What specifically is not working?
You must be kidding me.
Pull up any random stream. Have a look at this one for example, I've linked it from 50mins in so that you don't have to watch:
1. A 10 minute slideshow of stills
2. 30 minutes of corridors and travel
https://youtu.be/ualYLvVn4ZA?t=3048
This is a multicrewed ship coming under fire from other ships. It lasts for 30 seconds before the engine falls apart.
First of all the networking hangs up completely, you can hear players in the turrets complain first of all about lag, then about dropping to single digit frame rates.
The player doing the streaming leaves the turret via a mocap animation, then clips through the ship and falls to the ground. You can see that none of the debris is using any of the CE physics layer. The other players fall to the ground too. The ship is still hanging there and there are still shots coming in from somewhere, even though the other ships are all stuck in position - basically the networking has hung up and the client is looping the last data it had. It doesn't time out, nor does it trap the disconnect. This is BASIC STUFF.
The players are all now 'stuck' on the ground and cannot move and have to restart.
So, that's your networking not working, there isn't a trap for disconnect, that's 30mins of corridors and travel time for 30 seconds of broken networking and a restart.
Here's another clip from the same streamer, honestly these aren't difficult to find, they're the norm:
https://youtu.be/f3hfS4Lr8Yg?t=1012
This is 15 minutes into the stream, trying to get the NPC mission giver to work. You can see the facial animation system is broken and the audio dialogue not being played. Both of those are problems in the client. Backing away from the NPC re-triggers the dialogue, this time the audio works but you can see the facial system still isn't working. This is BASIC STUFF in ANY ENGINE. Then the audio breaks again.
So that's a client side system that isn't working, a really really basic one. That's tells you something about what that basic system is sitting on top of.
Let's just click on a random part of that video:
25m46s
The streamer is testing FOIP;
"Selfie? Does that selfie work? No. When I'm walking? No. Ah, it does when I'm walking but when I do 'selfie' it doesn't, so that's another thing I noticed. So when you do selfie cam it doesn't work"
Random click, 35mins in:
Here we are in an elevator. The engine is struggling to hold on to the location of the other commando in the elevator - this is maybe a server side problem, the servers are either not updating the client or there's a problem with co ordinate systems (which is my suspicion). Either way you can see that the client isn't getting the updates in time, and in fact isn't doing any smoothing in between updates.
Elevator door opens and we see another commando first of all a foot above the elevator floor, then the client moves him a foot *underneath* the elevator floor so he's clipping out of it.
Then we see the player attempt to 'invite to party' several times and that doesn't work either. Player gives up and says, "it doesn't seem to work yet".
*CLICK*
40m41s
Another remote commando and the engine is struggling with his location inside the world. Glitchy. What on earth are they doing with these co ordinates for remote characters? It's handing the rotational component and even the remote animation components so this problem really should not be happening - this is indicative of deeper problems with their co-ordinate system(s), origins etc.
And it goes on - there are reports of 3.3 and 3.3.5f just like this. I've watched hours of these streams because I want to know what the heck I'm talking about. None of it works. This isn't even at a point where you could start bugfixing it, none of these systems work, not the networking, animation system in the client, there's something VERY ODD about how the client is placing remote characters in the map which is indicative of a very deep problem in their co ordinate/base 64 system, there are design flaws too, for example the mocap animations aren't context sensitive nor is there collision detection during the anim. So if you try to exit your ship whilst it's lying on its side the anim will clip your character through the ground. Compare that to the system GTAV and RDR2 use for example, you are comparing a static, expensive mocap solution to a modern, slick, dynamic, context sensitive one. You can't fix it, it's broken both in its design and in its execution, much like the flight model is.
I've also seen mission boxes vanish when the mobiglass is brought up. I've seen the outside world vanish when a commando steps inside a ship. Those aren't bugs, that's an entire base system not working.
It's a g mess and it's a disgrace that they have a store front selling assets for it.