(1) ConstrainedLanguage mode (locked-down Windows, WDAC/AppLocker) blocks .NET method calls, so [Environment]::GetFolderPath('Desktop') returned nothing -> null DestinationPath -> no zip, and [math]::Round blew up on the size. Desktop is now resolved from OneDrive/USERPROFILE env vars (still honouring a redirected Desktop) and the size via -f formatting. Deeper trap found while testing: Compress-Archive ITSELF cannot run in that mode -- it is a script module that calls .NET internally -- so fixing the path alone would only have moved the failure downstream. The zip is now built with Windows' native tar.exe (immune to language mode, present since Win10 1803, verified to emit a real Explorer-readable zip), with Compress-Archive kept only as a fallback.
(2) A log still held open by a running BattleTech made Compress-Archive abort the ENTIRE zip -- one locked file, no logs at all. Files are now staged with Copy-Item first: an unreadable one is skipped and NAMED, the zip still gets made from the rest, and the tester is told to close the game and re-run to capture the missing one.
(3) The script announced 'Wrote <path>' and 'Attach the BTLOGS zip' unconditionally -- tester 2's screenshot shows it claiming '11 files, 0 MB' for a zip that was never created. Success is now gated on Test-Path, failure exits 1, and the batch prints 'Nothing was created' instead of sending people to hunt for a file that does not exist.
Also adds ABOUT.txt inside the zip (machine, pack time, install folder, exe build date/version) so a report can be tied to a BUILD -- the ambiguity that has cost us repeatedly when a Pass/Fail arrives with no build number.
Verified on four scenarios: normal run, a log locked by another process, a session downgraded to ConstrainedLanguage (reproducing tester 1's exact MethodInvocationNotSupportedInConstrainedLanguage error first), and running from a folder with no content dir. Handout updated: close the game first, and what SKIPPED means.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
215 lines
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215 lines
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Plaintext
=============================================================================
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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 -- ONE CLICK: CLOSE THE GAME, then double-click SENDLOGS.bat in the
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game folder. ONE small zip lands on your Desktop -- attach that. It now
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tells you the exact file it wrote; if it says SKIPPED, the game was still
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running and holding that log. (Two of you hit errors last time -- both
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causes are fixed, and it no longer claims success when it failed.) This
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build 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 THIS BUILD -- PLEASE VERIFY (headliners first)
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-----------------------------------------------------------------------------
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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 **
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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).
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Now: missiles inbound on YOU start the accelerating beeper -- the
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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
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warning; point-blank SRMs barely a blip (authentic -- the machine
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cannot warn you faster than the missile flies). TEST BY EAR: does
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the tempo ramp match your memory of the pods?
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#175 Missiles flew THROUGH hills and buildings
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Cover works now: the salvo bursts on the mound you are hiding
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behind (and the blast can still splash you if you hug it --
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authentic). Trucks and props die to missiles, as they should.
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#165 X'd-out (destroyed) weapons could still fire
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THE REAL FIX this time (three earlier attempts missed it): the
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original keeps ONE destroyed flag per weapon; our port had four
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separate copies and the everyday kill path only set some of them.
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Also closes the hanging-beam family (#164) at its true root.
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TEST: X out someone's weapon -- it must go fully dead.
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#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.
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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
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re-rolls crits into the survivors, and wreck-farming scores zero.
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#21 Gear cycling "bricked" lasers -- YOUR memory was right
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Our reading of one number in the original's code was off by a
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byte-width; you said "nah, it just wraps 4 back to 1" and you were
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correct. Cycle gears freely; also fixes the dark recharge arc /
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dark ready-dot after gear play.
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#111 (Lynx) Other players saw a dying mech's blue warp bubble
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The bubble was OUR addition, not the machine's. The translocation
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vortex now plays only in the dying pilot's own cockpit. From every
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other seat: death = the big boom, respawn = the mech appears.
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#179 (Oracle, reported 10 PM, fixed by 1 AM) Nova spawn pips
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The Nova spawned showing its REAR laser's range pips in the forward
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view. The HUD now commits the forward view at spawn. (Only the pips
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were wrong -- rear weapons never actually fired forward.)
