============================================================================= BT411 -- OPEN TRACKER ISSUES (57), SORTED FOR PLAYTESTERS Updated 2026-08-14 -- for tonight's session, build 4.11.957. Since Wednesday your reports produced FIFTEEN fixes -- all in this build. Section A is the payoff; section B is three "bugs" that turned out to be the real machine. Oracle's questionnaire alone settled five tickets. ============================================================================= HOW TO REPORT: drop a line in Discord with the issue number and PASS / FAIL / what you saw. Screenshots and rough times help. LOGS -- ONE CLICK: double-click SENDLOGS.bat in the game folder after the session. ONE small zip lands on your Desktop -- attach that. This build also names every shot fired in the log, so reports can name weapons. SOUNDS: use the SOUNDBOARD zip's COPY button to reference an exact sound (that is how Oracle handed us the missile-alarm sample -- it worked). FIELD GUIDE: mark up your copy and send the file back. Oracle's return fixed two docs and closed five tickets in one evening. It works. ============================================================================= ----------------------------------------------------------------------------- A. FIXED THIS BUILD -- PLEASE VERIFY (headliners first) ----------------------------------------------------------------------------- #173 Heavy walkers overheat almost instantly at seek-4 ** HEADLINER ** Our build sampled your mech's motion at modern frame rates -- nearly 2/3 of drive heat on a flat cruise was NOISE the machine never saw. Now sampled on the original's clock. TEST (Vulture/Madcat/Thor/Loki): boost coolant loop 5 -- TWO presses, NEVER three (a third press wraps the valve CLOSED, that is the machine's own trap) -- and hold seek-4. You should run supercharged indefinitely, hot but stable. #171 Cannons required leading; missiles flew way too fast ** HEADLINER ** The original decides a cannon hit AT THE TRIGGER -- no leading, ever; the round you see fly is a drawn tracer. Missiles now fly the machine's true physics: ~5x slower, real proximity fuze, and they can strike a mech that walks into the flight path. Ballistics also respect the range scale again, and cannon damage lands on ONE panel (#112 closed on this -- if you ever see one trigger pull spread damage across zones, reopen it with the log). #83 INCOMING MISSILE ALARM IS BACK ** HEADLINER ** Oracle was right: it was missing entirely (our alarm code was wired 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), 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? #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 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") 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. #174 Shooting a destroyed section kept grinding criticals 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. 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) #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 #143 One panel hit -> smoke erupts from MULTIPLE places at once #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. ----------------------------------------------------------------------------- D. ERA QUESTIONS -- for the pod veterans ----------------------------------------------------------------------------- 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.) ----------------------------------------------------------------------------- E. DESIGN CALLS -- group opinions wanted ----------------------------------------------------------------------------- #23 Non-glass screen layout: widescreen-aware sizing (Oracle proposal). #77 Resizable Secondary/Radar window (touch-panel cockpits). Want it? ----------------------------------------------------------------------------- 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) #90 Flames/smoke from serious damage: less than the original (tuning) #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 (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 ----------------------------------------------------------------------------- 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 (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. 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. =============================================================================