Known Bugs: Difference between revisions

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==Mech Bugs==
==Mech Bugs==
===Cyclops===
'''Resolved'''
'''Issue:''' Burst PPCs are real short range.<br>
'''Reproduction:''' Boot up and fire at a test target, hits only start at about 15 meters.<br>
'''Workarounds:''' None known<br>
'''Other Notes:''' I checked the database entry.  It should travel 6 seconds at 30 m/s.  It's not even getting a half second.<br>
===AOs are trying to spread or other script issues===
'''Issue:''' On click of a mech torso, the AO script will try to give itself out.<br>
'''Reproduction:''' Click a mech.<br>
'''Workarounds:''' Don't click yourself.<br>
'''Other Notes:''' Any mechs exhibiting this behavior can be added here.
MCM Paladin [Chest]: Unable to give inventory: 'No item named '*Franimation Overrider'.'.
MCM Ragnok Shield [L_Pec]: llSetPrimitiveParams error running rule #1 (PRIM_GLOW): bounds error; 1.00286 is not in (0, 1).
===Raiju:  Arm Cannons===
'''Resolved'''
'''Issue:''' The arm cannons of the Raiju use ammo as if the damage type change the pulsewave<br>
'''Reproduction:''' Simple reproduction, boot and fire the weapons.<br>
'''Workarounds:''' Using the older version guns allows you to fire without ammo but you'll be dealing energy damage<br>
'''Notes:'''  We got a version that fixes it.  If you run out of ammo when firing, pick up a fresh copy from the vendor and use that.
===Raiju:  Arm Cannons===
'''Issue:''' Left arm cannon says "pulsewave" each time it fires.<br>
'''Reproduction:''' Boot and fire left arm cannon.<br>
'''Workarounds:''' Right arm cannon should have the same internals, so you could gut the right for use in the left.<br>
===Andras:  High Gain laser===
'''Resolved'''
'''Issue:''' Fires a non-damaging laser.<br>
'''Reproduction:'''  Equip high gain laser arm and fire.  Tested on avatar and a target<br>
'''Workarounds:''' None
===Shock Trooper: Micro LRM===
'''Resolved'''
'''Issue:''' Doesnt fire, non functional.<br>
'''Reproduction:''' Unable to fire so unable to show actual use.<br>
'''Workarounds:''' None<br>
'''Other Notes:''' Avoid using it as it wont be useable regardless.
'''Solution:''' Update Disc available in landing bay.
===Triton: Bio Shatter Missile===
'''Resolved'''
'''Issue:''' Bio Shatter missile explosion is off center.<br>
'''Reproduction:''' Get easy to observe terrain.  Get a Triton with its missile ready, fire and observe impact vs blast radius.<br>
'''Workarounds:''' It's consistantly off-center so you can shift aim to compensate.<br>
'''Other Notes:''' None known at this time.<br>
'''Admin Notes:''' The weapon has been reworked and now splashes around the point of impact using polar coordinates for the scattering so we get a round spread instead of a square.  The weapon is now horrifyingly good --[[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 16:11, 4 July 2014 (CDT)<br>
===Mantis: Mantis Snipers Misfire often===
'''Resolved'''
'''Issue:''' Mantis sniper shots clip each other, causing a misfire.<br>
'''Reproduction:''' Equip a mantis default config boot it up and fire a lot of shots you'll eventually have bullets fail to go.<br>
'''Workarounds:''' Fire only one gun at a time, a gesture can be used to flick which one is active.<br>
'''Other Notes:''' Can take quite a few shots to make this show up, and then it might just hit you several times in a row.  Finnicky bug to make show on demand. <br>
Adjusting the rezz ofsets can fix this.  [[User:Rivethead Deanimator|-- Rivethead Deanimator]] ([[User talk:Rivethead Deanimator|talk]]) 20:43, 9 December 2012 (CST)


===Wastelander: Outdated PPCs===
===Wastelander: Outdated PPCs===
Line 7: Line 76:
'''Reproduction:'''  Compared the wastelander Heavy PPC vs the vendor version.<br>
'''Reproduction:'''  Compared the wastelander Heavy PPC vs the vendor version.<br>
'''Workarounds:'''  If you happen to have vendor Heavy PPCs swap them in.<br>
'''Workarounds:'''  If you happen to have vendor Heavy PPCs swap them in.<br>
'''Other Notes:'''  Those version 2 ppcs are much sexier.<br>
'''Other Notes:'''  PPC splash sizes have been juggled to keep the two competitive.  The sensor/prim debate rages on.<br>