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#151 (Oracle) Panic eject scored -499 -- CORRECTION: -499 IS the machine
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Our line here was wrong (we mis-read our own ticket history; the
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correct decode was already on the ticket). Bench-verified: eject
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is scored as SUICIDE (about -999, the kill value of your own
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mech) PLUS the death cost (-500). 1000 - 999 - 500 = -499
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exactly -- the original's own arithmetic, reproduced three times
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on the bench, never doubled. If you eject tonight and land at
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-499 again, the machine is RIGHT, not broken.
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DESIGN CALL (restored): keep the authentic ~-1500 swing, or
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house-rule a flat eject cost? Opinions to the thread.
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FEEL Three more fixes on the original's clock (same bug class as #173):
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the cockpit HIT-SHAKE (was bouncing ~2x too fast -- hits now rock
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you at the pod's pace with less rebound), the FOOTSTEP loudness
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swell (ramped in half the intended time), and a subtle engine-pitch
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warble on moving mechs. If mech sounds still warble walking past
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you, say so -- that one we could only part-measure on the bench.
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--- holdovers still awaiting your verdict ---
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#27 Ballistic damage type (Oracle retest): solid shot, no blast splash.
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#38 Custom mech colors must survive death + respawn.
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#30 Jam lamp lights ONLY on a real jam.
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#166 LRM "ready but refuses to fire": structurally fixed (eaten eject
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release). If it happens: tap EJECT (authentic unjam) and report.
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#158 (Sauron) Can't move after respawn until throttle cycled. TEST when
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it happens: does cycling the throttle free you? YES -> the #146
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release mechanic (expected; opinions welcome). NO -> map + spot.
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#147 Vanishing range caret: the trap is now ALWAYS ARMED -- if it ever
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happens again, your log names the culprit frame. Just report it.
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-----------------------------------------------------------------------------
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B. NOT BUGS -- THE REAL MACHINE (verified against the original's code;
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please don't re-report these, but DO tell us if the pods differed)
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-----------------------------------------------------------------------------
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HEAT AT VETERAN: Veteran mode DOES have heat in our 4.10 -- read straight
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from the original's code. The 4.0 manual (and some memories of the
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earlier machine) say expert-only; 4.10 changed it. Not a bug.
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SEEK GEARS: the real damage ladder is seek 1 = 56%, seek 2 = 77%,
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seek 3 = 100% (the published numbers), seek 4 = 153% -- an
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OVERCHARGE gear: more damage AND heat per shot at ~3x the charge
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time. Downshift for rate of fire, seek 4 for the alpha strike.
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(The old guide's "half charge = quarter damage" example was wrong;
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Oracle's notes caught it.)
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BASIC-MODE VIEW LIMIT (#153): pitch below "half" in Mid/Advanced, switch
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to Basic, and the view stays put until your next pitch input snaps
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it to the limit. That snap-on-next-input IS the original's code --
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quirk included. (Basic also re-settles the HUD horizon as the torso
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re-centres -- that is what an earlier note meant by "settles the
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HUD horizon".)
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LEAK VOICE (#136): starts at the leak, LOOPS while it persists, stops
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when sealed. Hearing it again does not mean a new leak. The
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generator-leak lamp is the button BY THE RADAR, not an MFD (#172).
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-----------------------------------------------------------------------------
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C. OPEN -- HELP US REPRODUCE / NARROW (what to note when it happens)
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-----------------------------------------------------------------------------
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#37 Mech torso appears BACKWARDS to other players (transient)
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#74 8BitDo gamepad works solo, dead in Steam MP (VexUbiquity)
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#102 Owens: full-throttle run -> hold reverse = animation/audio hang
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(repro known: exterior cam, savannah; self-clears on a torso twist)
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#125 Peers do not see the FIRST destroyed-zone graphic (2nd hit shows it)
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#126 Peer weapon fire invisible AND silent from some positions
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#130 Vulture "skating" (gliding without walk animation)
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#132 (Conn Man) persistent yellow line on the HUD in every mech
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#143 One panel hit -> smoke erupts from MULTIPLE places at once
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#155 PANIC lit: Eng + Weapon MFD banks dead; Score/Radar/Coolant live
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(bank split mapped; is the bank capture authentic? era input wanted)
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#159 (Conn Man) lag during drops -- fire exploding in empty space
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NOTE shooter + target + rough time; match receipts do the rest.
