Aurora_CL.jpg

Ship Specific Problems

                Reference for game version 3.10              

General Send Problems:

  1. Players are using an exploit that allows them to enter ships past climbing onto the landing gear when deployed and waiting for y'all to retract the gear. This can enable them to clip into the interior of the ship when the gear is fully retracted. This has been tested on the MISC Freelancer serial and the Origin 600 series in three.ix.

  2. Entering ships and vehicles that are stowed aboard a ship send during QT has a risk of making all stowed vehicles disappear. 3.ix

  3. Inbound a send from EVA tin can cause ejection, cleaved limbs, or death. 3.ix

  4. Various ships have static assets that have bugged collision meshes that can crusade your graphic symbol to get stuck and unable to recover. 3.9

  5. Variable armor values have returned to ships. 3.10

  6. Ships and Vehicles volition no longer harm themselves when firing their EMP Weapons. 3.10

  7. Weapon lockers on the 890j, Constellation serial, Vanguard Lookout, and Carrack should now persist weapons when the ship is stored and retrieved. 3.ten

  8. Requesting ATC takeoff before entering your ship may crusade take-off splines to non appear. (Workaround: Request takeoff after entering your cockpit and powering on your ship). 3.10m Possibly FIXED IN 3.10o

  9. Moving slowly into a Restricted Surface area tin cause the actor's vehicle to get stuck, with the autopilot having seized control but not actually moving anywhere. 3.10m

  10. Attempting to take off or state at Area18 via splines destroys the player's transport. (Workaround: Please avoid this area for this build and recopy/reset your account if y'all are in this location already) three.10n POSSIBLY Fixed IN iii.10p

  11. When firing at AI ships they will appear to desync and have high packet loss. 3.10p

  12. Ships tin can be displayed as 'unknown' later on devastation and be available to spawn again, just volition not appear on their specified landing pad. 3.10p

  13. Player'due south ships are destroyed shortly subsequently flying into a Restricted Expanse / Zone effectually the spaceport later on leaving a hangar. three.10p

  14. Landing gear will take multiple presses of the keybind to activate. iii.10p

  15. Security scans won't recognize the drugs on board a players ship during the Drug Product run missions. 3.10p

  16. The Ship Hologram / 3D Model will take over 20 seconds to load the first time the player views 1 in VMA or the Arena Commander Menus. 3.10p

  17. The Area18 nav marker will appear at the cardinal plaza, not the spaceport. 3.10p

  18. Legally landed ships may be impounded. 3.10p

  19. Freelook does not always work properly in turrets. 3.10p

  20. Turrets often exercise not take temper. 3.10n

(Starfarer Photo Courtesy of Musashi Industrial and Starflight Concern)

(Starfarer Photo Courtesy of Musashi Industrial and Starflight Business concern)

Starfarer:

  1. Driblet seats are not accessible.

  2. Gravity generator is missing animation

  3. Grub hall table is missing.

  4. There are areas of invisible standoff preventing players from using the catwalk elevators. 3.9

  5. The catwalk elevators are also inaccessible from the inside. 3.9

  6. Ladders can nevertheless grab your character as you walk by and can exist very annoying. 3.9

  7. Starfarer tiptop turret retains the default pigment subsequently new paint is applied. POSSIBLY FIXED IN iii.10p

  8. The lesser deck of this transport still has locations missing collision that can allow players to clip through the hull and exit the ship. 3.9

  9. Lighting is very buggy on the Starfarer as of with many areas of the ship being completely dark or lacking textures. iii.ix

  10. The PC2 gimbal mounts on Starfarers do non converge correctly.

  11. Parts of this ship extend across the shields allowing the ship to take directly impairment from weapons (also known as shield holes). 3.ix

  12. In that location is an area of invisible collision forth the starboard side of the escape pod room (immediately aft of the cockpit). It is possible to get stuck backside this collision if yous move too far to the starboard side in this room. Workaround: Stay in the heart or port side when transiting this room. 3.9

  13. The exterior catwalk door is missing. 3.10m

  14. The Starfarer Gemini should no longer spawn with the interior damage state active while the send is at full health. three.10

(Valkyrie Photo Courtesy of Anvil Aerospace)

(Valkyrie Photograph Courtesy of Anvil Aerospace)

Valkyrie:

  1. Players are unable to admission the jump seats. 3.9

  2. The send is prone to existence destroyed hands due to weak hull health/shielding. 3.nine

  3. LOD bug accept acquired interior rendering issues since 3.6.

  4. Issues where players have been injured or killed when entering or exiting doors and/or climbing the ladder accept been reported.

