BattleTech - The Board Game of Armored Combat

Other BattleTech Games => MechWarrior and BattleTech Computer | Console Games => MegaMek Games => Topic started by: Hammer on 18 July 2017, 16:25:08

Title: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 18 July 2017, 16:25:08
Hi Everyone,

It's new Development release time. Ok, being a development release, this is filled with bleeding edge goodness. So, use at your own risk, if you do make sure if stays in its own separate folder and you copy any customs and saves over. Other wise stay with the Stable.

Megamek.
If you’ve been checking out the Coming soon to MegaMek (http://bg.battletech.com/forums/index.php?topic=57647.0) thread you’ve seen a good chunk of the awesomeness that Neoancient has coded.
This is one of the most jammed packed releases for new stuff in years. We’ve got other stuff slowly coming down the pipe for all the programs and keep a watch on
The Coming soon to MegaMek (http://bg.battletech.com/forums/index.php?topic=57647.0) thread for screenshots and details.

Also a reminder to drop into the Slack channel (http://megamek.org:3000/) to meet other players and harass the devs that drop in and out.

MegaMekLab.
We’ve got some bug fixes and the ability to build Quadvee’s

MekHQ.
MekHQ supports the new multi-crew cockpits and a couple of pesky bug fixes.

Here's the links:
Megamek.
MegaMek v0.43.3 (Development)  (https://github.com/MegaMek/megamek/releases/tag/v0.43.3)
Code: [Select]
Added support for specifying # of marines, BA & other for large craft
New Sprites
Bug: Quads not getting +2 mod for firing while prone with bad hip.
Feature: multiple crew roles for Tripods, command consoles, and (unofficial) dual cockpits.
Feature: QuadVees
Feature: implemented Mech tracks
New Sprites and Unit Fixes.
Issue #562: Unit Type Gun Emplacement Not Working in RAT Generator
Issue #563: SRM and LRM Carriers' Weights
Issue #567: Princess instance hanging following point-blank attack.
Issue #568: Server stops responding when DropShip crashes at a map edge.
Bug:Fixing some map board issues.
Bug:Fixing some unit issues.
PR#524- Human TRO (Thanks Pheonixstorm)
Feature: TacOps advanced vehicle movement rules.
Fixes for WiGE movement, including interactions with terrain (buildings, bridges, woods, water) per errata.
Issue #481: VTOL unable to fly over bridge
Issue #523: VTOL Cannot Pass Under Bridge
New Sprites/Cleaning up old splash screens/New Screen added.

MegaMekLab.
MegaMekLab v0.43.3 (Development)  (https://github.com/MegaMek/megameklab/releases/tag/v0.43.3)
Code: [Select]
Bug: Some conventional infantry options require a higher tech level for Clan conventional infantry.
Issue #59: Drop-down list error when creating infantry.
QuadVee editing support; record sheets are usable but show as quad mech without second crew damage track.

MekHQ:
 MekHQ v0.43.3 (Development)  (https://github.com/MegaMek/mekhq/releases/tag/v0.43.3)
Code: [Select]
Feature: Refactor AtBScenario to break up the monolithic AtBScenario class and to have a separate class for each scenario
Feature: Support for multiple crew in command consoles and tripod/quadvee/dual cockpits.
Fix #405: Properly set home side for Extraction scenario
Added QuadVee parts.
Bug [#955]: MekHQ deployed units would not print
PR#375 - Bug-Bad CO Rating.
PR#366 - Human TRO
PR#249 - AtB Contract Names
Fix #395: SPAs do not appear in Pilot Info in MHQ
Commenting out PR#249 see commit notes.
PR#409 - Fix for incorrect treatment of tornadoes

Enjoy everyone.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: elf25s on 18 July 2017, 16:59:03
happy happy joy joy !
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: neoancient on 18 July 2017, 17:05:57
This is one of the most jammed packed releases for new stuff in years.

In other words, we've introduced more new bugs at once than we have in a long time.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 18 July 2017, 17:09:44
In other words, we've introduced more new bugs at once than we have in a long time.

(https://cdn.meme.am/instances/400x/54618353.jpg)
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: elf25s on 18 July 2017, 19:07:05
is it my imagination ...compared to previous 2 builds this one is lightning quick.

wow just noticed this one...gm generated missions...thanks! now i need a bib! its from all the drooling over this build!
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Random on 18 July 2017, 19:40:56
I just launched a mission from MMHQ and both my mechs and the enemy are trying to jump though buildings rather that over them.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 18 July 2017, 20:41:28
I just launched a mission from MMHQ and both my mechs and the enemy are trying to jump though buildings rather that over them.

