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(8b)Random desync errors on some fxmod maps in Multiplayer (suddenly kicked out during the match). Confirmed so far: Idolum (4p).
(9)Progenitor phased cannon array beam (Arsenal ship, Dreadnaught, Sajuuk etc.) does not show when the gun is fired. Manually zooming in on the selected ship first and then zooming out again seems to fix it.
(10)Kushan Bombers won't appear once constructed
/edit: Just ran into another issue. When doing multiplayer with someone else they get "desync" error on the Idolum (4p) map. Repeatedly. Haven't tested the others yet. Yesterday worked fine since we did Crimson Bond, a regular hw map. There's possibly something in the fxmod custom maps that causes desync errors.
Which race were you(and AI) using? And what were you doing at that moment which may cause the issue?
Oddly enough I did a 5p FFA game with the same guy and 3 others after (so 5/5 human players) on Simulin Training Grounds 5P after, a stock hwrm map, and no one got desynced or anything there.
Will do some more games over the coming days and keep you posted on any findings.
Idolum map has a script to generate random start postion for players, and those random maps use random function to select maps. This "random in maps" was synchronized in HWRM 1.30 and before, but not anymore in v2.x
I've also come across a few oddities with the in-game music player:
1. When "repeat (this track)" mode is enabled it will occasionally stop playing the current track properly after some repeats (it will continue to play but no sound comes out, have to manually stop/restart the track a few times to fix it when this happens).
Similarly, I've had this happen (no sound coming on) when clicking "next" while in random/shuffle mode; sometimes, the new track won't play properly.
2. Selecting a new track while in the sensors manager will cause it to be played at a way lower volume, even after exiting the sensors manager.