Problems identified:
1. North on the RezMela map does not match North on the world map/minimap
2. Collision with target is not detected if the firing device is too close to target.
Collecting here some thoughts from Dahlia Trimble: 'Sensors are fairly expensive and inefficient as unless you specify a scan with a given key, they must do a linear search of all of the specified entity types in the scene (region). In other words, if you ask for avatars in an area, it must test all avatars in the region, or if you ask for objects it must test all of the objects. These searches also require exclusive access to the region entities, so only one can happen at a time and anything else that needs access must wait (physics, avatar movement, etc.). Therefore adding many sensors doing frequent scans will eventually degrade sim performance and could have a cascading effect. I'm not aware of any numeric limit; it would depend on how many objects and avatars are in the region and how powerful the machine is the sim is running on and how busy it is doing other things. I'd think testing this would be difficult as you may run into a situation where it appears to work fine when you are building/testing but then performs poorly or even fails when there are many avatars in the region. Lacking any known limit but with these concepts in mind, I guess you'll just have to try adding as many as you need and see when something breaks. Keep in mind that specifying a scan with a key or using llGetObjectDetails with a known key is likely far more efficient than doing arbitrary scans.
Possible solution: to mix in a sensor approach, for e.g. have code to keep scanning for a single object e.g. a bullet, this may be more efficient.
3. Some mesh objects are not rendered well in the Cool Viewer even if they appear all right in Firestorm or Singularity.
4. The third person camera misbehaves if it is too close to the vehicle it is looking at.
5. Gaps in cooling tower structure near bottom (around supporting struts) allowed shells to pass through, which seemed unintuitive and frustrating even though it actually makes sense logically.
6. I think we need some easy visual ID of teams for vehicles and buildings - perhaps a coloured object displayed overhead?
7. Maybe the field gun should rotate around the rotation control circle? I'm not sure about this.
8. One time, the field gun turned upside down while being rotated
9. The helicopter should not stop when colliding, only when there is ground or an object underneath. Perhaps when it collides it should "die" and fall to the ground?
10. We need some indicator of the progress/outcome of a battle (number of vehicles/buildings remaining/destroyed?)
11. Colliding buildings with vehicles or avatars destroys them. May be collisions need filtering.