tester handout regenerated for build 4.11.957: section A rebuilt around the fifteen-fix batch (headliners #173 walkers / #171 ballistics / #83 incoming alarm; #175 cover, #165 one-cell, #170 exit, #174 dead zones, #21 wrap, #111 bubble, #179 pips, #151 eject math, the cadence feel trio; holdovers #27/#38/#30/#166/#158/#147 kept with their tests); NEW section B 'NOT BUGS -- THE REAL MACHINE' (veteran heat, the real seek-gear ladder 56/77/100/153, the #153 elevation snap, the leak-voice loop + lamp location) so the settled-authentic verdicts stop generating repeat reports; era questions gain the three Oracle-return items (AFC tracer visibility, PPC vertical-line collapse, PPC generator flips -- corroboration wanted); #151 removed from design calls (resolved authentic); #83/#111/#112 out of known gaps; #176/#178 filed under internal; header 2026-08-14, count 57, reporting section now names the soundboard COPY workflow and the field-guide file-return loop as proven channels.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016bw71WVsccjwW7uKRg4aWD
This commit is contained in:
co-authored by
Claude Fable 5
parent
32e5e8c6a6
commit
29bb05cf4f
+156
-124
@@ -1,176 +1,208 @@
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=============================================================================
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BT411 -- ALL OPEN TRACKER ISSUES (58), SORTED FOR PLAYTESTERS
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Updated 2026-08-12 -- for the Friday 8-player night, build 4.11.913.
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Last week's reports produced 9 root-caused fixes; they are ALL in this
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build. Section A is the payoff -- please verify.
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BT411 -- OPEN TRACKER ISSUES (57), SORTED FOR PLAYTESTERS
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Updated 2026-08-14 -- for tonight's session, build 4.11.957.
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Since Wednesday your reports produced FIFTEEN fixes -- all in this build.
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Section A is the payoff; section B is three "bugs" that turned out to be
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the real machine. Oracle's questionnaire alone settled five tickets.
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=============================================================================
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HOW TO REPORT: drop a line in Discord with the issue number and PASS /
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FAIL / what you saw. Screenshots and rough times help.
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LOGS -- NEW, ONE CLICK: double-click SENDLOGS.bat in the game folder after
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the session. It puts ONE small zip on your Desktop with every log from the
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night (session logs, matchlogs, launch breadcrumbs) -- attach that one file.
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No more hunting for the right .log, no more missing parts.
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LOGS -- ONE CLICK: double-click SENDLOGS.bat in the game folder after the
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session. ONE small zip lands on your Desktop -- attach that. This build
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also names every shot fired in the log, so reports can name weapons.
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SOUNDS: use the SOUNDBOARD zip's COPY button to reference an exact sound
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(that is how Oracle handed us the missile-alarm sample -- it worked).
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FIELD GUIDE: mark up your copy and send the file back. Oracle's return
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fixed two docs and closed five tickets in one evening. It works.
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=============================================================================
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-----------------------------------------------------------------------------
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A. FIXED -- PLEASE VERIFY (headliners first: new fixes fielded THIS build)
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A. FIXED THIS BUILD -- PLEASE VERIFY (headliners first)
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-----------------------------------------------------------------------------
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#162 Kills/deaths multi-counted; -500 death penalty missing ** HEADLINER **
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A same-frame double-hit death credited the killer twice. Fixed and
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stress-proven at 4 and 8 nodes. TEST: watch the scoreboard math all
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night -- kills exact, one death = one -500. Wrong? Screenshot it.
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#156 No fade-to-black at mission end ** HEADLINER **
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The window slamming shut WAS the bug. Rounds now end with a 1-second
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fade to black (and start with the white flash + fade-in).
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#154 Generator: no alarm at thermal trip / never came back
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"Generator out" (Yip's voice) now speaks AT the trip. Recovery was
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always the manual's rule: back online at HALF-cooled after a spin-up.
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TEST: ride heat until the generator drops -- voice at the loss?
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#164 (Conn Man) hanging laser beam riding the rudder
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Beams can no longer draw unless the weapon is genuinely firing.
