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- =========================================
- BATTLECRUISER:3000AD LIST OF BUGS & FIXES
- =========================================
-
- Last Updated : 07-01-98
- Author : Derek Smart, Ph.D [Project Manager/Lead Developer/Designer]
- Lead Tester : Robert 'Pandora' Hentsche
- Public Version : v1.01D7C - 11-03-97
- v1.04B - 03-18-98 (3DFX only for free v1.01D7C)
- v1.07D - 07-01-98
- Testers Version : v1.07D - 07-01-98
-
- * = Fixed
- ? = Could not reproduce
- $ = No bug
-
- -------------------------------------------------------------------------------
- SECTION 1 REPORTED BUGS
- -------------------------------------------------------------------------------
-
-
- 001 Surface dynamic entities (i.e with ai) flying due to ai parameters being
- misinterpreted. SAMs, SALs etc which are 'dynamic' entities because they
- have intelligence, are flying because they share the same/similar ai as
- objects that _do_ fly, ie spacecraft. Requires are separate parameter in
- their ai flag which anchors them to the surface and prevents them from
- taking off.
-
- 002 Ship radiation flag not being cleared if ship degaused at starstation
-
- 003 Medics are refusing to auto-search/heal injured personnel on BC
-
- 004 Radiation Control Units not being removed from cargo when used. RCUs are
- disposable.
-
- 005 If the BC life support systems are destroyed, personnel are moving to
- ships with functional ones, i.e, interceptors.
-
- 006 Tractoring with the shields down is fine but if you jump into a new region
- and the CO raises shields due to hostile contact, the shields are raised
- but the tractor beam remains in tact.
-
- 007 Ships with waypoint orders in tacOPS are not using hyperjump to travel
-
- 008 During EVAC excess marines should move to ATVs that are loaded in shuttles
-
- 009 After EVAC, everything in transporter room (cargo+crew) should be destroyed
-
- 010 The evac option should launch ships regardless of 'launch control'
- power allocation. Currently, the game locks up if evac is attempted
- and there is no power to launch control.
-
- 012 The repair status of an IC is not updated (blue) when commenced. Allows
- the ship to be launched. However, if you launch and then dock the ship, it
- is updated.
-
- 013 If a craft with say 90% takes further damage while repairs are being
- performed then the repair status gets stuck (?) as in OPR status=90 and
- completed=100. The repair will not be cleared since the OPR is <100 and
- repairs will not continue since completed=100
-
- 014 Repairs on IC-3 are performed in IC-BAY 4 instead of IC-BAY 3
-
- 015 Repairs on SS are performed with spares from SS inventory. However, if you
- try to clear radiation from a SS, it won't work unless the RCU is on the BC
-
- 016 Ships under AI control, including personnel, are launching the default
- missiles for the ship class, ignoring the ship's actual weapons bay content
-
- 017 Docking a shuttle with illegal items is not triggering the violation. If
- you dock with a shuttle (no illegal items) but the BC has illegal items,
- it is accurately logged.
-
- 018 Some missiles not operating according to programmed specifications.
-
- 019 Placing waypoints or selecting location using mouse in tacOPS results
- in slight offset due to view angle of tacOPS.
-
- 020 Various anomalies in shuttles including menu appearing outside
- clipping region, firing lasers produces sound, main menu active etc
-
- 021 Ejected ic pod should drop to surface with increased pitch angle to
- prevent it from flying out of the surface region
-
- 022 Player should not be able to control any craft if it does not have any
- personnel in it. Ships on planets should drop to the ground under gravity.
- In space, they should remain stationary.
-
- 023 Ships not being destroyed on surface when they collide with a water
- texture resulting in a -tive altitude
-
- 024 Ships under ai control taking off when player switches out. This is
- accurate but may not be desired under certain circumstances. Requires
- a HOLD mode.
-
- 025 Recalling an ATV or drone results in them being immediately extracted
- regardless of location on planet. This needs to be changed so that
- extraction operations are based on distance to object on current planet.
-
- 026 VTOL needs some more work and the lift keys are mapped wrong
-
- 027 Nuclear/Solar reactor and engine models don't work based on installed type
-
- 028 Unable to leave nullspace if you have NOT jumped to a region. It uses the
- last jump region to relocate the ship _but_ if you had not jumped, it
- doesn't have this reference to use, ie, you just started a game. This is
- NOT a duplicate of 045 because the code was actually modified then to make
- nullspace fluxfields work the first time they were activated.
-
- 029 When shield, armor, reactor, engine are upgraded, they become active
- once installed even before the installation is completed.
-
- 030 Require restrictions in the tractor beam feature to prevent players from
- towing certain objects from the game world, tractoring the BC to a
- planet surface and similar illegal tasks. May use speed, integrity, size,
- orbital status or similar factors to impose such restrictions.
-
- 031 Unable to collect cargo pods if flying shuttle. Need to use the alt+d
- docking command for the shuttle or ATV which allows it to collect the
- currently target person, cargo pod, drone or atv. Similarly if you alt+d
- from the atv with the shuttle as target, it puts the atv in the shuttle and
- switch to the shuttle.
-
- 032 Unable to manually deploy/extract personnel from ATV and shuttle
-
- 033 The ATV is not at present usable.
- Ground vehicles or ships when in contact with the ground are
- currently using an unstable kinematics model. The ATV uses
- a turret control method (like the decoupled IOD) that has
- insufficient control authority to overcome slope/gravity effects,
- and there is no modelling of ground friction to damp these forces,
- so it's somewhat similar to skidding on ice. (It occurs to me that
- in an ice climate, this is what is wanted if the player attempts to
- drive the ATV too forcefully).
-
- 034 Flying North far enough on the PTE results in a GPF due to numeric
- precision restrictions
-
- 035 ATS weapons have red MTAR on the planet surface. Should be green
-
- 036 ATV deployment msg missing, ie 'SH-x has deployed ATV-x'. Should also be
- done for personnel 'SH-x has deployed <person>'
-
- 037 BC shields down msg played when shuttle tows an object
-
- 038 Corruption in Time Of Day, TOD palette when clouds active on planets with
- a different time zone than Earth.
-
- 039 Random screen corruption in Roster save/restore screen. Probably related
- to the .PRO file created when a game is saved.
-
- 040 Using backspace to erase part of the ship name in ROSTER will cause a
- crash when the ship launches and tries to look up the corrupt ship name.
