Author Topic: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ  (Read 18836 times)

Hammer

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Hi Everyone,
It's a new Development release time.
 
This is one of the biggest Development releases we have ever done. So before we get to the good stuff.
 
1)   Make backups of your campaigns and customs.
2)   When you install this release DO NOT overwrite an existing install. IT MUST BE TO A NEW FOLDER
        One of the reasons for this is a lot of the unit files have had tech level tweaks.
3)   Lastly use at your own Risk, this is likely to be one of more bug filled releases.

Let’s start with the 800 lb Gorilla in the release.


Interstellar Operations and Tech Progression.
Replaces older method of calculating tech level in any given year with a suite of tools that use the Universal Technology Advancement Table from Interstellar Operations, pp. 32-63. There is more detail in this data, including separate dates for specific faction and in many places approximation of dates.

So, what does this mean, well every piece of equipment has a Tech Progression (TP) with dates defining when that equipment is experimental then become advanced then into common.  In the code we look at every piece of equipment that goes into a unit then calculate when the unit would be Experimental or Advanced, or Extinct. This is set as an option rule but it allows for an extreme degree of realism. A Royal Unit from the SLDF would be a higher Tech Level than say a unit from a house.

For Example this picture shows a Chippewa's 7w Tech Progression.


Tech Progression allows us lots of options. For example in the MegaMekLab you can have an option to restrict components to year and house. In MekHQ those playing era play will find that the number of out of era units and equipment showing up should be fixed (or that’s the intent). 

All this said in Megamek if you want to try it out you can turn it on in Game options-Allowed Units-Variable Tech Level.

Oh....I nearly forget to mention MegaMek has LAMs and Glider Proto's now :)

Megamek.
If you’ve been checking out the Coming soon to MegaMek thread you’ve seen a good chunk of the awesomeness that has been coded.

•   Glider Protos
•   LAMs (yes LAMS)
•   Princess can use Turrets (better not perfect and you should still deploy them for her)
•   Some new SPA
•   Updated Skins
•   Also ground work has been laid for a Large Space Craft Editor
•   We also have a contributor working on improving the Space game in general

The Coming soon to MegaMek thread for screenshots and details.

Also a reminder to drop into the Slack channel to meet other players and harass the devs that drop in and out.

MegaMekLab.
As mentioned Tech Progression has been implemented, we got some bug fixes. Behind the scenes a major code clean up which will allow us to do more with MegaMekLab in the future.

MekHQ.
MekHQ has had some bug fixes, Support for LAMs, MRMS has been overhauled to make it faster and more efficient.  The change log shows the specifics.