===Paladin:  VP Lasers are duds===
===Paladin:  VP Lasers are duds===
'''Resolved'''
'''Issue:''' Paladin VP lasers are duds.<br>
'''Issue:''' Paladin VP lasers are duds.<br>
'''Reproduction:''' Arm your VP lasers that come with the paladin and fire them at anything.<br>
'''Reproduction:''' Arm your VP lasers that come with the paladin and fire them at anything.<br>
'''Workarounds:''' Currently the only workaround is to not use them, or use wall-vendor VP lasers.<br>
'''Workarounds:''' Currently the only workaround is to not use them, or use wall-vendor VP lasers.<br>
'''Other Notes:''' I do know lasers are due for an overhaul....
'''Other Notes:''' I do know lasers are due for an overhaul....<br>
 
===Littlefoot LART Lameness===
 
'''Resolved'''
 
'''Issue''' Littlefoot LART napalm is volumedetect. Stationary targets don't feel a thing.<br>
'''Reporduction''' Stand still and fire it at your own feet. Observe that you never overheat.<br>
'''Workarounds''' None.<br>
'''Other Notes''' None.<br>
'''Admin Notes''' I've reworked the weapon entirely, it now looks better, has better splash detection, and it also doesn't one shot biomechs anymore with DoT --[[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 16:09, 4 July 2014 (CDT)<br>


===Nanus:  Sealth Drive===
===Nanus:  Sealth Drive===
Line 28: Line 110:
'''Reproduction:''' Me and tsuno are not getting it we both have the speed increase perk, have not verified if that's the cause.<br>
'''Reproduction:''' Me and tsuno are not getting it we both have the speed increase perk, have not verified if that's the cause.<br>
'''Workarounds:''' Running forces the animation to be nice<br>
'''Workarounds:''' Running forces the animation to be nice<br>
'''Other Notes:''' Appears to be a limitation on how SL handles movement speed.  You don't animate as running based on input, you animate as running based on absolute velocity.  Therefore if a mech puts you at the threshold speed odd shit happens.  Perhaps if we made the walk/run the same animation?
'''Other Notes:''' Appears to be a limitation on how SL handles movement speed.  You don't animate as running based on input, you animate as running based on absolute velocity.  Therefore if a mech puts you at the threshold speed odd stuff happens.  Perhaps if we made the walk/run the same animation? <br>
AO has been updated to fix this in conjunction with 11.17.  Any mech that gets revisited will get the AO updated to match.


===Conscript: Stop shooting yourself!===
===Conscript: Stop shooting yourself!===
'''Resolved'''


'''Issue:''' Default weapon arrangement of the Conscript blows shells up in your face<br>
'''Issue:''' Default weapon arrangement of the Conscript blows shells up in your face<br>
Line 36: Line 121:
'''Workarounds:''' Swap them or don't alpha.<br>
'''Workarounds:''' Swap them or don't alpha.<br>
'''Other Notes:''' I suppose this might be a job for a later 'rebirth' of the mech, if you ever have such a thing planned.  I know you got plenty on your plate and this can be edited around.
'''Other Notes:''' I suppose this might be a job for a later 'rebirth' of the mech, if you ever have such a thing planned.  I know you got plenty on your plate and this can be edited around.
===Dagger: Flaggons be flaggon!===
'''Resolved'''
'''Issue:''' Flaggon cannons on first firing, hurt the pilot and dont fire forwards at first.<br>
'''Reproduction:''' Wear, boot, arm, fire.<br>
'''Workarounds:''' None, that first shot always hits you first, after that it behaves correctly.<br>
'''Other Notes:''' Flaggon's make me go ARRRG on that first shot.
===Sentinel: Mine shields, zey do natzing!===
'''Resolved'''
'''Issue:''' On lockdown the shield will trigger randomly, as well as the Var cannons not always entering the lockdown mode or not exiting the mode, creating odd lockdown behavior as well.<br>
'''Reproduction:''' Wear a sentinel, boot, enter and exit lockdown as you wish, behavior is spotty.<br>
'''Workarounds:''' Use it sparingly and dont rely on the shield in any way as it is half functional.<br>
'''Other Notes:''' Use something besides the shield if possible.<br>
'''Code Bunny Notes:''' Nash has done special meter code and gun coding to make this work perfect. [[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 19:25, 6 June 2014 (CDT)