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If ANY beam hangs anyway, your log names the weapon -- that log is
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GOLD, send it with the rough time.
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#163 Frozen in the ended mission / hang on exit
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Ordered exit everywhere. TEST: host and non-host, end of every round.
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#135 Coolant leak with NO flashing annunciator
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The leak was flashing the WRONG lamp (and could stick forever).
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TEST: take a leak (ram someone) -- the generator lamp for THAT loop
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flashes, and stops when it should.
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#136 Leaking SHUT loop responds to component toggles
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EXPLAINED AS AUTHENTIC (refined): the leak voice STARTS at the leak,
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LOOPS on its own while the leak persists, STOPS when it seals -- so
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hearing it again does NOT mean a new leak. The lamp FLASH is
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continuous while leaking. Confirm and we close it.
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#172 "Coolant leak but no flashing indicator" -- WHERE TO LOOK
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The lamp always flashed; it was in a place nobody watches. A
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GENERATOR leak flashes the generator button BY THE RADAR (bottom
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centre) -- NOT any MFD. That is authentic: no MFD carries a
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generator-leak indicator. A WEAPON's leak lamp lives on its
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engineering page and flashes when you page there (also authentic).
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Loop leaks flash the loop button immediately. TEST Friday: take a
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leak, look AT THE RADAR RAIL -- tell us if it still reads as missing
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even knowing where to look.
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#128 Ramming terrain = instant coolant leak
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Ram damage eligibility fixed -- walls and rocks no longer puncture
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loops. TEST: bump terrain hard; leaks come from combat, not curbs.
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#166 LRM ready on MFD but refuses to fire (until eject)
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Root cause was an eject PRESS whose release got eaten (Steam overlay
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/ focus steal). Structurally fixed + every eject is logged.
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TEST when it happens anyway: tap EJECT (authentic unjam) and report.
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#165 X'd-out weapons appear to still fire
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Could NOT reproduce -- destroyed weapons refused 4,213 straight
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trigger pulls on the bench. What you likely saw: the recharge dial
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still cycles under the X (arcade does too) + surviving weapons'
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beams. Every energy discharge is now named in the log -- if you see
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it again, we will know the weapon by name.
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#169 (Lynx) LEAVE LOBBY button clipped; 8-player roster clutter
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TEST: host with 8 -- roster clear of the LAUNCH button, LEAVE fully
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visible.
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#48-family (Cyd) Secondary-display phantoms + stale colors + plasma junk
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Phantom filled boxes around inactive CONTROL MODE entries and the
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stray block by the heading dial: GONE. Armor rosette colors on glass
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panels now track live. Plasma marquee no longer shows boot garbage.
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#27 Autocannon/Gauss dealt the wrong damage type (retest for Oracle)
|
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Ballistics = solid shot, no blast splash. BONUS this build: ballistic
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rounds can now genuinely MISS a moving target -- dodge and the round
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carries downrange (authentic; shells fly a full 5 seconds).
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#38 Mech colors reverted on respawn
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TEST: custom paint, die, respawn -- colors stay.
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#21 Recharge arc + fire-ready dot dark after eng-page use
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TEST: use the engineering page mid-fight, weapon keeps firing.
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#30 Weapon-state presentation (jam lamp confirmed working)
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TEST: btejam lamp lights ONLY on a real jam.
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#41 (David/Auric) launcher killed before it could run -- forensics armed
|
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TEST: if join.bat ever fails again, send content\lastrun_join.txt.
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#147 Range caret vanished for the session (ticks stayed)
|
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Monitoring: if it happens, the log traps the culprit -- just report.
|
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#158 (Sauron) could not move after respawn until throttle cycled
|
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TEST when it happens: does cycling the throttle free you?
|
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YES -> the #146 release mechanic (expected). NO -> map + spawn spot.
|
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#173 Heavy walkers overheat almost instantly at seek-4 ** HEADLINER **
|
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Our build sampled your mech's motion at modern frame rates -- nearly
|
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2/3 of drive heat on a flat cruise was NOISE the machine never saw.
