Author Topic: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ  (Read 25779 times)

Jayof9s

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #90 on: 25 September 2017, 08:32:17 »
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

They can be. They could also be setup to be successive as suggested by MoleMan. There's not only one way to play the game, especially when it comes to unofficial options.

MoleMan; MekHQ allows you to setup the quirks however you think makes the most sense. Some things are setup by default but it won't by default do anything special with the unofficial quirks and you can choose to disagree with the official rules.

For instance, I make Jumping Jack require the pilot already has Hopping Jack and then replaces the lesser version. Also the costs for completely different for pretty much all the quirks in my campaign.

pheonixstorm

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #91 on: 25 September 2017, 14:55:25 »
For unofficial play yes, I was only stating RAW.

Wrangler

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #92 on: 09 October 2017, 19:13:48 »
<<deleted >>
<<Problem Resolved>>
« Last Edit: 09 October 2017, 19:49:12 by Wrangler »
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The_Livewire

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #93 on: 11 October 2017, 09:35:28 »
This might be more of a user error than system error.

I've tried with both a Wasp and a Waneta, both in air mech mode.  Neither can jump more than their base jump jet range.  In short... How do I WiGE?  Using the basic battletech map, so they're travelling across flat terrain, no elevation changes.
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BLOODWOLF

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #94 on: 11 October 2017, 10:08:02 »
If I am understanding you correctly, if your in airmech mode you just move like normal while floating in the air in airmech mode, dont need to use jump jets.  Change elevation with go up and go down buttons.

The_Livewire

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #95 on: 11 October 2017, 10:20:49 »
If I am understanding you correctly, if your in airmech mode you just move like normal while floating in the air in airmech mode, dont need to use jump jets.  Change elevation with go up and go down buttons.

Sorry, I wasn't as clear as I hoped.

I try 'walk' and can only run 3 hexes, normal air mech walk.  I try 'jump' and I can only jump 6 hexes flat terrain, straight line.  So I know it's not elevation changes, normal battlemech jump.  I don't see a 'WiGE' button to get the full 18/27 of Airmech mode. 
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neoancient

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #96 on: 11 October 2017, 10:45:29 »
Use "Go up" to lift off the ground, just as with WiGE vehicles.

The_Livewire

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #97 on: 11 October 2017, 11:44:14 »
Use "Go up" to lift off the ground, just as with WiGE vehicles.

See!  Pilot error.  Thank you very much.  Now I just need to learn the WiGE rules.

Thank you very much
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silverback

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #98 on: 11 October 2017, 12:30:17 »
Helicopters use the same system.

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #99 on: 15 November 2017, 01:28:42 »
Question:
In a 3160s campaign, I parked right on the edge of the RotS in hopes of kicking some stoner butt, but since the Republic hadn't been written into the contract generation RATs, no amount of clicking "Generate" would make a mission with them as the OpFor.

My version isn't super old, but it's not new either. Was this ever rectified, and if so, does anyone remember which update?

Wrangler

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #100 on: 15 November 2017, 10:19:58 »
3160? I'm surprised there any Republic at all by then.  #P
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Stormforge

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #101 on: 15 November 2017, 18:01:02 »
3160? I'm surprised there any Republic at all by then.  #P

Yeah, pretty sure by 3160 what was the Republic would instead be held by the IlClan.
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2ndAcr

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #102 on: 30 November 2017, 03:43:50 »
 How come the Carack does not show up until 2960 in Clan service? It was available to SLDF and House Militaries before the 1st SW.

Liam's Ghost

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #103 on: 30 November 2017, 04:19:28 »
How come the Carack does not show up until 2960 in Clan service? It was available to SLDF and House Militaries before the 1st SW.

The clan carrack is different than the star league era carrack, which we don't have stats for yet.
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2ndAcr

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #104 on: 30 November 2017, 04:23:39 »
 I would assume it was almost identical. Bar any Hargel. Even the Clan version shows most weapons to be IS versions and not Clan versions. Was just curious

Liam's Ghost

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #105 on: 30 November 2017, 04:56:13 »
I would assume it was almost identical. Bar any Hargel. Even the Clan version shows most weapons to be IS versions and not Clan versions. Was just curious