There was very little touched with princess.  The best thing to do is post a log and Save game prior to the behavior happening.  The link to the MegaMek bug tracker is in my Sig.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Random on 18 July 2017, 20:55:05
Right, I'll see if I can recreate it in MegaMek as opposed to launching from MMHQ that way I don't have to send custom files as well.

Edit:  Done!  Happens in MegaMek stand alone as well.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: neoancient on 18 July 2017, 21:13:44
I suspect this is something I broke while struggling with the errata on the interaction between WiGEs and buildings. I should get a chance to look at it tomorrow.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Wrangler on 19 July 2017, 12:00:38
Thank You for your hard work guys!! Now onto terrorizing those bots!  }:)
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: MoleMan on 20 July 2017, 04:18:39
Just had a bot tank, I forget which model, with (defensive) after its name, is that the variant name or have you guys managed to give specific units specific AI personalities?
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: pheonixstorm on 20 July 2017, 07:45:08
variant name. It was posted either here, slack, or perhaps on github, that the AI has not been touched in some time.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 20 July 2017, 09:26:57
Just had a bot tank, I forget which model, with (defensive) after its name, is that the variant name or have you guys managed to give specific units specific AI personalities?

Demolisher Heavy Tank (Defensive)
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: pfarland on 21 July 2017, 14:05:02
Already posted in Github, but Battle Armor is really messed up.  Some won't load in MekHQ or MM.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: zulf on 29 July 2017, 14:57:19
does multi crew cockpits include command consoles?

thanks for the awesome work!
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 29 July 2017, 15:51:35
does multi crew cockpits include command consoles?

thanks for the awesome work!

yep
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: zulf on 29 July 2017, 18:45:42
awesome! how do you set who is the pilot and who is the commander? they both show up as pilot.

with the tripod cockpit you are the given the 3 options so that's working great.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 29 July 2017, 20:39:54
awesome! how do you set who is the pilot and who is the commander? they both show up as pilot.

with the tripod cockpit you are the given the 3 options so that's working great.

When you load they should be assigned automatically. You then can tweak the skills on the tabs. Neoancient would have to expand more.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: neoancient on 29 July 2017, 21:02:49
awesome! how do you set who is the pilot and who is the commander? they both show up as pilot.
That's because the roles are interchangeable. The unit starts with the first listed as pilot and the second as commander, but you can go to the pilot tab of the unit display and switch them. The switch will take place during the end phase. I should add a button to the configuration dialog that let's you swap then in the lounge.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: zulf on 30 July 2017, 13:01:44
I noticed last night that when a mech takes a gyro hit there is no immediate PSR needed to be made. 

the damage is recorded because PSR's for movement with a damaged gyro  are made the following turns are still made correctly.

thank you guys so much for the hard work!!
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 30 July 2017, 15:34:37
I noticed last night that when a mech takes a gyro hit there is no immediate PSR needed to be made. 

the damage is recorded because PSR's for movement with a damaged gyro  are made the following turns are still made correctly.

thank you guys so much for the hard work!!

Pg 126 TW "After the first critical hit to the gyro, the controlling player must make a Piloting Skill Roll at the end of the phase"
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: zulf on 30 July 2017, 17:25:07
yep that's the roll i'm talking about it doesn't happen in the end phase of the turn the hit took place.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: neoancient on 31 July 2017, 16:31:19
I noticed last night that when a mech takes a gyro hit there is no immediate PSR needed to be made. 

the damage is recorded because PSR's for movement with a damaged gyro  are made the following turns are still made correctly.

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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: zulf on 03 August 2017, 00:33:20
awesome !

you guys are amazing!
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: battletech on 03 August 2017, 18:02:35
I just received an officer duel mission for the up coming game week.

It is six game days before the mission and the opposing force is Griffin, a Rifleman, a stalker and a Cyclops.

According to Against the Bot this is s one-on-one battle.

Why is it listing four enemy mechs?
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Southernskies on 04 August 2017, 09:32:04
I've found that some of the 'special' missions, the forces listed are not what you face.

When you allocate the officer and start the mission, the forces can significantly change.