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#160 Pod cab: RIO axis dropouts + boot wedges (hardware, with Nick)
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#167 (Oracle) reticle lock circle absent on ALL targets for a stretch
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Monitoring: note the time and whether a relaunch cleared it.
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-----------------------------------------------------------------------------
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D. ERA QUESTIONS -- for the pod veterans
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-----------------------------------------------------------------------------
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NEW: AFC PROJECTILES -- VISIBLE OR NOT? Oracle recalls NO visible round
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at all (muzzle flash + impact flash only, no tracer, either
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perspective). Our build draws the machine's tracer. Draco, SAURON,
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Ronin: do you remember SEEING autocannon rounds fly on the pods?
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NEW: PPC HIT = SCREENS COLLAPSE TO A VERTICAL LINE? Oracle describes all
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MFDs briefly collapsing to a bright vertical line (CRT-style) and
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re-expanding. Anyone else remember that look? (It is the target
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spec for the display-scramble work in progress.)
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NEW: PPC hits sometimes flipped AUTO-mode generator assignments on the
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victim (Oracle). Anyone else see generator letters change after
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taking particle fire? (#178 -- observations welcome tonight.)
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#103 Mech-to-mech RAM: armor damage or internals only? (Binary says
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internals-only. Lynx / Ronin / Draco -- your call.)
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#133 Generator X-out on the MFD: WHICH circumstances? (shutdown /
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overheat / destroyed)
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ALSO (#152 rider): did Mid/Adv auto-recentre the torso in the pod, or
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only Basic? (Binary: no auto-recentre outside Basic.)
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-----------------------------------------------------------------------------
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E. DESIGN CALLS -- group opinions wanted
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-----------------------------------------------------------------------------
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#23 Non-glass screen layout: widescreen-aware sizing (Oracle proposal).
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#77 Resizable Secondary/Radar window (touch-panel cockpits). Want it?
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-----------------------------------------------------------------------------
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F. KNOWN GAPS -- confirmed and on the list, no need to re-report
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-----------------------------------------------------------------------------
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#49 Radar/map does not draw the arena WALL geometry
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#76 Glass layout save/restore rework (some windows not saved)
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#90 Flames/smoke from serious damage: less than the original (tuning)
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#104 Mad Dog "NARC 15" label: NARC postdates our 4.10 binary -- rename due
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#105 Sensor damage effects (HUD flicker/loss, radar loss) -- spec captured,
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implementation pending
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#113 LRM burn/hit state lasts too long
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#115 Hot box / target select not connected (era note: STANDARD-mode
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feature, absent in Expert -- gating to reconcile)
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#121 Sensor HEAT has no consequences yet
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#123 Searchlight: the visible LIGHT + night-fog swap still to come
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#145 IR "predator vision": decode done, display not implemented
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-----------------------------------------------------------------------------
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G. INTERNAL ENGINEERING BACKLOG (nothing to test)
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-----------------------------------------------------------------------------
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#14 Glass panel unreconstructed button handler backlog (census)
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#17 Cavern upper-butte halves lack a collision stream (authenticity TBD)
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#28 Confirm the vital-subsystem-crit death path can fire (machinery in)
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#63 PlayerStatus reads raw original-binary offsets (dormant trap)
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#64 damageZone shadow field (half-fixed; consequences disarmed)
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#65 HandleMessage non-virtual across 10 classes (latent dispatch trap)
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#72 BTLoadPump swallows WM_QUIT during load (latent)
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#107 Destroyed HeatSink annunciates nothing (no lamp for condition 0)
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#117 KB note: per-chassis cockpit bounce was deliberate (Ronin) -- FYI
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#176 Per-weapon seek-gear voltage tables: dump the rest (LLaser read)
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#178 PPC electrical rider mechanism (Oracle's field signature captured)
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=============================================================================
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End of list. 57 open issues total:
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16 verify (3 headliners), 12 reproduce, 6 era questions, 3 design calls,
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10 known gaps, 11 internal -- plus 4 "not bugs" that are the real machine.
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Since Wednesday: 15 fixes fielded, 4 tickets closed by evidence alone, and
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Oracle's questionnaire + soundboard find settled five more. Your reports
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did this. SENDLOGS at the end of the night, please.
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=============================================================================
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