|
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Now sampled on the original's clock. TEST (Vulture/Madcat/Thor/Loki):
|
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boost coolant loop 5 -- TWO presses, NEVER three (a third press wraps
|
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the valve CLOSED, that is the machine's own trap) -- and hold seek-4.
|
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You should run supercharged indefinitely, hot but stable.
|
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#171 Cannons required leading; missiles flew way too fast ** HEADLINER **
|
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The original decides a cannon hit AT THE TRIGGER -- no leading, ever;
|
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the round you see fly is a drawn tracer. Missiles now fly the
|
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machine's true physics: ~5x slower, real proximity fuze, and they can
|
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strike a mech that walks into the flight path. Ballistics also
|
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respect the range scale again, and cannon damage lands on ONE panel
|
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(#112 closed on this -- if you ever see one trigger pull spread
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damage across zones, reopen it with the log).
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#83 INCOMING MISSILE ALARM IS BACK ** HEADLINER **
|
||||
Oracle was right: it was missing entirely (our alarm code was wired
|
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to a dead path -- it never ran once in any build you have played).
|
||||
Now: missiles inbound on YOU start the accelerating beeper -- the
|
||||
exact sound Oracle found on the soundboard ([1:74] IncomingAlarm01),
|
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slow at range, frantic as it closes. LRM volleys give seconds of
|
||||
warning; point-blank SRMs barely a blip (authentic -- the machine
|
||||
cannot warn you faster than the missile flies). TEST BY EAR: does
|
||||
the tempo ramp match your memory of the pods?
|
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#175 Missiles flew THROUGH hills and buildings
|
||||
Cover works now: the salvo bursts on the mound you are hiding
|
||||
behind (and the blast can still splash you if you hug it --
|
||||
authentic). Trucks and props die to missiles, as they should.
|
||||
#165 X'd-out (destroyed) weapons could still fire
|
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THE REAL FIX this time (three earlier attempts missed it): the
|
||||
original keeps ONE destroyed flag per weapon; our port had four
|
||||
separate copies and the everyday kill path only set some of them.
|
||||
Also closes the hanging-beam family (#164) at its true root.
|
||||
TEST: X out someone's weapon -- it must go fully dead.
|
||||
#170 Crash between rounds ("crash while joining lobby")
|
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Was our own exit code racing Steam at round end. Fixed at the root.
|
||||
TEST: full evening, host and non-host, no crash between missions.
|
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#174 Shooting a destroyed section kept grinding criticals
|
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Dead zones stay dead -- continued fire (or ramming) no longer
|
||||
re-rolls crits into the survivors, and wreck-farming scores zero.
|
||||
#21 Gear cycling "bricked" lasers -- YOUR memory was right
|
||||
Our reading of one number in the original's code was off by a
|
||||
byte-width; you said "nah, it just wraps 4 back to 1" and you were
|
||||
correct. Cycle gears freely; also fixes the dark recharge arc /
|
||||
dark ready-dot after gear play.
|
||||
#111 (Lynx) Other players saw a dying mech's blue warp bubble
|
||||
The bubble was OUR addition, not the machine's. The translocation
|
||||
vortex now plays only in the dying pilot's own cockpit. From every
|
||||
other seat: death = the big boom, respawn = the mech appears.
|
||||
#179 (Oracle, reported 10 PM, fixed by 1 AM) Nova spawn pips
|
||||
The Nova spawned showing its REAR laser's range pips in the forward
|
||||
view. The HUD now commits the forward view at spawn. (Only the pips
|
||||
were wrong -- rear weapons never actually fired forward.)
|
||||
#151 (Oracle) Panic eject scored -499
|
||||
Solved, and the machine agrees with YOUR math: eject = your mech
|
||||
self-destructs (scored as self-damage, ~-500) + the death cost
|
||||
(-500) = about -1000, i.e. 1000 points -> roughly ZERO. The extra
|
||||
-500 you saw was the #162 double-death bug, fixed on testing night.
|
||||
TEST: repeat the maneuver -- you should land within a few points
|
||||
of zero, not hundreds below.
