                 BATTLECRUISER:3000AD LIST OF BUGS & FIXES
                 =========================================

Last Updated    : 11-03-97
Author          : Derek Smart, Ph.D [Project Manager/Lead Developer/Designer]
GA Version      : v1.01 D7B  - 11-03-97
Test Version    : v1.01 D7B  - 11-03-97

Modules:  Artificial Intelligence & Logistics, AILOG
          Dynamic Motion System, DMS includes:
            tacOPS computer
            Flight model and general ai/dynamics
            Cockpits and HUD symbology
          Visual Reality Engine, VRengine includes:
            Space Traversal Engine, STE
            Planetary Traversal Engine, PTE
          FrontEnd module includes:
            Main Menu, Roster, Miscon, Config, Docking/Launch Bays
            Tactical computer, Navitron computer, Logistic Computer
            Tradecom computer

Legends:  * fixed
          @ Fixed in 3000AD version not out to testers yet
          # needs further verification. Works as far as I can see
          ? needs further verification. Could not reproduce
          $ No bug, works as designed
          ! Reopened report
          % New suggestion added to wish list

                                   CONTENTS

          SECTION 1 - AILOG & AI RELATED
          SECTION 2 - DYNAMIC MOTION SYSTEM
          SECTION 3 - VISUAL REALITY ENGINE
          SECTION 4 - FRONTEND
          SECTION 5 - MISC. BUGS
          SECTION 6 - SCRIPTING SYSTEM (FF/ACM/XC)
          SECTION 7 - V1.1 TASK LIST

==============================================================================
SEC-1 :  AILOG & AI RELATED
==============================================================================

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* A flaw in the alliance system is causing ships to not attack races they
R4C  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.

003* Player able to dock at hostile starstations even as 'military' caste
R5C

004* A destroyed drone is sometimes listed in the shuttle as active
RD7B

005* Illegal items are not detected in the player's cargo hold when docking
R5C  at GALCOM controlled stations. Items should be confiscated, a violation
     logged, as well as loss of experience points.

006* Prisoners are ending up in medibay instead of detention hold
R3C

007* Marines in 'searching mode' going off-station prematurely. Unless there
R3C  are escaped prisoners or intruders, marines will go off-duty if put on
     searching duty.

008* Unable to manually put people in the detention hold.
R3C

009* Fatigue Factor of people in detention hold will no longer increase
R3C  Also, they will no longer leave the detention hold when tired or
     hungry. Food is supplied directly to the detention hold.

010* An IC will no longer launch if the pilots are not physically 'located'
R3C  IN the craft. The 'assignment' is NOT the same as the 'location'.

011* Speed with which personnel move about the ship has been increased.
R3C

012* A shuttle now requires at least one person to be 'located' in it before
R3C  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.

013* Retrieving all interceptors via tacOPS causes a crash
R4C

014* The Combat Kills attributes for pilots is now updated during combat
R3C

015* Alliances are now saved with the save file and reset at beginning
R3C

016* Weapon systems no longer disarmed during hyperjump, ie PTE remains active
R3C

017* The alert condition now flashes red. If hostiles are in the region, the
R3C  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.

018* It is no longer possible to tow targets in orbit. Those of you who have
R3C  been pilfering starstations had better find something else to steal.

019* Ships emitting an SOS signal will no longer be attacked by alien nations
R3C  who observe the rules of engagement.

020* Personnel messages are now integrated into ACM scripts. This is a first
R3C  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.

021* During auto evacuation, if the alter-ego cannot make it to a shuttle, he
R3C  will die when the ship self-destructs and the game will end.

022* Dead or off-station officers will no longer send messages
R3C

023* The Chief Engineer will now eject the reactor core during a severe breach
R3C  regardless of his ai level IF he's on-station.

024* Passive Target Acquisition, PTA system will now operate in DIRECT and AI
R2C  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.

025* Docking events for ships is now accurately detected. This means that for
R2C  instance in ACM mission 1, when a diplomat ship docks, you will be
     advised.