==Perk Bugs==
==Perk Bugs==
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===Sure Footing:  Works in reverse===
===Sure Footing:  Works in reverse===
'''Resolved'''


'''Issue:''' Sure footing reduces your knock resistances.<br>
'''Issue:''' Sure footing reduces your knock resistances.<br>
'''Reproduction:''' Take the perk, get hit with knockdown.  Comparing the knockdown rates with and without paint a clear picture.<br>
'''Reproduction:''' Take the perk, get hit with knockdown.  Comparing the knockdown rates with and without paint a clear picture.<br>
'''Workarounds:''' Don't take the perk.<br>
'''Workarounds:''' Don't take the perk.<br>
'''Other notes:''' This perk is a requirement for a heat management perk, which creates a bit of an issue...
'''Other notes:''' This perk is a requirement for a heat management perk, which creates a bit of an issue...<br>
'''Admin Note:''' A patch is in the works for this.  -- [[User:Nash Fraenkel|Nash Fraenkel]] ([[User talk:Nash Fraenkel|talk]]) 15:30, 17 March 2013 (CDT) <br>
'''Moderator Note:''' This is fixed as of 11.18. --[[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 03:07, 29 May 2013 (CDT)


==Weapon Bugs==
==Weapon Bugs==


Any bugs with any particular weapon system go here.  Section title should be the weapon's name, if it's a version packaged with the mech, put the mech name prior to the weapon.
Any bugs with any particular weapon system go here.  Section title should be the weapon's name, if it's a version packaged with the mech, put the mech name prior to the weapon.
'''Admin Note:''' All prim lasers in MCM are currently known to be broken for one or more reasons.  We are replacing them with ray cast lasers.  -- [[User:Nash Fraenkel|Nash Fraenkel]] ([[User talk:Nash Fraenkel|talk]]) 15:28, 17 March 2013 (CDT)
===Vulcan Cannon===
'''Resolved'''
'''Issue:''' Projectiles pass through other mechs.<br>
'''Reproduction:''' Equip gun, shoot mech, real close ranges is noticeable<br>
'''Workarounds:''' At the moment all you can do is not use them<br>
'''Other notes:''' By my calculation, the projectile needs to be about 2 meters long to prevent passthrough, these are 20 centimeters long.<br>
===Omni-sphere cannon===
'''Issue:''' SPlashes have a physics load of nearly 300.<br>
'''Reproduction:''' Pry out an explosion from the bullet and see for yourself<br>
'''Workarounds:''' Don't use them in crowds of people unless you like lag<br>


===Xbeam===
===Xbeam===
'''Resolved'''
'''Issue:''' Xbeam does not report hits.<br>
'''Issue:''' Xbeam does not report hits.<br>
'''Reproduction:''' Shoot a mech with Xbeam lasers<br>
'''Reproduction:''' Shoot a mech with Xbeam lasers<br>
Line 63: Line 190:


===Baal:  HellFire Napalm Cannon===
===Baal:  HellFire Napalm Cannon===
'''Resolved'''
'''Issue:'''  Flamer does not shut down and operates even when mech is disabled.<br>
'''Issue:'''  Flamer does not shut down and operates even when mech is disabled.<br>
'''Reproduction:''' Equip and activate flamer, fire it while being destroyed.<br>
'''Reproduction:''' Equip and activate flamer, fire it while being destroyed.<br>
'''Workarounds:''' Removing the weapon will prevent it from attacking.<br>
'''Workarounds:''' Removing the weapon will prevent it from attacking.<br>
'''Other Notes:''' It is possible to attack mechs without your meter activated in this fashion.  However, doing so is considered cheating and will result in stiff penalties.
'''Other Notes:''' It is possible to attack mechs without your meter activated in this fashion.  However, doing so is considered cheating and will result in stiff penalties.<br>
'''Moderator Note:''' I have a version of the flamer code that is far more in control.  It's now a matter of stringing it into the stuff we have proper perms for and deciding if it's worth a rebuild for any other mechs.--[[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 03:12, 29 May 2013 (CDT)