-
- 041 There are some problems in the transition states which need to be tested
- The rules are as follows:
-
- - BC Evacuation (auto/manual)
-
- When the evacuate sequence is initiated, you can use either auto or
- manual evacuation and an option MUST be selected before the timer
- expires or it will default to auto. Auto puts all personnel in shuttles
- in interceptors and ATVs, then launches them. After the ship self
- destructs IF the player's alter-ego survived, ie, was NOT on the BC
- when it self destructed, COMMLINK is displayed and lists surviving crew
- members. On exit from COMMLINK, you are then taken to GHQ or the next
- GALCOM starstation where you are given a new ship. Only surviving crew
- members over. You can get a new ship up to 3 times before you are retired
- from active duty. The system will always try to ensure that the alter-ego
- is evacuated. If for some reason this fails, you will be listed as KIA and
- the game will end. You are allowed 3 ships before GALCOM retires you from
- active duty. If you evacuate the ship under court-martial orders, the
- trial will proceed when you arrive at GHQ.
-
- TO DO: The system should pick another friendly station if GHQ is destroyed
- Currently, you are docked there regardless of it's status.
-
- - BC SOS tow request
-
- A tow can be requested at anytime. This takes you to GHQ or the
- nearest starstation for a fee since it is handled by subcontractors.
- Prices may vary. If you request a tow ship when under court-martial
- orders, the trial will proceed when the tow ship docks at a GALCOM
- station. Once you get to the station, you can then initiate repairs.
-
- If there are no functional friendly starstations available or if
- you don't have the funds, the SOS request will fail. You will have to keep
- trying until an active station is found. There is no limit on the number
- of times you can request a tow ship. If you call for a tow and don't have
- the funds you will get a violation. The fee is higher if the tow ship has
- to enter a hot area.
-
- TO DO: The system should pick another friendly station if GHQ is destroyed
- Currently, you are docked there regardless of it's status. A tow
- request should present a menu of valid stations showing the name
- and price. You then pick one.
-
- - BC Destroyed
-
- If the BC is destroyed during combat, the game will end regardless of
- whether the alter-ego is on board or not.
-
- TO DO: If the alter-ego dies IN the ship, the status should be KIA. If the
- ship is destroyed and he's NOT in it, the status should be MIA.
-
-
- - IC/ATV/SH destroyed
-
- If the IC is destroyed, both pilots will be killed. If the pod
- is ejected (under ai or manual control) first, it will seek the
- BC in space and dock with it. If on a planet, it will drop to the
- ground. On impact, 3D objects representing the pilots will be
- created at the crash site so that they can be rescued. Only surviving
- pilots will be created (NYI).
-
- If a shuttle or ATV is destroyed, all personnel on board will be
- killed. Evacuating the shuttle or ATV will only work on the planet
- and this ejects all personnel to the surface where 3D objects for
- them are created. Only surviving personnel are created as those without
- jetpacks will certainly die if you evac a shuttle in mid-air. You cannot
- evac a shuttle in space (NYI).
-
- - Player alter-ego states (ACT/KIA/MIA/CMA)
-
- TO DO: Pod should drop to ground and 3D objects of surviving people created
-
- Active - alter-ego alive and on active duty
-
- Missing In Action - ship destroyed and alter-ego NOT in it
-
- Killed In Action - ship destroyed and alter-ego IN it
-
- Courtmartialed - found guilty of GALCOM violations.
- Games ends if player docks at a GALCOM station
- once the courtmartial finds him guilty.
-
- 042 When a Sidewinder 3D Pro is used with a Thrustmaster, the calibration for
- the hat switch will cause a crash if the user forgot to change the SW mode
- to TM before calibrating the stick.
-
- 043 Switching from one IC to another in different regions sometimes results
- in loss of engine sound for the first IC when switching back to it.
-
- 044 In the SH,IC,ATV which don't have 3 dedicated systems, the SUL mode of
- the TACSCAN is preventing the use of the NID. In fact, any key should
- override the current MFD operation. The SUL filter should not affect
- the NID.
-
- 045 Entering a blackhole is not destroying the ship. It should after 2 mins.
-
- 046 In AI mode, you cannot hear the ic laser shots when they fire. Also, in
- the ext camera view, the lasers use the wrong sfx when fired
-
- 047 If recovery of an ATV/person fails in the shuttle, the 'recovery failed'
- message is stuck on the screen.
-
- 048 Unable to deploy personnel from shuttle/atv deployment menu
-
- 049 ATV missiles are not available when ATV is deployed
-
- 050 HTOL/FTOL indicator missing in the BC bridge
-
- 051 During EVAC if pilots are not in ready interceptors, the game will crash
- when the evac transition ends
-
- 052 Extended testing required for the location and use of all game artifacts
-
- 053 AI actors with >100% system integrity (engines, etc.) after Vag/Ral hit
-
- 054 Launched ICs will not attack the target unless you manually arm their
- weapon systems because they are in NAV mode at launch time.
-
- 055 AI ships that already have a target lock on the BC before it cloaks, do
- not lose the lock even they should once cloak is fully active.
-
- 056 The face of people speaking in ext comms (scripted) not being displayed in
- IC, SH or ATV due to the mode of the NID
-
- 057 The ingress pointer for ships entering planets needs to be set when the
- ship is in manual or AI mode. At the moment if you enter a planet manually
- and the point is set and you then order the ship to come back under AI
- control, it will return from the ingress point that was set when you flew
- it there in manual mode.
-
- 058 The PTA power settings controlled by the keyboard settings have no effect
- on it's operation whatsoever. It doesn't affect it's recharge time nor the
- damage factor of the shots.
-
- 059 You cannot destroy asteroids or collect cargo pods in debris fields and
- not all fields have pods or asteroids in them.
-
- 060 The system ratings in the CVD for the BC remain unchanged even though the
- TTD is updated. They all remain at 100 even though the craft is damaged.
-
- 061 Curious anomalies with IC pilots. Some of these don't work
-
- 1. If the pilot or co-pilot takes injury or dies while you are IN the
- ship, you should get notification in the IC commlink from either seat.
-
- 2. If a pilot dies, you should not be able to fly the craft nor switch to
- that location. If you are in a cockpit when the pilot dies, you should
- be switched to the other seat and not be allowed to switch back. Also
- if you switch to the craft from another, you should be in the co-pilot
- seat if the pilot is dead.
-
- 3. If the pilots of a craft are BOTH dead, the craft should not be able to
- respond to commands, you should not be able to switch to said craft and
- the only way you can get that craft back is to tractor it.
