============================================================================= BT411 -- ALL OPEN TRACKER ISSUES (93), SORTED FOR PLAYTESTERS Updated 2026-08-10 -- regenerated from the tracker before each playtest; grab the newest copy from Discord (or docs/ in the repo) ============================================================================= HOW TO REPORT: drop a line in Discord with the issue number and PASS / FAIL / what you saw. Screenshots and rough times help; logs get collected as usual. ============================================================================= ----------------------------------------------------------------------------- A. FIXED -- PLEASE VERIFY ----------------------------------------------------------------------------- #18 Engineering aux buttons crashed the game (glass windows) TEST: click every Engineering panel button, incl. the aux row. No crash. #20 Auto cooling BALANCE did nothing TEST: ADV control mode, press BALANCE -- coolant redistributes. #22 Ammo + destroyed weapons did not reset on respawn TEST: die with empty bins / dead weapons -> respawn full and repaired. #25 Gamepad turn profile (stick X could not turn the mech) TEST: bind an axis to "Turn" in content\bindings.txt -- mech turns. #27 Autocannon/Gauss dealt the wrong damage type TEST: ballistics should feel/score like solid shot now (no blast splash). #32 Audio cutting in/out late in the match TEST: long drop -- audio should stay clean to the end. #35 Owens crashed when firing lasers (Conn Man x2, long ago) TEST: Conn Man -- Owens, spam lasers. Believed fixed for a while. #36 Turning continued after releasing the pad/rudder axis TEST: RajelAran -- release/center the turn axis, turning stops. #38 Mech colors reverted on respawn TEST: custom paint, die, respawn -- colors stay. #39 Controls were live before the game screen appeared TEST: mash fire during load -- nothing happens until the scene shows. #40 Waiting/join screen burned 45-50% GPU TEST: GPU near idle while waiting in the join screen. #41 (David/Auric) launcher killed before it could run -- forensics armed TEST: if join.bat ever fails again, send content\lastrun_join.txt -- it now records the exit code that names the killer. #43 Comm display: pilot list with KILLS/DEATHS TEST: all pilots listed, kills/deaths update through the round. #47 Jam / ammo-bay-fire annunciation TEST: bay fire alarm looks OK now. Still watching: does the ENG page button FLASH on a weapon JAM? (run ballistics hot to force jams) #48 Secondary/Comm MFD artifacting (stray blocks) TEST: if you see artifacts, say so -- the log now self-reports the culprit automatically. #50 All MFDs unclickable for a round (SAURON) } same fix -- #56 MFD buttons drift away from where they are drawn } verify together TEST: alt-tab / focus changes mid-round, then click MFD buttons -- they must stay aligned with the graphics. #51 Coolant flush sound looped forever TEST: flush coolant -- the sound ends when the flush ends. #53 Generators could not be switched OFF TEST: ENG page -- toggle each generator off and back on. #54 (David) all three energy weapons died for a whole round TEST: after your first death, weapons must still recharge normally for the rest of the round. #58 Reticle callsign plate drew as a solid rectangle TEST: target names under the reticle render as text on every map. #59 First death permanently froze parts of that player's simulation TEST: nothing specific -- covered by normal play after dying. #61 Searchlight toggle was dead TEST: searchlight button toggles + lamp tracks. (The visible beam and night-fog change are separate, still to come -- #123.) #62 Weapon knocked off the power bus stayed dark forever TEST: fiddle bus/generator selection on the ENG page -- weapons reconnect on their own (AUTO) instead of staying dead. #69 "Sunder V1" renamed to DENKOU TEST: vehicle picker shows Denkou -- era witnesses, confirm the spelling. #70 (Draco) torso twist lost after a death/respawn TEST: die, respawn, twist. Fixed a while ago but never field-confirmed. #71 Closing the Plasma window lost it until restart TEST: X the plasma window -- it minimizes to the taskbar; click restores. #93 Crash at end of round TEST: play rounds to their natural end -- report ANY teardown crash. #114 Missile impact smoke was a wall TEST: LRM exchanges -- smoke is present but no longer a smoke screen. #131 Reticle