(MPUV-C Photo Courtesy of Argo Astronautics)

(MPUV-C Photo Courtesy of Argo Astronautics)

MPUV-C:

  1. This cargo variant just has two SCU of cargo space and no Quantum Drive. In it'south electric current state, it has niggling to no value in cargo operations until further game play mechanics are implemented.

  2. The ship sometimes explodes suddenly and after respawning.

  3. The transport can occasionally spawn with no components, engines or weapons.

  4. The transport tends to be forepart heavy on launch.

  5. The ship overheats during standard performance in temper.

(Reliant Kore Photo Courtesy of Musashi Industrial Starflight Concern)

(Reliant Kore Photo Courtesy of Musashi Industrial Starflight Concern)

Reliant Variants:

  1. The minor amount of SCU space limits profitability during commodity trading. More than money can exist made doing cargo commitment missions in the Contract Manger app of your mobiglas. 3.9

  2. Currently the Tana can spawn with a static gun in the corridor to the pilot chair. this tin be worked around by goin prone underneath information technology but you tin go stuck on the other side. iii.ix

  3. Life support systems sometimes do non piece of work. This has been experienced in both the Reliant Tana & Mako. 3.nine

  4. Boxes placed on the cargo flooring can autumn through. Placing the boxes on the bed or copilot seat tin can often be a work-around for this issue. 3.9

  5. Unable to exit either Pilot or Co-Pilot seat unless landing gear is downwards. 3.ix

  6. Logging out in the Tana causes y'all to log back in with the ship in flight mode; blocking you from the cockpit.

  7. Ground textures tin occasionally appear inside the ship.

(300i Photo Courtesy of Origin Jumpworks)

(300i Photo Courtesy of Origin Jumpworks)

300 Variants:

  1. Cargo ramps may non close properly with small boxes loaded. 3.9

  2. Only the 300i and 315p have plenty cargo space to make modest scale cargo runs assisting. iii.9

  3. Cargo boxes that tin can be loaded into the cargo bay and closed are despawning afterwards QT.

  4. Footing textures can occasionally appear inside the ship.

  5. Snowfall/Current of air particle furnishings can announced within the ship.

(Mustang Alpha Photo Courtesy of Consolidated Outland)

(Mustang Alpha Photograph Courtesy of Consolidated Outland)

Mustang Blastoff:

  1. The small-scale amount of SCU infinite is not conducive to profitable trade. More money can be made doing cargo delivery missions in the contract manger app of your mobiglas.

  2. Due to problems that causes the UI not to appear when interacting with the ship's door, players have occasionally had problems entering this ship subsequently spawning it.

  3. The ship tin often overheat presently later on taking-off.

  4. Mustangs are no longer able to equip larger than intended quantum drives. 3.ten

(Cutlass Black Photo Courtesy of Drake Interplanetary)

(Cutlass Black Photograph Courtesy of Drake Interplanetary)

Cutlass Variants:

  1. Animations for entering/exiting the bed tin occasionally cause a sync issue and issue the role player being ejected from the ship and into space.

  2. Summit turret lacks exterior textures and appears completely black.

  3. The Cutlass Reds ICU beds can currently act every bit mobile spawn points.

  4. Cargo infinite is much more than limited in the Red and Blue variants.

  5. Quantum destinations are "Obstructed" if some other actor is in the cockpit area with the pilot. Workaround: Take players remain in the cargo area or turret when attempting to QT. 3.ix

  6. The side doors of the Cutlass Blackness has the vault mechanic activated to enable players to enter the transport from the ground when ramp admission is not desired/possible. However, it is currently EXTREMELY hard to appoint this blitheness in order to enter the send via the side doors. 3.ix

(Caterpillar Photo Courtesy of Drake Interplanetary)

(Caterpillar Photo Courtesy of Drake Interplanetary)

Caterpillar:

  1. There are all the same holes in shields that allow the ship to take full damage to the hull when its shields are even so good for you.

  2. Animations for entering/exiting the bed can occasionally crusade a sync issue and result the player beingness ejected from the ship and into space.

