============================================================================= BT411 -- ALL OPEN TRACKER ISSUES (58), SORTED FOR PLAYTESTERS Updated 2026-08-12 -- for the Friday 8-player night, build 4.11.913. Last week's reports produced 9 root-caused fixes; they are ALL in this build. Section A is the payoff -- please verify. ============================================================================= HOW TO REPORT: drop a line in Discord with the issue number and PASS / FAIL / what you saw. Screenshots and rough times help. LOGS -- NEW, ONE CLICK: double-click SENDLOGS.bat in the game folder after the session. It puts ONE small zip on your Desktop with every log from the night (session logs, matchlogs, launch breadcrumbs) -- attach that one file. No more hunting for the right .log, no more missing parts. ============================================================================= ----------------------------------------------------------------------------- A. FIXED -- PLEASE VERIFY (headliners first: new fixes fielded THIS build) ----------------------------------------------------------------------------- #162 Kills/deaths multi-counted; -500 death penalty missing ** HEADLINER ** A same-frame double-hit death credited the killer twice. Fixed and stress-proven at 4 and 8 nodes. TEST: watch the scoreboard math all night -- kills exact, one death = one -500. Wrong? Screenshot it. #156 No fade-to-black at mission end ** HEADLINER ** The window slamming shut WAS the bug. Rounds now end with a 1-second fade to black (and start with the white flash + fade-in). #154 Generator: no alarm at thermal trip / never came back "Generator out" (Yip's voice) now speaks AT the trip. Recovery was always the manual's rule: back online at HALF-cooled after a spin-up. TEST: ride heat until the generator drops -- voice at the loss? #164 (Conn Man) hanging laser beam riding the rudder Beams can no longer draw unless the weapon is genuinely firing. If ANY beam hangs anyway, your log names the weapon -- that log is GOLD, send it with the rough time. #163 Frozen in the ended mission / hang on exit Ordered exit everywhere. TEST: host and non-host, end of every round. #135 Coolant leak with NO flashing annunciator The leak was flashing the WRONG lamp (and could stick forever). TEST: take a leak (ram someone) -- the generator lamp for THAT loop flashes, and stops when it should. #136 Leaking SHUT loop responds to component toggles EXPLAINED AS AUTHENTIC: the alarm SOUND is one-shot per new leak, the lamp FLASH is continuous while leaking. Confirm the description matches what you see and we close it. #128 Ramming terrain = instant coolant leak Ram damage eligibility fixed -- walls and rocks no longer puncture loops. TEST: bump terrain hard; leaks come from combat, not curbs. #166 LRM ready on MFD but refuses to fire (until eject) Root cause was an eject PRESS whose release got eaten (Steam overlay / focus steal). Structurally fixed + every eject is logged. TEST when it happens anyway: tap EJECT (authentic unjam) and report. #165 X'd-out weapons appear to still fire Could NOT reproduce -- destroyed weapons refused 4,213 straight trigger pulls on the bench. What you likely saw: the recharge dial still cycles under the X (arcade does too) + surviving weapons' beams. Every energy discharge is now named in the log -- if you see it again, we will know the weapon by name. #169 (Lynx) LEAVE LOBBY button clipped; 8-player roster clutter TEST: host with 8 -- roster clear of the LAUNCH button, LEAVE fully visible. #48-family (Cyd) Secondary-display phantoms + stale colors + plasma junk Phantom filled boxes around inactive CONTROL MODE entries and the stray block by the heading dial: GONE. Armor rosette colors on glass panels now track live. Plasma marquee no longer shows boot garbage. #27 Autocannon/Gauss dealt the wrong damage type (retest for Oracle) Ballistics = solid shot, no blast splash. BONUS this build: ballistic rounds can now genuinely MISS a moving target -- dodge and the round carries downrange (authentic; shells fly a full 5 seconds). #38 Mech colors reverted on respawn TEST: custom paint, die, respawn -- colors stay. #21 Recharge arc + fire-ready dot dark after eng-page use TEST: use the engineering page mid-fight, weapon keeps firing. #30 Weapon-state presentation (jam lamp confirmed working) TEST: btejam lamp lights ONLY on a real jam. #41 (David/Auric) launcher killed before it could run -- forensics armed TEST: if join.bat ever fails again, send content\lastrun_join.txt. #147 Range caret vanished for the session (ticks stayed) Monitoring: if it happens, the log traps the culprit -- just report. #158 (Sauron) could not move after respawn until throttle cycled TEST when it happens: does cycling the throttle free you? YES -> the #146 release mechanic (expected). NO -> map + spawn spot. ----------------------------------------------------------------------------- B. 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 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. #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 ----------------------------------------------------------------------------- #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.) ----------------------------------------------------------------------------- D. 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. #77 Resizable Secondary/Radar window (touch-panel cockpits). Want it? ----------------------------------------------------------------------------- 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 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) #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) #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) ----------------------------------------------------------------------------- #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) #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 ============================================================================= 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. =============================================================================