===LRM2===
===LRM2===
'''Resolved'''
'''Issue:'''  LRM2 missiles have difficulty tracking a target<br>
'''Issue:'''  LRM2 missiles have difficulty tracking a target<br>
'''Reproduction:''' Get a missile lock with a LRM2 fire them, particularly from long range<br>
'''Reproduction:''' Get a missile lock with a LRM2 fire them, particularly from long range<br>
'''Workarounds:''' Firing the missiles within 64 meters of the target seems to produce far more reliable performance.<br>
'''Workarounds:''' Firing the missiles within 64 meters of the target seems to produce far more reliable performance.<br>
'''Other Notes:''' I am personally guessing it's due to the max range limitation of llMoveToTarget which a lot of missiles in MCM use.  If that is the case, a quick fix would involve having the missiles move to the nearest valid target repeatedly until the intended target is in range, or even easier, shortening the lock range.
'''Other Notes:''' I am personally guessing it's due to the max range limitation of llMoveToTarget which a lot of missiles in MCM use.  If that is the case, a quick fix would involve having the missiles move to the nearest valid target repeatedly until the intended target is in range, or even easier, shortening the lock range.
'''Admin Note:''' This is correct.  llMoveToTarget requires a target be less than 65m away or no movement will occur.  Missiles that do not use llMoveToTarget are in development. -- [[User:Nash Fraenkel|Nash Fraenkel]] ([[User talk:Nash Fraenkel|talk]]) 15:31, 17 March 2013 (CDT)
'''Coder-Bunny Note:''' This be fixed [[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 20:46, 3 June 2014 (CDT)


==Meter Bugs==
==Meter Bugs==
Line 81: Line 219:
'''Workarounds:''' Pay attention to what was and wasn't armed when reloading.  Flick it on and off to get the meter reading right.<br>
'''Workarounds:''' Pay attention to what was and wasn't armed when reloading.  Flick it on and off to get the meter reading right.<br>
'''Other Notes:'''  This always gets me when I exhaust a weapon and then refuel it.  I really really really hate this bug.
'''Other Notes:'''  This always gets me when I exhaust a weapon and then refuel it.  I really really really hate this bug.
'''Admin Note:'''  Despite appearances, this is not a meter bug.  It is a bug in the shared weapon code.  The meter protocol requires that weapons only announce changes in ammo totals while the weapon is armed however all(?) weapons currently make this announcement when reloaded regardless of their state.  Options for repair are currently under review.  -- [[User:Nash Fraenkel|Nash Fraenkel]] ([[User talk:Nash Fraenkel|talk]]) 15:29, 17 March 2013 (CDT)


===Jump Heat:  Doesn't always apply===
===Jump Heat:  Doesn't always apply===
'''Resolved'''
'''Issue:''' Jump heat doesn't apply consistently.<br>
'''Issue:''' Jump heat doesn't apply consistently.<br>
'''Reproduction:''' Hard to make this appear consistently, get a mech with a noticeable jump heat, jump around a while and you'll notice it's not a rather exact science.<br>
'''Reproduction:''' Hard to make this appear consistently, get a mech with a noticeable jump heat, jump around a while and you'll notice it's not a rather exact science.<br>
'''Workarounds:''' This is kind of one of those bugs beneficial to the player.<br>
'''Workarounds:''' This is kind of one of those bugs beneficial to the player.<br>
'''Other Notes:''' When mentioned to Nash it was noted that we'd need a reblance of jump-heat since it'd actually be applying properly and a stiffer penalty.
'''Other Notes:''' When mentioned to Nash it was noted that we'd need a rebalance of jump-heat since it'd actually be applying properly and a stiffer penalty.<br>
'''Admin Note:''' The precise cause of this problem is known.  This will certainly cause a change in heat patterns for most mechs/player.  How to reintroduce correct jump heat in up for discussion.  -- [[User:Nash Fraenkel|Nash Fraenkel]] ([[User talk:Nash Fraenkel|talk]]) 15:29, 17 March 2013 (CDT)<br>
'''Moderator Note:''' Jumpheat now functions properly as of 11.16 --[[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 03:08, 29 May 2013 (CDT)


==Bunny==
==GamePlay Bugs==


[[File:Classic_bugsbunny.png]]
===SL physics engine 2012: allows prim jumping and air overspeed===


==GamePlay Bugs==
'''Air Overspeed Resolved'''