|
||||
FEEL Three more fixes on the original's clock (same bug class as #173):
|
||||
the cockpit HIT-SHAKE (was bouncing ~2x too fast -- hits now rock
|
||||
you at the pod's pace with less rebound), the FOOTSTEP loudness
|
||||
swell (ramped in half the intended time), and a subtle engine-pitch
|
||||
warble on moving mechs. If mech sounds still warble walking past
|
||||
you, say so -- that one we could only part-measure on the bench.
|
||||
--- holdovers still awaiting your verdict ---
|
||||
#27 Ballistic damage type (Oracle retest): solid shot, no blast splash.
|
||||
#38 Custom mech colors must survive death + respawn.
|
||||
#30 Jam lamp lights ONLY on a real jam.
|
||||
#166 LRM "ready but refuses to fire": structurally fixed (eaten eject
|
||||
release). If it happens: tap EJECT (authentic unjam) and report.
|
||||
#158 (Sauron) Can't move after respawn until throttle cycled. TEST when
|
||||
it happens: does cycling the throttle free you? YES -> the #146
|
||||
release mechanic (expected; opinions welcome). NO -> map + spot.
|
||||
#147 Vanishing range caret: the trap is now ALWAYS ARMED -- if it ever
|
||||
happens again, your log names the culprit frame. Just report it.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
B. OPEN -- HELP US REPRODUCE / NARROW (what to note when it happens)
|
||||
B. NOT BUGS -- THE REAL MACHINE (verified against the original's code;
|
||||
please don't re-report these, but DO tell us if the pods differed)
|
||||
-----------------------------------------------------------------------------
|
||||
HEAT AT VETERAN: Veteran mode DOES have heat in our 4.10 -- read straight
|
||||
from the original's code. The 4.0 manual (and some memories of the
|
||||
earlier machine) say expert-only; 4.10 changed it. Not a bug.
|
||||
SEEK GEARS: the real damage ladder is seek 1 = 56%, seek 2 = 77%,
|
||||
seek 3 = 100% (the published numbers), seek 4 = 153% -- an
|
||||
OVERCHARGE gear: more damage AND heat per shot at ~3x the charge
|
||||
time. Downshift for rate of fire, seek 4 for the alpha strike.
|
||||
(The old guide's "half charge = quarter damage" example was wrong;
|
||||
Oracle's notes caught it.)
|
||||
BASIC-MODE VIEW LIMIT (#153): pitch below "half" in Mid/Advanced, switch
|
||||
to Basic, and the view stays put until your next pitch input snaps
|
||||
it to the limit. That snap-on-next-input IS the original's code --
|
||||
quirk included. (Basic also re-settles the HUD horizon as the torso
|
||||
re-centres -- that is what an earlier note meant by "settles the
|
||||
HUD horizon".)
|
||||
LEAK VOICE (#136): starts at the leak, LOOPS while it persists, stops
|
||||
when sealed. Hearing it again does not mean a new leak. The
|
||||
generator-leak lamp is the button BY THE RADAR, not an MFD (#172).
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
C. OPEN -- HELP US REPRODUCE / NARROW (what to note when it happens)
|
||||
-----------------------------------------------------------------------------
|
||||
#37 Mech torso appears BACKWARDS to other players (transient)
|
||||
#74 8BitDo gamepad works solo, dead in Steam MP (VexUbiquity)
|
||||
#102 Owens: full-throttle run -> hold reverse = animation/audio hang
|
||||
REPRO known (exterior cam, savannah); self-clears on a torso twist.
|
||||
(repro known: exterior cam, savannah; self-clears on a torso twist)
|
||||
#125 Peers do not see the FIRST destroyed-zone graphic (2nd hit shows it)
|
||||
#126 Peer weapon fire invisible AND silent from some positions
|
||||
#130 Vulture "skating" (gliding without walk animation)
|
||||
#132 (Conn Man) persistent yellow line on the HUD in every mech
|
||||
Possibly the #164 beam family -- if you get it, note which weapons
|
||||
you fired last and send the log.