Make sure you save first!
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: NickAragua on 04 August 2017, 09:58:33
Yeah, the way it works is that the units you face depend on the weight class of the mech you deploy. Until you deploy something, it treats the lack of mech as a light mech. Then, when you deploy an assault mech to fight the poor scrub in a Locust, MekHQ will change the guy you fight to an assault mech as well.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: battletech on 05 August 2017, 19:17:41
I just received an officer duel mission for the up coming game week.

It is six game days before the mission and the opposing force is Griffin, a Rifleman, a stalker and a Cyclops.

According to Against the Bot this is s one-on-one battle.

Why is it listing four enemy mechs?
I advanced to the day of the mission and started it.  The mission pulled up all four mechs to battle against.  I closed and started the mission four times before I just deleted the Griffin, Rifleman and the Cyclops.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: MoleMan on 10 August 2017, 05:39:13
Yeah, I just roll a 1d4 and keep that one
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: SandMan on 10 August 2017, 19:24:54
Where does MML keep its weapon and equipment data?  I was hoping to go through and at least clean up the weapon names (the prototypes are a particular mess, ballistic and energy weapon prototypes are listed completely differently), but a grep search through the source files doesn't turn up anything but unit files when I look for weapon names.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 10 August 2017, 19:46:41
Where does MML keep its weapon and equipment data?  I was hoping to go through and at least clean up the weapon names (the prototypes are a particular mess, ballistic and energy weapon prototypes are listed completely differently), but a grep search through the source files doesn't turn up anything but unit files when I look for weapon names.

All weapon and equipment names are stored in the code. Once the IO branch gets its final pass and is merged. Equipment names will match their names in the IO progression tables.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: CDAT on 11 August 2017, 21:00:46
If you manual input the data for the battle, is it possible to say how many rounds of ammo were used? I have figured out how to put how much damage was done, and what critical hits were done, but have not figured out how to say how much ammo was used.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 11 August 2017, 21:18:33
If you manual input the data for the battle, is it possible to say how many rounds of ammo were used? I have figured out how to put how much damage was done, and what critical hits were done, but have not figured out how to say how much ammo was used.

In the Docs folder is a scenario-readme.txt file that explains what can be done.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: zulf on 12 August 2017, 00:06:28
for some reason i'm unable to send a unit to the mech lab in MMHQ through the customize feature. it happened after i completed a previous custom job on the mech. have any of you seen this before
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: pheonixstorm on 12 August 2017, 00:52:15
All of that information is part of the source code
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: arlith on 12 August 2017, 07:15:58
Where does MML keep its weapon and equipment data?  I was hoping to go through and at least clean up the weapon names (the prototypes are a particular mess, ballistic and energy weapon prototypes are listed completely differently), but a grep search through the source files doesn't turn up anything but unit files when I look for weapon names.

They are in files in the megamek.common.weapons package (there's also a sub package for infantry and battlearmor, and once Hammer finishes his IO branch, there are more for weapon types).  Also, for equipment, you can look in common.MiscType, and ammo is in common.AmmoType.

If you're using Eclipse, you could also look for references to common.EquipmentType.name.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: neoancient on 12 August 2017, 11:52:30
for some reason i'm unable to send a unit to the mech lab in MMHQ through the customize feature. it happened after i completed a previous custom job on the mech. have any of you seen this before
There's a long-standing bug that causes a fatal exception if a refit is attempted on a unit that has previously undergone a refit that was cancelled. Based on your experience it may be it's not just those that have been cancelled. It's one of those bugs that takes a lot of work to track down and nobody's done it yet.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: SandMan on 12 August 2017, 16:21:19
All weapon and equipment names are stored in the code. Once the IO branch gets its final pass and is merged. Equipment names will match their names in To the IO progression tables.

Sounds like you've already done what I had in mind, it just hasn't made it out yet.  I'll just keep calm and carry on, thanks for the reply.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: zulf on 13 August 2017, 00:08:56
There's a long-standing bug that causes a fatal exception if a refit is attempted on a unit that has previously undergone a refit that was cancelled. Based on your experience it may be it's not just those that have been cancelled. It's one of those bugs that takes a lot of work to track down and nobody's done it yet.

Thanks Neoancient.  couple things in this case the refit was never cancelled it was finally completed successfully. I tried a work around. I "GM" added a new mech of the same custom model from the marketplace and even the new mech wont go to the meklab. so i guess it's something in the mech data file itself.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: zulf on 17 August 2017, 12:56:53
just had a big battle convoy rescue not load any units into megamek other than my own. first time this ever happened for me. the tons and bv show up but the meks dont odd.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Wrangler on 21 August 2017, 18:52:18
Stupid question.  I just installed the game, but i have no sound.  Is there way to restore it or turn it on?
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Wrangler on 21 August 2017, 18:57:05
Nevermind, it came with the mute turned on. A friend had to show me since i've never dabbled with those settings before.