Megamek.
MegaMek v0.43.4 (Development)
Code: [Select]
Issue #573: Jumping through buildings.
Issue #414[MekHQ] - Longinus (WoB) not showing in Hanger
Fixing issues with sprite names in the mechset.
Fixing some quirks to be inline with the new BMM
Plasma weapons should have the energy weapon tag.
New Sprites and Maps(Thanks arekP64)
Bug: gyro hits require PSR for tracked mechs and QuadVees in vee mode instead of the other way around.
Issue #542: Megamek can't exit attack phase using fighter squadrons 0.43.1
Enhancement #581: Implement Log4J
Made the resetLogFile method public so that it can be used by MML and MHQ.
Issue #587: Squadron disband damage is not applied correctly
Issue #588: Split equipment on Super heavies
Issue #593: Wrong destroyed unit icon for Centurion aerospace fighter
Feature #479: Added BV listing to unit tooltip.
New Sprites and mechset fixes.
Updated GUIPreferences for BV Matching and changing default splash screen.
Feature: LAMs and glider Protomechs.
Feature: TacOps VTOL bombing and strafing option (per pending errata, VTOL strafing is a separate unofficial option).
Issue #539 - Enable Princess to rotate turrets and use "extended torso twist" quirk.
Data - LRM Infantry date fixes. Also Clan LRM infantry become unofficial since LRM Infantry is a IS weapon.
Issue #598: Terrain Impassable to ASFs? Airborne Units?
Issue #606: Aerodyne DSs Dropping Units on Ground Map Have Issues.
Data: New Sprites and GE/BA Sprite Clean up
Issue #603: New Data: Wars of the Republic Era RATs
Updates to Skins
Issue #604 - Packrat LRPV PKR-T5 unable to carry 1 ton of troops
Issue #596 - Bandit (C) Invalid units
Issue #620: Image Atlasing breaks tilesets that flip images
TileMapImageLoader now fails if the file it's trying to load doesn't exist
Issue #609: Ice not working with unit displacement correctly
Added Random Skills dialog button to Random Army Dialog (helps if using to reinforce mid-game)
Issue #624: Mechs with destroyed gyros can't eject
Issue #579: Reflective armor takes strange damage from physicals
Issue #625: Initial BV in Entity tooltip can be wrong
Issue #626: Reinforced units don't count against a players total BV
Issue #623, #627: Missing mech icon crashes UnitSelectorDialog
Issue #628: Gained BV On Round Two (LAMS, Tripods, & QuadVees)
Issue #582: Crash when spotting for LRM indirect fire
Issue #582: LRM/SRM smoke munitions now use current TO rules, fixes rare NPE
Fixed a bug where some ancillary images weren't working, along with the largeTextures tileset
PR #613: Aero partial repairs
Issue #645: Princess continues to stop at one point.
PR #635: Terrain Master SPA (Forest Ranger, Frogman, Mountaineer, and Swamp Beast)
PR #640: Improved Princess turret placement (including preventing illegal turret deployments)
PR #642: Feature: Configure starting fuel points in lobby
PR #642: Feature: Damage KF Boom, Cargo/Transport Bays and Bay Doors in lobby
PR #642: Save the above to/load from MUL files
PR #642: Feature: Add functionality to KFBoom critical hit
PR #642: Feature: Strategic Fuel use calculations
PR #642: Feature: Implement Superheavy Vehicle Bays
PR #642: Feature: Prep work for adding all of the above as MHQ parts
PR #642: Feature: Add docking collar and KFBoom damage display to Aero/SpheroidMapSet Critical Hits list
PR #642: Bug: Fix right thruster hits, which were displaying left thruster hits
PR #642: Bug #597: Fix NPE when recovering aeros within visual range of the enemy
PR #642: Bug: Fix recovery slot update on Small Craft Bays
PR #642: Bug: Change recovery code to always put ASFs in an available ASF bay first if one is present
PR #642: Bug: Remove landing gear crit checkbox from unit editor for Jumpships, warships and stations
PR #655: Popup mines (fixed loading and validation problems, added modes for squads larger than 4 troopers.
PR #650: IO Tech
o Updates all tech intro dates to the Universal Technology Advancement Table in Interstellar Operations.
o New era-based play option to vary unit tech level according to year.
o Numerous unit validation fixes.
PR #656: BA Quad turrets (displays equipment location correctly; no change in function)
Issue #657: Right click -> Set all MGs to burst fire doesn't work [also hotload and searchlight].
Issue #646: NPE in Compute canMoveOnPavement.
Data: New Sprites and some unit file fixes.
Issue #664: Weird punching behavior [Nightly Build 363]
Set GUIPreferences.java to use correct BW skin.
Data: New Sprites/Quirk Fixes/RAT fixes.
Fixed some quirks that where assigned to units they shouldn't be

MegaMekLab.
MegaMekLab v0.43.4 (Development)
Code: [Select]
Issue #58: Right-click > Left/Right Torso > Add to Left/Right Torso for targeting computer makes it use only one crit slot
Issue #63: Double Heat Sinks are allowing "doubling up" on Super Heavy Mechs
Issue #70: Updated project URL on the About dialog.
Issue #52: Gyro switching and validation
Issue #66: Jumpjets on Vehicles greyout out on loading (0.43.3)
Feature: LAM construction rules.
Fixed issue setting fluff image on tanks
PR #79: IOTech
o Updates all tech intro dates to the Universal Technology Advancement Table in Interstellar Operations.
o New configuration options for filtering construction options by tech level in a given year or
by faction availability.
o Rewrote structure tab code to implement consistent filtering of options by intro year and tech level.
Some minor layout changes.
PR #80: BA Quad turrets

MekHQ:
MekHQ v0.43.4 (Development)
Code: [Select]
Updating the repo with 0.43.3 Data
Issue 418: Add log4j support to MekHQ.
Make the log files reset between MHQ runs.
Fixing references to crew.special_energy to match fixes in MegaMek
PR #398 Fix for no probe defender missions #413
Feature #363: Feature Request: Order from Warehouse
Support for LAM repairs and hiring/assigning LAM pilots.
Refactor MR/MS/MRW and move much of the code to a service level class from the dialog.
o Fix multiple bugs related to 'impossible' fixes such as damaged hip/shoulders, missing parts, etc...
o Make the process much more efficient by not making checks that aren't necessary over and over.
o Add additional color-coded messaging when parts can't be fixed due to configuration or
existing techs.
Issue #431: When starting a scenario in MegaMek the camo for units seems to be the defaults.
Issue #426: Adding or removing bombs from ASF does not update Warehouse
Issue #437: ATB ambush mission generates the incorrect amount of enemy units
Issue #410: Allied traitors scenario no longer working
Issue #436: BA in MekHQ's mechlab has incorrect tonnage
PR #425: Implementation of Issue #339 - Prisoner ransoming instead of bonus
PR #451: IO Tech
o Updates all tech intro dates to the Universal Technology Advancement Table in Interstellar Operations.
o New options to vary part and unit tech level according to campaign year and/or faction.
Update Era.java to match MUL and add Dark Age information.
PR #453: Overhaul much of the logic in MRMS to be better and faster.
o Fix multiple bugs around rush jobs and repeated fixes
Issue #455: Repair bay uses the wrong ammo bin.
PR #480: Faction.java redesign to fix issue with Eras. (More precise faction name and starting planet changes)

Enjoy everyone.

