I created this list of bugs and issues in PTU testing of 3.1.4 as far as I am aware all of these are still valid in the live build. I am hoping other Citizens can confirm the issues and bugs in this list and also include any that I have missed. The purpose is to make the developers aware of the serious issues that combined are game breaking and does not qualify for the "minimum viable product" as described to the community in ATV, that the Live build is supposed to be ensured of by the QA testing and pre roll out meetings. RSI Website/Spectrum Serious Financial Issue. UEC purchases are currently having Australian GST applied in Error, which is only valid on AUD by law, As UEC is a virtual currency GST should not be applied when Australian Citizens use the currency to purchase. The reason why this is an error is because to purchase UEC, Australian Citizens have already paid 10% GST when they purchased UEC credits. Therefore to deduct a further 10% when the UEC is spent, this is known as "Double Dipping" in financial terms. https://www.ato.gov.au/Business/GST/In-detail/Your-industry/Financial-services-and-insurance/GST-and-digital-currency/ thanks to @Aus_Karlos for this clarification link. Private Message section on spectrum does not correctly show the online status of members in realtime, multiple refreshes will give you multiple different status indications, Online, Idle, etc. UI Options Menu comstab yes/no does not work. Targeting completely stops functioning in use for both pilot and turret. ( work around for loss of targeting is to power off for at least 10 seconds ) Targeting refuses to let go of destroyed target. Target nearest hostile refuses to select next closest threat, rather it selects your last destroyed target again. Enemy Targeting circle indicator vanishes. Target weapons pips vanish. Direction indicator arrow of hostile target vanishes. Cycling hostile targets furiously like a madman dozens of times during a swarm, is the only work around to the above. As Debido pointed out well the toggle to lock AB not being active, makes extended use of it a pain literally. Lobby Issue After first game, invite messages sent do not display. HUD elements in many ships (notably, in the Constellation variants) often disappear, forcing the player to fly the ship with no clue on speed, altitude, fuel usage, combat pointers. It's obvious how this makes landing on a planet and fighting enemies almost impossible. Actor Status System Even with Gforce enabled and Comstab disabled I can confirm over sensitive ASS GForce "simulation" causes fade/blur and dimming on edges of screen during combat, obscuring vital targeting and ship health information at the worst possible moments, this major bug destroys the combat experience by adding visual blurring and dimming the hud elements that pilots rely on. Physics Vanduul Wreckage still causes collision with illogical Mass simulation, That is, it causes your ship with much more mass to stop rather than what would happen in the Physical world, The smaller destroyed enemy ship parts with far less mass should be bouncing off your ship, when picking up ammo,fuel,missile drops. Zone system ship spawning coordinate rotation issues. Upon spawning ships are still rotating approx 45-180 degrees depending on ship it is usually Yaw but sometimes it can be Yaw and Pitch 180 degree turn. as part of the same issue Ships Spawning on incorrect angles not aligned to starting tunnel in Racing modes. This also occurs calling space bikes to the small landing pad "hangars" on planets in the PU that when calling them up from a terminal they spawn facing the wall and are very hard to get out of the structures as a result. Sometimes ships, even bigger ones, get an erroneous physics state, that makes them bounce heavily on surfaces of planets, lading pads, and such, so hard that they often get upside down. This causes landing almost impossible, and prevents the player from exiting/entering his ship, and often leads to death or ship explosion. State changes from gravity based environment and no-gravity environment in EVA are often broken resulting in all sorts of output: player death, stranding in space, broken EVA thrusters (I know the emote workaround but still the bug should not be present and it is game breaking for every new backer that tests the game), limb damage, difficulty transporting objects in/out a ship in space. AI Vanduul AI still collide with asteroids rather than attack you. Vanduul AI still collide with simulation boundary rather than attack you. Vanduul AI still run away approx 2 KM before turning back on you when you shoot them. Vanduul AI randomly remain motionless after spawning and during combat. Vanduul AI are currently mirror copying every piloting move combatant pilot makes as predominant flight behavior. Vixen and Warlord both will continue to shoot repeatedly at the destroyed wreckage of the last killed