-
- 062 Ground objects showing up in AIR mode of TACSCAN when on surface
-
- 063 If there are too many different cargo items in the SH cargo bay then the
- game crashes if you use the CARGO button from the SH HUD.
-
- 064 TacOps CP: Waypoint -> Add -> Target. When you have a waypoint and click
- TARGET then a half crosshair is displayed in the upper left corner of
- Tacops. Targeting things is very unreliable and requires multiple tries.
-
- 065 Wrong message played when you try to launch a mine and the missile pod is
- empty
-
- 066 The retros don't work if the ship's speed is excessive
-
- 067 AI ships are not subject to the same speed restrictions as the player
-
- 068 Clipped TTD in tacOPS and turrets is a black line in screen center.
-
- 069 If a SH/IC had previously entered a planet using waypoints and you then
- switch to it and give the O command, it plays the planetfall transition.
-
- 070 Some logging of ship movement/action is wrong. If you enter a region, it
- plays "SC-1 LEFT MARS", if you leave, "SC-1 ENTERED". Also sending a SH to
- GHQ using a LR probe feed, "GALCOM UNDER ATTACK BY SC-1" is logged when
- using FLYTO->FRIENDLY-GALCOM from the probe region.
-
- 071 The EVACUATE flag is not being cleared if you don't evacuate the ship
- and then you go and repair the ship at a station.
-
- 072 Setting waypoints in regions using the probe sci-link mode, causes all
- sorts of fatal crash problems.
-
- 073 A/P sometimes collides with surface during terrain follow mode
-
- 074 The a/p navigation code is not updating the current location with each
- jump. This results in the current and desired destination in Navitron
- being identical even though you have not reached the destination yet.
-
- -------------------------------------------------------------------------------
- SECTION 2 FIXED BUGS
- -------------------------------------------------------------------------------
-
- 001* A flaw in the alliance system is causing ships to not attack races they
- are not hostile to. This usually causes scripted scenarios to fail or
- not operate as designed. This also enables the player to go around
- attacking and blowing up friendly/neutral targets without retaliation
- from the victims or GHQ.
-
- 002* Player able to dock at hostile starstations even as 'military' caste
-
- 003* A destroyed drone is sometimes listed in the shuttle as active
-
- 004* Illegal items are not detected in the player's cargo hold when docking
- at GALCOM controlled stations. Items should be confiscated, a violation
- logged, as well as loss of experience points.
-
- 005* Prisoners are ending up in medibay instead of detention hold
-
- 006* Marines in 'searching mode' going off-station prematurely. Unless there
- are escaped prisoners or intruders, marines will go off-duty if put on
- searching duty.
-
- 007* Unable to manually put people in the detention hold.
-
- 008* Fatigue Factor of people in detention hold will no longer increase
- Also, they will no longer leave the detention hold when tired or
- hungry. Food is supplied directly to the detention hold.
-
- 009* An IC will no longer launch if the pilots are not physically 'located'
- IN the craft. The 'assignment' is NOT the same as the 'location'.
-
- 010* Speed with which personnel move about the ship has been increased.
-
- 011* A shuttle now requires at least one person to be 'located' in it before
- it can launch. If this person dies when the shuttle is in flight, the
- shuttle, like the IC pod, will auto-return to the BC using the a/p.
- If on the surface, it will drop to the ground.
-
- 012* Retrieving all interceptors via tacOPS causes a crash
-
- 013* The Combat Kills attributes for pilots is now updated during combat
-
- 014* Alliances are now saved with the save file and reset at beginning
-
- 015* Weapon systems no longer disarmed during hyperjump, ie PTE remains active
-
- 016* The alert condition now flashes red. If hostiles are in the region, the
- alert condition is set to red and the klaxxon sounds 3 times. This check
- is performed every 2.4 secs for the region the battlecruiser is currently
- in. Note that internal ship conditions such as a radiation leak, badly
- damaged reactor core etc will also set off the red alert condition as will
- jumping into a region with *any* type of hostile target in space or on the
- planet.
-
- 017* It is no longer possible to tow targets in orbit. Those of you who have
- been pilfering starstations had better find something else to steal.
-
- 018* Ships emitting an SOS signal will no longer be attacked by alien nations
- who observe the rules of engagement.
-
- 019* Personnel messages are now integrated into ACM scripts. This is a first
- pass test in order to see if the player can benefit from the added info
- that his crew has access to. However, the person must be on station. All
- messages are sent to the COMMLINK log.
-
- 020* During auto evacuation, if the alter-ego cannot make it to a shuttle, he
- will die when the ship self-destructs and the game will end.
-
- 021* Dead or off-station officers will no longer send messages
-
- 022* The Chief Engineer will now eject the reactor core during a severe breach
- regardless of his ai level IF he's on-station.
-
- 023* Passive Target Acquisition, PTA system will now operate in DIRECT and AI
- modes. It may take a while for PTA to fire since it has to build a target
- list. The turrets, controlled by the PTA will NOT fire unless the target
- is in range.
-
- 024* Docking events for ships is now accurately detected. This means that for
- instance in ACM mission 1, when a diplomat ship docks, you will be
- advised.
-
- 025* It is no longer possible to assign more than 2 pilots to an IC
-
- 026* Invalid personnel listed in TradeCOM when docked with shuttle at station
-
- 027* Flaws in trading model. Affects inventory and inflation logic
-
- 028* Transfering missiles from shuttle to BC results in invalid BC inventory
-
- 029* Firing last missile resulting in empty missile pod and weapons bay
- results in looped message from Mother and Tactical Officer.
-
- 030* Combat Pilots not moving to Medibay when extracted from escape pod
-
- 031* People will no longer auto-leave a shuttle or ATV that is deployed
- when they get tired or hungry.
-
- 032* Launching weapons results in negative number in cargo listing
-
- 033* Weapons bay overflows to 65535 if full and a missile is removed
-
- 034* IC weapons loadout changed if waypoint assignment in tacOPS is
- changed though the ship is deployed and NOT on the BC.
-
- 035* Activating PTA causing missile type to change
-
- 036* XC data files are no longer saved since scenario is not saved
-
- 037* Delivery of tractored ship will now succeed at non-hostile stations
- (previously only Terran stations). Will not ask player for delivery
- instructions if the delivery is invalid.
-
- 038* If the player opts not to deliver a tractored ship, the ship is not
- released but remains tractored when the player leaves the station.
-
- 039* Tractored ships will now not vanish if they were fleeing and are released
- in a region that is not the same as the prior flee region. In this case
- the tractored object attempts to flee using a new escape-item in the
- current region.
