When I save my default print setting, SSW saves everything except the paper size. I always have to select A4 anew, when I start SSW.
I don't know if this has been mentioned previously, but sometimes when I am editing the fluff for a mech (specifically a weapon's manufacturer) and open a new mech, the weapon in the same position on the wepaon table for the newly opened mech will change its manufacturer to the one for whatever weapon I was editing in the previous mech. Currently using 0.6.73.
Cheers,
LCC
I tried submitting this through google groups, but they gave me a delivery failure notification. Oh well.
I've been playing around with improved jump jets recently, and found a bug in the export to MTF feature. If you export a 'mech using the button provided on the 'Fluff' tab, it works with no problems. The jump jet slots are labeled "ImprovedJump Jets", and they load into MegaMek just fine.
If you try to export a batch of 'mechs all at once, however, by adding them to a battle force on the 'Open Mech' screen, they are exported with "ISImprovedJump Jets", which are not valid equipment. Such MTF's won't load into MegaMek (or if illegal 'mechs are allowed, they load with no jump rating).
Got it, we had two seperate sets of code doing the MTF export, going to use the most recent (from SSW) and make it the common used one. Will be fixed in next release.
I've noticed that the only the "print preview" menu has the option to print sheets in the classical record sheet style. It would make work on BRG:3052 a lot quicker if I use the batch print to print/generate PDF all the mechs at once, rather than doing them one at a time using print preview.
Many thanks. Also, as a feature request, is it possible to add a checkbox that collapses all omni variants into a single entry on the 'Open' screen?
Heya ArcAngel,
Add the 'Mechs to the Force Dialog and then use it's print dialog to do the Recordsheet prints. It has the same option and can handle as many units as you want to add.
The only problem with this method is that you can't clear the piloting and gunnery. It forces you to have a value. If this isn't bothersome to you, it's an excellent way to print a pile of sheets at once.
How does one add capacitors to PPCs? I can't figure it out for the life of me.
Presumably, to clean up the clutter, since you can switch to any variant once the file is loaded anyway.
If you're an omni-phile like myself, one chassis can easily be take up a good half the screen.
Skyhigh,
What's the status on updates of equipment/mechs/units in Skunkwerks?
I'm doing a quick strike game in a couple weeks. It's going to be a combined arms game (tukayyid battle) and I need to figure out how to print out cards for the elementals, vehicles and C* infantry. Is that possible with the SSW software or am I making custom sheets for them...
Just a small quirk to note. When exporting files to MegaMek, an ER medium pulse laser is converted to two ER medium lasers.
What? Can you send me the .ssw file you are exporting? I have to see this =)
I'm not sure this is a bug, but when I tried to put a Chain whip on a arm without any hand actuators, the program informed me that I could not do -- that I had to have a hand to mount a chain whip. But I can't find anything in the rules about it. Is there a rule somewhere I missed?
Craig
It's been a while since I've made an OmniMech from scratch, how do I lock the chassis? It's not giving me the option.
Will IS partial wings be implemented in the next version?
...when I 'export to .mul', what exactly am I doing? What is that for?
A MUL is a unit list file that can be used in MegaMek to quickly load a set of forces for your games.
I apologized in advanced if this has been asked before: I noticed that the MiningMechs from RS MWDA are not in the Master list. Is it because it is an illegal build under Total Warfare rules? Was there any word/errata from TPTB about a legal build?
I noticed something odd when i add Apollo FCS & Artemis IV..........on the criticals screen everything checks out fine
(Apollo FCS on the MRM, Artemis on the LRM) but on the record sheet it shows the MRM with Artemis IV attached to it, sometimes its the other way around.......Apollo FCS on all the launchers on the record sheet, even though i have both FCS types checked.
Any chance we can get a version for vehicles someday?
One thing i noticed, when you select Patchwork armor, the record sheet doesn't indicate the armor type per location.
Nope it doesn't. It would only matter for specialty types like reflective etc right?What i'm saying is, say i add hardened armor to the head, then add ferro to the arms etc. the record sheet doesn't show this, it just says i used Patchwork armor
Yes
Who knows when...but it's already started.
Is there any way to assist with developing it?
Is it actually possible to create custom weaponry and equipment as in hmp?
My desk top and laptop computers are both running the latest versions of SSW, with the latest master libraries. for some reason though I can not get the program to recognize the omnimech files on my desktop. I seem to have no problem with my laptop though...
How ARE those back end changes coming? I get nervous when people don't update their news page (though I am patient, I am perfectly content to wait, it's not like I am pulling my hair out over vehicle design, now warship design, that's something I hate. . . how long till we get Solaris Shipyards?)
Are there any special characters in the literal path to your desktop? Any spaces? What if the master library is put into a folder directly off the c: drive? This is a limitation in how Java reads folder paths, and may also have something to do with how Windows shares the desktop. Try it in another location.
Since I am a mac user... no
I have a small, tiny, itsy-bitsy feature request:
Would it be possible to include an option to "flip" the left and right sides on the front-armour diagrams and the critical-hit diagrams?
It's something that is bothering me since I started playing Battletech in 1992. The rear-armour diagram shows it the right-way around, but the front-armour and critical-hit diagrams are both "mirrored". They are supposed to show the mech from the front, but the way the are laid out, they don't.
So, if possible... Would it be possible to include an option that would make left/right Torsos, Arms and Legs switch sides on the print-out?
Pretty, pretty please?
What is the literal path to that directory?
In Linux, I would use something like "/home/justin/games/battletech/ssw_master/". What happens if you put the files in a directory off the root? Something like "/test/"? Give that a try, if the Finder allows you to place directories at root level.
I am looking through the RATs you guys use for BFB. I am looking at incorporating user-created RATs in MM and I would like to make them consistent with your format if possible. I notice that the RATs are described as being in RUS format. Is that your terminology or did you adapt it from another source?
Is there any plan on adding the ability to make primitive mechs.......i see the primitive weapons are in.
