RSI Aurora CL Photo Courtesy of Roberts Space Industries

RSI Aurora CL Photo Courtesy of Roberts Space Industries


Caterpillar:

  1. There are still holes in shields that allow the ship to take full damage to the hull when its shields are still healthy.

  2. There are locations that the Caterpillar has difficulty or cannot access (Grim Hex, Loveridge Mineral Reserve)

  3. Animations for entering/exiting the bed can cause a synch issue and result the player being ejected from the ship and into space.

  4. The loading pad sometimes fails to function even though the activation panel changes the text from “Deploy” to “Retract”.

  5. The controls for the Front Cargo/Side Cargo Doors are bugged. If the interior controls are used to open these doors, only the interior controls or the main cockpit controls will close them; the exterior controls will have no effect. Vice versa for the exterior controls.

  6. Players can become stuck in the front turret due to the “Exit” option being replaced by “Decrease Sensitivity”. Using the “Exit Seat” hotkey is the work-around.

(Starfarer Photo Courtesy of Musashi Industrial and Starflight Concern)

(Starfarer Photo Courtesy of Musashi Industrial and Starflight Concern)

 

Freelancer Variants:

  1. Most Freelancer problems have been cleared up, but be aware that use of the cargo ramp for boarding and exiting the ship imparts a chance to be hijacked while the door is open.

  2. Due to desync issues, the texture of the landing pad/strut transfers onto the deck of cargo hold.

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

 
(Cutlass Black Photo Courtesy of Drake Interplanetary)

(Cutlass Black Photo Courtesy of Drake Interplanetary)

 

Constellation Variants:

  1. These ships are no longer as easy to kill as they once were, but the engine nacelles are still fairly easy to shoot off. This disables the ship, making the kill inevitable.

  2. The Constellation series has a cargo ramp, but vehicles loaded aboard the ramp fall through as the elevator lifts them. Having a player stay in the vehicle as it is being lifted seems to be a work-around.

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

  4. The HUD sometimes disappears. This can be remedied by pressing F to zoom in.

 
(Aurora Photo Courtesy of Roberts Space Industries)

(Aurora Photo Courtesy of Roberts Space Industries)

 

Mustang Alpha:

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

  2. Due to bug that causes the User Interface not to appear when interacting with the ship’s door, players have occasionally had problems entering this ship after spawning it.

  3. The ship can often overheat shortly after taking-off.

 
(Avenger Titan Photo Courtesy Aegis Dynamics)

(Avenger Titan Photo Courtesy Aegis Dynamics)

 

300 Variants:

  1. Cargo ramps will not close with cargo boxes loaded.

  2. Only the 300i and 315p have enough cargo space to make small scale cargo runs profitable.

  3. All variants feature player character animations that take unusually long to complete. Simple tasks such as retracting the cargo ramp, entering/exiting the cockpit seat and entering/exiting the ship can lock a player in a prolonged animation that can be detrimental in hostile situations.

 
(600i Photo Courtesy of Origin Jumpworks)

(600i Photo Courtesy of Origin Jumpworks)

 

Reliant Kore:

  1. The small amount of SCU space is rather limiting to profitability during trade. More money can be made doing cargo delivery missions in the Contract Manger app of your mobiglas.

  2. The cargo ramp can fail to open even though the player is able to interact with the ship.

  3. Life support systems sometimes do not work. This has been experienced in both the Reliant Tana & Mako.

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

 
(Hammerhead Photo Courtesy of Aegis Dynamics)

(Hammerhead Photo Courtesy of Aegis Dynamics)

 

MPUV-C:

  1. This cargo ship has only 2 SCU of cargo space and no Quantum Drive. It’s is pretty much useless for cargo operations until a gameplay mechanic comes along for it.

  2. The ship sometimes explodes suddenly and after respawning.

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

 
(F7C Hornet Photo Courtesy of Anvil Aerospace)

(F7C Hornet Photo Courtesy of Anvil Aerospace)

Valkyrie:

  1. Like many other ships, the Valkyrie can sometimes spawn without components. Claiming the ship can potentially fix this issue.

  2. While in VTOL mode, the ship generates very little forward thrust. This makes it difficult to achieve enough speed to force the auto-transition from VTOL to horizontal flight mode. The work-around is to gain enough altitude to enable the nose of the ship to be dropped to a very steep angle-of-attack. Coupling this with “strafe up” and afterburner is should trigger the auto-transition.

  3. As of 3.6.2 the ship is prone to being destroyed easily due to weak hull health/shielding.

  4. LOD issues have caused interior rendering problems since 3.6.

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

(Reclaimer Photo Courtesy of Aegis Dynamics)

(Reclaimer Photo Courtesy of Aegis Dynamics)

(Caterpillar Photo Courtesy of Drake Interplanetary)

(Caterpillar Photo Courtesy of Drake Interplanetary)

 

Starfarer:

  1. There are elevators from the catwalk that go into the ship that cannot be locked. Anyone can EVA onto the catwalk (or drop onto the catwalk from another ship in atmosphere) and enter the ship.