-
- 040* AI/TACTICAL is now disabled for an object that is being tractored.
- Fixes problem where a disabled/tractored object "escapes" when the
- tractoring ship conveys it to the jump point it was trying to escape to.
-
- 041* Target TTD color is immediately restored if tractor link is lost
-
- 042* Tractored ships have additional protection from being attacked by
- hostiles, which will now break off if their target becomes tractored.
- If the attacker had STRIKE orders, orders revert to SAD.
-
- 043* Targets not attacking hostiles or retaliating against attacks from
- neutral or friendly targets resulting in script 'holes' and various
- illegal attacks on non-hostile targets by trigger happy players.
- Requires an overhaul of race/caste alliance modelling. Also requires
- a friendly fire avoidance and target leading model.
-
- 044* Ship personnel messages in ACM pertaining to current scenario being played
- even though player may very well have ignored the mission anyway! It
- gets better, some actions pertaining to the current mission, ie beaming
- people to the ship, still happen even though the player may not even be
- in the region. Requires a player-ship-detect-in-region type check for
- scripted messages, comms and actions.
-
- 045* Rebuild elapse time too short or instantaneous for some objects subject
- to 'rebuild' ai such as Barin starstation.
-
- 046* Ships alert condition conflicting with internal condition. Requires two
- separate alert conditions Combat Alert Status, CAS and Ship Alert Status,
- SAS which monitor different alert conditions.
-
- 047* Increased cpu usage as game universe evolves
-
- 048* Image of external comms party not being displayed in NID or tacOPS
-
- 049* Unable to dock at Sarien and Majoris starstations
-
- 050* Starstation Adonis located in Capella instead of Pravis
-
- 051* Strange anomalies with cargo pods dropped after targets destroyed
-
- 052* Reports of FF and LF values exceeding 100
-
- 053* Player's support ships subject to script 'ignore' command causing
- them to ignore hostiles which have this flag set, ie leader-one
-
- 054* Unable to dock at Parix station
-
- 055* Invalid weapons in IC weapons bay when set to auto-arm
-
- 056* Cargo Bay quantity overflow to 65535 when attempting to unload drones
- into already full BC cargo bay.
-
- 057* Docked ships not switching ai state when launched. Maintain waypoint
- state for some reason.
-
- 058* Auto-arm option using default weapons loadout instead of checking in
- BC weapons bay.
-
- 059* PTA system running out of allocated target slots (8) thereby if other
- types of targets are already accounted for, ie neutrals, friendlies etc,
- it will not have slots for hostiles. So it won't fire. This is being
- revised so that hostiles are given priority especially those which have
- targeted the BC.
-
- 060* Jump points to Frellis and Midae reversed
-
- 061* Hazards (asteroids/meteoroids/comets) being seen as valid targets by
- ai platforms.
-
- 062* AI dynamic autogeneration still occurs in regions the player has not
- visited.
-
- 063* 'missile pods are empty' message repetition by Mother and TO when
- missile stores are depleted.
-
- 064* Replacing a destroyed interceptor/shuttle results in a GPF
-
- 065* Revised personnel FF/LF/AI model
-
- 066* Prices of illegal items ridiculously high because the checks for illegal
- items (which you get fined for) is not being made.
-
- 067* Violations awarded when illegal items are located in your cargo bay or
- when you fail to complete a tow request transaction, are not being
- recorded in COMMLINK
-
- 068* Evacuated interceptors stuck in assignment and not sent to Medibay
-
- 069* Shuttles reporting stores full when collecting cargo
-
- 070* tacOPS probe information not being reset when a destroyed probe is
- replaced in TACTICAL.
-
- 071* Ships under AI control are unable to make jumps. I suspect this is due to
- the new link control file which was created when I created the new MOON
- region in C5.0
-
- 072* Disabled ships will no longer be able to hyperjump
-
- 073* Probes sometimes reporting laser shots and other irrelevant data feedback
-
- 074* Personnel assigned to an ATV in TACTICAL are unable to 'locate' the craft
-
- 075* Reactor, shield fuel and nutripak levels being incorrectly reported as
- depleted.
-
- 076* 'Shields down' message played when docking though shields not affected.
-
- 077* BC will now be destroyed if it's hull is fully breached.
-
- 078* Ship moves backwards after jumping to a new region
-
- 079* Ships can now fly to planetary waypoints set in tacOPS. Note: A last
- minute bug was detected which caused the ship to drop to the surface under
- gravity and take damage based on altitude. Once this ship falls, it may
- not be able to leave the surface since it will not be able to achieve
- enough thrust to breach the planet's escape velocity. If this happens, you
- may have to manually fly the ship back to the battlecruiser.
-
- 080* Ships will no longer take damage when flying planetary waypoints since
- waypoints are now pegged above the surface.
-
- 081* The engine sound will no longer 'pulse' during hyperjump transitions
-
- 082* The ACM mission status can now be accessed via the bridge menu
-
- 083* MTD bug which caused GPF crash in FATAL has been fixed
-
- 084* The altitude lines in tacOPS are no longer displayed if TTDs are off
-
- 085* The Orbit To Surface acquistion count-down time in tacOPS is now fixed.
- Once the countdown expires, the weapon will lock. Once launched, switch to
- the bridge, select the missile in the TACSCAN computer, press F10 to
- switch to the external camera and follow the missile to the surface. If
- jammed or shot downit will not reach it's target. If the target
- acquisition reticle is too large, zoom the tacOPS view.
-
- 086* The battlecruiser 'destroyed' sequence will no longer loop
-
- 087* Modified VTOL (still work in progress). Left/Right slips ship in that
- direction. Pushing the stick forward/backward increases/decreases
- altitude. Later, the forward/backward motion will be modified so that they
- move the ship forward/backward whilst the ~ and tab keys modify the
- altitude.
-
- 088* Take2 Chase 'dogfighting' Engine 99% removed
-
- 089* Fixed bug which prevented ships from launching missiles when they should
-
- 090* Fixed bug manual ctrl+d ATV->shuttle docking
-
- 091* Armor & shield upgrades/repairs now updated accurately. The value
- displayed on the BC bridge is in armor units. The HUL value displayed is
- the current percentage of the max available protection. Protection max
- values are based on the currently installed armor or shield type. Note:
- when speaking of the armor and hull, they are one an the same since the
- hull has armor which only takes damage when the shield is breached.