RUS refers to the Random Unit Selector that Rick Raisley created as a free download. The file format matches what the RUS program uses. More info at http://heavymetalpro.com/RUS_Features.htm
I didn't see a reason to re-create a file format when there was already so much available. If you've got SSW downloaded then you can look in /data/tables to find all the files that BFB uses.
[rockon] Thanks Skyhigh
It's available now, you have to select Era Specific and then the 'Mech Type has an option for Primitive BattleMech.
I notice that the HVAC ranges in SSW dont match those given by Sarna. Which is the corect one? (I dont have my tac ops handy)Go with the stats in SSW, those are accurate (per Tac Ops), Sarna isn't going to always give you true stats on anything.
I have a quick question about the force lists. I started a force at home and saved it to my thumbdrive. Took it to work and did some work on it over lunch. When I got home and tried to open the .force file it says "Could not open force. Element type "warrior" must be followed by either attribute specifications, ">" or "/>". " Any ideas what went wrong? Both versions of SSW are the same 0.6.73.
SSW 0.6.74 Posted! http://www.solarisskunkwerks.com/downloads/SSW_0.6.74.zip?attredirects=0&d=1 (http://www.solarisskunkwerks.com/downloads/SSW_0.6.74.zip?attredirects=0&d=1)Very cool, [applause]
AddedUpdated
- IS Partial Wing per errata (Link (http://www.classicbattletech.com/forums/index.php/topic,415.msg27920.html#msg27920))
- Production/Game Era
This allows you to set what game era the 'Mech is part of including: Age of War, Star League, Early Succession War, Late Succession War, Clan Invasion, Civil War, Jihad, and Dark Ages.
Saves and Loads, is not used in any of the lists just yet.- Print sheet shows armor dots in the critical section for Modular Armor
A build needed to be done before I lost all track of what work I had done in the last few months. :)
- All Equipment
We found that changes I had made to MM names and a number of other small updates were done on an older version of the equipment list. So we had to go back to the last known good version, and update from there. So this change needs to be re-tested if you found a previous issue.- MM Names for
Enhanced LRM
Extended LRM
Cannons
BattleMech Taser- Updated Mech Mortars
- Updated Cargo containers
BFB Changes
- Moved Unit selection and Random selection to tabs on the main interface rather then in a separate dialog/window that pops up
Ok, i think something got broke in SSW 0.6.74......if i select any engine type besides fusion (light, xl, xxl), it pops up a box saying that "selected weapon cannot be mounted, requires a fusion engine" does this regardless of the weapon type
...when i switch to fuel-cell an then try to add a weapon, it pops up a box saying (insert weapon here) may not be mounted, requires fusion engine, i switch back to a fusion engine and everything works just fine.....
Which weapon(s) are you trying to add while using a Fuel Cell? There are a lot of weapons that DO require a fusion engine to be usable.Its all weapons.......ballistic, missile, laser........even the rocket launchers.
I'm getting this same error. It throws the error even if you try to mount ballistics, which don't require a nuclear engine.Ok, good, its not just me then
Thanks Sartris,
Can you send me the file you were working on that was showing the tonnage added without the wing? I've got a potential fix in and need to check it out.
BTW: I noticed SAW was added to the file, is this a working vehicle designer now.
EDIT: Oh, man SAW doesn't work.
Just got the new fix.....works great
BTW: I noticed SAW was added to the file, is this a working vehicle designer now.
EDIT: Oh, man SAW doesn't work.
Doh! That wasn't supposed to be in there ... that's just a very rough and early setup of the form.;D Ah, well, i gives us an idea of what its going to look like.
I can't tell ya how much I'm looking forward to SAW working. There are so many VTOL's and hovercraft out there that need building.
I found a bug with the MTF export feature. Mechanical Jump Boosters are being exported as simply "IS", which isn't even close to a valid name for ANY piece of equipment. The proper MegaMek term is just "Jump Booster". Unfortunately, MegaMek has problems of its own regarding jump boosters that exceed a 'mechs walking MP, but I've already made a post regarding that.
Armor Pts 282 PATCHWORK
Head (9) Hrdnd
Left Torso (24) FF Right Torso (24) FF
Normal Armor Diagram
Left Arm (18) Std Left Arm (18 Std)
Sent feature request for the Patchwork armor type notation on the SSW page. There really needs to be a way to tell which locations have what armor.Yup saw that, in fact I worked on this today
Thats perfect. [rockon]
I would move the Patchwork up to the Armor Points so its not so lost in the clutter, but thats just me being picky.
apologies if this has been covered and I missed it, but is there any way to get double armor boxes for hardened armor?
We don't have anything specific for Hardened armor yet...still not sure how best to represent that and just doubling the armor is problematic too. I'll chew on it and see what I can come up with.even just larger bubbles would help
Yup saw that, in fact I worked on this todayNice job Skyhigh
Not final but feeling pretty good about: http://dl.dropbox.com/u/4881448/Spindrift%20Aquatic%20SecurityMech%20SDT-1.pdf (http://dl.dropbox.com/u/4881448/Spindrift%20Aquatic%20SecurityMech%20SDT-1.pdf) and http://dl.dropbox.com/u/4881448/Victor%20VTR-9K2%20St.pdf (http://dl.dropbox.com/u/4881448/Victor%20VTR-9K2%20St.pdf)
We don't have anything specific for Hardened armor yet...still not sure how best to represent that and just doubling the armor is problematic too. I'll chew on it and see what I can come up with.
Bubble with a line down the middle?If the issue is with the large size of the pen tips, I would say ovals with lines down the middle or a pair of bubbles that partially overlap, something you can easily fill in half of.
You also need to include space for BAR rating, if BAR-rated armor is used for patchwork.
Small Lasers don't affect the weight of power amplifiers, but ER Small Lasers do.
Being half a ton, shouldn't the ERSL be able to be fitted without a power amplifier?