It would hypothetically be a relatively minor change. The armor tonnage would have to be recomputed and the clan weapons would have to be swapped for their star league versions. Arguably they might also be downgraded since it's not supposed to be getting into harm's way. But it would be easy enough. Still though, I assume the megamek coders would prefer to wait until we get official word.
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 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #106 on: 30 November 2017, 09:45:35 »
We pull our intro dates from the MUL -

http://www.masterunitlist.info/Unit/Filter?Name=Carrack+Transport

Which looks like we need to update things again.
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Wrangler

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #107 on: 01 December 2017, 06:54:51 »
Wish they had detailed the Aerospace Carrier variant of the Carrack Transport.  There no record sheets and no mention on MUL.
It was in the First Succession War used by the Mariks.
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2ndAcr

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #108 on: 01 December 2017, 07:29:44 »
 We can create that ourselves maybe with MegaMek once they release that cool addition they been playing with in a stable.

pheonixstorm

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #109 on: 01 December 2017, 15:19:58 »
If its not a Small Craft or Dropship then no. The ability to create or edit Warships, Jumpships, and Space Stations has not been added. Not sure when neo plans on handling that one, he would need to pop in to comment.

2ndAcr

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #110 on: 01 December 2017, 18:07:49 »
 Rats, I can easily settle for Dropship ability and maybe bride to get the Carack intro date changed for a release. Hint, hint

TS_Hawk

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #111 on: 01 December 2017, 23:48:00 »
Hey guys what is the best download source the SourceForge or got hub?

Thank you Hikage
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pheonixstorm

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #112 on: 02 December 2017, 00:38:02 »
GitHub is where everything moved to. I don't think sourceforge gets updated anymore.

neoancient

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #113 on: 02 December 2017, 09:57:18 »
Advanced aerospace will be early next year, along with support be and protomech editing. I had intended move right from dropships into the remainder of aerospace but some of the code around bays and configuring bay ammo was extremely taxing and I needed to take a break and work on something else for a while.

2ndAcr

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #114 on: 02 December 2017, 21:04:41 »
 Take a breather, I know it is in the pipeline so I can wait some. I am not too into wanting to mod warships or even jumpships, but Dropships, that is a HUGE wish list item I been waiting on. Intro dates are pulled from MUL as Hammer stated above so I know Carack will sooner or later be available in 2784 era. Of course I could just back up my start date to 2781. Hmmmmmm, not a bad idea.

 Then I have to figure out who to bride to be able to split my unit and deploy on 2 or more planets at the same time.

pheonixstorm

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #115 on: 02 December 2017, 21:20:03 »
I know its on my todo list, I think neo was toying with the idea as well.. not sure if anyone else was thinking about it though.

2ndAcr

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #116 on: 05 December 2017, 15:24:38 »
 Another wish list, will we see fuel be added to the purchase list? I can simulate it, as I have been, but was just curious. I have a Aquaduct Dropship I use to haul fuel for my dropship fleet, Aerospace fighters and ICE vehicles. Just a pet peeve of mine to have to manually track the amount of fuel I have left on board and such.

 I know the Fusion engine fighters don't use the same fuel, but I get pretty detailed in my units. I even tote around a ton of cargo trucks, fuel tankers, even loader mechs for cargo offloading and such.

PurpleDragon

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #117 on: 07 December 2017, 04:14:32 »
Another wish list, will we see fuel be added to the purchase list? I can simulate it, as I have been, but was just curious. I have a Aquaduct Dropship I use to haul fuel for my dropship fleet, Aerospace fighters and ICE vehicles. Just a pet peeve of mine to have to manually track the amount of fuel I have left on board and such.

 I know the Fusion engine fighters don't use the same fuel, but I get pretty detailed in my units. I even tote around a ton of cargo trucks, fuel tankers, even loader mechs for cargo offloading and such.


minus the aero fuel tankers, I do pretty much the same thing, including a kitchen truck and recovery vehicles/'mechs.  I wish there was a way to include said support vehicles in my TO&E without them coming up for scout/fight/defend missions. 
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2ndAcr

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #118 on: 07 December 2017, 12:53:00 »
 Yeah that is a pain in the rear. I just go in and delete those fights as they appear. But since I also tend to fight huge battles, I have had my support command in a few fights. Like a huge base defense where all my tankers, cargo trucks and even the 2-3 fire engines I tote around but they are usually defended by at minimum a mech company, armor company or 2 and infantry regiment.

 Start them in the middle, I then run them to the map edge and have them flee while the defenders try to keep the enemy away.

bluedragon7

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Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
« Reply #119 on: 07 December 2017, 15:43:11 »
Organise your support in full companies, then they are not elegible for assignments