===SL physics engine 2012:  allows prim jumping and air overspeed===
'''Issue:''' [http://mech.mcm-systems.net/plugins/forums/thread.php?430]<br>
'''Issue:''' [http://mech.mcm-systems.net/plugins/forums/thread.php?430]
'''Other Notes:''' Nash feels she can fix the air speed.<br>
'''Moderator Note:''' Fixed as of 11.16.  Maximum air speed is now based on the mech's SpeedY rating which is set in the database.  We can set the individual speeds of various air mech.  If you feel a particular air mech is too slow in the air or too low in armor now, bring it up. --[[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 03:10, 29 May 2013 (CDT)

Latest revision as of 14:13, 3 July 2023

Here is a list for known bugs for MCM. If you are aware of a bug please add it to the page with as concise information as possible on how it appears and what's precisely wrong.

Mech Bugs

Cyclops

Resolved

Issue: Burst PPCs are real short range.
Reproduction: Boot up and fire at a test target, hits only start at about 15 meters.
Workarounds: None known
Other Notes: I checked the database entry. It should travel 6 seconds at 30 m/s. It's not even getting a half second.

AOs are trying to spread or other script issues

Issue: On click of a mech torso, the AO script will try to give itself out.
Reproduction: Click a mech.
Workarounds: Don't click yourself.
Other Notes: Any mechs exhibiting this behavior can be added here.

MCM Paladin [Chest]: Unable to give inventory: 'No item named '*Franimation Overrider'.'.
MCM Ragnok Shield [L_Pec]: llSetPrimitiveParams error running rule #1 (PRIM_GLOW): bounds error; 1.00286 is not in (0, 1).

Raiju: Arm Cannons

Resolved

Issue: The arm cannons of the Raiju use ammo as if the damage type change the pulsewave
Reproduction: Simple reproduction, boot and fire the weapons.
Workarounds: Using the older version guns allows you to fire without ammo but you'll be dealing energy damage
Notes: We got a version that fixes it. If you run out of ammo when firing, pick up a fresh copy from the vendor and use that.

Raiju: Arm Cannons

Issue: Left arm cannon says "pulsewave" each time it fires.
Reproduction: Boot and fire left arm cannon.
Workarounds: Right arm cannon should have the same internals, so you could gut the right for use in the left.

Andras: High Gain laser

Resolved

Issue: Fires a non-damaging laser.
Reproduction: Equip high gain laser arm and fire. Tested on avatar and a target
Workarounds: None

Shock Trooper: Micro LRM

Resolved

Issue: Doesnt fire, non functional.
Reproduction: Unable to fire so unable to show actual use.
Workarounds: None
Other Notes: Avoid using it as it wont be useable regardless.

Solution: Update Disc available in landing bay.

Triton: Bio Shatter Missile

Resolved

Issue: Bio Shatter missile explosion is off center.
Reproduction: Get easy to observe terrain. Get a Triton with its missile ready, fire and observe impact vs blast radius.
Workarounds: It's consistantly off-center so you can shift aim to compensate.
Other Notes: None known at this time.
Admin Notes: The weapon has been reworked and now splashes around the point of impact using polar coordinates for the scattering so we get a round spread instead of a square. The weapon is now horrifyingly good --Bellimora Resident (talk) 16:11, 4 July 2014 (CDT)

Mantis: Mantis Snipers Misfire often

Resolved

Issue: Mantis sniper shots clip each other, causing a misfire.
Reproduction: Equip a mantis default config boot it up and fire a lot of shots you'll eventually have bullets fail to go.
Workarounds: Fire only one gun at a time, a gesture can be used to flick which one is active.
Other Notes: Can take quite a few shots to make this show up, and then it might just hit you several times in a row. Finnicky bug to make show on demand.
Adjusting the rezz ofsets can fix this. -- Rivethead Deanimator (talk) 20:43, 9 December 2012 (CST)

Wastelander: Outdated PPCs

Issue: Wastelander uses outdated ordinance.
Reproduction: Compared the wastelander Heavy PPC vs the vendor version.
Workarounds: If you happen to have vendor Heavy PPCs swap them in.
Other Notes: PPC splash sizes have been juggled to keep the two competitive. The sensor/prim debate rages on.

Paladin: VP Lasers are duds

Resolved

Issue: Paladin VP lasers are duds.
Reproduction: Arm your VP lasers that come with the paladin and fire them at anything.
Workarounds: Currently the only workaround is to not use them, or use wall-vendor VP lasers.
Other Notes: I do know lasers are due for an overhaul....