I noticed that the clan HAG is taking advantage of the TC, this needs a fix, cluster weapons can't use the TC
(example: Silver-Bullet Gauss rifle)
Since you have included a new function for fluff era availability, could you update it with the Eras as written in the MUL? That would be great :)
2 Pages of checking the MUL `Mech data down, 149 to go.
Basically its involving fixing the availability date (And we're going to have to add a new one), checking the BV (Going to have to hand crunch the Albatross (Dantalion), the MUL seems wrong), and fixing the names. Not sure why the Annihilator Bryan "Gausszilla" had to become the Annihilator C "Gausszilla"
So that's going to take a bit. On the other hand, at this point since its been so long, I'm perfectly fine with releasing a "beta" Master List as it were, before I fix all the Era eras, sometime soon.
is there a function in SSW for adding half and quarter tons of ammo for weapons other than MGs, as there was in HMP?You have to check the "Use Fractional Accounting" box.......then you can right click on the ammo and it will have an option for reducing the ammo shots
I always liked that function, better to have a few more missile flights or autocannon salvos than an extra SL
I know the feeling. I did all those unit name changes for MM. For more than just Mechs ;)
- Printing is taking 20+ minutes for 10+ sheets.
Updated Auto-image match to improve performance, cleaned up Print dialog to not call the print setup so often. 18 pages now takes 1 min
I really like this one. I usually prepare the Mech lists for events on conventions where I'm involved in the organization. I print them as PDF and send them to someone who has a laser printer. This will make it far less time consuming. Thank you :)
Yeah this came about because of my own annoyance. I forgot to setup a game last week so I tried to do it last minute and after 20 minutes of spooling I got mad and dug into the code the next day. The Actual printing is still up to the printer you have...but spooling is a LOT faster.
You have to check the "Use Fractional Accounting" box.......then you can right click on the ammo and it will have an option for reducing the ammo shots
Very nice. Thanks for the quick work.
- On patchwork armor there is no clear way to tell which kind of armor each location has. On some armors which require crits you can tell by looking at the critical hit table. But when mixing hardened and standard armor the bubbles and crits are not different in any way.
Added code to include an armor type when using Patchwork
Do you want to know the format for saving patchwork armor to MTF?
Okay, this one is still bothering me, how do you get the mechs' era to print instead of the exact date?
Absolutely, I haven't looked to see if/how we are doing it now but knowing what MM needs would definitely help. If you want to do via email you can get me at skyhigh@solarisskunkwerks.com
Shucks, was I the only guy taking advantage of that and the ability to mount Artemis in the head for CT-mounted launchers?
Oh...i havent upgraded to 6.74 for fear of file overwrites, and the UMUs in the old version seems to be generating heat like jump jets. Do they generate X2 heat with XXL engines?
I notice that the RS 3085 does not separate Cutting Edge units into IS & Clan sections?
I'm curious...will SSW incorporate LAM construction in the future?
I do not get the new restrictions on structural and armour tech on LAMs, i can see limitations on refits and mods, but for a new build it shouldn't be a problem.
BTW- We're on 6.75 now
If the rules say for them to, they probably do. I seem to recall Skyhigh cursing over the programming for them (And I'll have to point out that the XXL engine rules don't mention UMU's specifically interestingly enough. Needless to say, however, it is calculating the max heat correctly (I just checked).
The problem is we don't really KNOW what those restrictions are. It seems counterproductive to code when everything would be guesswork.
The problem is we don't really KNOW what those restrictions are. It seems counterproductive to code when everything would be guesswork.
I may be mistaken, or this could be a bug, but I thought you could mount a Clan ERPPC with a spheroid capacitor? can't seem to do this.
Technically you can. Atleast I can with 6.75. Set the design to Experimental, Mixed Tech, Clan Invasion, and you should have the option of adding the Capacitor to the Clan ERPPC.
It was handled that way since MixedTech does away with all the Clan/IS tech problems, IIRC.
Theres a bug when i try to add PPCs to my 50-ton custom OmniMech. It wont accept the PPCs to the arms unless those arms dont have lower arm actuator and hand.
Bug; playing around with fractional accounting and cargo space as a way to use up spare tonnage and SSW does not seem to want me to allocate fractional cargo space, it rounds to the nearest half ton.
for example: I want to fill 0.312 tons of void space, but it won't allocate less than .5 tons
or if I want 0.6 tons, it gives me a full ton.
I am away from my books right now, so I don't know if cargos space is allocated in full and half-tons only, but this seems a natural extension of fractional accounting rules to me.
Did you make sure your 'era' is Clan Invasion or after?
Yes.
What version are you running? Using 0.6.75 setting Experimental and Clan Invasion I get the option.
Also placed a feature request to conceal e-mail addresses on the reported bugs and feature page.
Would it be possible to add a mass export function to the load mech's menu? If I want to export an omni's configs I have to open each one individually.
Export to what? MTF? HTML and Text will always do all the configs I believe.
Hand held weapons are sort of an odd duck. They almost need to be handled by a different program.
I don't pretend to understand the mechanics myself so well, as I understand it, they make your mech slower, but they seem a natureal add-on for some on the unseens, you know the one's i'm talking about ;)
I keep getting the below error when I attempt to load a mech in Skunkwerks.Have you tried telling it the current folder where your 'Mech sheets reside? There's a Change Directory icon (looks like two folders) which will let you tell it where to find the files when you choose Open.
I have removed all visible skunkwerks material from my pc, redownloaded all new files, uninstalled and reinstalled java. Removed every preference file I could find for both programs and this still appears.
(http://farm6.static.flickr.com/5141/5743107466_73e2d16a96.jpg) (http://www.flickr.com/photos/dahtac/5743107466/)
It's probably something silly that I am missing but it would be great if anyone could point me in the right direction.
It is also worth mentioning that the file path in the picture above bears no resemblance to the file path I have added to skunkwerks for my mech directory.
Cheers
I keep getting the below error when I attempt to load a mech in Skunkwerks.
(http://farm6.static.flickr.com/5141/5743107466_73e2d16a96.jpg) (http://www.flickr.com/photos/dahtac/5743107466/)
If you are on a windows computer the preferences are stored in the registry at HKEY_CURRENT_USER\Software\JavaSoft\com\sswsuite\ssw so uninstalling and reinstalling won't remove those (since it's not really an install process).
