Author Topic: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ  (Read 25781 times)

Hammer

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #60 on: 27 August 2017, 19:50:45 »
Shadow hawk:
<snip>
Second EDIT: Manually editing the armor type in the mtf to standard (Inner Sphere) allows the file to load properly.

So... bug report: Changing from the Unofficial tech base to the introductory tech base does not properly revert the armor to standard (inner sphere).
Yeah, not sure what the issue is but there is a bug loading armor, I think confusing the armor type and thinking its a clan unit, which can't be a level 1 unit.

The Swordsman loads find for me and I show the 7.5 tons of standard is report the correct amount of armor points.

When you post the bug report, please post it with the logs and you're Shadow Hawk mtf file to the MegaMek tracker. The error is originating in the MegaMek code that loads the unit.
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neoancient

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #61 on: 29 August 2017, 12:26:29 »
When salvaging from omnipods I can't rush/use extra time. Is that intended?
Time swapping pods cannot be modified by extra time or rush job rules. See table in Strategic Operations, pp. 183-185.

Rince Wind

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #62 on: 29 August 2017, 17:05:25 »
Time swapping pods cannot be modified by extra time or rush job rules. See table in Strategic Operations, pp. 183-185.

Thanks!

MoleMan

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #63 on: 03 September 2017, 17:08:49 »
I don't know if this is a new error but the time to jump point on alkaid (LC, 3048) is 128 days, that's quite long

pheonixstorm

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #64 on: 03 September 2017, 17:37:43 »
That is probably the canon length. Did a quick look on sarna and it shows 124 days, so pretty sure the source material has 124 or 128

bluedragon7

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #65 on: 03 September 2017, 18:00:03 »
Can you do pirate points or LF batteries in mekHQ?

Hammer

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #66 on: 03 September 2017, 19:04:23 »
Can you do pirate points or LF batteries in mekHQ?

Currently not supported. But you can use GM mode to move an extra system.
« Last Edit: 04 September 2017, 08:03:44 by Hammer »
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MoleMan

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #67 on: 04 September 2017, 05:59:20 »
Can you do pirate points or LF batteries in mekHQ?

Oh yeah! What a pain that was!

Andras

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #68 on: 04 September 2017, 18:59:52 »
Is there a particular reason a custom mech saved in the mech files folder won't show up in the unit selection panel? It's an experimental level Warhammer w hardened armor, and no matter what setting I play with it won't show up. Other custom mechs in the same place do show up, even other experimental ones.

I'm using the MacOX version.

Hammer

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #69 on: 04 September 2017, 19:18:48 »
Is there a particular reason a custom mech saved in the mech files folder won't show up in the unit selection panel? It's an experimental level Warhammer w hardened armor, and no matter what setting I play with it won't show up. Other custom mechs in the same place do show up, even other experimental ones.

I'm using the MacOX version.

Couple of things to try:
Delete the units.cache file
Make sure if saved as a mtf file.
Check your rules for game year, tech level, and that you don't have Canon units only selected.
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BLOODWOLF

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #70 on: 04 September 2017, 19:32:14 »
Yeah having Canon units only check, and allow unofficial units uncheck bites me in the ass everytime with customs.

Andras

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #71 on: 04 September 2017, 20:08:55 »
Couple of things to try:
Delete the units.cache file
Make sure if saved as a mtf file.
Check your rules for game year, tech level, and that you don't have Canon units only selected.

Ahh, game year may have been the one.
checks...
yup

Thanks.

Jayof9s

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #72 on: 04 September 2017, 23:38:38 »
I don't know if this is a new error but the time to jump point on alkaid (LC, 3048) is 128 days, that's quite long

Travel time is based on the canon calculation that, if I recall after all these years, uses planet position and star type. Some of them are quite long due to the star types (and if there's a non-standard star type, it's definitely canon).

As others have said, feel free to GM yourself on planet after whatever you deem to be a realistic amount of time for a pirate point. I'm sure all systems like that would have a number of very well plotted pirate points to avoid using the zenith and nadir points.

TigerShark

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #73 on: 05 September 2017, 01:24:30 »
I don't have the most recent version of Interstellar Ops. But the LAM hover mode is taking 3 MP per hex. Is this working as intended according to the newest rules?

EDIT: This is in the latest build of megamek, 43.4-git. (compiled it about an hour ago)
« Last Edit: 05 September 2017, 01:40:21 by TigerShark »
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neoancient

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #74 on: 05 September 2017, 08:58:14 »
I don't have the most recent version of Interstellar Ops. But the LAM hover mode is taking 3 MP per hex. Is this working as intended according to the newest rules?