-
- 092* Breaching an object's armor will now not necessarily destroy it
- An AI object is destroyed if (a) its reactor reaches 0 integrity unless it
- doesn't have a reactor in which case (b) its engine reaches 0 integrity
- unless it doesn't have a reactor or engine in which case (c) its armor
- reaches 0 integrity.
-
- 093* ATVs & shuttles will no longer attempt to use HyperJump engines on a
- planet.
-
- 094* Modified the maneuvering code so that ships can now accurately retrack
- waypoints if they miss on the first pass.
-
- 095* The external F10 camera will now show the current object's target if any.
-
- 096* Shuttles should should now be able to deploy/extract mining drones and
- ATVs
-
- 097* TACOPS now follows the players ship if it switches to another region and
- was previously in the currently observed region. This means that if you
- are in Earth region and viewing that in tacOPS and the ship switches to
- Mars as a result of flight, then tacOPS will automatically be updated. It
- will NOT however switch to a region that the ship is NOT in. So if you're
- in Earth and viewing Mars in tacOPS (using probe's SCI-LINK programming)
- and the BC switches regions, tacOPS will not be updated.
-
- 098* You can now select planet surface mode from tacOPS by simply clicking on
- the planet or moon from within tacOPS. Select 'observe' and it will be
- loaded. Once this is active, to revert to space mode, bring up the tacOPS
- command palette by moving the mouse to the right side of the screen and
- clicking and clicking on the SPACE button. Once in space mode, the button
- will revert back to BRIDGE. Due to the night/day effect. IF it is night
- time on the planet, everything will be pitch dark. See #35 below. The old
- method still works though until this mode is finalized.
-
- 099* Mining drones and ATVs can no longer be deployed in space from tacOPS
-
- 100* Navigation modified. In order for the ship to fly to a region
- you no longer need to have the jump anomaly (jpoint, wormhole, fluxfield)
- targeted in the CVD. You should first select the target you wish to fly to
- in either the NID or TACSCAN, activate the Flight Path Designator, using
- shift+f and the ship will fly to the target. If it's a jump anomaly, it
- will do the jump, if not, it will stop short of the target. This method
- allows you to continue using other modes of the NID, TACSCAN and CVD
- computers without accidentally clearing the current jump target. The FPD
- target can be cancelled by either turning off the FPD with f or by
- clearing the target with x. You can now have the ship flying toward a
- target while doing other things such as acquiring new targets, firing at
- them etc. Once a nav target is set in Navitron, activating the FPD with f
- will cause the AutoNav system to jump to the region without relying on the
- current CVD target.
-
- THE AUTO-PILOT MUST BE TURNED ON FOR THIS TO WORK IN EITHER AI OR DIRECT
- MODES SINCE THIS ALLOWS THEM TO CALCULATE THE ROUTE. TURNING IT OFF WILL
- TEMPORARILY CANCEL THE AUTONAV TARGET.
-
- If the HUD is in TAC mode, ie weapons on, the FPD will _not_ appear though
- the route is being flown. Put the HUD in NAV mode by disabling weapon
- systems in order to see the FPD. The flight control is slightly offset to
- the left so that you can see the jump anomaly if it's obscured by the FPD
-
- 101* More modifications to VTOL. Move the stick left-right to slip in that
- direction. Move the stick forward-backward to slip in that direction.
- To increase your lift (altitude), using the throttle commands. Later, the
- ~ and tab keys will do the same thing. To auto-hover, reduce speed to
- around factor 2-4, enough to counter the effects of gravity and prevent
- the ship from falling. Activate VTOL and use the throttle wheel keys to
- find a suitable hover altitude. Use the numeric 5, auto-leveling key for a
- quick attitude orientation.
-
- 102* The ship should now come to a relative complete STOP on the planet. You
- need to fine tune this and is dependent on the elevation and slope of the
- current terrain you're on.
-
- 103* You can now use ctrl+d from a shuttle to recall the targeted ATV or mining
- drone. This will only work if there is space in the shuttle. Once
- personnel flight is handled, you will be able to do the same for personnel
- from the shuttle and ATV. The proposed ALT+F9 menu command (NYI) is going
- to be used for this. The shuttle must wait for the ATV to dock. There is a
- strange anomaly which causes the ship to be immediately docked without
- actually travelling to the ship!
-
- 104* Docking the shuttle with an ATV or interceptor in tow will now dock both
- ships. Normal docking rules apply. ie, the status of the docking bay,
- launch bay etc.
-
- 105* Clicking outside the PTE surface in tacOPS will no longer create a GPF
- The tacOPS grid is scaled so it does not exceed a planet/moon climate
- limit Some planets/moons may be larger than the tacOPS coordinate system,
- so the grid has an upper limit.
-
- 106* TACOPS 'zoom to' list only shown in view state (otherwise it interferes
- with waypoint setting).
-
- 107* TACOPS 'zoom to' list not being shown after removing command palette
-
- 108* Ships will now auto-egress surface at 200,000 ft msl
-
- 109* Jump delay timer for AI ships re-enabled. Prevents ships jumping unless
- their jump engine has been recharged. Disabled AI ships cannot re-charge
- their jump engines. The lower the engine integrity, the longer it takes
- to recharge the jump engine.
-
- 110* Personnel image obscuring tacOPS command palette
-
- 111* Mysterious crashes when making long ai pre-computed nav jumps
-
- 112* Lockup on launch from station. Traced to invalid setup.cfg file when
- when joystick selected in config when game run the first time.
-
- 113* Extracting ATV from shuttle results in crash if flight engineers or
- medics are on board.
-
- 114* Disabled ships will no longer take off using hyperjump engines.
-
- 115* Unable to leave nullspace first time fluxfield is used. This works
- correctly since fluxfields are unstable and may not work the first
- time even though they may only have one exit point. The nullspace
- fluxfield needs to be special case so that is works first time around.
- shift+f must be used to target fluxfield.
-
- 116* Shield and laser systems still being updated even though menu is
- active.
-
- 117* Shuttle indicators mapped wrong. Should be mapped to power, shield, armor
- cargo. ATV should be power, laser, shield, cargo
-
- 118* IC pod is autoejecting when ic destroyed. This should NOT happen.
- Pod should only autoeject if initiated by player or pilots in ai mode
-
- 119* Collision detect has some bugs in it
-
- 120* Shields on when leaving station with tractored ship. In general, shields
- should be down when tractor beam is engaged.