All you should need to do is load up SSW, File | Open, then on this dialog there is an icon in the upper left that is two folders, click that to set the folder that SSW should look in. I think this is what is wrong. Change that and it will refresh your Mech listing and should load just fine.
If you are still having issues email me direct at skyhigh@solarisskunkwerks.com.
Not a bug per se, but I noticed when you use a Heavy duty gyro it doesn't add a third critical hit circle, and electronics don't list their ranges.
Torso-mounted cockpits don't seem to be an option for Clan mechs even though TacOps says it's available to both clans.
True, I do not have the print programming adding any extra circles. For the electronics which type are you specifically trying to use that you expect to see ranges on?TAG, ECM and Active probes all have ranges. It's probably most relevant to TAG since you need to make to-hit rolls to use it.
Very strange, I see that it is setup for both tech bases, will dig in.I could have sworn it worked in 0.6.70, but I can't find any evidence it did.
I need to do a new build sometime soon as there are a number of changes that I have in the system. So keep an eye out for a new build this week.
Very strange, I see that it is setup for both tech bases, will dig in.I could have sworn it worked in 0.6.70, but I can't find any evidence it did.
Looks good, trying out the custom weapons (trying to add some custom equipment) and I can't seem to get it to work.First off, what's the "NumExceptions" on the equipment page?EDIT, figured that one out, but still can't get my equipment to show up. I even tried copying an existing equipment into my customequipment file and just changing the name to see if it was a problem with my settings, but still no luck. The Binconvert says it's converting 2 equipment and it makes the .dat file, but it doesn't seem to load when I restart SSW.
email and files awayLOL, doh, figured out why it doesn't work. I did not update the loaders for Physicals, Ammo, and Equipment...they are all trying to use the Weapons loader which fails.
LOL, doh, figured out why it doesn't work. I did not update the loaders for Physicals, Ammo, and Equipment...they are all trying to use the Weapons loader which fails.haha, makes sense. I was busy trying to figure out what I did wrong in my input.
I've got it fixed in dev, will e-mail you a dev build so you can help test.
There's no SSW master file folder. if I import the one from .73 will it work?Technically you don't need that specific folder, you can choose any folder location.
There's no SSW master file folder. if I import the one from .73 will it work?
MG Array (4 Machine Gun) :: 0.0/0.0/0.0/0.0 [0.0]
Machine Gun :: 2.0/0.0/0.0/0.0 [0.0]
Machine Gun :: 2.0/0.0/0.0/0.0 [0.0]
Machine Gun :: 2.0/0.0/0.0/0.0 [0.0]
Machine Gun :: 2.0/0.0/0.0/0.0 [0.0]
Short: 1 - 1 = 0
Base
Base: 8.00/0.00/0.00/0.00
BF: 1/0/0/0
also; the lack of support for hand-held weapons; does that warrant a bug report? nothing is broken in that case, it's just not there yet.
ER Large Laser :: 11.0/11.0/11.0/11.0 [12.0]
LRM-15 :: 13.860000000000001/13.860000000000001/13.860000000000001/0.0 [5.0]
LRM-15 :: 13.860000000000001/13.860000000000001/13.860000000000001/0.0 [5.0]
LRM-15 :: 13.860000000000001/13.860000000000001/13.860000000000001/0.0 [5.0]
LRM-15 :: 13.860000000000001/13.860000000000001/13.860000000000001/0.0 [5.0]
ER Medium Laser :: 7.700000000000001/7.700000000000001/0.0/0.0 [5.0]
Medium: 6 - 7 = -1
Base
Base: 74.14/74.14/66.44/11.00
Heat: 51.00/51.00/46.00/8.00
BF: 4/4/4/1
Separate Damage: false
Not enough ammo for all of the launchers (6 launchers with 0 total ammo; needs 60)
AC
Base: 0.00/0.00/0.00/0.00
Heat: 0.00/0.00/0.00/0.00
BF: 0/0/0/0
Separate Damage: false
LRM
Base: 0.00/0.00/0.00/0.00
Heat: 0.00/0.00/0.00/0.00
BF: 0/0/0/0
Separate Damage: false
SRM
Base: 0.00/0.00/0.00/0.00
Heat: 0.00/0.00/0.00/0.00
BF: 0/0/0/0
Separate Damage: false
IF
Base: 55.44/55.44/55.44/0.00
Heat: 39.00/39.00/39.00/0.00
BF: 3/3/3/0
Separate Damage: false
Not enough ammo for all of the launchers (4 launchers with 0 total ammo; needs 40)
FLK
Base: 0.00/0.00/0.00/0.00
Heat: 0.00/0.00/0.00/0.00
BF: 0/0/0/0
Separate Damage: false
Heat: Dissipation (32) < Max (35) [Max-4]
Adjusted
Base: 74.14/74.14/66.44/11.00
Heat: 68.00/68.00/61.00/11.00
BF: 7/7/7/2
Separate Damage: false
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 24
4 7 7 7 0 3 0 Structure: 3
Special Abilities: OMNI, SRCH, ES, SOA, IF 3
Just found another BF calculation/reporting bug. I have a design that says the damage profile is 7/7/7/2 based on the calculations in Conversion Steps, but it is reported as 7/7/7/0 in the TRO output and in the Battleforce Stats block.
Mech's do not get an Extreme Range value. Not sure why it shows up in the calcs with values.
i don't know about that, because, in the stats at least the Long Tom Cannon gets an extreme range bracket
If you look up the "Determine Range" section and tables in the BF basic rules chapter (StratOps pages 226/7), you'll find that under those rules only aerospace elements use the "extreme" range bracket; ground units only get to fire out to long range, even if their weapons would notionally reach farther. The advanced rules in the next chapter then add an extreme range band to ground elements as well.