026* It is no longer possible to assign more than 2 pilots to an IC
R3C

027* Invalid personnel listed in TradeCOM when docked with shuttle at station
R3C

028* Flaws in trading model. Affects inventory and inflation logic
R5C

029  Ship radiation flag not being cleared if ship degaused at starstation

030* Transfering missiles from shuttle to BC results in invalid BC inventory
R5C

031* Firing last missile resulting in empty missile pod and weapons bay
R4C  results in looped message from Mother and Tactical Officer.

032* Combat Pilots not moving to Medibay when extracted from escape pod
R3C

033* People will no longer auto-leave a shuttle or ATV that is deployed
R3C  when they get tired or hungry.

033  Medics are refusing to auto-search/heal injured personnel on BC

034* Launching weapons results in negative number in cargo listing
R4C

035* Weapons bay overflows to 65535 if full and a missile is removed
R5C

036* IC weapons loadout changed if waypoint assignment in tacOPS is
R4C  changed though the ship is deployed and NOT on the BC.

037* Activating PTA causing missile type to change
R4C

038* XC data files are no longer saved since scenario is not saved
R4C

039* Delivery of tractored ship will now succeed at non-hostile stations
R4C  (previously only Terran stations). Will not ask player for delivery
     instructions if the delivery is invalid.

040* If the player opts not to deliver a tractored ship, the ship is not
R4C  released but remains tractored when the player leaves the station.

041* Tractored ships will now not vanish if they were fleeing and are released
R4C  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.

042* AI/TACTICAL is now disabled for an object that is being tractored.
R4C  Fixes problem where a disabled/tractored object "escapes" when the
     tractoring ship conveys it to the jump point it was trying to escape to.

043* Target TTD color is immediately restored if tractor link is lost
R4C

044* Tractored ships have additional protection from being attacked by
R4C  hostiles, which will now break off if their target becomes tractored.
     If the attacker had STRIKE orders, orders revert to SAD.

045* Targets not attacking hostiles or retaliating against attacks from
R4C  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.

046* Ship personnel messages in ACM pertaining to current scenario being played
R4C  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.

047* Rebuild elapse time too short or instantaneous for some objects subject
R4C  to 'rebuild' ai such as Barin starstation.

048* Ships alert condition conflicting with internal condition. Requires two
R4C  separate alert conditions Combat Alert Status, CAS and Ship Alert Status,
     SAS which monitor different alert conditions.

049* Increased cpu usage as game universe evolves
RD0

050* Image of external comms party not being displayed in NID or tacOPS
R5C

051* Unable to dock at Sarien and Majoris starstations
R4C

052* Starstation Adonis located in Capella instead of Pravis
R4C

053* Strange anomalies with cargo pods dropped after targets destroyed
RD7

054* Reports of FF and LF values exceeding 100
R4C

055* Player's support ships subject to script 'ignore' command causing
R4C  them to ignore hostiles which have this flag set, ie leader-one

056* Unable to dock at Parix station
R4C

057* Invalid weapons in IC weapons bay when set to auto-arm
R5C

058* Cargo Bay quantity overflow to 65535 when attempting to unload drones
R5C  into already full BC cargo bay.

059* Docked ships not switching ai state when launched. Maintain waypoint
R5C  state for some reason.

060* Auto-arm option using default weapons loadout instead of checking in
R5C  BC weapons bay.

061* PTA system running out of allocated target slots (8) thereby if other
R5C  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.

062* Jump points to Frellis and Midae reversed
R4C

063* Hazards (asteroids/meteoroids/comets) being seen as valid targets by
R4C  ai platforms.

064* AI dynamic autogeneration still occurs in regions the player has not
R4C  visited.

065* 'missile pods are empty' message repetition by Mother and TO when
R5C   missile stores are depleted.