As being exposed to this for the first time.  I'm unhappy with the client launch window.  The names of the options are not completely read able.  If there way to adjust font or the button so entire button's can be visible to the user?
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 21 August 2017, 20:07:20
As being exposed to this for the first time.  I'm unhappy with the client launch window.  The names of the options are not completely read able.  If there way to adjust font or the button so entire button's can be visible to the user?

Try going into view-client settings-graphics and you can change the theme(Skin File), that will change how the launch window looks.  As a side note that tab would allow you to tweak some of the map settings (i.e Isometric, Anti-Aliasing, shadows, etc)
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Rince Wind on 22 August 2017, 10:06:35
There ist sound?  :o
Is that new, or did I just never stumble upon that option?
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Wrangler on 22 August 2017, 13:06:58
There ist sound?  :o
Is that new, or did I just never stumble upon that option?
It's just the "Dings" it does when turns end and people type something.  It's view/client options as well.

Try going into view-client settings-graphics and you can change the theme(Skin File), that will change how the launch window looks.  As a side note that tab would allow you to tweak some of the map settings (i.e Isometric, Anti-Aliasing, shadows, etc)
Thanks, I'll have get home to adjust it. I've never seen it this badly disorted before.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 22 August 2017, 13:21:39
Thanks, I'll have get home to adjust it. I've never seen it this badly disorted before.
Can you post a screen shot and let us know what resolution you're running at.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Wrangler on 22 August 2017, 17:06:58
Can you post a screen shot and let us know what resolution you're running at.
This what it was set by default when you download it.  Also the sound is shut off (this a first, i've never had one with it off.)  I noticed the skins (at least front pages) which have faction name don't change the appearance of the launcher unless you got get into the game when you do it.

The skin listed is BW - Default (font)
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 22 August 2017, 18:03:06
This what it was set by default when you download it.  Also the sound is shut off (this a first, i've never had one with it off.)  I noticed the skins (at least front pages) which have faction name don't change the appearance of the launcher unless you got get into the game when you do it.

The skin listed is BW - Default (font)

If I recall we had the "ding" off for this release.  If you change and the skin and hit the update button it should update the start menu look. But it's likely the MegaMek Image will disappear.  I'll have to do some tweaks for the next release.

Regarding the text, could you also let me know what resolution you're running at.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Schugger on 23 August 2017, 14:04:10
Is someone else experiencing problems with Princess executing the movement phase in base attack scenarios?
I am using MM 0.43.3 and all other scenarios generated just work fine.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 23 August 2017, 14:25:39
Is spmeone else experiencing problems with Princess executing the movement phase in base attack scenarios?
I am using MM 0.43.3 and all other scenarios generated just work fine.

Their is a bug in that version with Princess jumping. But should be fixed for the next release.  What are you seeing?
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: BLOODWOLF on 23 August 2017, 23:55:25
That does that font issue go away if you full-size the start-up window?  BW-Default is just the skin (images) I dont know if Arlith has it to where you can change the font size on the buttons.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: MoleMan on 24 August 2017, 02:55:37
Is spmeone else experiencing problems with Princess executing the movement phase in base attack scenarios?
I am using MM 0.43.3 and all other scenarios generated just work fine.
Is it that she takes fooooooooorever to actually start? If there's a lot of units then princess can take upwards of 5 minutes to place her first units
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Schugger on 24 August 2017, 06:05:25
Hard to specify the problem.
In Base Defence scenarios you have to allies on your side, the faction you are under contract with and a bunch of civilian units as well as an attacking enemy - all bot controlled. It is somehow like the program has hickups when it is about to compute movement orders. I waited for about 15 minutes in some cases without something happening with the bot controlled side, then kicked the bot, assumed manual control and then disconnected and returned control to the bot again. Sometimes it worked and the bot units proceeded with their movement but most of the time I had to kick all bot players, skip all movement and then return control to the bot in the firing phase (which then worked fine).
Yesterday I took control of all bot units on my side (so two additional sessions of MM open) and had just one hickup with the attacking bot player in a base defence which has been easily been resolved by kick bot->skip->replacePlayer.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Southernskies on 24 August 2017, 06:26:21
I always use 'individual initiative' when playing Princess, so never notice big delays.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Schugger on 24 August 2017, 08:20:28
So do I and I don't experience any notheworthy delays either und normal circumstances.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: BLOODWOLF on 24 August 2017, 15:54:23
Yeah, turning Princess' consider individual initiative to true helps a little bit.  And really it is better just to deploy her forces for her.  When your setting up the game open another MM window and connect to your game as a computer player so you can deploy for her then /kick and replace Player with a bot once you've deployed her units.  And Princess has and will always be slow to move units with high MP (7/11) or with jump jets until a new developer decides to revamp her coding.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Rince Wind on 26 August 2017, 07:23:40
When salvaging from omnipods I can't rush/use extra time. Is that intended?
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Liam's Ghost on 27 August 2017, 19:13:50
A design I created in megameklab refuses to load on subsequent sessions.