Mech's do not get an Extreme Range value. Not sure why it shows up in the calcs with values.Maybe because the unit I was working on was mixed tech and using experimental rules. I'll check later when I'm back at my computer. Is the MG array issue I mentioned in an earlier post also a BF rule or is it a bug?
Maybe because the unit I was working on was mixed tech and using experimental rules. I'll check later when I'm back at my computer. Is the MG array issue I mentioned in an earlier post also a BF rule or is it a bug?
Cheers,
LCC
also; Question would the spread sheet editing meathod for custom weapons also work with changing the stats of cannon weapons? would it work retroactively on all designs with those weapons which were accessed?
I looked into Quick Strike Card printouts and noticed that, when I tried to print a Mad Cat II, the preview showed no damage, no movement, no armor, no structure... pretty much nothing, aside from pilot skill and 'Mech image.
When I tried it with a Marauder, it worked perfectly. Same goes for the Marauder IIC and a lot of other units. I have no idea, what makes the Mad Cat II so special...
Erm quick question, how do I activate my force's C3... quickly? It seems like opening each unit and modding them to have it active works... but this is a quality of life question. Annnd I have a regiment of stuff to print and that takes forever :D
So, I'll ask the uncomfortable question that programmers will hate me for.
How exactly will SSW attempt to handle the tech advancement table found in the back of TRO: Prototypes? ;D
Era specific, maybe? As 3090 is reached, add in an era there, and then have all that stuff move down (experimental to advanced or tournament legal, as appropriate)?
Curious: What is the source box for in the general info pane? To describe where it was taken from, for example a Technical Readout?
Or in the case of customs, I generally enter the name of whichever degenerate in my group came up with the design :DThe Rifles are era-specific tech so you have to set the era to one of Age of War/Star League, Succession Wars, or All-eras (non-cannon).
Quick question while I'm here: Does SSW not have Rifles? I couldn't find them in the ballistic weapon tab with the tech level set to experimental.
The Rifles are era-specific tech so you have to set the era to one of Age of War/Star League, Succession Wars, or All-eras (non-cannon).
The Rifles are era-specific tech so you have to set the era to one of Age of War/Star League, Succession Wars, or All-eras (non-cannon).
I was doing just that, Dark =)
When I highlight PPCS, ammunition, or ballistic weapons, the buttons don't light up. Right clicking for the menu gives me "Details" and "Remove Item", and that's it.
The buttons in the bottom right hand side are grayed out except for Compact and Clear.
Fortunately, Dread's solution seems to have fixed things.
I'm still confused why missile launchers would auto and ppcs and autocannons wouldn't :o
Well, they were era-specific weapons previous to TRO: Prototypes (much like the 12 point enhanced ER PPC). So, that's why they were filed there. As to what they'll do now that said tech has changed? No clue. Maelwys already mentioned they're discussing that. :)
But yes, you do need to set it to era-specific to find rifles.
Availability rating (and eras) need some serious clean up on the CGL side. I don't think that's going to happen though. TRO: Prototypes muddies the water even further (and don't get me wrong, I absolutely think that advancing the tech was needed and beneficial). But TRO: 3085 gets called into serious question now, considering how much of the tech was available before the units in 3085 were still on the drawing board. Why more of that tech didn't show up there doesn't really make a lot of sense. Simply having all that tech advancing after 3085 would have made things a lot clearer.The reason it fits better in TRO:P is that those units are fluffed (in general, not specifically for every unit) as being lower production and the first ones to feature the new standard tournament-level versions of these weapons and equipment.
Hey Stormfury, to find out if it's an issue with SSW itself take a look in your SSW directory for a /logs/SSW_Log.txt file and we can see if there is an error in there.
Unit Restrictions: Only Combat and Support Vehicles and fighter units using non-fusion/non-fission engine types may install power amplifiers.
Power Amplifiers: IndustrialMechs powered by ICE or Fuel Cell engines may carry heavy energy weapons such as lasers and PPCs, but to do so, they must also mount power amplifiers in the same manner as ICE-powered vehicles do (see p. 107). Power amplifiers weigh 10 percent of the weight of the energy weapons carried (rounded up to the nearest half-ton), but take up no critical space on the IndustrialMech's record sheet.
I was playing around with primitives and it looks like only the primitive fusion engines have been coded in for the battlemechs. Per Jihad Secrets p 144 and 145, ICE, fuel cells, and fission engines should be available to primitive battlemechs as well as for industrialmechs.
Edit: I also seem to be able to put energy weapons on my ICE 'Mechs, though they should require power amplifiers. Is there a way to add power amplifiers that I missed?
Java 1, Java 2?
MM and SSW both use Java 6...
It never says that the engine choices are changed, and the only engine choice for BattleMechs are Fusion engines (see TM).
Okay, but I think you're getting hung up on the letter of the law, rather than the spirit of the law.
Rules are rules, especially in a game.
You've misread it: according to the errata it is supposed to be 7 tons, so SSW is right. It's just TechManual that's screwed up.Thanks Xotl for the correction......
Rule of thump here: If Yahoo wants you to do anything, do the exact opposite, you will usually be better off.It wants me to register, so I guess I should not? :D
3: expect solaris armor werks?
And this has probably been asked in here before, but when can we:
1: Expect the next update?
2: Expect the updated rule-levels for the various pieces of equipment based on the chart at the back of TRO: Prototypes?
2A: subquestion: is it something that can easily be added/changed, or does it require major recoding?
Also is there a chance to get battletech balancer to let use input non-mech units even if we can't edit them? Hell I'd be fine with having to manually enter a unit's bv and flagging bv affecting equipment as long as I don't have to spend hours with a notepad and calculator mapping out all my options.lagging bv affecting equipment as long as I don't have to spend hours with a notepad and calculator mapping out all my options. out all my options.
Any chance of us getting the new equipment from the WoR? I want me my Nova CEWS!Use Custom Equipment.
Any chance of us getting the new equipment from the WoR? I want me my Nova CEWS!
