Simulation mode doesn't seem to work - I'll look into the reasons now. It's probably this "Hangar to Battle Screen" thing again, but might also be because I made two squadrons.
edit: Seems it was the squadrons, maybe disable all beyond the first for the Simulator.
Next issue, the "stock" Nottingham I tested didn't use its top turrets, and the gattlings at the sides took several seconds before they turned at the target. They started shooting ahead of that, however, they simply didn't turn - the top turrets didn't do either.
Testing it with my own take on that. Also, I think two rows of guns would serve that thing better a slidebar. XD Splitting the Large and XLarge turrets into two groupings would also give a nice visual effect.
edit2: If you put a continous plasma discharger in the top middle slot, the barrel gets cut off. That seems to be the only weapon where that happens. <- nevermind, I didn't notice the order of the slots was different between the first and second three, so I thought the lower middle railgun was also a CPD. Still, it looks a bit weird with its barrel like this.
edit3: I can't get the color panel to stay open when designing a new hull paint. This aggravates me. Apparently there is some sort of performance drop compared to the last Update, since it now takes a few seconds to open. Messing with the colors generally slow the game down a lot, it seems, those delays also extend to editing.
Nice touch with the water effect-looking shield response appearing when you click on the hull, though.
This time it was only the lower aft Railgun that didn't want to fire, though the ship itself also took a beating because it showed only one deck to the enemy, rather than trying to show the broadside. When doing the quick warp, for a short moment the warp-out model was interposed with a ship that had already started to turn, might be because I jumped to close to the enemy.
edit 4: Now that I didn't jump in front of them, the enemy also did that one-deck-thing. Not my choice of tactics, but consistency is best. XD This wraps up the "upper deck not firing" problem, it seems that wasn't supposed to happen in the first place.
The destruction of my ship didn't quite work out, either, the parts appeared and scattered before the explosion animation played, while the ship model was still visible.
The warpout overlaying issue seems to happen when you give orders while paused, since the ship detects the enemy before the warp animation plays. Perhaps simply delay the detection until the animation cycles, that may also be more atmospheric. This bug also seems to wipe out the order, since the ship "arrives and finishes its move orders" twice.
edit5: Yet another Hangar bug, but this one is old: If you hover over a part and your energy bar changes, it gets stuck at an incorrect level. This one is a bit hard to catch, maybe displaying a number on the bar would make that more transparent - if the issue is with the display, not with the accounting.
edit6: Moving on to the next customer. The Homan's top turret gets stuck with the green "ghost" apparently. Also, the F-M weapons show up in its list.
edit7: The Homan also doesn't seem to explode quite right, and the AI isn't very good at dealing with it - the mirror opponent came straight at me, ran into the collision box, wiggled away and then started shooting, while my Siege Laser was active all the time. The power of direct commands, I guess?
edit8: Made a control simulation with the Matar, the AI still moves the ship inefficiently as with the two newcomers (same observation as last update), both for my own and for the mirror ship. The explosion thing doesn't seem to be as pronounced here, and I figure the explosions are placeholders anyway. My Matar kept shooting at the spot where the enemy "died" though, even while the explosion drifted further ahead. The Jump issue also reoccured, it really does erase your order if you give it before the warp animation ends, in the automatic pause.
edit9 (10?): I moved on to the fleet setup. After planting a carrier, I can't seem to add a corvette to the second row third spot, and if I add any ship to the carrier's escort, a corvette gets removed from the fourth and fifth spots. Third line is unaffected. Once I placed the fourth ship in the escort, the final corvette in the first line moved to the empty first spot in the second line, which I left open to prevent issues. If I try to erase it and put another corvette in the 1-5 spot, it always goes in the 2-1 spot.
After opening the second squadron, I can't add a ship to the XL spot, or select any positions after adding the commander. I'll restart the fleet setup and see if it also happens with the carrier in the second squadron.
edit10ish: After leaving the skirmish setup and going back in, only three ships were visible (Gatling God, the premade carrier and the premade Algenib) all other spots were empty and non-selectable. Restarting the game, there must have been an error cascade (all of those tests were in one session, except for the one where I tried to simulate multiple squadrons, which led to a black screen and a restart).
With the carrier in squadron two it didn't happen again, but skirmish doesn't work for me either. But I got a debug for my troubles. Seems to be the same as Sion got.
NullReferenceException: Object reference not set to an instance of an object
ShipMove.addMovePoint (Vector3 mPoint, Boolean obstruct)
CoreAI.EnteredSystemFlotilla (.Flotilla flotilla)
Flotilla.setupRealFlotillaLeader (System.Action after)
Flotilla.InitFlotilla (Boolean pDB)
CoreMapLoader.LoadMap (System.String path)
All of this gave me a great idea for aliens, let's have them attack us with glitches, collision errors and console blurbs and call it "bug war". XD
No seriously, some screwing around with the interface like that would be nice for once, that joke isn't that overused yet. Plus, aliens doing weird things to tech is a well-established trope.