Ubuntu 8.10, 64bit. Standard 1.03 download.
Scanners & Targeting
- "h" doesn't target closest hostile. (using Hunter AW6i)
- Targeting range / angle more limited than in the original. E.g. it's not always possible to target a ship firing at you from behind without turning. (using Hunter AW6i)
- Targeting system switches target even when using communications (pressing "c"), e.g. if a new entity (ship/base) comes to be in front of the player's ship. So if you're trying to say something to one entity (e.g. a militia ship), it's perfectly possible for the message to wind up being sent to a different entity (e.g. a Kilrathi ship). The com menu will just switch. Locking target, providing your scanner is capable, might solve the issue, I haven't tried. Regardless, the constant target switching is extremely annoying.
Speed and Movement
- Shelton Slide bug still present: Using Shelton Slide "freezes" velocity vector without requiring energy expenditure. Velocity obtained by use of afterburner or collision is thus kept for "free".
- Possibly related to the Shelton Slide bug... it is possible to attain faster than allowed speeds (say above 600kps in a Tarsus with afterburner) by making seemingly random movements while using afterburner and Shelton Slide (all 3 randomly). Hard to reproduce to great effect, although I have attained close to 800kps in an afterburner equipped Tarsus without getting bumped. Small increases (<10kps) are easy to attain, though.
- Speed randomly frozen at ZERO upon launch from base (not a particular base). The time the ship is frozen can be quite long (I've confirmed 25 seconds!). AI ships fly just fine, making it a bit of an annoyance if there are hostiles. Rotational movement is not affected. It's possible that a particular key/action is required to free the ship. This is NOT an infrequent occurrence! (more than 1 in 10 launches). It turns out this is a Shelton Slide bug. When landing, if Shelton Slide key is pressed, GG will have it active when you launch, making you stuck at zero speed. Only way to get loose is to tap the Shelton Slide key, unsticking it.
- Speed setting often affected in fights -- even those where only shields were damaged! Yes, without pressing + or -.
- Speed upon launch from base is set to 50% (150kps for the Tarsus). Might be that way in the original, I don't recall, but a bit annoying nonetheless.
Ship AI
- The AI in 1.03 displays some oddities at times where a ship (only retros?) will just be seen spinning in place, not doing anything. This will continue indefinitely. Similarly, ships will sometimes just fly in a slow circle (only retros?). In both cases, ships are completely passive, taking no evasive actions when fired upon -- nor returning fire.
- AI seems to have no sense of other ships (player or other AI). I've frequently seen e.g. broadswords destroy each other by trying to occupy the same space in pursuit of a hostile vessel. Similarly with player ships (i.e. my ship), but I at least move out of the way

Balance
- Too many ships in general compared to the original. Especially too many different factions present at the same time. In the original, it was quite common for e.g. Troy system bases and nav points to be empty. In GG 1.03, that seems to be an extremely rare occurrence. This makes some missions harder, some simpler, but also affects things like smuggling (which is decidedly more difficult).
- Way, way too few asteroids. While it's refreshing that asteroids don't just pop up out of nowhere like in the original, asteroid fields at present don't present any sort of navigational difficulty. In short, they are too easy -- both for the player and for the AI. To minimize framerate impact, some significant LOD would almost certainly be required.
Missions and Fixers
- Roman Lynch shows up on [can't remember] even before the story line is initiated in New Detroit. He seems to recognize the player and talks of Bigg (sp?), IIRC.
- Some autogenerated missions have strange base names, e.g. "New Constantinople1".
- Active Missions in Quine / pad don't always reflect the actual active missions (will sometimes be zero even if non-zero).
- Upon arrival of a "cargo" mission, cargo will sometimes not be unloaded from the ship and payment not made. Mission will be removed from the queue (not shown in Quine). May only be contraband missions. Cargo can be sold afterwards, so it's not too significant.
Damage
- Shields not restored on launch from base. May have been this way in the original, it's been a while...
- Engine and maneuvering thrusters not repaired by droid. Engine in particular is annoying, since it's possible to be stuck at arbitrarily small max speed despite having repair droid.
Rendering
- The lighting model of the VegaStrike engine results in entities (ships, bases, asteroids etc) sometimes being completely invisible. This may be "correct" in the sense that the local sun is virtually the sole source of light and thus the "dark" side of any entity would be black. It is, however, not at all like the original and generally quite annoying. Adding a bit of ambient light entities would alleviate the problem.