Moratorium would apply for those. Usually, that means the date of the print publication (which is still a few weeks away) plus two months. That's how sarna and MM handle it and the SSW team used more or less the same rules so far.Which I assume will also be valid for the tech advancement in the back of TRO:Prototypes?
Which I assume will also be valid for the tech advancement in the back of TRO:Prototypes?
Use Custom Equipment.
Any chance of us getting the new equipment from the WoR? I want me my Nova CEWS!
Any reason why Arrow IV Launchers are a no-go for Clanners when using restrict availability by year (running 6.76). It seems it has extinction date set at 0 rather then N/A. Same as Vehicle Flamers.
How dose one add Custom Equipment?Take a look here: http://www.solarisskunkwerks.com/custom-weapons and some of the SSW guys can help you out figuring out any problems you might have. I did mine a while ago and have forgotten how ;D
A sword’s weight (in tons) is equal to the ‘Mech’s tonnage, divided by 20 (rounded up to the nearest whole number).
Has there been an errata on how Sword weights are calculated, or does SSW do it wrong?
Tech manual says:
Now for a 45 ton mech (Beowulf BEO-14), that would be 45/20 = 2.25 tons, rounded up to 3 tons, but SSW gives 2.5 ton. What is even more confusing is that doing it according to TM makes the mech 0.5 ton overweight, while doing it as SSW does now with a 2.5 ton sword makes the design legal. I have tried to search the erratas but have not found anything.
Yes, there has been errata (you will probably have to search the archives for it). Swords have always been half ton weapons, the text in TM was an error.
Anyone know why Null-Signature seems to let you mount Targeting Computers in this?SSW will not stop you from adding a TC after you've added null-sig. It will stop you from adding a Null/Void-Signature System if the mech already has a TC. Sounds like a bug to me.
I can't for the life of me find it anywhere and I'm sure I'm being an idiot about it, but how do I edit which little gif image my custom mechs get stuck with? I've managed to figure out how to edit the gif themselves, I just want to choose what my mechs look like now is all. Because seriously, every mech I brought into the last battle looked like an old school rifleman. Made things very confusing. Every single assault mech I make also looks like an Atlas.
exact "Griffin GRF-1N" "griffin1N.gif"
This is for a sprite you want to use with a specific variant (in case you want your 5J variant to look different from your 5H variant) In our example, only the 1N will use that sprite; a 1S (or even a Royal 1Nb) won't.chassis "Griffin" "griffin.gif"
This is for a sprite you want to use generally (say you have eight variants of the same 'Mech, or Omni configs, and don't want to sprite up each of them.) Any variant you use with the name (in this case Griffin) will use that sprite.ok, one more issue (for now haha)
when I made my custom .gif/sprite whatever it's called, it works great except there is a blue blob around it in the game. What kind of background are you putting on it to make it match the color of the camo you choose and not have the background like the sprites that come with the game?
I should have new `Mech files up to bring SSW up to date all the way to just before 3090 rather soon.
Try making the gif's background (the bits "outside" the sprite) transparent (zero opacity.) The bits "inside" the sprite should be white.
Cool thanks. I don't see anything in MSPaint that has anything for transparency, so I'll draw the pixels in paint and then transport it over to Illustrator and mess with the fills and opacity.
On a related note... I have only been using Blacks, whites, and gray tones when I make the sprites, but after I play a game and exit out the sprite suddenly has purples and pinks in it. None of the other sprites do this. I know I know, user error, lol. Got anymore suggestions for an obnoxious fan of MegaMek?
Pink and purple? I can't say for certain, but it sounds like you're saving the file with full colour options and getting compression artifacts. Try using Illustrator (not Paint) to greyscale the image before saving.
thank you again. I figured I'd do Paint first just for the ease of the pixels. But Illustrator is more my specialty (well was a few years ago, I can use the practice) so thanks for all of the help. Hope I haven't been too annoying.
how long till we get Solaris Shipyards?)
Missed that one in my post. At SOME POINT in the future I will consider making those back-end changes, or helping Skyhigh if he decides to take them on. There are a few things I want to complete first, things that I had promised very early and never got to. Either way, those changes will need to take place in order for us to move forward with the same codebase.
Couple of things I noticed today:
1. Unless I'm missing a rule somewhere, it seems like I should be able to, for example, add Artemis V to the Flamberge. It has fixed SRM-6s and fixed endo steel in the slots below them, but I'm pretty sure Artemis IV and V only have to be "in the same location" as the launcher. It would be nice if there was an easy way to do this, perhaps something a bit more like the supercharger, where it's stuck in a location but can be moved within it.
2. For some reason, I can't add laser insulators to IS lasers, only Clan. According to TO, it's available to both tech bases.
All on SSW 0.6.76
The Artemis needs to be in the same location as the launcher. If there are not enough crit slots in that location you can't add pod Artemis to that fixed launcher.I know that. However, the Artemis doesn't have to be in the slots directly below the launcher. The Flamberge has fixed ES crits there, and SSW won't let you add Artemis.
Any guesstimate when we will see super heavy rules included in SSW ?
sweet!They don't have extra crits, that's the thing. Instead, hings use less crits.
But if, as I see from other posts the super-heavies have extra crits, won't that be difficult to implement?
equipment takes up less space on super-heavies? that would be even harder to model in a program I should think, with my totaly lack of any programming experience.
No, it's actually very easy to program. Nothing more than a single modifier that needs to be implemented.
are you on the dev team DarkISI?
No, but I know how to program.
Currently, the crit requirements are saved in an array. You could either create a new array, by simply running a modifier over the old one or use the old one and run a modifier over it, whenever a Super Heavy Mech is build.
Any chance of megameklab being updated for SHmeks?
Please :)
No, it's actually very easy to program. Nothing more than a single modifier that needs to be implemented.
"My liege, he is but one man. What can one man possibly do?"
Does it happen to include the Centurion?I haven't gotten my copy of Final Reckoning yet, I'm one of those weird ones that like paper. Once I do I'll update again for that equipment as well.
The only thing lacking in that weapon's info is the C-Bill cost.