|
||||
#143 One panel hit -> smoke erupts from MULTIPLE places at once
|
||||
#153 Basic-mode elevation limit only applies after cycling modes
|
||||
#155 PANIC lit: Eng + Weapon MFD banks dead; Score/Radar/Coolant stay live
|
||||
(Oracle mapped the exact bank split; flicker half = authentic.
|
||||
Next: is the bank capture authentic too?)
|
||||
#159 (Conn Man) lag during drops -- missiles / fire exploding in empty space
|
||||
NOTE: shooter + target + rough time; match receipts measure the rest.
|
||||
#160 Pod cab: RIO axis dropouts + boot wedges (hardware investigation)
|
||||
Cab-side only. This build adds a sharper stall detector; the cage
|
||||
hardware work continues with Nick.
|
||||
#155 PANIC lit: Eng + Weapon MFD banks dead; Score/Radar/Coolant live
|
||||
(bank split mapped; is the bank capture authentic? era input wanted)
|
||||
#159 (Conn Man) lag during drops -- fire exploding in empty space
|
||||
NOTE shooter + target + rough time; match receipts do the rest.
|
||||
#160 Pod cab: RIO axis dropouts + boot wedges (hardware, with Nick)
|
||||
#167 (Oracle) reticle lock circle absent on ALL targets for a stretch
|
||||
Monitoring: note the time and whether a relaunch cleared it.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
C. STILL-OPEN ERA QUESTIONS
|
||||
D. ERA QUESTIONS -- for the pod veterans
|
||||
-----------------------------------------------------------------------------
|
||||
#103 Mech-to-mech RAM: armor damage or internals only? (Oracle: don't know;
|
||||
Lynx / Ronin / Draco -- your call. Binary does internals-only.)
|
||||
#133 Generator X-out on the MFD: Oracle recalls an X "under certain
|
||||
circumstances" -- WHICH circumstances? (shutdown / overheat / destroyed)
|
||||
ALSO (#152 rider): did Mid/Adv auto-recentre the torso in the pod, or only
|
||||
Basic? (Oracle: don't know. Binary says: no auto-recentre.)
|
||||
NEW: AFC PROJECTILES -- VISIBLE OR NOT? Oracle recalls NO visible round
|
||||
at all (muzzle flash + impact flash only, no tracer, either
|
||||
perspective). Our build draws the machine's tracer. Draco, SAURON,
|
||||
Ronin: do you remember SEEING autocannon rounds fly on the pods?
|
||||
NEW: PPC HIT = SCREENS COLLAPSE TO A VERTICAL LINE? Oracle describes all
|
||||
MFDs briefly collapsing to a bright vertical line (CRT-style) and
|
||||
re-expanding. Anyone else remember that look? (It is the target
|
||||
spec for the display-scramble work in progress.)
|
||||
NEW: PPC hits sometimes flipped AUTO-mode generator assignments on the
|
||||
victim (Oracle). Anyone else see generator letters change after
|
||||
taking particle fire? (#178 -- observations welcome tonight.)
|
||||
#103 Mech-to-mech RAM: armor damage or internals only? (Binary says
|
||||
internals-only. Lynx / Ronin / Draco -- your call.)
|
||||
#133 Generator X-out on the MFD: WHICH circumstances? (shutdown /
|
||||
overheat / destroyed)
|
||||
ALSO (#152 rider): did Mid/Adv auto-recentre the torso in the pod, or
|
||||
only Basic? (Binary: no auto-recentre outside Basic.)
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
D. DESIGN CALLS -- group opinions wanted
|
||||
E. DESIGN CALLS -- group opinions wanted
|
||||
-----------------------------------------------------------------------------
|
||||
#151 Panic eject costs -499: verified REAL original scoring (your death scored
|
||||
as suicide + death penalty). Keep authentic, or house-rule a flat cost?
|
||||
#23 Non-glass screen layout: Oracle proposes widescreen-aware sizing --
|
||||
world view wider + taller, moved up, allowed to overlap the radar.
|
||||
Opinions welcome before anyone prototypes it.
|
||||
#23 Non-glass screen layout: widescreen-aware sizing (Oracle proposal).
|
||||
#77 Resizable Secondary/Radar window (touch-panel cockpits). Want it?