066* Replacing a destroyed interceptor/shuttle results in a GPF
R5C

067* Revised personnel FF/LF/AI model
R5C

068* Prices of illegal items ridiculously high because the checks for illegal
R5C  items (which you get fined for) is not being made.

069* Violations awarded when illegal items are located in your cargo bay or
R5C  when you fail to complete a tow request transaction, are not being
     recorded in COMMLINK

070* Evacuated interceptors stuck in assignment and not sent to Medibay
C5(2)

071* Shuttles reporting stores full when collecting cargo
C5(2)

072  tacOPS probe information not being reset when a destroyed probe is
     replaced in TACTICAL.

073  If the BC life support systems are destroyed, personnel are moving to
     ships with functional ones, i.e, interceptors.

074* Ships under AI control are unable to make jumps. I suspect this is due to
RD1  the new link control file which was created when I created the new MOON
     region in C5.0

075* Disabled ships will no longer be able to hyperjump
RD1

076* Probes sometimes reporting laser shots and other irrelevant data feedback
RD7

077* Personnel assigned to an ATV in TACTICAL are unable to 'locate' the craft
RD7B

078* Reactor, shield fuel and nutripak levels being incorrectly reported as
RD7B depleted.

079  Radiation Control Units not being removed from cargo when used. RCUs are
     disposable.

080* 'Shields down' message played when docking though shields not affected.
RD7

081  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.     

082  Ships with waypoint orders in tacOPS are not using hyperjump to travel     

==============================================================================
SEC-2 :  DYNAMIC MOTION SYSTEM
==============================================================================

001  Cross region problem which prevents player's ships in ai mode to use
     jump anomaly when moving from one region to the next.

002  Missiles not operating according to programmed specifications.

003* BC will now be destroyed if it's hull is fully breached.
R3C

004* Ship moves backwards after jumping to a new region
R3C

005* Ships can now fly to planetary waypoints set in tacOPS. Note: A last
R3C  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.

006* Ships will no longer take damage when flying planetary waypoints since
R3C  waypoints are now pegged above the surface.

007* The engine sound will no longer 'pulse' during hyperjump transitions
R3C

008* The ACM mission status can now be accessed via the bridge menu
R3C

009* MTD bug which caused GPF crash in FATAL has been fixed
R3C

010* The altitude lines in tacOPS are no longer displayed if TTDs are off
R3C

011* The Orbit To Surface acquistion count-down time in tacOPS is now fixed.
R3C  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.

012* The battlecruiser 'destroyed' sequence will no longer loop
R3C

013* Modified VTOL (still work in progress). Left/Right slips ship in that
R2C  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.

014* Take2 Chase 'dogfighting' Engine 99% removed
R2C

015* Fixed bug which prevented ships from launching missiles when they should
R2C

016* Fixed bug manual ctrl+d ATV->shuttle docking
R2C

017* Armor & shield upgrades/repairs now updated accurately. The value
R2C  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.

018* Breaching an object's armor will now not necessarily destroy it
R2C  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.

019* ATVs & shuttles will no longer attempt to use HyperJump engines on a
R2C  planet.

020* Modified the maneuvering code so that ships can now accurately retrack
R2C  waypoints if they miss on the first pass.

021* The external F10 camera will now show the current object's target if any.
R2C

022* Shuttles should should now be able to deploy/extract mining drones and
R2C  ATVs

023* TACOPS now follows the players ship if it switches to another region and
R2C  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.

024* You can now select planet surface mode from tacOPS by simply clicking on
R2C  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.

025* Mining drones and ATVs can no longer be deployed in space from tacOPS
R2C

026* Navigation modified. In order for the ship to fly to a region
R2C  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

027* More modifications to VTOL. Move the stick left-right to slip in that
R2C  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.

028* The ship should now come to a relative complete STOP on the planet. You
R2C  need to fine tune this and is dependent on the elevation and slope of the
     current terrain you're on.

029* You can now use ctrl+d from a shuttle to recall the targeted ATV or mining
R2C  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!