-
- 121* Unable to select RTB order for shuttle from tacOPS
-
- 122* Ship sometimes moves backward when hyperdrive activated. This is NOT a
- bug but a restriction in jump sequence. The game tries to slow down to
- intercept the jump anomaly. However, depending upon your speed, the
- ship may have breached the jump anomaly position _before_ it's
- activated and therefore moves backwards to intercept it. To do this,
- it has to slow down, hence the backward movement. To fix this, the
- ship will have to do a proper roll/pitch/yaw orientation to face the
- anomaly and execute forward thrust into it. The result: a slower
- transition jump resuling in your ship being perhaps destroyd in a
- high combat theatre.
-
- 123* Possible to activate jump engines though not fully recharged. FO,
- if onstation will now display a message.
-
- 124* Unable to extract drone/ATV using shuttle from BC main menu
-
- 125* Switching from a turret to a ship that is NOT ready to launch causes
- a GPF due to the way the ship switch works.
-
- 126* Bridge command menu for shuttle 2 does not work from main menu
-
- 127* Incorrect turret mapping.
-
- 128* Unable to destroy own ship (ic,shuttle,atv) if it's in DIRECT mode due
- to the way the logic works. The integrity of a ship is the average of all
- it's systems. In AI mode, this works fine but if the ship is in DIRECT
- mode, this is NOT used, instead the AILOG/API values are used because this
- has to be preserved due to repair operation etc. Once this is fixed, any
- support ships in DIRECT mode will be destroyed if the hull or reactor
- reaches 0. In ai mode, the pilots will auto-eject the ic pod based on
- damage level and their ai.
-
- 129* Distance cue for exploding objects seems wrong as no matter how far, it's
- not played. Sounds usually play based on your distance from them. I think
- this problem is also related to SEC-5 013. Dunno.
-
- 130* Sending RTB orders to a support ship and jumping into that ship during
- the RTB process if the BC is in a different region results in a GPF.
-
- 131* If a probe is linked to the BC radar system in TACLINK mode, there is a
- bug which allows the player to tractor, target and dock with targets
- though the BC is in a different region.
-
- 132* Interceptor 'defend all' command only launching interceptor #2
-
- 133* Doing multiple tractors of the same object should not be allowed since it
- causes a weird anomaly.
-
- 134* Multiple tractors of the same object results in a strange anomaly
-
- 135* If a shuttle is sent to collect a cargo pod and it is destroyed, the
- shuttle still collects the pod contents and broadcasts the collected msg
-
- 136* A GPF occurs if a shuttle is in hyperspace & sent to collect a pod that
- is destroyed before it gets there.
-
- 137* Objects in fixed orbit, ie orbital defense systems and stations entering
- 'flee' mode and attempting to escape when badly damaged.
-
- 138* An ACM target which hyperjumps out of the current region, still shows up
- on TACSCAN radar though it has jumped to a new region.
-
- 139* Fixed a bug in the launch from station transition camera which would
- cause a crash when the satellite (1 of 4 views) view transition was used.
-
- 140* Various palette problems fixed
-
- 141* Jump anomaly offset bug fixed
-
- 142* Buildings and all objects can now be destroyed on the PTE surface
-
- 143* More work done in perspective correct texture mapping. Select from CONFIG
- menu or with <alt+shift+p>. It's a little slow and needs more optimizing.
-
- 144* Night/day transition modified (first pass). At night, the terrain fades to
- COMPLETE black. This is NOT a bug. This will change later so that it's not
- as dark. Even the infra-red scope in the IC is not penetrating this once
- the planet goes completely black.
-
- 145* Crash when selecting texture mapping for external planet rendering
-
- 146* For some reason the shaded and flat rendering options do not match the
- palette map.
-
- 147* Cloak effect not working in texure mapped rendering mode.
-
- 148* Surface hazing doesn't work right in some rendering modes
-
- 149* Buildings and surface objects not being rendered under 'terrain objects'
- option
-
- 150* tacOPS orders menu for shuttle not displayed when target selected.
-
- 151* Strange anomalies in Perspective Correct texture mapping mode. Prevents
- clouds from being implemented correctly
-
- 152* Some planetary maps disappear, ie, Saturn
-
- 153* Fixed a bug which caused an incorrect object extent calculation for PTE
-
- 154* Fixed a bug which placeds objects incorrectly on PTE site textures
-
- 155* Tactical: ATV section info is inconsistent with the ATV info in the
- shuttle section.
-
- 156* CONFIG options are now saved when accessed from within the game.
-
- 157* Navitron condition is not being reset if damaged and repaired at a
- starstation.
-
- 158* Corruption in Navitron/Miscon/Commlink menu options at CENTCOM. Selecting
- Navitron executes Miscon. Selecting Miscon executes Commlink. You can
- select Commlink though it is not highlighted
-
- 159* Selecting NAVITRON button from menu when docked should return and NOT
- activate MISCON.
-
- 160* Selecting CONTINUE from menu if current profile is invalid, ie player
- killed in action or courtmartialed results in game attempting to load
- scenario, realizes it's an invalid move and returns back to main menu.
-
- 161* Corruption in Tradecom screen when displaying cargo bay capacity
-
- 162* Selecting CONTINUE from main menu with valid game causes crash. Use
- save/restore for now.
-
- 163* Missing parts required by CE for repairs no longer indicated in TradeCOM
-
- 164* Combat induced palette manipulations results in screen corrupt for
- Tactical, Logistix etc
-
- 165* Selecting CONTINUE from main menu displays scenario as FF instead of ACM
- in Roster.
-
- 166* Unable to modify ATV assignment from ATV screen in Tactical though it
- can be done from the shuttle->cargo screen in Tactical
-
- 167* Wrong 'death' message being displayed when player killed in XC
-
- 168* Able to access normal menus in XC via the COMMLINK access
-
- 169* Strange bugs regarding drones...
- If you click on "drone 1" the drop down list appears listing the rest of
- the drones. What I have noticed is that once you deploy a mining drone,
- you can load another with the same name in any shuttle. However, if the
- named drone is actually in one of the shuttles, you will get a message
- "Drone 138623485 Not Available".
-
- Also, if you go to the tactical loadout screen and view the drone status
- with all of the drones deployed...it always says "drone 1 deployed" for
- each shuttle. I'm not sure if the stats only referred to drone 1 but it
- says drone 1. Nothing is listed for drones 2-4.
