed:

Maint Life 1.13 Years MSP 3,305 AFR 813% IFR 11.3% 1YR 2,609 5YR 39,137 Max Repair 1,600 MSP

The 1YR cost (2609) divided by the AFR (813%) indicates that the average cost per failure is ~321.
This matches exactly the sum cost of all components prorated by DAC%.
But if the failure-exempt components are excluded from the calculation, the average cost per failure is ~1140.

Here is the component list, with failure-exempt components highlighted:

Bug: Ships with damaged engines that are unable to move still consume fuel as if they were moving under their own power if they have orders to do so.

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I was trying to update my orbital miners, increasing the mining modules, but trying to keep the mass low.
It had a Deployment Time of 3. When I set 1, it became a Military class!!
It happens also if I set 2 (see the images attached).
Is it WAI? or a bug?
I don’t remember this behaviour before.

SJW: Working as intended. There is a three month minimum for commercial.

Yes, civilian ships have a 3 month minimum deployment time and have for a while as I recall.

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Thanks, LordPC and Steve.
I surely missed this!

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Situation:

  1. I untick the “Use Maximum Speed” checkbox for a fleet, and use the “Set Speed” button to designate some lower speed.
  2. The fleet travels at that speed.
  3. At some later point in time, another fleet executes an order to join the first fleet.

Expectation:
The first fleet will continue to travel at the previously designated speed (unless the max speed of the joining fleet is lower than the previously designated speed, in which case the fleet will travel at the lower speed–and perhaps this should actually raise an interrupting event, but that’s a separate issue).

Bug:
Instead, the first fleet reverts to max speed.
(Note that the “Use Maximum Speed” box remains unticked. But the bug is the speed changing, not the box remaining unticked.)

I completed research for the Small Jump Point Stabilisation Module long, long ago.
However, that component is listed in green (and gives the option to disassemble it) in component stockpiles.

Edit: If it matters, I believe I recovered these components from ruins.

ship component “Jump Point Stabilisation Module - 90” dug up as alien component by engineers, aka JPSM-90, 60kt.

racial tech is JPSM-180, 50kt.

transported JPSM-90 to Earth

designed station using alien tech checkbox containing JPSM-90, this STB Orion station was 60kt ish instead of 50kt for race tech STB Artemis station, so the component attributes had been added to the design

could not find a way to build station in industry including components but it did enter the queue, assumed it would be refused if unable to build, it was not

hoped it would deduct alien tech component from stockpile, it did not, started with 4x JPSM-90 and 4x remain

build completed a STB Orion with mass 10kt more than standard as if it had JPSM-90 - EDIT when set to stabilise planet it was the same racial tech task duration as STB Artemis, when set to stabilise JP it was 50% of Artemis, showing the JPSM-90 component was active

instant built a ship “Orion Ship” with the same JPSM-90 and its stabilisation task duration was 25% longer for no reason I can understand because it had no commander EDIT my lack of unsderstanding

Space Mastered a dock to build using components and on adding build for Orion Ship using components a JPSM-90 was removed from the colony stockpile

for details and evidence please see screenshots

I think this qualifies as a bug because of the inconsistent results of building this way

if the alien tech component can be built in a station at a shipyard using include components but not via industry station list, then logic is not to include it in the industry station build list for addition to the industry queue EDIT my mistake, it can be built at the industry queue it turns out see below, but is not subtracted from the stockpile

also instant build for vessels with alien tech does not subtract either is problematic and I have no idea why the result takes longer to stabilise than racial tech but it suggests a problem with data

just thought I would pass on the observations

Commander’s Production bonus reduces stabilization time. Could that be it?

yes that is exactly it, I just tested it with a zero production commander and it was the same number, so I will edit my previous to avoid red herrings

Lagrange Point stabilization time does not depend on module. It only depends on body mass (and commander bonus).
Better modules reduce time needed to stabilize JPs.

ah, yup thanks that is also true, just tested on a JP and the Orion station industry built JPSM-90 module with 20% production bonus was half the time for the Artemis JPSM-180 with 20% production bonus.

Which means the industry queue did build a functioning JPSM-90 without subtracting it from the components stockpile because it was in the design using alien tech.

OK so it was not the bug I thought it was but was a different bug … do I get brownie points for trying ?

EDIT - I think its a bug because I thought I should not be able to build it without having the tech, except by using components