030* Docking the shuttle with an ATV or interceptor in tow will now dock both
R2C  ships. Normal docking rules apply. ie, the status of the docking bay,
     launch bay etc.

031* Clicking outside the PTE surface in tacOPS will no longer create a GPF
R3C  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.

032* TACOPS 'zoom to' list only shown in view state (otherwise it interferes
R4C  with waypoint setting).

033* TACOPS 'zoom to' list not being shown after removing command palette
R4C

034* Ships will now auto-egress surface at 200,000 ft msl
R4C

035* Jump delay timer for AI ships re-enabled. Prevents ships jumping unless
R4C  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.

036* Personnel image obscuring tacOPS command palette
R4C

037  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.

038* Mysterious crashes when making long ai pre-computed nav jumps
R5C

039$ Alert klaxxon not being reset when region clear of hostiles.
R4C

040  Placing waypoints or selecting location using mouse in tacOPS results
     in slight offset due to view angle of tacOPS.

041* Lockup on launch from station. Traced to invalid setup.cfg file when
R4C  when joystick selected in config when game run the first time.

042  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.

043* Extracting ATV from shuttle results in crash if flight engineers or
RD7B medics are on board.

044* Disabled ships will no longer take off using hyperjump engines.
R4C

045* Unable to leave nullspace first time fluxfield is used. This works
R4C  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.

046$ PTA system not working in DIRECT mode. PTA will not acquire nor fire
R3C  on non hostile targets. Even then, it's on a first detect basis.
     Will probably change to high priority target select.

047$ Difficult to line up target in PTA for surface strike. This is not
R4C  a bug. Will probably change to use yaw model for arrow keys. You
     can currently use ins and del to yaw. Use numeric 5 to level craft.

048* Shield and laser systems still being updated even though menu is
R4C  active.

049  Shuttle indicators mapped wrong. Should be mapped to power, shield, armor
     cargo. ATV should be power, laser, shield, cargo

050  Various anomalies in shuttles including menu appearing outside
     clipping region, firing lasers produces sound, main menu active, unable
     to manually deploy personnel etc.

051  Ejected ic pod should drop to surface with increased pitch angle to
     prevent it from flying out of the surface region

052  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.

053  Ships not being destroyed on surface when they collide with a water
     texture resulting in a -tive altitude

054* IC pod is autoejecting when ic destroyed. This should NOT happen.
R4C  Pod should only autoeject if initiated by player or pilots in ai mode

055  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.

056  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.

057  VTOL needs some more work and the lift keys are mapped wrong

058* Collision detect has some bugs in it
RD7

059* Shields on when leaving station with tractored ship. In general, shields
R4C  should be down when tractor beam is engaged.

060* Unable to select RTB order for shuttle from tacOPS
R4C

061  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.

062* Possible to activate jump engines though not fully recharged. FO,
R4C  if onstation will now display a message.

063  Nuclear/Solar reactor and engine models don't work based on installed type

064* Unable to extract drone/ATV using shuttle from BC main menu
R5C

065* Switching from a turret to a ship that is NOT ready to launch causes
R4C  a GPF due to the way the ship switch works.

066$ Bridge command menu for shuttle 2 does not work from main menu
R4C

067  When shield, armor, reactor, engine are upgraded, they become active
     once installed even before the installation is completed.

068* Incorrect turret mapping.
R4C

069* Unable to leave nullspace if you have NOT jumped to a region. It uses the
R5C  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.

070* Unable to destroy own ship (ic,shuttle,atv) if it's in DIRECT mode due
R4C  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.

071* Distance cue for exploding objects seems wrong as no matter how far, it's
R4C  not played. Sounds usually play based on your distance from them. I think
     this problem is also related to SEC-5 013. Dunno.

072  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.

073* Sending RTB orders to a support ship and jumping into that ship during
R5C  the RTB process if the BC is in a different region results in a GPF.

074  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.

075* Interceptor 'defend all' command only launching interceptor #2
C5(2)

076  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 put the atv in the shuttle and
     switch to the shuttle.

