Right, christmas finally gave me the time to check through most of the stuff I had left to check.
I should point out that although I am distinctly aware that it isn't retail behaviour and is still slightly harder than retail AI - Fury's AI is significantly more 'true to freespace' than SCPs current AI, However, most of the bugs in quotes have been fixed.
AI; shield management has dramatically increased.
AI; "not flinching" leading to super-AI accuracy, even to the point where they push the turning limits on their ship.
AI; missile evasion / CM launching is greatly improved (leading to dumbfire missiles on occasion (CM fired almost simultaneously to Missile launch, doesn't bother me much since I don't use aspect seekers if given the choice but I imagine it could annoy some people )
AI; Now bombs like a player (well, an ok one), leading to fleets of incoming bombs from wings of bombers (they fire -> change bank, -> fire, etc)
AI; Shivans use "slide" far, far more effectively on some missions haven't worked out what causes it solidly (*looks like collisions and/or target swapping mostly) but they can circle strafe a player.
Subsystem damage - seems a bit high (possibly due to more CPU time free to calculate it), this is most obvious with beams (AAA) but that may also be related to the lack of beamwhack, it is however visible with primaries that have smaller projectiles (subach/kayser/SDG) as well.
Collision damage - especially subsystem damage from collisions seems to be much more punishing, especially on multilplayer (collision physics was always a bit screwed up on multi, the client had a tendency to take a little more damage than the host, but at the moment this has been exacerbated massively - skimming a capital ship at very low speed can leave your fighter on very little hull, or even destroy your ship), it's very difficulty to furball properly because of it (*ramming used to be a tactical decision, now it's near suicide).
Bombs - seem to be significantly harder to shoot down on Multi (their tracking isn't correct - even lag adjusted), they also seem to be very slightly harder to shoot down from behind on Single/As host, but on multi it's virtually impossible, they also don't always report if they have been shot down to the clients - which leaves the clients chasing bombs which aren't there.
Beam accuracy - now this one might raise a few eyebrows, but beams were somewhat inaccurate at the best of times when they were introduced, beams could never be dodged or evaded (*'cept by ducking around a corner whilst they powered up), they either hit, or they miss, currently they seem to use the normal AI code for aiming, and thus have increased weapon accuracy, leading to them virtually never (*never in some cases)missing, when they would have previously missed ~30% of the time.
SCP builds seem to randomly completely lose sync between host and clients (very rare) - it used to happen with laggier clients on Retail, but currently it happens even with sub 100 pings.
The client sometimes crash when the host jumps whilst the client is in respawn (about to get the respawn screen, after their ship has exploded) - Believing this to be a retail bug, but I don't really remember, also other than this condition I'm not sure exactly what causes this.
Another old bug that's gotten slightly worse; Secondaries on ships that are warping in (trebs at a Ravana front beams for example) seem to 'miss' for no discernible reason other than the capships speed is over ~100 or whatever the actual speed is (hard to judge sometimes, but it seems to be just over 100 that this behaviour begins).
Debris - another old bug, not really one that has been made worse by SCP but one that would be greatly appreciated to be fixed. On the host side, Debris is rendered correctly, however on the client side, it's rendered completely differently, different sized debris, different directions of travel, and the real ones obviously are totally invisible, so clients end up 'dying for no reason' on occasion because debris has clouted them in the face.
The remaining bugs are below;
AI; "not flinching" leading to super-AI accuracy.
Subsystem damage - seems a bit high (possibly due to more CPU time free to calculate it?), this is most obvious with beams (AAA) but that may also be related to the lack of beamwhack, it is however visible with primaries that have smaller projectiles (subach/kayser/SDG) as well as missiles, subsystems seem to take 'clearer damage', I'm not suggesting the value of subsystem damage on the weapons involved have changed, because even (see below) collision subsystem damage is dramatically higher.
Collision damage - especially subsystem damage from collisions seems to be much more punishing, especially on multilplayer (collision physics was always a bit screwed up on multi, the client had a tendency to take a little more damage than the host, but at the moment this has been exacerbated massively - skimming a capital ship at very low speed can leave your fighter on very little hull, or even destroy your ship), it's very difficulty to furball properly because of it (*ramming used to be a tactical decision, now it's near suicide for clients).
Bombs - seem to be significantly harder to shoot down on Multi (their tracking isn't correct - even lag adjusted), they also seem to be very slightly harder to shoot down from behind on Single/As host, but on multi as a client it's virtually impossible, they also don't always report if they have even been shot down to the clients - which leaves the clients chasing bombs which aren't there, and being unable to shoot down ones that are. <-----
this needs some double checking from other people please!SCP builds seem to randomly completely
lose sync between host and clients (very rare) - it used to happen with laggier clients on Retail, but currently it happens even with sub 100 pings, causes are completely unknown too (or, at least, no one has suggested one to me, happens most regularly on knife fight (very busy mission) and the cold sword (relatively quiet mission)).
The client sometimes crash when the host jumps whilst the client is in respawn (about to get the respawn screen, after their ship has exploded) - Believing this to be a retail bug, but I don't really remember, also other than this condition I'm not sure exactly what causes this.
Another old bug that's gotten slightly worse;
Secondaries on ships that are warping in (trebs at a Ravana front beams for example) seem to 'miss' for no discernible reason other than the capships speed is over ~100 or whatever the actual speed is (hard to judge sometimes, but it seems to be just over 100 that this behaviour begins, basically, sometimes missiles will go through the ships hull, other times it will impact (Even if you've aimed it correctly) on the subsystem and do no damage).
Debris - another old bug, not really one that has been made worse by SCP but one that would be greatly appreciated to be fixed. On the host side, Debris is rendered correctly, however on the client side, it's rendered completely differently, different sized debris, different directions of travel, and the real ones obviously are totally invisible, so clients end up 'dying for no reason' on occasion because debris has clouted them in the face.
A few of the multi-only bugs will probably have to be fixed for WiH to be practical online.