showed LOCK off-target / no-reg on target TEST: stationary targets -- lock ring matches where the reticle is. #137 Respawned with myomers heat MAXED (mech frozen at spawn) TEST: respawn repeatedly -- heat always starts normal. Oracle already confirmed one clean session; more eyes welcome, this one eluded us. #138 Glass buttons flashed at the wrong rate unless a window was dragged TEST: leave the MFD windows unfocused -- lamps flash at the real rate. #149 Glass cockpit stutter / hitching TEST: glass mode -- mission load and play feel smooth again. (Repaints now skip windows whose gauges did not change.) #150 Double kill credit (one kill counted twice) TEST: kill someone with a missile volley -- scoreboard +1, not +2. #146 Respawned already running (virtual throttle survived death) TEST: respawn -- throttle idle until YOU move it; a physical throttle re-syncs on first movement. Oracle confirmed the mechanic; keep watching. #147 Range caret vanished for the session (ticks stayed) TEST: nobody has re-created it. If it happens the log now catches the culprit red-handed ("NaN TRAPPED") -- just report that you saw it. #152 Torso auto-recentre / CENTER button TEST: CENTER (pod button / F7) recentres the torso in every control mode, on glass and RIO rigs too. (Era question below still open.) #158 (Sauron) could not move after respawn until throttle cycled TEST when it happens: does cycling the throttle free you? YES -> it is the #146 throttle-release mechanic (expected). NO -> report map + where you spawned (suspect: spawn-in geometry). ----------------------------------------------------------------------------- B. OPEN -- HELP US REPRODUCE / NARROW (what to note when it happens) ----------------------------------------------------------------------------- #24 Controller hat/look view sticks (recovers after wiggling now) NOTE: which controller, which direction, does wiggling clear it. #37 Mech torso appears BACKWARDS to other players (transient) NOTE: whose mech, and does it snap back -- watch peers, any chassis. #74 8BitDo gamepad works solo, dead in Steam MP NOTE: VexUbiquity -- does it still happen, and in LAN vs Steam? #100 Main coolant reservoir drains with NO leak shown anywhere NOTE: what you were doing; screenshot the ENG page when you catch it. #101 Round ended with 18 s still on the clock NOTE: exact clock value + which drop; has not repeated since. #102 Owens: full-throttle run -> hold reverse = animation/audio hang REPRO known (exterior cam, savannah). Does it still happen? It self-clears on a torso twist. #122 Throttle: normal-vs-seek-4 speeds crammed into last sliver of travel NOTE: which mech; era witnesses -- how did the pod lever feel? #125 Peers do not see the FIRST destroyed-zone graphic (2nd hit shows it) NOTE: victim + observer both report; paper doll vs external view. #126 Peer weapon fire invisible AND silent from some positions NOTE: positions of shooter/observer; moving fixes it. #128 Ramming terrain = INSTANT coolant leak (4 for 4 that night) NOTE: still 100%? speed at impact; which terrain. #130 Vulture "skating" (gliding without walk animation) in a 6-player session NOTE: a gait-replication fix landed since -- watch for any recurrence. #132 (Conn Man) persistent yellow line on the HUD in every mech NOTE: still there? screenshot + monitor resolution/aspect. #135 Coolant leak with NO flashing annunciators (+ gen buttons not flashing on leak, seen in glass too) NOTE: glass or normal mode, which annunciators stayed dark. #136 A SHUT leaking loop starts/stops leaking with COMPONENT toggles NOTE: exact toggle order if you can reproduce. #139 (Oracle, once) silent exit between "lobby up" and the room screen NOTE: if hosting dies silently again, say so and we pull the log. #143 One panel hit -> smoke erupts from MULTIPLE places at once NOTE: which panel was hit (sensor special seen); screenshot. #153 Basic-mode elevation limit only applies after cycling modes Confirmed from the report; fix pending. No action needed. #154 Overheated generator never came back online + no gen-out alarm on thermal trip NOTE: Oracle saw one stuck-forever gen, later trips recovered -- anyone else? How long did you wait? #155 PANIC lamp lit: ENG + WEAPON MFD buttons stop responding (The rapid flicker itself is AUTHENTIC -- see section D.) NOTE: while panic is lit, which MFDs answer clicks and which do not. #159 (Conn