I just verified that if you save them as equipment.dat or weapons.dat that SSW will operate correctly and show the updated gear. Not sure why they are showing as index.php but we have a work around.I haven't gotten my copy of Final Reckoning yet, I'm one of those weird ones that like paper. Once I do I'll update again for that equipment as well.
I haven't gotten my copy of Final Reckoning yet, I'm one of those weird ones that like paper. Once I do I'll update again for that equipment as well.Centurion is from Jihad Conspiracies: Interstellar Players 2.
how do i add weapons to a mech turret?
I had thought this worked automatically, with the turret considered part of the IS, I now see I was wrong...
I've updated my copy of SSW to include the new gear from WoR and attached the modified copies of the weapon and equipment files from SSW. Copy them to SSW\Data\Equipment and you should have iATMs and the Nova CEWS for use.
Patiently waiting for Super Heavy and Machina Dominai to be implemented. But I know I'm the only one, lol :P
Patiently waiting for Super Heavy and Machina Dominai to be implemented. But I know I'm the only one, lol :P
(bolded relevant portion) No, you are not.
Eh, only really care about the Super-Heavies being implemented.
Don't care about the Deus Machina.
LRMs, Superheavies, and Machina Domini all need to be implemented, to be sure.
LRMs, Superheavies, and Machina Domini all need to be implemented, to be sure.
One thing a friend of mine noticed - The record sheets for the 3025 era unseens aren't in the current SSW master file. They were in RS: PUu, but they were moved into 3039U rather than 3085U PP, and the current 3039 folder doesn't have them.
Eh, only really care about the Super-Heavies being implemented.Deus Machina would be nice, but I agree that Super-Heavies will be great (way beyond nice).
Don't care about the Deus Machina.
Eh, only really care about the Super-Heavies being implemented.Super heavis i know, whats the Deus Machina?
Don't care about the Deus Machina.
It's actually Machina Domini, a WoB prototype system where a Manei Domini in Battlearmour can control a Mech via an advanced DNI system in a special torso-mounted cockpit. The 'mech doesn't need a gyro and the pilot has some different abilities over regular MD.
Gets an additional -1 bonus to Piloting and Gunnery rolls in addition tot he normal VDNI bonus,
gets any one SPA from AToW without worrying about pre-requisites.
and, if they are forced to eject, they get to run around in their PAL suit and kill people.
It's not torso mounted.
It's actually Machina Domini, a WoB prototype system where a Manei Domini in Battlearmour can control a Mech via an advanced DNI system in a special torso-mounted cockpit. The 'mech doesn't need a gyro and the pilot has some different abilities over regular MD.
Super heavis i know, whats the Deus Machina?Abbreviated form of Deus ex Machina, which is a plot device whereby a seemingly inextricable problem is suddenly and abruptly solved with the contrived and unexpected intervention of some new event, character, ability, or object.
Wait...a torso-mounted cockpit you can actually eject from? I'd call that right there the real breakthrough.Unbound has images of one doing that...
Abbreviated form of Deus ex Machina, which is a plot device whereby a seemingly inextricable problem is suddenly and abruptly solved with the contrived and unexpected intervention of some new event, character, ability, or object.Unbound has images of one doing that...Yeah. I rememebr the images from Unbound. Altho on the topic of Deus Ex Machina, I've always felt thatthe MDs are a slivr of it. What book is this stuff in anyhow?
Okay, time for a quick "Is Maelwys losing his mind" check.
If someone has 3055Uu, can they do up the Behemoth (Stone Rhino) 5 and see if they can get it to come out?
I get it coming up as using 262 armor as listed on the RS, which causes the BV to come in at 2,151. Adding the 2 points of armor its short brings it up to the 2,157 BV listed on the RS. I think 2 points got left off the armor diagram, but the BV was calculated as if they were included.
Cheers,
LCC
..are there any plans to ever introduce some of the technology introduced in Jihad: Final Reconing (e.g. Superheavies, Interface cockpits, and Drones)?
Sure, no idea when they'll be done but I had already started on one of the new cockpit types.
Sure, no idea when they'll be done but I had already started on one of the new cockpit types.
Forget that, more work on the Vee and Aero ;DHere here! [cheers]
Forget that, more work on the Vee and Aero ;D
More interesting is the fact that the Epimetheus seems to be a full fledged Omni now.
So I saw the 6.77 update, and was midly disappointed that there was no Wars of Reaving equipment. will that be in 6.78?
Have they posted errata on the stats for the equipment? Last I checked they needed some errata, but I think we can work the stats in soon perhaps (along with the Centurion, if I can find all the stats for that).
Are there more modern stats or a record sheet for this anywhere?
I believe that the Centurion is in Interstellar Players 2.
Have they posted errata on the stats for the equipment? Last I checked they needed some errata, but I think we can work the stats in soon perhaps (along with the Centurion, if I can find all the stats for that).I was not aware there was an erratta for the Nova CEWS or iATMs I will look into that.
So I saw the 6.77 update, and was midly disappointed that there was no Wars of Reaving equipment. will that be in 6.78?Depends on what update will be some 6 months after the print edition of WoR.
Are there more modern stats or a record sheet for this anywhere?Latest update of the RS3055UUUU.
Most of them. Has there ever been a cost associated with the system?None in C-Bills, I even asked about that at the lead developers.
Didn't TPTB state that the Centurion is the type of equipment that is so rare that the buyer can basically ask any price they want?
Haven't picked up the new version yet, but I am hoping you fixed the problem with SSW saying it can't allocate crits to partial wings on mechs with weight saving engine types (tried to make the experimental cougar)
I did a look through the bugs because I was about to just add a note for shields, and I noticed MD cockpits. perhaps add 'No Gyro' as a gyro option when using experimental tech and only allow it to be selected if a MD cockpit is added, rather than doing a prompt to remove the gyro when a MD cockpit is added?
There's also a Smart Robotic Control System in Interstellar Players 2 that might need adding.
Posted it in the feature request tracker a few days ago, btw.