  2. Ladders are very grabby as you walk by and can be very annoying.

  3. The ship goes through phases where gravity has varying effects on the ship.

  4. On the bottom deck of the ship players can clip through the hull, ending up outside.

  5. Lighting is very buggy on the Starfarer as of 3.6.2 with many areas of the ship being completely dark.

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

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

 

Cutlass Black:

  1. If you close the side doors from outside, you cant open them from INSIDE (and vice versa).  

  2. Animations for entering/exiting the bed can cause a synch issue and result the player being ejected from the ship and into space.

 
(Constellation Series Photo Courtesy of Roberts Space Industries)

(Constellation Series Photo Courtesy of Roberts Space Industries)

 

Aurora Variants:

  1. The Aurora CL is the only variant has any decent SCU space. The remaining variants are not especially conducive to conducting profitable trade. Typically, more money can be made by doing cargo delivery missions with those varients via the contract manger app of your mobiglas.

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

  3. The Aurora can spawn without components such as doors, engines or a flight seat. Reclaiming the ship can fix the issue, however, restarting the game and joining another server seems to work more often.

 
(Mustang Alpha Photo Courtesy of Consolidated Outland)

(Mustang Alpha Photo Courtesy of Consolidated Outland)

Avenger Titan:

  1. While many issues with the Titan have been cleared up in recent patches, the limited cargo space makes it difficult to turn a profit during regular trading.

  2. There continues to be an LOD issue that can cause ship components, lights, doors and parts of the hull disappear when entering/exiting the ship.

  3. There continues to be a graphical issue where the cargo hold may visually appear to be empty even though cargo/ASOP terminals recognize that there is cargo onboard.

  4. MFD’s within the ship’s cockpit can fail to display information correctly.

  5. When taking off in atmosphere, the ship becomes uncontrollable and crashes due to VTOL mode not working as intended.

 
(300i Photo Courtesy of Origin Jumpworks)

(300i Photo Courtesy of Origin Jumpworks)

600i Variants:

  1. The 600i Series ships have fast QT times coupled with decent shields and weapons, but the Touring variant lacks the cargo space to make this ship as profitable as it could be. The Explorer variant, however, has 40 SCU of cargo space and could be used if a better cargo ship is not available.

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

  3. 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.

  4. There is currently a bug that can cause most doors within the ship to stop 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.

  5. Elevator doors can be slow to open or not function at all. Also, there is a bug that allows players to walk through the elevator door at the top floor when exiting the elevator.

(Reliant Kore Photo Courtesy of Musashi Industrial Starflight Concern)

(Reliant Kore Photo Courtesy of Musashi Industrial Starflight Concern)

Hammerhead:

  1. Much like the 600i variants, this ship is very fast in QT and has a ton of survivability, but the limited cargo space makes this ship more fun than profitable (especially if you have a crew).

  2. Various parts of the ship (most notably the underside) sometimes have holes in the shield that allow enemies to cause significant damage to the hull despite shields being healthy.

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

  4. Doors sometimes become unresponsive, notably the entrance to the bridge.

  5. Like with the constellation series, players can sometimes fall through the hull when the ship is on a landing pad.

 
(MPUV-C Photo Courtesy of Argo Astronautics)

(MPUV-C Photo Courtesy of Argo Astronautics)

F7C Hornet:

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

  2. A 0% fuel bug is currently plaguing the ship as of 3.6.1 & 3.6.2 where, after spawning the ship, the player is unable to fly due to no fuel being recognized by the ship. This can be further aggravated when the spawn location refuses to allow refueling.

  3. The ship sometimes spawns without a pilot seat. Submitting an insurance claim for the the ship is the current work-around for this issue.

  4. Landing issues are rare but do exist with the Hornet. Occasionally, the ship fails to interact with the physics grid of a landing zone and therefore does not attach or stick to the pad.

 
(Valkyrie Photo Courtesy of Anvil Aerospace)

(Valkyrie Photo Courtesy of Anvil Aerospace)

Reclaimer:

  1. The elevator sometimes pushes the player out of the ship as it ascends to another floor.

  2. The landing gear on the ship commonly fails when landing on a station or planet. This causes the entire ship to move erratically even though all systems are off.

  3. The ship’s remote turrets either do not work or, when the player attempts to access them, no external view is shown.

  4. Similar to the Starfarer, interior lighting is not working as intended and does not correctly illuminate various parts of the ship.

  5. Flight control of the ship is poor and outdated, most notably in atmosphere.

  6. The ship, despite it’s considerable cargo space, is severely lacking in use cases as none of it’s intended game play loops are in game and most of the bugs are serious enough to make it virtually unusable for anything but flying around.