Vanduul because the game is not dropping the last destroyed enemy as the current active target. Balance issues Similar to but separate from the one shot pilot death bug, One shot exploded ships from two Scavenger rounds are now possible in a F7CM with a fresh ship of full health after "re-balance". (It appears there are no shields or armor anymore.) Under normal strafing without boost in the F7CM, Enemy Missile Evasion via beam maneuver has been compromised. (partly due to missiles being far more accurate and faster to target with more acceleration.) Using size 2 Missiles on F7CM, after firing first 2 missiles unable to use the remaining 2 workaround to pick up missile drop. No repair drops are spawning in destroyed enemy loot in Vanduul Swarm Cooperative mode. Arena Commander Star Marine competition is currently compromised by unscrupulous people using an undetectable Aimbot. Racing modes for dragonfly have an actor head wobble bug that is motion-sickness educing. Netcode issues In Arena Commander modes when players on the same regional server, have low ping approx 20ms and others in the same match have high ping like 280+ms, many issue occur under these conditions, leading of target is required to get a hit. For the player with 20ms ping the lead required will be approx .5cm on screen. For the player with 280ms ping the lead required to get a hit can be 1-5cm on screen. Scores for direct hits are also severely effected by high ping, damage points of 1-15 when ping is ~280+ / damage points of 200-300 when ping is ~20. Also during matches like this with high and low ping players present, Rubber banding of both player and AI ships can be seen. Keybindings Issues. Due to the known re-enumeration issue of windows for USB devices, Citizens using Hotas and Pedals , Headtracking , MFD's , etc all have consistent problems every single time a USB device is added or removed from system. The SC Client controls XML stores the position of devices in the order that it was when last run. EG: Windows - Joystick USB Port 0, Throttle Port 1, Pedals Port 2 ; SC Client - Joystick 1, Joystick 2, Joystick 3 If any USB device changes on the system when rerun the client will not be able to see beyond Joystick. Joystick 1 and Joystick 2 , etc vanish from the Import Keybindings section in these conditions. It is an extremely frustrating issue and many Citizens have written software to resolve it that you can get from Github such as SCJMapper-V2. As this issue has existed since the early days of DFM, For the Development team To incorporate in game and utilize one of these solutions would be appreciated by many Citizens. AB implementation In past patches we had 2 ranges of speed SCM(approx 0-600ms) and CRU(approx 601-1200ms), this was preferred by many in the community because it gave you much better precision and more fine control of speed via throttle by having 2 ranges. The recent changes to AB have joined AB_SCM and AB_CRU speeds together into a single continuous range which gives you the pilot less control. I can understand why this was done for the verse to cover long distances, however ; When using AB in Arena Commander maps that are only 13KM spheres of game area, allowing the ship to go beyond 600ms is counter productive in many ways. Racers who use AB do not want it to go all the way to 1000ms which will make them overshoot the corner they are approaching. Vanduul and Pirate swarm players in the same way doing 1000ms can cause collision with simulation boundary very easily. Once you have attained full AB speed, Even if you turn and burn to try and arrest it, The chance of stopping it before you hit the boundary is slim. There have been requests on spectrum from many pilots in the community to allow pilots again to toggle between AB_SCM and AB_CRU with a keybinding. I hope the request from the community for a toggle to switch between AB_SCM and AB_CRU speeds is taken seriously by the developers as it would improve the game dramatically. BUG LIST CONTINUED... https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/list-of-current-bugs-and-issues-reported-in-ptu-wh/1182982 I hope my fellow Citizens will help make this list more complete and that it can help the Developers in making the 3.2 Live release far more representative of the quality product we have enjoyed in the past to present to the worlds new SC players. Clearly from some Citizen comments below, The pure intent of this post has been miss-understood. I have donated a great deal of my time and effort for many years now towards the SC/SQ42 project in testing and organizing cross referenced bug reporting via the fine individuals within my Org working together with one goal of as the great man himself Ben Lesnick says to "Help make SC better". This post has the exact same intent, It is about Citizens working together to consolidate a list of bugs and issues that are current to help the development team.