077  Starstations not launching missiles due to aspect ratio restrictions
     which makes it difficult for them to get a lock solution

078  Unable to manually deploy/extract personnel from ATV and shuttle

079  Ships which crash into the ground are unable to take off due to
     inability to achieve enough thrust to breach gravity model

080  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).

081* Bridge menu for ATV misaligned. Also misaligned when deployed
RD5

081* Doing multiple tractors of the same object should not be allowed since it
RD5  causes a weird anomaly.

084* Multiple tractors of the same object results in a strange anomaly
RD5

085* If a shuttle is sent to collect a cargo pod and it is destroyed, the
RD7  shuttle still collects the pod contents and broadcasts the collected msg

086* A GPF occurs if a shuttle is in hyperspace & sent to collect a pod that
RD7  is destroyed before it gets there.

087? Being killed in an IC with the BC in a different region, seem to end the
RD7  game if playing from a saved file (?)

088* Objects in fixed orbit, ie orbital defense systems and stations entering
RD7  'flee' mode and attempting to escape when badly damaged.

089  A target which hyper jumps out of the current region, still shows up on
     TACSCAN radar though it has jumped to a new region.

==============================================================================
SEC-3 :  VISUAL REALITY ENGINE
===============================================================================

001* Various palette problems fixed
R3C

002* Jump anomaly offset bug fixed
R3C

003* Buildings and all objects can now be destroyed on the PTE surface
R3C

004* More work done in perspective correct texture mapping. Select from CONFIG
R3C  menu or with <alt+shift+p>. It's a little slow and needs more optimizing.

005* Night/day transition modified (first pass). At night, the terrain fades to
R2C  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.

006* Crash when selecting texture mapping for external planet rendering

007  Flying North far enough on the PTE results in a GPF due to numeric
     precision restrictions

008* For some reason the shaded and flat rendering options do not match the
RD0  palette map.

009* Cloak effect not working in texure mapped rendering mode.
RD0

010* Surface hazing doesn't work right in some rendering modes
RD0

011* Buildings and surface objects not being rendered under 'terrain objects'
RD0  option

012* tacOPS orders menu for shuttle not displayed when target selected.
R4C

013* Strange anomalies in Perspective Correct texture mapping mode. Prevents
RD0  clouds from being implemented correctly

014  Corruption in Time Of Day, TOD palette when clouds active on planets with
     a different time zone than Earth.

015* Some planetary maps disappear, ie, Saturn
RD3

==============================================================================
SEC-4 :  FRONTEND
==============================================================================

001* Tactical: ATV section info is inconsistent with the ATV info in the
RD7B shuttle section.

002* CONFIG options are now saved when accessed from within the game.
R2C

003  Random screen corruption in Roster save/restore screen. Probably related
     to the .PRO file created when a game is saved.

004* Navitron condition is not being reset if damaged and repaired at a
R5C  starstation.

005* Corruption in Navitron/Miscon/Commlink menu options at CENTCOM. Selecting
R4C  Navitron executes Miscon. Selecting Miscon executes Commlink. You can
     select Commlink though it is not highlighted

006* Selecting NAVITRON button from menu when docked should return and NOT
R4C  activate MISCON.

007* Selecting CONTINUE from menu if current profile is invalid, ie player
R5C  killed in action or courtmartialed results in game attempting to load
     scenario, realizes it's an invalid move and returns back to main menu.

008* Corruption in Tradecom screen when displaying cargo bay capacity
R4C

009* Selecting CONTINUE from main menu with valid game causes crash. Use
R5C  save/restore for now.

010* Missing parts required by CE for repairs no longer indicated in TradeCOM
RD7B

011* Combat induced palette manipulations results in screen corrupt for
     Tactical, Logistix etc

012* Selecting CONTINUE from main menu displays scenario as FF instead of ACM
R5C  in Roster.