  3. The controls for the Front Cargo/Side Cargo Doors are bugged. If the interior controls are used to open these doors, simply the interior controls or the main cockpit controls will shut them; the exterior controls will have no issue. Vice versa for the exterior controls.

  4. Weapons changed from 4x size 2 (with size 1 installed) to 2x size iii (with size 2 installed). iii.10

  5. Turrets updated to be 2x size 4 (manned) and 1x size iii (remote). 3.10

  6. Drinking glass dirt/wear pass to help with airplane pilot visibility. iii.10

  7. The send is withal occasionally pushed against the hangar wall at Lorville by the current of air. 3.x

  8. Caterpillar Pirate and All-time In Show both have missing or misaligned textures within the ship. iii.10

  9. Caterpillar tin spawn in missing cargo door textures. 3.9

  10. Caterpillar can get into a land where it's available SCU can be less than it'southward bodily capacity. Workaround: Claiming the ship should reset the value. 3.9

(Constellation Series Photo Courtesy of Roberts Space Industries)

(Constellation Series Photo Courtesy of Roberts Space Industries)

Constellation Variants:

  1. These ships are no longer as easy to impale as they one time were, but the engine nacelles are still fairly easy to shoot off. This disables the send, making the impale inevitable. 3.ix

  2. The Constellation serial has a cargo ramp, but vehicles loaded aboard the ramp fall through equally the elevator lifts them. Having a thespian stay in the vehicle every bit it is existence lifted seems to be a work-effectually. iii.nine

  3. Players have reported that they tin fall through the hull onto the landing pad/elevator when attempting to enter/exit the bridge. 3.9

  4. The Turrets are a weak spot every bit if they are made of newspaper. two shots hit a turret and the thing was already in the red. 3.9

  5. Size 2 (shoulder mounted) missiles are difficult to lock onto target. 3.ix

  6. Retractable table does not part.

  7. Snub fighter does non deploy.

(Freelancer Variants Photo Courtesy of Musashi Industrial and Starflight Concern)

(Freelancer Variants Photo Courtesy of Musashi Industrial and Starflight Business concern)

Freelancer Variants:

  1. Freelancer can be missing navigation lights and toggling the ship lights just controls some of the decal lighting on the top of the ship.

  2. The PC2 gimbal mounts on Freelancers does non converge correctly.

  3. Freelancer DUR: The engines close down and become unresponsive when hydrogen fuel reaches 50%. The transport will continue to take power simply engines are dead. iii.9

  4. Using the ladder can occasionally put your character inside the hull or exterior of the ship. iii.9 POSSIBLY Stock-still IN 3.10o

  5. Players tin can get stuck in the Freelancer bunks past walking into them. POSSIBLY Fixed IN 3.10p

(Aurora Photo Courtesy of Roberts Space Industries)

(Aurora Photo Courtesy of Roberts Space Industries)

Aurora Variants:

  1. Recently, a door glitch can cause the histrion to die upon entering and exiting the ship.

  2. Aurora Lx: Is having an issue with the seat disappearing on the 1st quantum or anytime afterwards that. Once that happens the seat is missing and you are standing in a expressionless ship and information technology information technology happens in atom you are in an Aurora shaped lawn dart and blast. three.9

(Avenger Titan Photo Courtesy Aegis Dynamics)

(Avenger Titan Photograph Courtesy Custodianship Dynamics)

Avenger Titan:

  1. There continues to be an LOD culling issue that tin crusade ship components, lights, doors and parts of the hull disappear when entering/exiting the ship.

  2. At that place continues to be a graphical outcome where the cargo concord may visually appear to exist empty even though cargo/ASOP terminals recognize that at that place is cargo onboard.

  3. MFD's within the send's cockpit can neglect to display information correctly.

  4. Intermittent Awning issue where information technology opens/closes in flight sometimes launching you into space in quantum when it opens. 3.9

(600i Photo Courtesy of Origin Jumpworks)

(600i Photo Courtesy of Origin Jumpworks)

600i Variants:

  1. Vehicles loaded aboard the 600i Explorer cargo ramp are currently falling through as they are being lifted into the ship. Having a role player remain in the vehicle every bit the vehicle is being opened/closed is the current work-around for this issue.

  2. The elevators in these ships occasionally have a synch issue that can cause them to clip through the ship and fail to work as intended.