The mech in question was an upgrade of the primitive shadowhawk to introductory tech, which I made, printed, and saved successfully, but now when I attempt to load it, the program gives me an error that says "Unsupported tech level 1" and doesn't load the file.

Log is attached for what it's worth. I can't attach the mtf because of board rules.

EDIT: I also get the same error trying to load the SWD-2 Swordsman, when the only thing that was changed was altering its ruleset from unofficial to introductory. Because... well... it's an introductory tech mech.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 27 August 2017, 19:16:34
A design I created in megameklab refuses to load on subsequent sessions.

The mech in question was an upgrade of the primitive shadowhawk to introductory tech, which I made, printed, and saved successfully, but now when I attempt to load it, the program gives me an error that says "Unsupported tech level 1" and doesn't load the file.

Log is attached for what it's worth. I can't attach the mtf because of board rules.

You can change the MTF file extension to txt and post it here.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Liam's Ghost on 27 August 2017, 19:19:45
Shadow hawk:

Version:1.0
Shadow Hawk
SHD-1Rr

Config:Biped
TechBase:Inner Sphere
Era:2500
Rules Level:1

Mass:50
Engine:250 Fusion Engine(IS)
Structure:IS Standard
Myomer:Standard

Heat Sinks:10 Single
Walk MP:5
Jump MP:3

Armor:Standard(IS/Clan)
LA Armor:16
RA Armor:16
LT Armor:18
RT Armor:18
CT Armor:22
HD Armor:9
LL Armor:20
RL Armor:20
RTL Armor:6
RTR Armor:6
RTC Armor:9

Weapons:4
Medium Laser, Right Arm
AC/5, Left Torso
LRM 5, Right Torso
SRM 2, Head

Left Arm:
Shoulder
Upper Arm Actuator
Lower Arm Actuator
Hand Actuator
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-

Right Arm:
Shoulder
Upper Arm Actuator
Lower Arm Actuator
Hand Actuator
Medium Laser
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-

Left Torso:
Jump Jet
Autocannon/5
Autocannon/5
Autocannon/5
Autocannon/5
IS Ammo AC/5
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-

Right Torso:
Jump Jet
LRM 5
IS Ammo LRM-5
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-

Center Torso:
Fusion Engine
Fusion Engine
Fusion Engine
Gyro
Gyro
Gyro
Gyro
Fusion Engine
Fusion Engine
Fusion Engine
Jump Jet
IS Ammo SRM-2

Head:
Life Support
Sensors
Cockpit
SRM 2
Sensors
Life Support
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-

Left Leg:
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-

Right Leg:
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-


And the Swordsman:

Version:1.0
Swordsman
SWD-2

Config:Biped
TechBase:Inner Sphere
Era:2482
Source:XTRO Primitives IV - Age of War
Rules Level:1

Mass:40
Engine:160 Fusion Engine(IS)
Structure:IS Standard
Myomer:Standard

Heat Sinks:10 Single
Walk MP:4
Jump MP:0

Armor:Standard(Clan)
LA Armor:10
RA Armor:10
LT Armor:14
RT Armor:14
CT Armor:16
HD Armor:9
LL Armor:16
RL Armor:16
RTL Armor:5
RTR Armor:5
RTC Armor:5

Weapons:6
Medium Laser, Left Arm
Medium Laser, Right Arm
AC/5, Left Torso
LRM 5, Right Torso
SRM 4, Right Torso
Small Laser, Head

Left Arm:
Shoulder
Upper Arm Actuator
Lower Arm Actuator
Hand Actuator
Medium Laser
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-