Link to current Stable Version
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neoancient

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #1 on: 01 October 2017, 22:35:27 »
We've also had some people willing to do some pre-release testing, so hopefully we won't have the sort of major bugs that found their way into 0.43.3, all of which should be fixed now.

bblaney

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #2 on: 02 October 2017, 12:35:52 »
One bug of note. When generating missions using MekHQ, there is no base contract compensation. Every contract starts with 0 on that line.
Quote from: Nanaki
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That's debatable, but let's face it; some folks gave them a pass because they were big and claimed to be Scottish.

Hammer

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #3 on: 02 October 2017, 13:07:32 »
One bug of note. When generating missions using MekHQ, there is no base contract compensation. Every contract starts with 0 on that line.
Best to open a bug report with the campaign file and any custom on the trackers. Links in my sig
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bblaney

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #4 on: 02 October 2017, 13:27:25 »
Best to open a bug report with the campaign file and any custom on the trackers. Links in my sig

Thanks and will do
Quote from: Nanaki
Realism is not going to cut it, Battletech is not a realistic universe by any stretch of the imagination, so please stop using it in an argument.

Quote from: HABeas2
That's debatable, but let's face it; some folks gave them a pass because they were big and claimed to be Scottish.

Wrangler

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #5 on: 02 October 2017, 17:45:10 »
I can't wait to try this.
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NickAragua

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #6 on: 02 October 2017, 20:01:58 »
If someone happens to play against a Princess and give her turrets, try letting her place them - I'd greatly appreciate hearing feedback regarding her new-found turret placement ability. She will still occasionally stack multiple turrets on a single building, but only if the building is exceptionally tough and tall compared to other buildings in the deployment zone.

Liam's Ghost

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #7 on: 03 October 2017, 00:00:27 »
Mixed tech, at least with battlemechs so far, appears to be completely unusable in megamek lab. Any attempts to adjust the allocation of the armor or the tonnage of the chassis causes the tech level to switch to clan, reverting the engine, structure, armor, and heat sink types to standard in the process (probably the gyro as well).

This is especially annoying because early clan battlemechs would necessarily be mixed tech, since the intermediate weapons (those improved autocannons, lasers, and missiles) predate all the fancy modern clan hardware.

EDIT: And the virtual reality piloting pod doesn't seem to allocate properly. And I can't add prototype improved jump jets past the maximum number for standard jump jets... Probably more stuff. I think I'm going to really stress test it to see how many errors I can create before making a formal bug report.
« Last Edit: 03 October 2017, 00:15:14 by Liam's Ghost »
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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Hammer

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #8 on: 03 October 2017, 08:49:01 »
Mixed tech, at least with battlemechs so far, appears to be completely unusable in megamek lab. Any attempts to adjust the allocation of the armor or the tonnage of the chassis causes the tech level to switch to clan, reverting the engine, structure, armor, and heat sink types to standard in the process (probably the gyro as well).
I'm not seeing this at all. I can set the year to say 2820, select Mixed tech and everything works. What steps are you using?

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neoancient

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #9 on: 03 October 2017, 11:00:50 »
Under some circumstances the tech base selection will set to the one before what it should be. For instance if you select an era when IS mixed tech is available and set to Clan mixed it will change to IS mixed when refreshed. I haven't been able to reproduce a switch from Clan mixed to Clan, but I don't doubt it's possible. I suspect it would happen if trying to build a mixed tech QuadVee.

As for early Clan tech, a lot of the base tech that we think of as IS is presented as both in IO, and is available to Clan units up until its extinction date in Clan space. So you can use standard lasers and autocannons, etc. on a Clan design up to about 2840 without having to designate it as mixed tech.

Fixed the prototype IJJ and VRPP. In the latter case, there wasn't any code in MM to add the critical slots. I'm about to go through the list and make sure there aren't any other cockpits that don't have the construction rules implemented.

Stormforge

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #10 on: 03 October 2017, 17:38:53 »
MekHQ Windows package seems to be broken for me. Downloaded it twice now. MekHQ runs, but running MegaMek.exe gives a Java exception, and MegaMekLab.exe does nothing. Clean install, always extract to a new folder for each new version.

Downloaded both of those individually then overwrote the files in MekHQ, first with all of the MegaMekLab files, and then with MegaMek. Seems everything is working now.  ???

Edit: You guys are awesome! Playing with some of the new toys. Did find, when messing with LAMs in the Lab, that Endo, Endo-Composite, and most armor types, except Hardened and Stealth, are still selectable. Is this a known issue?
« Last Edit: 03 October 2017, 18:02:13 by Stormforge »
If the enemy is in range most likely so are you.