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
E. KNOWN GAPS -- confirmed and on the list, no need to re-report
|
||||
F. KNOWN GAPS -- confirmed and on the list, no need to re-report
|
||||
-----------------------------------------------------------------------------
|
||||
#49 Radar/map does not draw the arena WALL geometry
|
||||
#76 Glass layout save/restore rework (some windows not saved)
|
||||
#83 INCOMING MISSILE alarm not implemented yet
|
||||
#90 Flames/smoke from serious damage: less than the original (tuning)
|
||||
#104 Mad Dog "NARC 15" label: NARC postdates our 4.10 binary (Oracle: added
|
||||
in a late 4.x release; zero NARC in our decomp) -- content rename due.
|
||||
#105 Sensor damage effects: Oracle's era spec captured (HUD flicker/loss,
|
||||
radar loss) -- implementation pending.
|
||||
#111 Peers see a dying mech's blue warp bubble (should see explosion only)
|
||||
#112 AFC rounds shotgun across zones (should land as one projectile)
|
||||
#104 Mad Dog "NARC 15" label: NARC postdates our 4.10 binary -- rename due
|
||||
#105 Sensor damage effects (HUD flicker/loss, radar loss) -- spec captured,
|
||||
implementation pending
|
||||
#113 LRM burn/hit state lasts too long
|
||||
#115 Hot box / target select not connected (Oracle era note: hotbox was a
|
||||
STANDARD-mode feature; absent in Expert -- gating to reconcile)
|
||||
#115 Hot box / target select not connected (era note: STANDARD-mode
|
||||
feature, absent in Expert -- gating to reconcile)
|
||||
#121 Sensor HEAT has no consequences yet
|
||||
#123 Searchlight: the visible LIGHT + night-fog swap still to come
|
||||
#145 IR "predator vision": decode done, display not implemented
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
F. INTERNAL ENGINEERING BACKLOG (nothing to test)
|
||||
G. INTERNAL ENGINEERING BACKLOG (nothing to test)
|
||||
-----------------------------------------------------------------------------
|
||||
#14 Glass panel unreconstructed button handler backlog (census)
|
||||
#17 Cavern upper-butte halves lack a collision stream (authenticity TBD)
|
||||
#28 Confirm the vital-subsystem-crit death path can fire (machinery in)
|
||||
#63 PlayerStatus reads raw original-binary offsets (databinding trap, dormant)
|
||||
#63 PlayerStatus reads raw original-binary offsets (dormant trap)
|
||||
#64 damageZone shadow field (half-fixed; consequences disarmed)
|
||||
#65 HandleMessage non-virtual across 10 classes (latent dispatch trap)
|
||||
#72 BTLoadPump swallows WM_QUIT during load (latent)
|
||||
#107 Destroyed HeatSink annunciates nothing (no lamp for condition 0)
|
||||
#117 KB note: per-chassis cockpit bounce was deliberate (Ronin) -- FYI
|
||||
#176 Per-weapon seek-gear voltage tables: dump the rest (LLaser read)
|
||||
#178 PPC electrical rider mechanism (Oracle's field signature captured)
|
||||
|
||||
=============================================================================
|
||||
End of list. 58 open issues total:
|
||||
19 verify (2 headliners), 13 reproduce, 3 era questions, 3 design calls,
|
||||
13 known gaps, 9 internal.
|
||||
Last sweep: 35 issues closed 2026-08-10 (Oracle's annotated pass); this
|
||||
build fields fixes for 9 of the tickets YOUR reports opened since.
|
||||
End of list. 57 open issues total:
|
||||
17 verify (3 headliners), 12 reproduce, 6 era questions, 2 design calls,
|
||||
10 known gaps, 11 internal -- plus 4 "not bugs" that are the real machine.
|
||||
Since Wednesday: 15 fixes fielded, 4 tickets closed by evidence alone, and
|
||||
Oracle's questionnaire + soundboard find settled five more. Your reports
|
||||
did this. SENDLOGS at the end of the night, please.
|
||||
=============================================================================
|
||||
|
||||
Reference in New Issue
Block a user