Right Arm:
Shoulder
Upper Arm Actuator
Lower Arm Actuator
Hand Actuator
Medium Laser
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-

Left Torso:
Autocannon/5
Autocannon/5
Autocannon/5
Autocannon/5
IS Ammo AC/5
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-

Right Torso:
Heat Sink
LRM 5
SRM 4
IS Ammo LRM-5
IS Ammo SRM-4
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-

Center Torso:
Fusion Engine
Fusion Engine
Fusion Engine
Gyro
Gyro
Gyro
Gyro
Fusion Engine
Fusion Engine
Fusion Engine
Heat Sink
-Empty-

Head:
Life Support
Sensors
Cockpit
Small Laser
Sensors
Life Support
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-

Left Leg:
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Heat Sink
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-

Right Leg:
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Heat Sink
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-

EDIT: Okay, it appears the person who originally put in the swordsman gave it clan standard armor?  :-\

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).
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: neoancient 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Rince Wind 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!
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: MoleMan 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
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: pheonixstorm 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
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: bluedragon7 on 03 September 2017, 18:00:03
Can you do pirate points or LF batteries in mekHQ?
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: MoleMan on 04 September 2017, 05:59:20
Can you do pirate points or LF batteries in mekHQ?

Oh yeah! What a pain that was!
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Andras 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: BLOODWOLF 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Andras 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Jayof9s 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: TigerShark 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)
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: neoancient 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: mikecj on 05 September 2017, 20:30:25
Cool, thanks
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Kentares 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...
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: arlith 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Kentares 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Schugger 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)
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: pheonixstorm 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?
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: jh316 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: CDAT 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Rince Wind 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: pheonixstorm 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Schugger 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).
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: pheonixstorm 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: MoleMan 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.

Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: pheonixstorm 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
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Jayof9s 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: pheonixstorm on 25 September 2017, 14:55:25
For unofficial play yes, I was only stating RAW.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Wrangler on 09 October 2017, 19:13:48
<<deleted >>
<<Problem Resolved>>
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: The_Livewire 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: BLOODWOLF 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: The_Livewire 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. 
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: neoancient on 11 October 2017, 10:45:29
Use "Go up" to lift off the ground, just as with WiGE vehicles.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: The_Livewire 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
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: silverback on 11 October 2017, 12:30:17
Helicopters use the same system.

robert
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Ice_Trey 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?
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Wrangler on 15 November 2017, 10:19:58
3160? I'm surprised there any Republic at all by then.  #P
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Stormforge 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: 2ndAcr 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Liam's Ghost 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: 2ndAcr 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
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Liam's Ghost 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Wrangler 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: 2ndAcr 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: pheonixstorm 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: 2ndAcr 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
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: TS_Hawk on 01 December 2017, 23:48:00
Hey guys what is the best download source the SourceForge or got hub?
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: pheonixstorm on 02 December 2017, 00:38:02
GitHub is where everything moved to. I don't think sourceforge gets updated anymore.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: neoancient 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: 2ndAcr 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: pheonixstorm 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: 2ndAcr 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: PurpleDragon 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. 
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: 2ndAcr 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.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: bluedragon7 on 07 December 2017, 15:43:11
Organise your support in full companies, then they are not elegible for assignments
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: 2ndAcr on 07 December 2017, 22:16:00
 Yeah just started doing that. Another note, I just noticed in TR3057 the Achilles is fluffed as 2 Aerospace bays and 2 Small Craft bays (I only see the Aerospace bays in MekHQ) and the Intruder is fluffed as 2 small craft bays, MekHQ shows 2 Aerospace bays.
Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 07 December 2017, 22:34:21
Yeah just started doing that. Another note, I just noticed in TR3057 the Achilles is fluffed as 2 Aerospace bays and 2 Small Craft bays (I only see the Aerospace bays in MekHQ) and the Intruder is fluffed as 2 small craft bays, MekHQ shows 2 Aerospace bays.

LOTS of changes coming to DS in the next release and I mean lots.  Also this thread isn't for the most current release that is here

http://bg.battletech.com/forums/index.php?topic=58956.0;all

Title: Re: New Development Release 0.43.3 for Megamek, MegaMekLab, and MekHQ
Post by: 2ndAcr on 07 December 2017, 22:52:54
 Sorry Hammer, I forgot to say I was using 43.3

 Not the most current. I stay a release or 2 behind everyone...............until the DS stuff hits, then I will most definitely be using it. Much appreciated though