Easy

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #11 on: 03 October 2017, 19:39:47 »

Edit: You guys are awesome! Playing with some of the new toys. Did find, when messing with LAMs in the Lab, that Endo, Endo-Composite, and most armor types, except Hardened and Stealth, are still selectable. Is this a known issue?

If this is broke, I don't want it fixed. The Word of Blake do not deserve a monopoly on high-tech LAMs.

Stormforge

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #12 on: 03 October 2017, 20:10:00 »
Nothing really special about the WoB LAMs other than IJJ and Clan tech.

Going and just looking over the Stinger LAM and customizing it a bit...

30 tons, Conv. Equip., 5 tons armor, 6/9/6, 10 SHS (Alt. DHS), RA/LA 2 Medium Lasers (Alt. ERML), 2 Bomb Bays/3 Bomb Bays if using a Small Cockpit.

Rocket pods and TAG in bomb bays should be usable on the ground (haven't checked if they are in MM). You can also put fuel pods in there for 40 extra points per bomb bay, Thunder mines, and not to mention the other nasty surprises they can carry.
« Last Edit: 04 October 2017, 02:00:54 by Stormforge »
If the enemy is in range most likely so are you.

Easy

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #13 on: 03 October 2017, 21:23:42 »
This deserves it's own thread. Since LAMs are still forum-legal I'm going to start one.

http://bg.battletech.com/forums/index.php?topic=58977.msg1355890#msg1355890
« Last Edit: 03 October 2017, 22:04:17 by Easy »

Hammer

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #14 on: 03 October 2017, 21:44:28 »
This deserves it's own thread. Since LAMs are still forum-legal I'm going to start one.
Tigershark has a LAM thread going in General.
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PurpleDragon

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #15 on: 04 October 2017, 15:27:26 »
Question about the campaign options repair and acquisitions tab, under acquisitions:  Is the acquisitions limit set per administrator or other? 
give a man a fire, keep him warm for a night. 
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Sir Chaos

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #16 on: 05 October 2017, 07:58:41 »
Question about the campaign options repair and acquisitions tab, under acquisitions:  Is the acquisitions limit set per administrator or other?

Per character with the required skill.
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PurpleDragon

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #17 on: 05 October 2017, 19:55:22 »
Per character with the required skill.

Thank you;   So, assuming I am using the admin skill with a limit of 1; 5 admins get me five acquisitions per day.   Does it take into account for others with the admin skill who are not admins if I have the "only support personnel..." box unchecked? 
give a man a fire, keep him warm for a night. 
Set him on fire, keep him warm for the rest of his life!

The secret to winning the land/air battle is that you must always remain rigidly flexible.

I like tabletop more anyway, computer games are for nerds!  -  Knallogfall

Sir Chaos

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #18 on: 06 October 2017, 10:21:44 »
Thank you;   So, assuming I am using the admin skill with a limit of 1; 5 admins get me five acquisitions per day.   Does it take into account for others with the admin skill who are not admins if I have the "only support personnel..." box unchecked?

It only checks if a character has the required skill, not their role; it picks the character with the lowest target number who still has not exhausted their limit for the day.
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Stormforge

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #19 on: 06 October 2017, 23:32:12 »
Decided to start a new campaign on this build. Set up all my options, and was about to start adding personnel when I noticed I forgot to add portraits. Saved and closed it. Now it will not open. Any help would be appreciated.

Code: [Select]
java.lang.NullPointerException
at mekhq.campaign.universe.RandomFactionGenerator.addBorderEnemy(RandomFactionGenerator.java:531)
at mekhq.campaign.universe.RandomFactionGenerator.updateBorders(RandomFactionGenerator.java:502)
at mekhq.campaign.universe.RandomFactionGenerator.updateTables(RandomFactionGenerator.java:454)
at mekhq.campaign.Campaign.restore(Campaign.java:3030)
at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:194)
at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:116)
at javax.swing.SwingWorker$1.call(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at javax.swing.SwingWorker.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
If the enemy is in range most likely so are you.

Hammer

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #20 on: 07 October 2017, 09:47:21 »
Decided to start a new campaign on this build. Set up all my options, and was about to start adding personnel when I noticed I forgot to add portraits. Saved and closed it. Now it will not open. Any help would be appreciated.

Code: [Select]
java.lang.NullPointerException
at mekhq.campaign.universe.RandomFactionGenerator.addBorderEnemy(RandomFactionGenerator.java:531)
at mekhq.campaign.universe.RandomFactionGenerator.updateBorders(RandomFactionGenerator.java:502)
at mekhq.campaign.universe.RandomFactionGenerator.updateTables(RandomFactionGenerator.java:454)
at mekhq.campaign.Campaign.restore(Campaign.java:3030)
at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:194)
at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:116)
at javax.swing.SwingWorker$1.call(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at javax.swing.SwingWorker.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)

I've opened a bug report here - https://github.com/MegaMek/mekhq/issues/490
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neoancient

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #21 on: 07 October 2017, 10:55:16 »
This was triggered when trying to find potential enemies for pirate hunting and riot duty contracts for pirate factions. As near as I can tell, the bug has been there since the beginning but was not triggered because pirate-controlled planets were too distant from the campaign location to be considered. This changed with updated data that gives pirates control of Acamar from 3058-3061.