-
- 170* Selecting COMMLINK after messages are recorded will cause a crash. This
- is probably related to the multi-language support which is new in D.0
-
- 171* Selecting weapons image in Tactical results in a crash
-
- 172* Incorrect damage factor for Vagrant missile in Tactical
-
- 173* Roster STATS screen misaligned
-
- 174* Unable to assign personnel to an ATV from the main ROSTER->CREW screen
-
- 175* Screen corruption in Tactical drone->unload screen
-
- 176* Frame for Navitron computer missing
-
- 177* Joystick calibration no longer has any effect if device is not a joystick
-
- 178* Locked down sound data to prevent swap to VMM
-
- 179* Lockup after BC destroyed transition when hull fully breached
-
- 180* Starting XC after playing FF or ACM results in lockup
-
- 181* Game exit on auto-evacuation resulting in invalid option passed to
- commlink message. Also associated to game erroneously starting the
- current invalid game when a new game is started in Roster.
-
- 182* Selecting 'save' from bridge returning to main menu instead of bridge
-
- 183* Game loops in joystick calibration screen if joystick not supported.
- Unable to exit screen. Will implement ESC to exit calibration.
-
- 184* Last item on menu is off-screen if mouse pointer located near edge of
- screen when menu activated.
-
- 185* Unable to exit out of 'cd-rom check' screen if invalid drive detected
-
- 186* Soundfx disappearing. Traced to sound system running out of channels if
- a lot of sounds are queued.
-
- 187* Moving the mouse to the lower left corner of bridge causes GPF
-
- 188* Strange anomalies with the 'evac' transition
-
- 189* Reports of game crashing with repeated save/restore
-
- 190* GPF caused if INVERSE TACTICAL camera target goes out of scope
-
- 191* ATV incorrectly configured with shields
-
- 192* A graphics anomaly prevents the co-pilot SSD from displaying the status
-
- 193* Pilots messages repeating even after they are docked
-
- 194* Bridge menu for ATV misaligned. Also misaligned when deployed
-
- 195* Cross region problem which prevents player's ships in ai mode to use
- jump anomaly when moving from one region to the next.
-
- 196* Detaching a TACLINK probe causes noise interference even though BC is in
- the probe region
-
- 197* Detaching a probe puts static in tacOPS. Static should not appear unless
- the probe is in tacLINK mode and is detached or destroyed. A destroyed or
- detached probe should cancel tacLINK anyway.
-
- 198* Using the target->observe menu on the bridge corrupts the screen if you
- select a planet.
-
- 199* If probe is in TACLINK then the SHOW PROBE REGION/SHOW LOCAL REGION buttons
- for the other probes don't work. Should probably only be able to set one
- probe to TACLINK.
-
- 200* You can transport people into space if you are viewing the planet and
- switch to space while in tacOPS. The transporter reticle remains active
-
- 201* You should not be able to transport personnel to a region monitored in
- probe TACLINK mode
-
- 202* Discovered that all Type 4 stations had missing texture maps. Affected
- stations are PIXAN, VELARI, PROCYON, ADONIS, ALIDIS, SOVAR, LV130
-
- 203* Discovered that all Type 1 stations had a missing explosion vector info
- Affected stations are RAMIX, STARWIND, SARIEN, MAJORIS
-
- 204* ACM will now report on mission success whenever it can. This is NOT true
- for most missions since ACM is not mission orientated and in some
- scenarios, a success is an 'abstract'. Several event triggers are now used
- to signal a new scenario without the need for an extended downtime. Some
- of you are going to start moaning now that you won't have a lot of time
- between assignments, especially advanced scenarios in which you are
- certain to take a pounding. You are a galactic cop and in most scenarios
- given a 'beat' in the form of a patrol zone. All you have to do in some
- scenarios is survive until the next assignment. This is why there is no
- mission success or failure in most ACM scenarios. Once you reach ACM
- scenario #30, these training scenarios will end and you will be required
- to defeat the Gammulans using whatever means necessary. See the FAQ for
- more on this.
-
- 205* XC scripts updated to be more streamlined and better structured
-
- 206* The IC shields will now be raised when XC starts up
-
- 207* When the IC is initialized in XC at the end of a level, the indicators
- are not updated.
-
- 208* Changes (rank/salary)
- Salaries are now paid every 7 days instead of 15
-
- Rank Salary Experience Points required
- ------------------------------------------------------
- Supreme Cmdr 500,000 200,000
- Tacops Cmdr 300,000 100,000
- Strategic Cmdr 200,000 50,000
- Fleet Cmdr 125,000 25,000
- Commander 75,000 0
-
- 209* Changes (HUD symbology)
- The FTOL/VTOL modes in the HUD have been changed
-
- FTOL - when airborne and in normal flight mode
- VTOL - when airborne and in vtol flight mode
- BRAKE - when stationary on planet surface
- TAXI - flashing when touching the planet surface and moving
- XXXX - when engine is shutdown
- ORBIT - when in orbit
-
- 210* Experience points and finances are now awarded for delivering various
- types of ships to friendly stations. Gammulan ships have the highest
- price, next to insurgents, then any hostile ship. Delivering friendly
- disabled ships gives higher experience points than finances.
-
- 211* The game will end if the player's alter-ego ever dies, ie FF =< 0
-
- 212* Pause <pause> command has been changed to <ctrl+p>
-
- 213* Debug <ctrl+alt+a> mission bypass had been disabled in distribution
- version
-
- 214* The cd-rom is now required to be in the drive during game execution
-
- 215* Several ACM scripts updated for playability
-
- 216* Added version number in shift+capslock display
-
- 217* Modified BC3000AD.EXE so that extender allocates 20MB swap file when
- needed instead of creating it in 8MB chunks.
-
- 218* Changed from v2.01 to v1.97 of the DOS xtender
-
- 219* Time compression enabled using ctrl+a and ctrl+shift+a are back in. These
- compress and divide time ie 2x, 4x, 8x and /2, /4 and /8
-
- 220* Debug commandline options now only available in interim 'tester' versions.
-
- 221* Sound on/off support added. To disable MIDI support, run SETUP from the
- BC3K directory and select 'no MIDI device'. Do the same to disable
- digitized sound. If they are turned on and wish to disable them from
- within the game, simply turn SOUNDFX:OFF in CONFIG. This will disable both
- soundfx and MIDI support if they were enabled.