EDIT: This is in the latest build of megamek, 43.4-git. (compiled it about an hour ago)
If you hover (by clicking the hover button) it should cost 5 MP but you can stay airborne without moving the minimum five hexes. Entering a new hex in airmech mode costs 3 MP if you are more than one level above the surface, just as with WiGE movement. Climb mode is on by default (to handle expectations for bridges and buildings for other units), so if you want to descend the terrain you will have to turn climb mode off.

mikecj

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #75 on: 05 September 2017, 20:30:25 »
Cool, thanks
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Kentares

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #76 on: 13 September 2017, 21:02:44 »
Am I the only that cant resize the initial splash screen menu?

Its too big for my laptop screen resolution (it happens on all menu screens but those I can resize).

Talking about MegaMek...
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arlith

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #77 on: 13 September 2017, 21:11:35 »
No, you're not.  The main splash doesn't allow resizing.  The current splash was a place holder.  This has been fixed for subsequent releases.  Now, it will detect your screen resolution and load a properly sized splash image.
Member of the MegaMek Team.

Kentares

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #78 on: 14 September 2017, 04:59:10 »
No, you're not.  The main splash doesn't allow resizing.  The current splash was a place holder.  This has been fixed for subsequent releases.  Now, it will detect your screen resolution and load a properly sized splash image.

Oh ok. Thx. Keep the fine work.
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Schugger

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #79 on: 19 September 2017, 14:55:57 »
My wishlist for the next update
- no more crashing into building while jumping (base attack scenarios are not fun to watch at the moment)
- make Indirect Fire working again (and thus SPA Oblique Attacker)
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pheonixstorm

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #80 on: 19 September 2017, 15:06:34 »
IDF works fine for me  :P But then again, I'm using day old code.

And since you are an SPA user, found any issues with the new SPAs? Noticed that Oblique Attacker allows for IDF w/o a spotter?

jh316

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #81 on: 19 September 2017, 19:45:11 »
I've been seeing a problem with my current atb game where gyro crits don't apply until the next turn. The turn they happen there's no psr for taking a crit and there's no psr penalty

Also, is it possible to do frankenmechs yet? I'd love to be able to put on standard IS limbs to repair endo steel mechs in the succession wars.

Hammer

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #82 on: 19 September 2017, 19:55:43 »
I've been seeing a problem with my current atb game where gyro crits don't apply until the next turn. The turn they happen there's no psr for taking a crit and there's no psr penalty

Also, is it possible to do frankenmechs yet? I'd love to be able to put on standard IS limbs to repair endo steel mechs in the succession wars.

From above.
I got the conditional backwards when I was working on QuadVees and tracks so that 'Mechs don't make PSRs for gyro hits unless they are using tracks or are QuadVees in vehicle mode. I just posted the fix.

Frankenmechs aren't currently supported. No ETA at this time.
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CDAT

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #83 on: 19 September 2017, 22:53:24 »
From above.
Frankenmechs aren't currently supported. No ETA at this time.

I have noticed this every time I have tried to use the Sneed Special.

Rince Wind

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #84 on: 20 September 2017, 06:05:40 »
IDF works fine for me  :P But then again, I'm using day old code.

And since you are an SPA user, found any issues with the new SPAs? Noticed that Oblique Attacker allows for IDF w/o a spotter?

It is not really a pilot ability in most cases, but clan tech knowledge doesn't seem to work.

pheonixstorm

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #85 on: 20 September 2017, 06:28:46 »
That one is HQ only and I don't know whats up with it. That was done by ralgith I believe.

Schugger

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #86 on: 20 September 2017, 07:57:27 »
IDF works fine for me  :P But then again, I'm using day old code.

And since you are an SPA user, found any issues with the new SPAs? Noticed that Oblique Attacker allows for IDF w/o a spotter?

As my IDF doesn't work at all in 0.43.3, I can't verify if Oblique Attacker SPA is working now.
I am not using all SPAs which have become available only those which have been available for ages.
What you can't do is combining Weapon Specialist (+2 to hit with a specific weapon) with Weapon Specialisation (+1 to hit with all weapons of a category and -1 to hit with weapons belonging to a different category).
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pheonixstorm

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #87 on: 20 September 2017, 23:47:12 »
Need release will add the Animal Mimicry and a few of the Terrain Master SPAs. I have added a few infantry only SPAs as well as Rangemaster, Golden Goose, and a few others I can't recall at the moment.

MoleMan

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #88 on: 23 September 2017, 11:27:33 »
IDF works fine for me  :P But then again, I'm using day old code.

And since you are an SPA user, found any issues with the new SPAs? Noticed that Oblique Attacker allows for IDF w/o a spotter?
The ballistic/missile/laser etc specialisation can be chosen multiple times when spending XP.

You should be able to upgrade a specialisation to mastery but that never shows up as an option.


pheonixstorm

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #89 on: 23 September 2017, 12:39:25 »
There is no master specialization. Gunnery Specialization is from aToW while the other Gunnery is unofficial. They should be setup as being mutually exclusive in campaign options

 

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