I fixed the code to prevent the NPE. Workaround for now is to set the campaign in a different time or use a planets.xml file from a previous version.

Andras

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #22 on: 07 October 2017, 14:13:42 »
In MML, for Battlearmor, how do you install a AP weapon mount? The only way I found to install a AP weapon is to hold it in an armored glove. There are open slots for AP weapons on the assign critical page, but I can't seem to use them.

Thanks

Hammer

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #23 on: 07 October 2017, 15:33:06 »
In MML, for Battlearmor, how do you install a AP weapon mount? The only way I found to install a AP weapon is to hold it in an armored glove. There are open slots for AP weapons on the assign critical page, but I can't seem to use them.

Thanks
Looks like we have an issue with the IS version of these.
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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #24 on: 07 October 2017, 15:39:16 »
Also, Megamek won't recognize turreted weapons in quad BA imported from MML.

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #25 on: 07 October 2017, 15:40:02 »
Also, Megamek won't recognize turreted weapons in quad BA imported from MML.

Can you zip up a file and post it here.
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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #26 on: 07 October 2017, 15:59:27 »
Found a minor pair of bugs in Lab. 

First gave stealth armor to a mech and then adjusted the engine to a light. 
Since the engine wants the first crit slots in the torso but stealth is there it removes all the stealth crits from the design, but the armor is still typed stealth. 

Second was that because I was trying to figure the stealth issue I had added a ton of armor as a placeholder. 
When I had put all the stuff I wanted I then pressed use remaining to assign the last 10 tonnes to the mech. 
However since 10 tonnes remained it set the armor to 10 tonnes and I still had a free ton. 

Both are relatively minor but I wanted someone to make sure they could be duplicated before I put bug reports in. 

Thanks

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #27 on: 07 October 2017, 16:20:31 »
Can you zip up a file and post it here.

attachments deleted, issue resolved
« Last Edit: 07 October 2017, 17:28:55 by Andras »

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #28 on: 07 October 2017, 16:54:16 »
What version of Megamek are you using?
« Last Edit: 07 October 2017, 17:03:05 by Hammer »
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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #29 on: 07 October 2017, 17:02:35 »
Can you attached you megameklog as well.

attachments deleted
« Last Edit: 07 October 2017, 17:29:24 by Andras »

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #30 on: 07 October 2017, 17:06:47 »
gimme a couple minutes, I'll have to reinstall from the archive.

I also need to know what version of Megamek you're using. When I load your units in the current release I don't see any issues. But the screenshot you posted doesn't have the Tech progression listing or the Tech Rating showing.


« Last Edit: 07 October 2017, 17:09:07 by Hammer »
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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #31 on: 07 October 2017, 17:16:49 »
Just noticed we are on page 2



What version of Megamek are you using?

0.43.3-mac

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #32 on: 07 October 2017, 17:24:06 »
Just noticed we are on page 2

0.43.3-mac
Looks like you're building units in 0.43.4 version of MegaMekLab, and trying to load them in your 0.43.3 Mac version. With the launch of 0.43.4 there is no longer a backwards compatibility between versions.  Their have been just too many changes when we implemented Int. Ops tech progression.

You'll need to download the new versions in the first post of this thread and try again.
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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #33 on: 07 October 2017, 18:07:25 »
Looks like you're building units in 0.43.4 version of MegaMekLab, and trying to load them in your 0.43.3 Mac version. With the launch of 0.43.4 there is no longer a backwards compatibility between versions.  Their have been just too many changes when we implemented Int. Ops tech progression.

You'll need to download the new versions in the first post of this thread and try again.

10-4, that's got it.
Thanks

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #34 on: 07 October 2017, 23:28:43 »
I've opened a bug report here - https://github.com/MegaMek/mekhq/issues/490

This was triggered when trying to find potential enemies for pirate hunting and riot duty contracts for pirate factions. As near as I can tell, the bug has been there since the beginning but was not triggered because pirate-controlled planets were too distant from the campaign location to be considered. This changed with updated data that gives pirates control of Acamar from 3058-3061.

I fixed the code to prevent the NPE. Workaround for now is to set the campaign in a different time or use a planets.xml file from a previous version.

So it is a bug and not something I did by overwriting the files in MekHQ with the files from Megameklab and Megamek. Noticed Acamar too, before I closed it out, with its nice reddish color it sticks out from the rest of the Chaos March. Will probably see if I can modify the planets.xml to a different faction for those years. If not I will use the planets.xml from my 0.43.2 install.

That did it. Changed the 2 entries from PIR to IND for now. Loaded right up. Thank you.
« Last Edit: 07 October 2017, 23:36:58 by Stormforge »
If the enemy is in range most likely so are you.

