UNIVERSAL COMBAT CE 3.0 KNOWN ISSUES

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UPDATED: 2024-01-04 | 3.00.20.05

PENDING FIX


  1. Sometimes unable to repair some ship systems

    Depending on the amount of damage and amount of repair time, this will sometimes happen if you start repairs at a station/base, leave (which suspends the repairs) before it is completed, then try to repair the same systems using your own Systems Engineers.

  2. In TACTICAL/LOADOUT/FC capital ships with more than four support craft the right-arrow to load craft 5-8 page isn’t visible until you mouse-over past craft #4 button.
  3. When on the planet and using remote (F10) viewing, your craft current position will sometimes change when returning to the cockpit.
  4. The planetary (starbase or MFB) docking transition will sometimes either relocate the craft on terrain after relaunch or engage the non-interactive (can’t turn it off) A/P transition. A workaround: After launching, LAND on the terrain, then take off again.
  5. Some first person laser shots (e.g. SCAT1 pistol, ZS12 mode 2) being rendered bi-directional or sometimes not at all.
  6. Some terrain night lighting anomalies where some parts of the terrain are dark, while others are lit.
  7. Manually dropping capital ship shields will play the shield breach electricity FX. This should only be played when the shields are breached due to combat damage.
  8. The following inventory items were added in 3.00.20 but currently have no functionality.

    Portable Shield Unit (PSU)
    Portable Sensor Jammer (PSJ)
    Portable Cloaking Unit (PCU)
    Portable Repair Unit (PRU)

  9. First person weapon POV needs tweaking for some of the weapons added in 3.00.20
  10. Most of the planetary scenes replaced with new versions in 3.00.20 remain without scene assets (buildings)
  11. Various NPC pathfinding issues related to new planetary scenes

WON’T FIX


  1. When CC runs out of Radine and low power malfunction results, player cannot view Navitron from bridge command menu, but can do so from Logistix.

    This works as designed and is a method of providing access to these systems via auxiliary bypass in order to prevent a total systems lockout. That’s why Logistix is a special case that acts as a redundancy system. A minor revision to this was made in 3.00.13.

  2. Unable to destroy some planetary units (e.g. naval, buildings) unless using a OTS missile.

    Some planetary units can only be destroyed with missiles. Others are either invincible or require lots of missiles to destroy.

  3. I landed my ship on a planet surface and turned off the main reactor, using the solar power only while I waited for something. While it behaved normally then, when I saved and restored the game in this state, every system was unpowered because the solar reactor output hadn’t been saved. My crew took some damage due to losing life support.

    Solar energy is not stored in a battery. It’s a dynamic charge used as backup power. So when you quit the game and resume/restore, that energy is lost.

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