013* Unable to modify ATV assignment from ATV screen in Tactical though it
RD7B can be done from the shuttle->cargo screen in Tactical

014* Wrong 'death' message being displayed when player killed in XC
R5C

015* Able to access normal menus in XC via the COMMLINK access
R5C

016* Strange bugs regarding drones...
RD7B
     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.

017* Selecting COMMLINK after messages are recorded will cause a crash. This
RD1  is probably related to the multi-language support which is new in D.0

018* Selecting weapons image in Tactical results in a crash
RD2

019* Incorrect damage factor for Vagrant missile in Tactical
RD5

020* Roster STATS screen misaligned
RD5

021* Unable to assign personnel to an ATV from the main ROSTER->CREW screen
RD7B

022* Screen corruption in Tactical drone->unload screen
RD7B

023* Frame for Navitron computer missing
RD7

==============================================================================
SEC-5 :  MISC BUGS.
==============================================================================

001* Joystick calibration no longer has any effect if device is not a joystick
R3C

002* Locked down sound data to prevent swap to VMM
R2C

003* Save/restore now more secure. For some reason, this problem only occurs
R5C  when saving from the bridge menu. If it persists, simply got to Roster
     and save from there. But it seems to save/restore ok now.

004* Duplicate entry. Moved to SEC-1 065
R4C

005* Lockup after BC destroyed transition when hull fully breached
R4C

006* Starting XC after playing FF or ACM results in lockup
R4C

007* Game exit on auto-evacuation resulting in invalid option passed to
R4C  commlink message. Also associated to game erroneously starting the
     current invalid game when a new game is started in Roster.

008* Selecting 'save' from bridge returning to main menu instead of bridge
R5C

009  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.

010* Game loops in joystick calibration screen if joystick not supported.
R4C  Unable to exit screen. Will implement ESC to exit calibration.

011* Last item on menu is off-screen if mouse pointer located near edge of
R4C  screen when menu activated.

012* Unable to exit out of 'cd-rom check' screen if invalid drive detected
R4C

013* Soundfx disappearing. Traced to sound system running out of channels if
RD7  a lot of sounds are queued.

014* Moving the mouse to the lower left corner of bridge causes GPF
C5(2)

015* Strange anomalies with the 'evac' transition
RD7B

016* Reports of game crashing with repeated save/restore
RD0

017  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.

018? Switching from one IC to another in different regions sometimes results
RD7  in loss of engine sound for the first IC when switching back to it.

019* GPF caused if INVERSE TACTICAL camera target goes out of scope
RD5

020* ATV incorrectly configured with shields
RD5

021? Sometimes going from XC to a normal FF or ACM game will result in an XC
RD7  queued message being played on launch. Usually happens if you died in XC
     and mother was playing damage messages. If you quit/die and start a new
     FF or ACM game from the main menu, the anomaly occurs.

022* A graphics anomaly prevents the co-pilot SSD from displaying the status
RD6

023  New problems with SAVE/RESTORE causing you to quit and restart in order
     to avoid corruption.

024* Pilots messages repeating even after they are docked
RD7

025  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.

026  Detaching a TACLINK probe causes noise interference even though BC is in 
     region

027  During EVAC if pilots are not in ready interceptors, the game will crash
     when the transition ends

==============================================================================
SEC-6 :  SCRIPTING SYSTEM (FF/ACM/XC)
==============================================================================

001* ACM will now report on mission success whenever it can. This is NOT true
R2C  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.

002  Extended testing required for the location and use of all game artifacts

003* XC scripts updated to be more streamlined and better structured
RD2

004* The IC shields will now be raised when XC starts up
RD2

005* When the IC is initialized in XC at the end of a level, the indicators
RD7  are not updated.

==============================================================================
SEC-7 :  MISC FEATURE UPDATES/CHANGES
==============================================================================

001* Changes (rank/salary)
R3C  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

002* Changes (HUD symbology)
R3C
     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

003* Experience points and finances are now awarded for delivering various
R3C  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.

