Aaand some more. Should all still be relevant.
57. New for 1.2 I think: When adding someone as friend from a game lobby, the name doesn't go green until you click on it again. Similarly when blocking someone.
58. Ship screen: When first viewed, ship has engines,
some guns, etc. Switching ships causes the engines to disappear until screen is reopened. Changing a gun makes guns disappear.
59. I've seen people using ships named as other ships before, but I had assumed that was on purpose. But now my Galleon is called Pyramidion, and I didn't do that on purpose. So there may be a bug that results in one ship name being copied to another. It may have been fixed already however, as I don't know when these things actually occured. 2013/05/25 My ships are all now called "Squid", except my Galleon, which is still called "Pyramidion"...
60. It would be good to be able to skip the "match will begin" countdown when playing a practice game.
61. Re #6 and #7: Almost no more black screen, but still have strange "exit game" buttons on the loading screens. One on connecting screen very briefly changes to "Exit to Lobby" or something. Why exit game anyway? If you really wanted to do that you could always alt-F4... So exit to lobby would be much more useful everywhere.
62. It seems to always show "connection failed, reconnecting" very briefly when starting a game.
63. Relax/remove chat message length restriction for CAs etc?
64. Icons for players in Social page could maybe have one for "spectator"? Also, what is the black square next to each name? Placeholder for user icon perhaps?
65. Look page: The Facial Detail icons don't really reflect the scars visible on the character model very well.
66. Report screen: One of the options is "match name", but without seeing them do it, you can't be sure who created which game. So for reporting match names, there should probably be some other mechanism, tied to the match itself rather than a player, and the server would need to remember who created it.
67. The status of the ship name display isn't correctly stored between spectating sessions, so if you turn it on in one match, you need to toggle it twice in the next match to see them again.
68. Clicking anywhere in lobby cancels a pending message. This isn't very helpful.
69. Social page: When scrolled down in the "people" lists, updates to the list will show the top of the list, without actually setting the scroll position to the top.
70. When the enter password screen is shown for a private match, the password entry box isn't automatically highlighted, and text chat can still be started, which looks strange.
71. When you are in a match lobby, you apparently can't join another match from a player-popup without first leaving the lobby.
72. Can do team/crew/etc. chat in game list but nothing happens.
73. Location filter in games list has options that aren't available when creating a game.
74. When sending a second report about one player in a day, the text in the message that appears doesn't fit in the box.
75. The "X for voice chat" now doesn't appear when voice isn't available. But sometimes it gets out of sync and appears at the wrong time. (May be fixed in 1.3)
76. Game sound can be heard very briefly as the countdown starts when starting a game. Also I often hear a "clang" when the game does start, as if everyone else was hitting something...
Model/animation related81. Heavy guns don't have new handles, and characters' hands aren't aligned well with the existing ones.
82. Small/inner barrels of Mercury are often misaligned vertically.
83. Artemis model begins match incorrectly configured, part way through reload. Also reloading manually makes the loaded rocket disappear.
84. Hwacha similar sometimes? Or may just be #93 problem.
85. The flags to the front, top, and bottom of the Goldfish are held by metal poles. These poles become very bent when the ship has sustained damage, but the flags don't change accordingly, and are held up by nothing.
86. Menu background scene: Some of the rubble is very "low-res", texture-wise. Some is very angular, and some bits clip through the propeller blades at the left, plants at the right, other bits of rubble, etc. The brownish bits are fine, it's the greyish bits that look wrong.
87. Character hair... Lighting makes it look
very strange sometimes.
88. Fixed 1.2.1?: Top hat (gents): Hair part is placed too high, clipping through hat at back and revealing "default hair" on head. Bowler hat (gents): Gap showing head between hair and hat. Removing that "default hair" brownish colour on the head itself would probably be a good idea too, as that shows with other hats etc too.
89. For many if not all guns, the reloading animation plays all the way through twice. For some of the guns, in the first of the two animations, part of the middle of the sequence is skipped - this can most easily be seen by the two nested covers on each barrel of the heavy flak opening gradually then suddenly appearing fully open. The second time the animation plays through, this doesn't happen. This seems to happen almost always in sandbox, but only some of the time in real matches.
90. When holding the handles of a (light) gun, characters still sway with the ship. This means the hands move around and don't stay on the handles. Either they shouldn't sway, or the hands should be fixed in place with only the rest of the body swaying.
91. Galleon: Medium-sized/front balloon seems to be positioned too high. Were it a bit lower, it wouldn't
clip through the diagonal rope.
92. Galleon: Tube going between "balloon machine" and balloon itself disappears in lower LOD version. Likewise for other ships, but less noticable.
93. Sometimes high and low LOD versions of guns are out of sync, with one showing the wrong reload position.
A and
B94. Flamer: The "mount" animation for the handles is bad. The parts that connect to the gun slide backwards during the unfolding animation,
separating from the gun completely, then jump back to the correct position. This seems to vary based on something... Angle of the gun perhaps?
95. Other light guns: I didn't test with all of them, but happens on a few at least. Less obvious than the flamer problem, but the inner front part of the handles are at the wrong angle (similar direction to the gun) during the opening animation and snap to the right angle (straight along the handle) at the end. The handle parts jump forwards and backwards too.