  3. There is currently a problems that can crusade most doors within the transport to end functioning for everyone aboard unless the pilot selects "Unlock Doors" from the cockpit. The downside to this is that this unlocks the ship for everyone in the server.

  4. Lift doors can be slow to open or not function at all. As well, there is a issues that allows players to walk through the elevator door at the summit floor when exiting the elevator.

  5. Missing atmosphere on many sections of the ship. 3.nine

  6. Players will no longer go trapped in the Origin 600i kitchen tabular array after sitting down and standing up from i of the kitchen chairs. 3.ten

(Hammerhead Photo Courtesy of Aegis Dynamics)

(Hammerhead Photo Courtesy of Custodianship Dynamics)

Hammerhead:

  1. Various parts of the ship (nearly notably the underside) sometimes have holes in the shield that allow enemies to cause meaning damage to the hull despite shields beingness healthy.

  2. Players have occasionally reported becoming stuck in turrets and the copilot seat.

  3. Doors sometimes get unresponsive, notably the entrance to the bridge.

  4. Like with the constellation serial, players tin sometimes fall through the hull when the transport is on a landing pad.

  5. Hammerhead atmospheric entry effects are clipping through interior of the ship. iii.10p

  6. Ambient audio is too loud in sure areas of the send. 3.10

(F7C Hornet Photo Courtesy of Anvil Aerospace)

(F7C Hornet Photograph Courtesy of Anvil Aerospace)

F7C Hornet:

  1. This base model variant has merely 2 SCU of cargo space that cannot exist accessed to do delivery missions from the Contract Manager in the mobiglas. three.9

  2. Cockpit volition open up randomly. 3.9

(Reclaimer Photo Courtesy of Aegis Dynamics)

(Reclaimer Photograph Courtesy of Custodianship Dynamics)

Reclaimer:

  1. The landing gear tin occasionally cause the ship to move erratically. iii.nine

  2. There is still a tiny gap betwixt the cargo lift and each floor. If you are walking tedious enough, there is a possibility of falling down the elevator shaft. 3.9

  3. Flying control of the transport can be difficult when operating at locations with significant gravity. 3.x

  4. The lack of salvage game play coupled with the high fuel costs to operate this ship, makes it a poor choice for virtually current applications (though information technology is absurd to fly just for fun). 3.10

  5. Beds in the crew quarters can be closed via an interaction prompt. However, this volition cause the role player to become stuck in the bed. 3.x

  6. Captain's Bed in the Aegis Reclaimer should at present have proper interaction. 3.10m

  7. Cargo elevator has no collision when chosen the first time. Workaround: Telephone call the elevator a 2nd time. Collision will be stock-still.

  8. Coiffure bath has "ReplaceMe" textures that get stock-still and testify back upwardly in the next patch.

890 1.jpg

890 Bound:

  1. The SCU amount displayed for the 890's cargo capacity is wrong. 3.9

  2.  890J possible to cause astringent damage to ships on the hangar pad by messing with the open/close door function and the call/send elevator push button. 3.9

  3. Yous tin can trounce landed ships by sending the lift up and then closing the door. 3.9

  4. you tin get stuck in the "airlock room" betwixt the hangar and the hallways. If both doors close, you're stuck in there. three.9

  5. The ROC clips through the elevator floor when attempting to load information technology into the ship. 3.10p

  6. Players can get trapped in the airlock doors leading to the hangar bay if they are within and other players are nearby, merely outside the doors.

Carrack:1. The carrack has a glitch where some turrets will stop working if in a group in 3.9.2. EVAing into the carrack through the ramp is not recommended as you can fall into it. going into the port airlock is the best way currently 3.9

Carrack:

  1. The turrets in the Carrack volition cease working while in a group with other players. iii.9

  2. Using the port-side airlock is currently the best way to enter the Carrack from EVA. three.9

  3. Carrack has pockets of extra loud ambient audio throughout the send. iii.10m

MOLE.jpg

Mole:

  1. Has a glitch where sometimes if someone leaves the game while sitting in i of the mining chairs the chair will get unusable. 3.9

  2. Moles ladder sometimes glitches, yous have a 50/l risk of life and death when going down the front turret. 3.nine

Vanguard.jpg

Vanguard Variants:

  1. Players are unable to access the jump seats in the Vanguard Hoplite. three.nine

  2. Cannot access Weapons MFD in cockpit. three.10p