Author Topic: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ  (Read 10071 times)

neoancient

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #30 on: 03 October 2018, 08:36:00 »
It definitely needs some usability improvements. Keep in mind that you're working with a development snapshot and this is the state of the feature at the time the snapshot was packaged. This is not necessarily the final state of the feature.

monbvol

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #31 on: 03 October 2018, 19:18:41 »
Despite the serious need for quality of life improvements it is still in a state that I gladly offer poison of the dev's choice if they are ever in my area.

Sir Chaos

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #32 on: 04 October 2018, 02:07:26 »
Despite the serious need for quality of life improvements it is still in a state that I gladly offer poison of the dev's choice if they are ever in my area.

Same here. None of you guys will buy your own drinks while I am in the area.
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Schugger

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #33 on: 05 October 2018, 12:42:59 »
Same boat here, but you have to travel a bit and to drink Kölsch :D
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neoancient

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #34 on: 05 October 2018, 19:25:06 »
Same boat here, but you have to travel a bit and to drink Kölsch :D
Ich mag Kölsch.

Shin Ji

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #35 on: 24 October 2018, 17:59:12 »
Noticed something new, and not sure it's an error. When adding the 0.5 ton one shot primitive rocket launcher 10s, it automatically adds ammo for each one, weighing 1 ton and taking up a crit space. This seems to be the case in both MekHQ and MegaMekLab.

Schugger

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #36 on: 25 October 2018, 09:52:51 »
Ich mag Kölsch.

Than you are either a fellow colonian or an indeed rare breed ;)
Rarely do non-colonians like Kölsch, which is totally beyond me.
Invitation is still up, fire a me a message if you are up for it.
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Iceweb

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #37 on: 26 October 2018, 23:58:39 »
Is there a way to refuel ASF in HQ? 

I was playing with some of the new(to me atleast) rules that lets fighters use fuel for thrust (that seemed to make sense)  and the ASF don't seem to refuel between missions. 

I'm sure I'm missing something simple.

Schugger

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #38 on: 29 October 2018, 08:32:22 »
Is there a way to refuel ASF in HQ? 

I was playing with some of the new(to me atleast) rules that lets fighters use fuel for thrust (that seemed to make sense)  and the ASF don't seem to refuel between missions. 

I'm sure I'm missing something simple.

It happened too in an earlier version of MHQ. I thought they got rid of this bug.
If it's persistent you can edit your ASF in the MM lobby before entering the battle as an intermediate workaround.
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monbvol

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #39 on: 17 November 2018, 14:03:33 »
Something I've long suspected to be an error in MekHQ has been confirmed.

Refit/Customization times.

They take too long according to this thread.

The example I put on the bug tracker:

I come up with 1890 minute to take a 6R Wolverine to a 6M while MekHQ says 5505 minutes.

120 minutes to replace the AC-5 with a Large Laser
120 minutes to install a new Medium Laser
90 minutes to add armor
120 minutes to remove the AC-5 ammo
180 minutes to add 2 heatsinks

630 minutes * 3 for a class D refit= 1890 minutes total.

monbvol

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #40 on: 17 November 2018, 20:19:19 »
Well I need to admit I forgot that the 6M does move the Jump Jets and the SRM 6 ammo but MekHQ is still doing weird things that it doesn't need to and overcharging time for some items.

So with that in mind for the specific example chosen it should actually be:

120 minutes to replace the AC-5 with a Large Laser
120 minutes to install a new Medium Laser
90 minutes to add armor
120 minutes to remove the AC-5 ammo
120 minutes to move the SRM 6
120 minutes to move the SRM 6 ammo to the Right Torso
240 minutes(60 minutes*4) to remove the Jump Jets from the Legs
240 minutes(60 minutes*4) to add the Jump Jets to the Torsos
180 minutes to add 2 heatsinks

1,350 minutes*3 for a class D refit=4,050 minutes.

And I'm not sure you actually need to add time to change the SRM 6's placement as it isn't actually changing location or facing but I added in that extra 120 minutes to be safe.

monbvol

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #41 on: 17 November 2018, 21:03:41 »
Okay asked some clarifying questions and xotl came back with a reply here.

3,300 minutes of work to change a Wolverine 6R to a 6M is quite a bit shorter than the 5,505 minutes MekHQ has.

I can only imagine the headaches you guys will get trying to figure out how to get MekHQ to not make needless moves in refits.
« Last Edit: 17 November 2018, 21:41:40 by monbvol »

Hammer

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #42 on: 17 November 2018, 21:09:54 »
We are actually working with Xotl on the refit issue, but it's not a quick fix.
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monbvol

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #43 on: 17 November 2018, 21:47:21 »
*nod*

I'm not sure how you guys will actually get MekHQ to fully recognize when it needs to add time and when it doesn't and I'll admit the lack of an example with times actually listed did keep me from raising this issue sooner as I wasn't sure where the differences in my numbers and MekHQ's were coming from and that wouldn't help rectify the issue.

tunkeymicket

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #44 on: 21 November 2018, 21:44:00 »
*nod*

I'm not sure how you guys will actually get MekHQ to fully recognize when it needs to add time and when it doesn't and I'll admit the lack of an example with times actually listed did keep me from raising this issue sooner as I wasn't sure where the differences in my numbers and MekHQ's were coming from and that wouldn't help rectify the issue.
You'll see numbers much closer to correct in 0.45.2. I'm about 2/3 done with the calculation updates which will land in the next snapshot.

2ndAcr

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #45 on: 22 November 2018, 18:25:55 »
 I was playing with Mek Lab and noticed that a bunch of space stations and factories were using patchwork armor which it does not like at all in MekHQ. You cannot even select those designs to buy or view.

Hammer

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #46 on: 22 November 2018, 19:57:18 »
I was playing with Mek Lab and noticed that a bunch of space stations and factories were using patchwork armor which it does not like at all in MekHQ. You cannot even select those designs to buy or view.
Can you give me a couple of Examples. Doesn’t the problem exist in the 045.2 release?
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2ndAcr

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #47 on: 22 November 2018, 21:05:46 »
 I am away from my good internet and hot spotting off my phone over the holidays so have not downloaded the newest version.

 Olympus recharge station is one, all the factories also say patchwork armor, and the space habitats also have patchwork armor

neoancient

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #48 on: 23 November 2018, 13:45:07 »
Patchwork is what MML shows when there is no armor type assigned. It may be that the unit file has an armor value that is not legal for the unit. I won't have a chance to look at it until tomorrow but I suspect the unit file has standard mech/vee/fighter armor instead of aerospace armor, which is distinct as of the Interstellar Operations tech progression data.

imperator

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Re: New Development Snapshot 0.45.1 for Megamek, MegaMekLab, and MekHQ
« Reply #49 on: 25 December 2018, 20:50:43 »
I know its  months late, but thank you for all the work.  MegaMek keeps me sane while I have no internet on business trips.
Their is no problem Jump Jets and an assault class auto-cannon can't handle.

 

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