004* The game will end if the player's alter-ego ever dies, ie FF =< 0
R3C

005* Pause <pause> command has been changed to <ctrl+p>
R3C

006* Debug <ctrl+alt+a> mission bypass had been disabled in distribution
R3C  version

007* The cd-rom is now required to be in the drive during game execution
R3C

008* Several ACM scripts updated for playability
R3C

009* Added version number in shift+capslock display
R2C

010* Modified BC3000AD.EXE so that extender allocates 20MB swap file when
R2C  needed instead of creating it in 8MB chunks.

011* Changed from v2.01 to v1.97 of the DOS xtender
R2C

012* Time compression enabled using ctrl+a and ctrl+shift+a are back in. These
R2C  compress and divide time ie 2x, 4x, 8x and /2, /4 and /8

013* Debug commandline options now only available in interim 'tester' versions.
R2C

014* Sound on/off support added. To disable MIDI support, run SETUP from the
R2C  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.

015* Changes (personnel)
R3C
     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

016*                        CREW/CARGO/FUEL CAPACITY
R4C                         ------------------------

        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.

017* An atv and drone are now loaded into all shuttles at startup
R4C

018* Personnel Scan, PerSCAN, computer implemented for tracking ship's
personnel
R5C

019* Support for 70 video card chipsets. Use bc3000ad /v? command to see options
RD0

020* Probes can now be detached causing them to be destroyed and a slot made
RD0  available for a replacement. Select the desired probe and send it the
     'DETACH' command.

021* Multi-Lingual support. This is NOT included in this patch and can only
RD0  be obtained from the publisher. Supported languages are French, German,
     Italian & Spanish.

022* Extensive speed optimizations and improvements in all renderers
RD0

023* The planetary object is now rendered using triangles and supports high
RD0  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.

024* Since all the rendering modes are now perspective correct, the CTRL+t
RD0  command is now obsolete. These have also been removed from CONFIG

025* Rendering options have been revised in CONFIG. Refer to manual for
RD0  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.

026* Cloud layers implemented with view fogging at cloud layer. Further
RD0  optimization is required to reduce speed drop when banking at certain
     angles

027* You can now turn shadowing on/off for the planet's external view
RD0

028* Revised ship cloaking effect. It is now transparent. Try it against the
RD0  backdrop of a planet or from any turret view.

029* Implemented lens flare effect complete with solar white-out. Watch for
RD0 spectacular effects during flybys, view controls and in tacOPS view modes.

030* The planet surfaces are now segmented into friendly, neutral and hostile
RD0  regions based on alien nation and castes.

031* Keyboard commands modified. Please refer to new BCKEYS.TXT or Appendix A
RD0  of the manual for new commands.

032* Intruders will no longer beam onto the ship if it is FULLY cloaked
RD0

033* Revised object explosions. Still needs some synchronization
RD0

034* Revised jump gate object
RD0

035* Tilt control added to external views and tacOPS, tilt adjusted by INS
RD0  and DEL on the numeric keypad.

036* External F8 & F10 view keys now toggle between LOCKED/FLOATING camera modes
RD0

037* As of v1.01D.0, save game files are now backward compatible
RD0

038* MIDI music not looping when done due to problem in the sound files
RD7B

==============================================================================
SEC-8 :  V1.1 TASK LIST
==============================================================================

001  Fix all *detected* bugs

002  Implement orbital model

003  Implement probe ORBscan model (requires 002)

004  Revised dogfighting model

005  Add surface starbases filter to SUL mode and dynamically create waypoints
     so that they are easy to locate.

006  Better handling for turrets. Auto-tracking ?

007  Revise ATV driving model

008* Complete perspective correct texture mapping and put clouds back in
RD0

009  Implement terrain following and revise surface model to prevent
     (a) ships from crashing into ground and (b) not being able to attain
     enough thrust to take off.

010  Native support for CH Combat and F16 Fighter Stick

011  Left-Right mouse clicks for personnel assignment switching in Tactical