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #35 on: 08 October 2017, 15:29:23 »
I'm still trying to get a feel for the infantry and BA combat so I just did a huge bashup w 10 BA and 10 infantry platoons per side.

I noticed something funny in the burst weapon damage resolution vs normal infantry
It says damage reduced, but then it increases it, and it does that multiple times per damage event.

sample screen shots attached.
0.43.4-mac


eta- attachments deleted since issue was addressed
« Last Edit: 08 October 2017, 18:32:03 by Andras »

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #36 on: 08 October 2017, 17:44:22 »
Known problem.  Read "reduced" as "changed".  Will be fixed when convenient.

robert

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #37 on: 08 October 2017, 18:21:33 »
I'm still trying to get a feel for the infantry and BA combat so I just did a huge bashup w 10 BA and 10 infantry platoons per side.

I noticed something funny in the burst weapon damage resolution vs normal infantry
It says damage reduced, but then it increases it, and it does that multiple times per damage event.

sample screen shots attached.
0.43.4-mac

Known problem.  Read "reduced" as "changed".  Will be fixed when convenient.

robert


Thanks, I *think* I've found and replaced the wording issue as Silverback suggested.
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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #38 on: 09 October 2017, 07:50:45 »
Using MegaMekLab 0.43.4  Building a new (well old) mech as a test.

Couple of questions.

1) IS there a field I'm missing to add introduction/extinct dates?  I know I can hand key it, but want to make sure I'm not missing something. 
2) How do you make a design available to specific factions (plural) I want it available to the SLDF and the Federated Suns for example.
    2a) I didn't see Terran Hegemony/SLDF listed as factions are there plans to add those?
    2b) Can I add factions?  Empires Aflame or other AUs come to mind.
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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #39 on: 09 October 2017, 11:04:00 »
1) IS there a field I'm missing to add introduction/extinct dates?  I know I can hand key it, but want to make sure I'm not missing something. 
Extinction dates are based off the equipment the mech is built with.  Introduction dates of the whole unit can be entered on the first tab.

2) How do you make a design available to specific factions (plural) I want it available to the SLDF and the Federated Suns for example.
    2a) I didn't see Terran Hegemony/SLDF listed as factions are there plans to add those?
    2b) Can I add factions?  Empires Aflame or other AUs come to mind.

Factions are hard coded at this time.  In MML you need to go into the File-Configuration-Tech Progression and set the game year, otherwise the factions default to whats available in 3145 the default year in MML.

Assigning a mech to a specific faction is beyond the scope of MML. But with factions enable some production equipment is filtered.

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #40 on: 09 October 2017, 11:35:00 »
<snip lots of helpful information>

Thank you for the quick replies!
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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #41 on: 09 October 2017, 11:37:47 »
MekHQ Windows package seems to be broken for me. Downloaded it twice now. MekHQ runs, but running MegaMek.exe gives a Java exception, and MegaMekLab.exe does nothing. Clean install, always extract to a new folder for each new version.

Downloaded both of those individually then overwrote the files in MekHQ, first with all of the MegaMekLab files, and then with MegaMek. Seems everything is working now.  ???

Having exact same problem... Windows MHQ download.

Same fix as well
« Last Edit: 09 October 2017, 12:10:59 by scJazz »

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #42 on: 09 October 2017, 12:32:51 »
Having exact same problem... Windows MHQ download.

Same fix as well

I've opened a bug report, but when I built the releases and downloaded the MekHQ 0.43.4 Windows release they ran fine. Just redownloaded and extracted to a separate directory and no issues running via the exe.
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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #43 on: 09 October 2017, 15:26:03 »
Having exact same problem... Windows MHQ download.

Same fix as well

Same problem for me as well.

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #44 on: 11 October 2017, 10:50:00 »
2) How do you make a design available to specific factions (plural) I want it available to the SLDF and the Federated Suns for example.
    2a) I didn't see Terran Hegemony/SLDF listed as factions are there plans to add those?
    2b) Can I add factions?  Empires Aflame or other AUs come to mind.

The faction has nothing to do with availability of the unit to a faction. It's availability of tech to the faction that is building the unit.

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #45 on: 11 October 2017, 17:25:30 »
I'm playing around with the infantry portion of MML, and when I click the anti-mek training check box, it doesn't effect cost or BV, only tons (i.e.: goes from 3.0 to 2.25 tons) Isn't anti-mek like a 5x cost multiplier or something?
« Last Edit: 11 October 2017, 17:57:19 by Andras »

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #46 on: 11 October 2017, 17:55:40 »
The costs for infantry remain as the standard cost of a non AM platoon/squad, this is because HQ (outside of AtB rules) are based on hiring the personnel directly rather than getting them when purchasing the unit itself.

