Fractal Softworks Forum

Starsector => Bug Reports & Support => Topic started by: Mr. Sterling on May 03, 2017, 05:18:58 PM

Title: possible bugs
Post by: Mr. Sterling on May 03, 2017, 05:18:58 PM
Buffalo (D) (Freighter) {the red one for sale in the shipyard}

Hull Mods: Civilian-grade Hull, Shielded Cargo Holds

So why the (D)?


Friends with pirates {as im playing a pirate in my current game} yet they still want my cargo when doing an out of system trade run????


forced into a fight have allies in the same fight dont deploy any ship allies do all the fighting. win the fight yat rep still goes down????


get a fleet log save and exit game when log back in loose all fleet logs?


When low CR damage ship and loose crew but crew isnt lost?


not bug but  ? any thoughts on or if we are going to start building stations {that we actually own and control not faction related} that we can build ships at and sell our goods {whether stolen or not} at and on having more then the 1 fleet? ie like promote 1 of our officers to command thier own fleet {that we design as in ships and gear etc} with limited control like trade, patrol system or guard station/planet etc

as for building ships not able build any ship at start but can learn to build every ship. example build a station upgrade it to be able to construct ships but the station knows no ship designs so take a wolf ship put it in the station tell it to learn design it deconstructs the wolf ship {over a period of time} and learns to construct that ship {loose ship in the process}. then add in the metal machinery etc needed to construct ship and tell it to start production {to be completed over time}. if you tell it to learn a (D) ship it will learn that ship with the (D) designation including its damaged parts.

which would enable you to possibly fix (D) ships not for $ but for items like metal machinery etc if station know the ship design without the (D).
would also allow you to put sips in to deconstruct for parts. Instead of scuttling almost every (D) ship i get as i cant find a use for them.

ty
Mr. Sterling (an old gamer)
Title: Re: possible bugs
Post by: Ghoti on May 03, 2017, 08:06:50 PM
check out this thread: http://fractalsoftworks.com/forum/index.php?topic=12214.0

Alex knows it's screwy. It's on the radar  ;)
Title: Re: possible bugs
Post by: Mr. Sterling on May 06, 2017, 01:44:11 PM
Salvage Rigs description needs corrected.


"used by to assist"  think it should read "used to assist"
Title: Re: possible bugs
Post by: Alex on May 06, 2017, 02:09:38 PM
Thank you, fixed that up.
Title: Re: possible bugs
Post by: Gothars on May 06, 2017, 02:35:03 PM
Random detail: The standard Aurora loadout in the mission "Nothing Personal" has PD and Sabots in the same group (and doesn't make much sense anyway with 8 EMP weapons). (Im on RC19-mod1.)
Title: Re: possible bugs
Post by: Alex on May 06, 2017, 02:38:45 PM
Thanks - fixed.
Title: Re: possible bugs
Post by: Mr. Sterling on May 06, 2017, 10:05:47 PM
When u Scuttle a ship without stripping it first shouldn't you get the weapons it was carrying back?
Title: Re: possible bugs
Post by: Alex on May 06, 2017, 10:29:03 PM
It is/does - but now that I check, it's broken for fighter LPCs and doesn't give those back. Thanks for the report!
Title: Re: possible bugs
Post by: Mr. Sterling on May 07, 2017, 01:47:19 AM
np glad to help, didn't think it gave any back, when you scuttle a wolf for example it says you get 5 supplies 5 fuel 1 heavy machinery doesn't list the weapons so i didn't know.

ty alex



got a null error but log files are too big to post here what do i do with them?
Title: Re: possible bugs
Post by: AxleMC131 on May 07, 2017, 01:50:26 AM
got a null error but files are too big to post here what do i do with them?

You can just copy paste the error bit - if you're reading from the "starsector.log", just select the bit that broke and paste that in.

You can also stick it in a code format (with the # button above the text box here) and/or in a spoiler.
Title: Re: possible bugs
Post by: Mr. Sterling on May 07, 2017, 01:57:15 AM
20699 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [flare] not found in ship_data.csv

deleting log files to create new ones
Title: Re: possible bugs
Post by: AxleMC131 on May 07, 2017, 03:39:29 AM
20699 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [flare] not found in ship_data.csv

Umm... wat? There is no hull id "flare" in the stock game... What on earth is looking for one?

deleting log files to create new ones

Also you don't need to do this - the game automatically overwrites the "starsector.log" file every time it runs.
Title: Re: possible bugs
Post by: Mr. Sterling on May 07, 2017, 03:59:56 AM
no idea same error in 3 log files and im not running any mods
Title: Re: possible bugs
Post by: Alex on May 07, 2017, 09:40:10 AM
Could you:

1) Get the game to crash and then
2) Zip up the log and email it to me?

fractalsoftworks [at] gmail [dot] com
Title: Re: possible bugs
Post by: Mr. Sterling on May 07, 2017, 10:42:50 AM
if it crashes again i will might still b in my trash can if so ill send this 1 too
Title: Re: possible bugs
Post by: Alex on May 07, 2017, 11:05:56 AM
Thanks, got the logs. Not seeing an actual crash in the, though, hmm.
Title: Re: possible bugs
Post by: Mr. Sterling on May 07, 2017, 08:19:40 PM
dont know if this is a bug or not but the pirates if they have fuel only ever have 50.

even the BM only ever has 50.
Title: Re: possible bugs
Post by: AxleMC131 on May 07, 2017, 09:31:25 PM
dont know if this is a bug or not but the pirates if they have fuel only ever have 50.

even the BM only ever has 50.


As an almost universal thing, Black Markets only ever seem to have 50 fuel and 50 supplies, outside of certain special circumstances (not sure what they are, but they exist). In the open market though is weird - maybe hang around a bit and wait for the market to update?