-
- 222* Changes (personnel)
- Each person consumes 1 Nutripak per day
- 1 Medpak heals a person by 25%
- Personnel go offstation if LF =< 10 or FF => 90
- Personnel go to Medibay if LF =< 15
- Celestial Orb updates LF of personnel faster and FF will not increase
- J.A.C randomly repairs systems at the rate of 1 every 10 minutes
-
- 223* CREW/CARGO/FUEL CAPACITY
- ------------------------
- Cargo Cargo Weapons Weapons Personnel Reactor Shield Cloak
- Bay1 Bay2 Bay1 Bay2 Max Radine Plutonium Iridium
- ---------------------------------------------------------------------
- BC 7500 7500 250 250 237 25000 10000 1000
- Shuttle 2000 - - - 20 - - -
- ATV 500 - 10 - 4 - - -
- Drone 1000 - - - - - - -
-
- The drone and ATV each take up 750 units of cargo space which will reduce the
- cargo capacity of the shuttle they are loaded in.
-
- 224* An atv and drone are now loaded into all shuttles at startup
-
- 225* Personnel Scan, PerSCAN, computer implemented for tracking ship's
- personnel
-
- 226* Support for 70 video card chipsets. Use bc3000ad /v? command to see options
-
- 227* Probes can now be detached causing them to be destroyed and a slot made
- available for a replacement. Select the desired probe and send it the
- 'DETACH' command.
-
- 228* Multi-Lingual support. This is NOT included in this patch and can only
- be obtained from the publisher. Supported languages are French, German,
- Italian & Spanish.
-
- 229* Extensive speed optimizations and improvements in all renderers
-
- 230* The planetary object is now rendered using triangles and supports high
- res or high definition textures. In order to keep the patch file down, only
- the Sol system has high res map support. You can download high-res map
- support file (BC3KMAPS.ZIP) when it becomes available. This will provide
- high-res map support for all planets and removes the cloud cover from
- planets which do not require them.
-
- 231* Since all the rendering modes are now perspective correct, the CTRL+t
- command is now obsolete. These have also been removed from CONFIG
-
- 232* Rendering options have been revised in CONFIG. Refer to manual for
- an explanation of the new options. The patch file will delete this file
- and allow BC3K to create a new one on startup. Go to CONFIG and change
- your settings as desired.
-
- 233* Cloud layers implemented with view fogging at cloud layer. Further
- optimization is required to reduce speed drop when banking at certain
- angles
-
- 234* You can now turn shadowing on/off for the planet's external view
-
- 235* Revised ship cloaking effect. It is now transparent. Try it against the
- backdrop of a planet or from any turret view.
-
- 236* Implemented lens flare effect complete with solar white-out. Watch for
- spectacular effects during flybys, view controls and in tacOPS view modes.
-
- 237* The planet surfaces are now segmented into friendly, neutral and hostile
- regions based on alien nation and castes.
-
- 238* Keyboard commands modified. Please refer to new BCKEYS.TXT or Appendix A
- of the manual for new commands.
-
- 239* Intruders will no longer beam onto the ship if it is FULLY cloaked
-
- 240* Revised object explosions. Still needs some synchronization
-
- 241* Revised jump gate object
-
- 242* Tilt control added to external views and tacOPS, tilt adjusted by INS
- and DEL on the numeric keypad.
-
- 243* External F8 & F10 view keys now toggle between LOCKED/FLOATING camera modes
-
- 244* As of v1.01D.0, save game files are now backward compatible
-
- 245* MIDI music not looping when done due to problem in the sound files
-
- 246* Docking is possible with stations that are under repair
-
- 247* You should not be able to modify a DEPLOYED probe's slot in TACTICAL
-
- 248* Using the a/p to make jumps causes the ship to oscillate between the last
- and current jump points.
-
- 249* Games cannot be saved/restored from the SAVE RESTORE screen
-
- 250* A NO PROBE (empty slot) can be reprogrammed to a NAV target with Alt-L
- (sound message also played)
-
- 251* Detaching a probe from the NID bridge menu (TacOps is fine) puts you in
- an outside view of the BC. (Same effect as bug #020)
-
- 252* TacOPS CP missing if setting waypoints in previous game that was restored
-
- 253* In tacOPS CP, the SH1,3,4, teams are not highlighted as they are in SH-2
-
- 254* Marines are going directly to their locations without being prepped
-
- 255* Rebuilding actors (ODS/SS) show a frozen RADAR scanning circle when they
- are destroyed shortly before emitting a Radar scan. 100% reproducable.
-
- 256* Launching IC1-4 in tacOPS, you are dumped to the BC bridge though the
- shuttles, SH1-5 are fine.
-
- 257* Trying to launch an IC using tacOPS from an IC, puts you in an outside
- view of the IC
-
- 258* The alter-ego does not have a name when deployed as a 3D object
-
- 259* Alter-ego stats not being updated. Killing the alter-ego on a planet
- destroys the 3D object does not end the game like it should.
-
- 260* You should not be able to tractor personnel. This causes a GPF
-
- 261* You should not be able to reload the game using 'continue' if the alter-ego
- dies during an EVAC.
-
- 262* You should not be able to load a saved game if the alter-ego is dead
-
- 263* You should not be able to dock while in hyperspace
-
- 264* Ships which crash into the ground are unable to take off due to
- inability to achieve enough thrust to breach gravity model
-
- 265* Starstations not launching missiles due to aspect ratio restrictions
- which makes it difficult for them to get a lock solution
-
- 266* Ships in waypoint follow mode colliding with surface, taking damage
- and being destroyed. This also affects ATVs and drones deployed at
- high altitude from shuttles. They take serious damage when dropped.
- Surface flight model requires 'terrain following' model and relaxed
- rules for ATV/drone deployment from shuttles at high altitude.
-
- 267* Missiles and OTS weapons unable to catch up with high turn rate targets.
- Note: The damage a missile inflicts on a target is determined by the
- damage factor of the missile and it's length of time in flight. The
- longer it remains in flight, the less the damage inflicted. If it stays
- in flight too long, it will self destruct and no damage will be done.
- This is being changed.
-
- 268* Stations are not restored (rebuilt) when the timer expires.
-
- 269* Carriers and stations launching infinite ships
-
- 270* OTS-Tanix not showing up on loadout screen and therefore cannot be put
- into weapons bay from cargo bay
-
- 271* Recalling a ship from the planet is docking it with the BC immediately
-
- 272* Fixed a bug which caused the Glide display to not switch back to 2D when
- joystick calibration was completed from CONFIG via the Main Menu
-
- 273* "Out of bounds index (num,num,num) error sometimes occur when you try to
- CONTINUE a game.
-
- 274* Having clouds on when running software version causes a crash
-
- 275* Missile contrails in software version rendered incorrectly
-
-