The weight change is from a previous errata where anti-mech gear was separated out of the normal weight. That it went from 3.0 to 2.something might be a bug. This is questionable though as per TW a normal foot platoon is listed as 3 tons rather than its actual TM weight which would be .085 tons per trooper (or 2.38 w/o AM gear)

Quote
To reflect the equipping of a conventional infantry unit for Anti-’Mech attacks during platoon construction, add 15 kilograms (0.015 tons) to the base weight of each trooper in the unit, to account for the unit’s Anti-’Mech Infantry kits. This kit includes the necessary climbing gear and a satchel charge; with it, the unit can possess a better Anti-’Mech Skill Rating than 8 in game play. Without it, the unit receives a fixed Anti-’Mech Skill Rating of 8 during construction (see p. 314 to alter a unit’s Anti-’Mech Skill Rating).

When you look at the most recent construction rules infantry will weigh .085 tons (Base) + .015 tons (AM gear).

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #47 on: 11 October 2017, 18:24:32 »
Thanks for the quick reply, There's about a 25-33% increase in infantry weight for the anti-mek versions.

« Last Edit: 11 October 2017, 18:26:58 by Andras »

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #48 on: 11 October 2017, 19:05:42 »
Thanks for the quick reply, There's about a 25-33% increase in infantry weight for the anti-mek versions.

I'm looking into the weight calculations and it appears their is a calculation error around AM training. I've found one part of the error.
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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #49 on: 11 October 2017, 23:20:59 »
I accidentally deleted a couple other comments on MML earlier:

1) If you delete BattleArmor RocketLaunchers, they leave one shot of ammo in the assign criticals/unallocated equipment pane, but you can only delete that by assigning it to a slot, and then right clicking on it to delete it.


2) BA IS LMGs have (Clan) descriptors when copied to text export.
Like so:

Weapon                         Loc  Heat
----------------------------------------
Machine Gun (Light) (Clan)     Squad     0

 

Hammer

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #50 on: 12 October 2017, 10:50:05 »
Thanks for the quick reply, There's about a 25-33% increase in infantry weight for the anti-mek versions.

Looks like we were double adding the Anti-Mek equipment and had a rounding error. 



So a Heavy APC can carry a couple of platoons of most infantry again.  Those older units I suspect were never designed so that the stats truly match the fluff

I accidentally deleted a couple other comments on MML earlier:

1) If you delete BattleArmor RocketLaunchers, they leave one shot of ammo in the assign criticals/unallocated equipment pane, but you can only delete that by assigning it to a slot, and then right clicking on it to delete it.


2) BA IS LMGs have (Clan) descriptors when copied to text export.
Like so:

Weapon                         Loc  Heat
----------------------------------------
Machine Gun (Light) (Clan)     Squad     0

 

I'll look into these.
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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #51 on: 13 October 2017, 07:18:06 »
Is there a way to make missile packs detachable in MML for BA?

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #52 on: 13 October 2017, 08:36:36 »
Is there a way to make missile packs detachable in MML for BA?

Megamek takes a bit of a lazy way out. If you add missile weapons they are assumed be using a DMP.

That said I think we don't add the 10 kg in however, but I'd have to double check.
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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #53 on: 13 October 2017, 09:04:04 »
MML: I suggest adding checking to see if there are BA manipulators on a Quad to the validation. I was using that as a work around to hold an AP weapon in Armored Gloves since I couldn't get APWMs to install on IS quads.

I have to go with Mixed IS Advanced to get an APWM, and then the file reverts to Clan tech base if you reopen it later.

« Last Edit: 20 October 2017, 21:11:53 by Andras »

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #54 on: 17 October 2017, 18:13:05 »
Something else I noticed. The BA Tube Artillery ammo count per slot goes 2,4,6,8. But if you have more then 4 rounds in the slot it gives you a validation error and tells you it may not save correctly.





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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #55 on: 18 October 2017, 21:46:20 »
MegaMech is not activating. All I get is an exception has occurred when  I click exe or Jar. I was running Java 8, then I went back java 7 and it keeps happening. HQ is fine but lab doesn’t do anything. I’ve done 2 clean HQs installs, then I overwrote Lab,
followed by MM over write. Still the same exception pop up. I’m Running Windows 8.1 64 bit on a Razor Blade Pro lap top. Thanks in advance!!


I reinstalled HQ, then overwrote.  Now works.  No clue.  It works now.
« Last Edit: 19 October 2017, 00:34:47 by imperator »
Their is no problem Jump Jets and an assault class auto-cannon can't handle.

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #56 on: 19 October 2017, 10:20:39 »
Known issue, not sure if the devs have solved it yet though.

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #57 on: 19 October 2017, 15:31:49 »
Thanks for making this. I'm keeping tabs on things.
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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #58 on: 19 October 2017, 17:49:03 »
I had the Java exception error...but it went away...not sure why...*shrug*

On another note, the date on the top of the page does not change when I click <Advance Day> but the new day is tacked onto the bottom of the Daily Log (A really nice feature, btw!)