It also may reference to market size rather than the owner of the market. Smaller markets tend to have smaller stacks of goods for sale.
Title: Re: possible bugs
Post by: Mr. Sterling on May 07, 2017, 10:51:52 PM
as a pirate im at war with every 1 dont really have an open market
Title: Re: possible bugs
Post by: Midnight Kitsune on May 08, 2017, 02:15:05 AM
Black markets having 50 fuel and supplies is intentional as those are the lowest a BM can have to offer. They are there just in case you P*** off the wrong group and get stuck in hostile space with no way of getting out.
Title: Re: possible bugs
Post by: Mr. Sterling on May 08, 2017, 09:48:31 AM
Cerberus LP Frigate

hull mods: shielded cargo holds, Faulty power grid, Safety overrides, ill-advised modifications

because of the faulty power grid and the ill-advised modifications shouldn't it also b (D)?


Same with the Brawler. if so might want check the rest the LP Ships.
Title: Re: possible bugs
Post by: Mr. Sterling on May 08, 2017, 10:11:42 AM
Beholder Station:

When you visit it at the end before you leave it says "Does something incorprensible". Think you meant "incomprehensible"
Title: Re: possible bugs
Post by: Alex on May 08, 2017, 10:13:40 AM
Cerberus LP - that's not a bug. (There are some bugs around restoring these, though, in particular it being free.)

"incorprensible" - that's not vanilla, please report in the mod's thread.
Title: Re: possible bugs
Post by: Mr. Sterling on May 08, 2017, 12:04:18 PM
Cerberus LP - that's not a bug.



yes i Understand about Cerberus (LP), was asking if it should be Cerberus (LP) (D)?

because of the faulty power grid and the ill-advised modifications.


"incorprensible" - that's not vanilla, please report in the mod's thread.


Alex My game is not modded it is vanilla.


i can send you my saved game if you like.
Title: Re: possible bugs
Post by: Alex on May 08, 2017, 12:15:47 PM
Ah, my bad, fixed. Was thinking of something else.

Yeah, I get what you mean about the Cerberus - no, it shouldn't have (D). Not everything that has d-mods has to be labelled in the same exact way.
Title: Re: possible bugs
Post by: Mr. Sterling on May 08, 2017, 12:51:30 PM
:) no worries am glad to help. Will continue posting here as i find something questionable.
Title: Re: possible bugs
Post by: Mr. Sterling on May 09, 2017, 07:01:56 PM
Think there something way off on weapon range seems range 500 on enemy ships are more like 1500 they always seem have way more range then me and i use graviton beams (1000 range) with tactical lasers (1000 range)
Title: Re: possible bugs
Post by: Alex on May 09, 2017, 07:05:57 PM
Need more details, please.

A number of things affect weapon range, btw. It could be you've got hullmods making ranger lower than base, or they have hullmods making it higher, etc. I don't *think* there are any major bugs here, unless it's a special case (in which case, doubly need details).

For example if you have Safety Overrides on your ship your weapon range is going to be low no matter what.
Title: Re: possible bugs
Post by: AxleMC131 on May 09, 2017, 07:08:16 PM
You could also be encountering fleets with superior ECM values.
Title: Re: possible bugs
Post by: Mr. Sterling on May 09, 2017, 08:09:03 PM
dont have mods that effect weapon range and none my combat ships are damaged.

really dont know how to explain it.

ill send you my save stay where the ships are and play the fight that going to hit you. (as this is the fight that seems to have way more range on enemy side)

it could be just my perception but it also seems they getting more deployment points then me in this fight.

and ty alex
Title: Re: possible bugs
Post by: Alex on May 09, 2017, 08:32:59 PM
The side with the bigger fleet gets more deployment points, btw.

Not seeing anything wrong with ranges - some of the enemy ships have range-increasing hullmods (i.e. the Integrated Targeting Unit), but nothing feels off about it.
Title: Re: possible bugs
Post by: Mr. Sterling on May 09, 2017, 09:06:42 PM
ok ty alex guess it was just my perception
Title: Re: possible bugs
Post by: Mr. Sterling on May 10, 2017, 11:51:51 AM
Devastator Cannon:

High Explosive (PD) Range 900 {PD i'm guessing standing for point defense)

when u hold your mouse over it in the store it says:


Primary Role: Assault

Title: Re: possible bugs
Post by: Midnight Kitsune on May 10, 2017, 02:29:35 PM
Devastator Cannon:

High Explosive (PD) Range 900 {PD i'm guessing standing for point defense)

when u hold your mouse over it in the store it says:


Primary Role: Assault
That is because it is the Assault role primarily and PD secondarily 
Title: Re: possible bugs
Post by: AxleMC131 on May 10, 2017, 04:08:44 PM
Devastator Cannon:
High Explosive (PD) Range 900 {PD i'm guessing standing for point defense)

when u hold your mouse over it in the store it says:
Primary Role: Assault

The Devastator is a unique weapon that will shoot at missiles like any other point defence weapon, but if there's a ship in range it will prioritize shooting at that instead. Hence the odd role.
Title: Re: possible bugs
Post by: Histidine on May 19, 2017, 06:47:41 AM
Fighters from ally carriers have a green targeting UI instead of yellow. (screenshot (http://i.imgur.com/jc8JWHc.jpg))
Title: Re: possible bugs
Post by: Alex on May 19, 2017, 08:29:51 AM
Thank you, fixed that up.
Title: Re: possible bugs
Post by: SCC on May 19, 2017, 12:06:26 PM
No threat from the other side, yet enforcer raised its shield. I suspect that it wanted to bounce a piece of debris with its shield, but it couldn't due to me, so it ended up doing this. I'm not sure if this can be exploited.
Spoiler
(http://i.imgur.com/3rvgeTO.png)
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