Littlefoot LART Lameness

Resolved

Issue Littlefoot LART napalm is volumedetect. Stationary targets don't feel a thing.
Reporduction Stand still and fire it at your own feet. Observe that you never overheat.
Workarounds None.
Other Notes None.
Admin Notes I've reworked the weapon entirely, it now looks better, has better splash detection, and it also doesn't one shot biomechs anymore with DoT --Bellimora Resident (talk) 16:09, 4 July 2014 (CDT)

Nanus: Sealth Drive

Issue: Typographical Errors
Reproduction: Activate and deactivate the stealth
Workarounds: you can rename the stealth module at least....
Other Notes: [2012/07/22 19:20] MCM Nanus Sealth [Spine]: Sealth Activeated
[2012/07/22 19:20] MCM Nanus Sealth [Spine]: Sealth Deactivated

White Noise: Shuffle Walk

Issue: Certain users (Mangaman1001) have a shuffling walk with an active whitenoise instead of the proper walk animation.
Reproduction: Me and tsuno are not getting it we both have the speed increase perk, have not verified if that's the cause.
Workarounds: Running forces the animation to be nice
Other Notes: Appears to be a limitation on how SL handles movement speed. You don't animate as running based on input, you animate as running based on absolute velocity. Therefore if a mech puts you at the threshold speed odd stuff happens. Perhaps if we made the walk/run the same animation?
AO has been updated to fix this in conjunction with 11.17. Any mech that gets revisited will get the AO updated to match.

Conscript: Stop shooting yourself!

Resolved

Issue: Default weapon arrangement of the Conscript blows shells up in your face
Reproduction: Get a conscript fresh from the box. Put it on. Boot it up, move around and fire. First barrage may not do it, but you'll be taking damage from your own shells in no time.
Workarounds: Swap them or don't alpha.
Other Notes: I suppose this might be a job for a later 'rebirth' of the mech, if you ever have such a thing planned. I know you got plenty on your plate and this can be edited around.

Dagger: Flaggons be flaggon!

Resolved

Issue: Flaggon cannons on first firing, hurt the pilot and dont fire forwards at first.
Reproduction: Wear, boot, arm, fire.
Workarounds: None, that first shot always hits you first, after that it behaves correctly.
Other Notes: Flaggon's make me go ARRRG on that first shot.

Sentinel: Mine shields, zey do natzing!

Resolved

Issue: On lockdown the shield will trigger randomly, as well as the Var cannons not always entering the lockdown mode or not exiting the mode, creating odd lockdown behavior as well.
Reproduction: Wear a sentinel, boot, enter and exit lockdown as you wish, behavior is spotty.
Workarounds: Use it sparingly and dont rely on the shield in any way as it is half functional.
Other Notes: Use something besides the shield if possible.
Code Bunny Notes: Nash has done special meter code and gun coding to make this work perfect. Bellimora Resident (talk) 19:25, 6 June 2014 (CDT)

Perk Bugs

Eclipse Perks: They do nothing

Issue: Eclipse mech perks do nothing. Even the passive ones.
Reproduction: Pretty straight-forward. Take any perk, like the pulsewave damage increase and see no change, even after a mech reset.
Workarounds: none.
Other notes: I guess Xxander didn't have the time to actually code these.

Sure Footing: Works in reverse

Resolved

Issue: Sure footing reduces your knock resistances.
Reproduction: Take the perk, get hit with knockdown. Comparing the knockdown rates with and without paint a clear picture.
Workarounds: Don't take the perk.
Other notes: This perk is a requirement for a heat management perk, which creates a bit of an issue...
Admin Note: A patch is in the works for this. -- Nash Fraenkel (talk) 15:30, 17 March 2013 (CDT)
Moderator Note: This is fixed as of 11.18. --Bellimora Resident (talk) 03:07, 29 May 2013 (CDT)

Weapon Bugs

Any bugs with any particular weapon system go here. Section title should be the weapon's name, if it's a version packaged with the mech, put the mech name prior to the weapon.

Admin Note: All prim lasers in MCM are currently known to be broken for one or more reasons. We are replacing them with ray cast lasers. -- Nash Fraenkel (talk) 15:28, 17 March 2013 (CDT)

Vulcan Cannon

Resolved

Issue: Projectiles pass through other mechs.
Reproduction: Equip gun, shoot mech, real close ranges is noticeable
Workarounds: At the moment all you can do is not use them
Other notes: By my calculation, the projectile needs to be about 2 meters long to prevent passthrough, these are 20 centimeters long.