Man) lag during drops -- missiles / fire exploding in empty space NOTE: shooter + target + rough time; the match receipts on both machines can then measure the divergence directly. ----------------------------------------------------------------------------- C. QUESTIONS FOR THE ERA WITNESSES (Oracle / VGL Lynx / Ronin / Draco) ----------------------------------------------------------------------------- #103 Should a mech-to-mech RAM damage ARMOR, or internals only? (Binary does internals-only rattle -- want a player ruling.) #104 Mad Dog showing NARC 15 where an LRM is expected -- Ronin suspects NARC was never implemented in 1995. Anyone remember it firing? #105 Sensor DAMAGE effects: what exactly happened on-screen? (HUD flicker, radar degradation, searchlight?) Video/timestamps welcome. #120 Coolant FLUSH: to the line, or all the way to EMPTY? (Two era witnesses say empty; our port stops at the line.) #127 Weapon MFD EJECT graphic -- need a reference image/description. #133 Did generators X-out on the MFD when SHUT DOWN / OVERHEATED, or only when DESTROYED? ALSO (#152 rider): in the pod, did the torso auto-recentre in Mid/Adv modes, or only Basic? Sauron's "fought my control" suggests only Basic. ----------------------------------------------------------------------------- D. SETTLED AS AUTHENTIC / DESIGN CALLS -- group opinions wanted ----------------------------------------------------------------------------- #151 Panic eject costs -499 (not 0). This is the REAL 1995 scoring, verified to the exact point value: ejecting scores your own death as a suicide (you lose your kill-value) PLUS the death penalty. DESIGN CALL: keep authentic, or house-rule a flat eject cost? #119 Coolant-warning voice "clipping" at empty reservoir = authentic (every leak-status edge restarts the phrase; the pod did this too). #155 (flicker half) PANIC lamp rapid flicker at the failure edge = authentic; the pod's incandescent bulbs visually smoothed it. #23 MFDs overlapping the world view = pod-faithful design (real monitors clipped the eyeport). Revisit sizing/tunability? #77 Make the Secondary/Radar window resizable (SAURON's iPad-as-4th- monitor experiment). Enhancement -- want it? #157 "Crash at drop end" (Conn Man) = NOT a crash. Full forensics on the ticket: every machine that night shows clean drops, and the round-end exit-to-menu is the arcade's normal between-rounds flow. The separate lag / "missiles hit empty space" report is now #159. IMPROVED: the between-rounds menu should now land IN FRONT at round end (say so if it still hides), and the console sign-off no longer cries wolf on normal exits. ----------------------------------------------------------------------------- E. 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 being reworked (some windows not saved) #83 INCOMING MISSILE alarm not implemented yet #90 Flames/smoke from serious damage: less than the original (tuning) #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) #113 LRM burn/hit state lasts too long #115 Hot box / target select not connected #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 #156 Fade-to-black at mission end not happening ----------------------------------------------------------------------------- F. INTERNAL ENGINEERING BACKLOG (listed for completeness -- nothing to test) ----------------------------------------------------------------------------- #14 Glass panel unreconstructed button handler backlog (census) #17 Cavern upper-butte halves lack a collision stream (authenticity TBD) #21 Weapon recharge arc dark after eng-page use (symptom trail -> #62) #28 Confirm the vital-subsystem-crit death path can fire (machinery in) #30 Weapon "unavailable" (level-7) display verification + accessor cleanup #63 PlayerStatus reads raw 1995 offsets (databinding trap, dormant) #64 damageZone shadow field (half-fixed; consequences disarmed) #65 HandleMessage non-virtual across 10 classes (latent dispatch trap) #66 joyconfig.bat wizard re-run claim -- people use it fine; likely closing #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 ============================================================================= End of list. 93 open issues total: 38 verify, 20 reproduce, 6 era questions, 6 settled/design (one is #155's other half), 12 known gaps, 12 internal. =============================================================================