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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.
=============================================================================
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A. FIXED THIS BUILD -- PLEASE VERIFY (headliners first)
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#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.
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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)
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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)
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#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.
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D. ERA QUESTIONS -- for the pod veterans
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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.)
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E. DESIGN CALLS -- group opinions wanted
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#23 Non-glass screen layout: widescreen-aware sizing (Oracle proposal).
#77 Resizable Secondary/Radar window (touch-panel cockpits). Want it?
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F. KNOWN GAPS -- confirmed and on the list, no need to re-report
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#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
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G. INTERNAL ENGINEERING BACKLOG (nothing to test)
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#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.
=============================================================================