And since I have not said it enough:

Y'all are doing an excellent job with this!

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #59 on: 22 October 2017, 11:28:16 »
If the day is not advancing check the error log as there is probably a NPE listed there. That is usually the only time the date doesn't advance. If you still have the log post it or post it if you run across this issue again.

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #60 on: 24 October 2017, 16:00:03 »
ok there may be a bug within windows version
and yes before bringing it here i did the usual fixes i did re download the current build yes  reinstalled java after i cleaned it out. and re installed 3 times.
ok as some one else pointed out and reported both mega mek and lab do not start with java exception being the reason.
however i am able to start a megmek after i run mekhq and start a contract.
after mission the repar engineers techs etc mechtech mechanic areo tech do not show up in pane and repars cannot be made. only through GM option repairs are possible
i had tried repairs with stock mechs and lams. however mech techs and mechanics show up and do refit kits.
any idea?
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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #61 on: 24 October 2017, 16:07:13 »
Is anything in the log? I haven't had issue repairing or refitting anything so that is new to me. I haven't tried largecraft or asf yet though.

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #62 on: 24 October 2017, 16:17:25 »
illl see if i can find it
so where is the log again for mek hq?
weird it seems after i advanced few days problem went away...repeated it again and problem seem to have resolved itself.
« Last Edit: 24 October 2017, 16:27:06 by elf25s »
you sure cannot out run death...but sure as hell you can make that bastard work for it!

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #63 on: 26 October 2017, 15:05:05 »
In Megamek, the King David Gauss Rifle only does 1 pt vs battle armor, but it should do 1d6 per hit to a single trooper per the TO errata(pg24).
« Last Edit: 26 October 2017, 17:34:48 by Andras »

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #64 on: 26 October 2017, 16:16:22 »
In Megamek, the King David Gauss Rifle only does 1 pt vs battle armor, but it should do 1d6 per hit to a single trooper per the TO errata(pg24).


sample from combat
Code: [Select]
Gauss Rifle [King David] at Se'irim Medium Battle Armor (Standard) (Princess); needs 5, rolls 8 : 4 troopers hit
        Se'irim Medium Battle Armor (Standard) (Princess) takes 1 damage to Trooper 4.
            3 Armor remaining.

        Se'irim Medium Battle Armor (Standard) (Princess) takes 1 damage to Trooper 5.
            1 Armor remaining.

        Se'irim Medium Battle Armor (Standard) (Princess) takes 1 damage to Trooper 2.
            3 Armor remaining.

        Se'irim Medium Battle Armor (Standard) (Princess) takes 1 damage to Trooper 5.
            0 Armor remaining.

errate quote
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Tactical Operations Errata v3.6 Page 24 of 94
(p. 108)
After “Battle Armor Infantry” insert the following new section:
BATTLE ARMOR VS. BATTLE ARMOR
Some battle armor-grade weapons are particularly effective against other armored troops. To represent this, use the Battle Armor Vs. Battle Armor Table, instead of normal damage.
BATTLE ARMOR VS. BATTLE ARMOR TABLE
Battle Armor Weapon Anti-Battle Armor damage (apply to single trooper)
Bearhunter Superheavy AC 3D6
King David Light Gauss Rifle 1D6
Plasma Rifle 2+1D6*
*Uses standard damage against fire-resistant battle armor.

Did you turn on the optional rule?
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Andras

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #65 on: 26 October 2017, 16:29:02 »
Did you turn on the optional rule?

I didn't see it, where is that located?
Thanks

eta- nvm, I found it.
« Last Edit: 26 October 2017, 17:34:35 by Andras »

Random

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #66 on: 08 December 2017, 19:25:19 »
I lost a Dropship in my last game.  Not the greatest judgement on my part there.

So now I have to salvage it.  It going to take a while because the game is only giving me one tech to do it with (The tech that is assigned to do the maintenance.
I have a number of other Dropships and even a few spare vessel crew. 

pheonixstorm

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #67 on: 09 December 2017, 17:02:06 »
Yeah SO isn't friendly to repairing DS or larger. No matter how many crew there are you only get 480 minutes per days for repairs just like everything else.

neoancient

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #68 on: 09 December 2017, 22:36:19 »
There are rules in SO to get assistance from another crew, but they're not implemented.

SCC

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #69 on: 15 December 2017, 04:51:29 »
I should be able to build units with the Centurion Weapon System in them now, right? So what do I have to do to add it to a unit in MML?

Hammer

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #70 on: 15 December 2017, 10:58:58 »
I should be able to build units with the Centurion Weapon System in them now, right? So what do I have to do to add it to a unit in MML?

The Centurion is available from 2762-2770 on the Experimental Tech Level
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SCC

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Re: New Development Release 0.43.4 for Megamek, MegaMekLab, and MekHQ
« Reply #71 on: 15 December 2017, 16:50:10 »
Ah, found it, thanks.