Omni-sphere cannon

Issue: SPlashes have a physics load of nearly 300.
Reproduction: Pry out an explosion from the bullet and see for yourself
Workarounds: Don't use them in crowds of people unless you like lag

Xbeam

Resolved

Issue: Xbeam does not report hits.
Reproduction: Shoot a mech with Xbeam lasers
Workarounds: At the moment all you can do is not use them

Baal: HellFire Napalm Cannon

Resolved

Issue: Flamer does not shut down and operates even when mech is disabled.
Reproduction: Equip and activate flamer, fire it while being destroyed.
Workarounds: Removing the weapon will prevent it from attacking.
Other Notes: It is possible to attack mechs without your meter activated in this fashion. However, doing so is considered cheating and will result in stiff penalties.
Moderator Note: I have a version of the flamer code that is far more in control. It's now a matter of stringing it into the stuff we have proper perms for and deciding if it's worth a rebuild for any other mechs.--Bellimora Resident (talk) 03:12, 29 May 2013 (CDT)

LRM2

Resolved

Issue: LRM2 missiles have difficulty tracking a target
Reproduction: Get a missile lock with a LRM2 fire them, particularly from long range
Workarounds: Firing the missiles within 64 meters of the target seems to produce far more reliable performance.
Other Notes: I am personally guessing it's due to the max range limitation of llMoveToTarget which a lot of missiles in MCM use. If that is the case, a quick fix would involve having the missiles move to the nearest valid target repeatedly until the intended target is in range, or even easier, shortening the lock range.

Admin Note: This is correct. llMoveToTarget requires a target be less than 65m away or no movement will occur. Missiles that do not use llMoveToTarget are in development. -- Nash Fraenkel (talk) 15:31, 17 March 2013 (CDT)

Coder-Bunny Note: This be fixed Bellimora Resident (talk) 20:46, 3 June 2014 (CDT)

Meter Bugs

Reload Terminals: Force weapons to display as active

Issue: Using an ammo depot, from either tech or bio causes any disarmed weapons to show as armed, even when it isn't.
Reproduction: Boot up. Ready nothing. Drop a ammo depot. Get reloaded. Notice every weapon shows green. Try to fire. This also applies to weapons that were disarmed due to 0 ammo.
Workarounds: Pay attention to what was and wasn't armed when reloading. Flick it on and off to get the meter reading right.
Other Notes: This always gets me when I exhaust a weapon and then refuel it. I really really really hate this bug.

Admin Note: Despite appearances, this is not a meter bug. It is a bug in the shared weapon code. The meter protocol requires that weapons only announce changes in ammo totals while the weapon is armed however all(?) weapons currently make this announcement when reloaded regardless of their state. Options for repair are currently under review. -- Nash Fraenkel (talk) 15:29, 17 March 2013 (CDT)

Jump Heat: Doesn't always apply

Resolved

Issue: Jump heat doesn't apply consistently.
Reproduction: Hard to make this appear consistently, get a mech with a noticeable jump heat, jump around a while and you'll notice it's not a rather exact science.
Workarounds: This is kind of one of those bugs beneficial to the player.
Other Notes: When mentioned to Nash it was noted that we'd need a rebalance of jump-heat since it'd actually be applying properly and a stiffer penalty.
Admin Note: The precise cause of this problem is known. This will certainly cause a change in heat patterns for most mechs/player. How to reintroduce correct jump heat in up for discussion. -- Nash Fraenkel (talk) 15:29, 17 March 2013 (CDT)
Moderator Note: Jumpheat now functions properly as of 11.16 --Bellimora Resident (talk) 03:08, 29 May 2013 (CDT)

GamePlay Bugs

SL physics engine 2012: allows prim jumping and air overspeed

Air Overspeed Resolved

Issue: [1]
Other Notes: Nash feels she can fix the air speed.
Moderator Note: Fixed as of 11.16. Maximum air speed is now based on the mech's SpeedY rating which is set in the database. We can set the individual speeds of various air mech. If you feel a particular air mech is too slow in the air or too low in armor now, bring it up. --Bellimora Resident (talk) 03:10, 29 May 2013 (CDT)