Hmm, what version are you using? I don't think I've seen that bug in forever (and I just tried to add a Partial Wing to an XL engine mech and it worked fine on both the newest version and the last version).Pretty sure it was the previous version unless the other files and logs got updated and somehow the core program didn't. Who knows, I'll bug report it if I still have the problem.
I am a little confused about what you're saying about the shields however. I'm not seeing anything that states that not having those actuators reduces the DC and DA, just that hits to those actuators reduces the values (though I did not another piece of errata to add)I asked in the dev forum about that, and Welshman said that construction the mech without the actuators has the same effect as if the mech had those actuators and they were damaged. I'll be adding it to the errata thread once I have him confirm it affects both DA and DC. see here (http://bg.battletech.com/forums/index.php/topic,14577.0.html). I'll just bug report it when it goes into errata.
I was more worried about the fact that page 201 states iATMs are Experimental tech, while page 202 states they're Advanced :)
And the cost of Nova CEWS, which is listed as 1,1100,000.
Traditional notation for cost is X,XXX,XXX
Not X,XXXX,XXX
So is that 11,100,000?
1,100,000?
1,110,000?
1. Equipment almost all mechs have but don't have any effect in most QS games does not show up on the cards? (SRCH, SOA, SEAL, ES, ...)
2. All armor and internal armor points get doubled on the cards?
Yes I figured the sections are positioned absolutely, but maybe I can just place it down 4 lines, as that is the space that has become free now.
I want to double the armor values because while I think QuickStrike is awesome as a way to fight big battles in two hours or less, I like to play campaigns that rely on one side not getting completely annihilated in one battle, so there is still a chance to pull forces back and flee should things go south. QS is extremely deadly to the point of even one Assault mech not surviving one turn if the enemy focusses his fire on it. Also I read before that the Battleforce conversion doesn't change the damage values in the same way as the armor values (damage is 1/10th while armor is significantly below that, or something along those numbers).
Also, this is new, apparently the C3 sensor dispenser is supposed to have separate ammo?
EDIT:::
I noticed that the Interface Cockpit was added O0
possible fix though...with the removal of the gyro drop the second engine slots to the bottom, as it shows right now, its
(top-bottom),
3-engine
4-open crits
3-engine
2-open crits
It always has. Somehow that line got deleted from the Equipment file. We think it happened when we moved from google docs to dropbox for the important stuff. Its back in now.Well, that's why the C3SD has no ammo in the ammo tab......so this will be fixed in the next SSW update.
Yup, its already back in the file, just have to wait for the next release.Very cool O0
Glee!
So we're asking the community...
What is SSW missing? Not necessarily features you'd like to see, but what equipment and rules are we missing? Did we forget something from TechManual? TacOps? We know there's a few things out there (we have them written down), but we're curious as to what else we may be forgetting/missing/overlooking.
So go wild. Let us know.
X 2 :D
There's only one on my list right now ... Super Heavies ;)
Cheers,
LCC
There's only one on my list right now ... Super Heavies ;)
So we're asking the community...
What is SSW missing? Not necessarily features you'd like to see, but what equipment and rules are we missing? Did we forget something from TechManual? TacOps? We know there's a few things out there (we have them written down), but we're curious as to what else we may be forgetting/missing/overlooking.
So go wild. Let us know.
0.6.78 Released
SSW 0.6.78 is now available at http://www.solarisskunkwerks.com/downloads/ (http://www.solarisskunkwerks.com/downloads/)
+Added Nova CEWS (WoR)
+Added Centurion Weapon System (IP2)
+Added iATMs
+Added iATM ammo
+Added Interface Cockpit
+Added Robotic Cockpit
+Added Drone Operating System
+Fixed All shields now require Lower Arm Actuators
+Fixed Cost/BV Breakdown display so that arm mounted weapons do not have their BV halved.
+Fixed Fractional Accounting Ammo loading on Omnis
+Fixed File loading issue in Force dialog
+Fixed BFB Unit Export/Import - Element type warrior fails to parse
Report Bugs or Request Features @ https://sourceforge.net/tracker/?group_id=249506&atid=1126342 (https://sourceforge.net/tracker/?group_id=249506&atid=1126342)
So we're asking the community...
What is SSW missing? Not necessarily features you'd like to see, but what equipment and rules are we missing? Did we forget something from TechManual? TacOps? We know there's a few things out there (we have them written down), but we're curious as to what else we may be forgetting/missing/overlooking.
So go wild. Let us know.
They're working on it. The construction differences are, from what I heard the last time I talked to Sky (which was a while ago), a serious bear.
Does this mean we are getting close to SSW 1.0?
It might almost be easier to take the extant SSW code and make SSW-Super Heavies instead of trying to shoe-horn the Super Heavy
rules into SSW.(That is....if they haven't already thought of that)
This is using the Fractional accounting?
+Fixed All shields now require Lower Arm ActuatorsHuh, when did that change?
So we're asking the community...The ability to create other units.
What is SSW missing?
Yay, more stuffsHuh, when did that change?The ability to create other units.
yes yes, quirks and other units would be nice.
So how about actual missing rules and equipment? :)
Quirks *ARE* rules...in fact, they now show up in all new TROs, per Herb in one of the chats around the release of
TRO:P
Also: year based entry of stuff into tournement level per the rules in TRO:P
and: Whole Head Ejection System
Check the latest version. I'm pretty sure Skyhigh managed to fix that this afternoon before we released it. Let us know if it worked (it worked on a test `Mech, but sometimes you never know once it gets released).
Ok, looks like 0.6.78 did fix the issue. When I loaded the file in question it was already set to 5 of 10 rounds on the file I have been working with.
I don't suppose you can check to see if adding Artemis to a fixed missile launcher is even possible under the rules?
TechManual is sort of ambiguous and simply states "these "fixed" items must be mounted and placed on the Critical Hits Table before completion of the base configuration, and may not be altered in the completed primary or alternate configurations."
As for moving independent of the Launcher, I'm not sure about that. Wouldn't that violate the contiguous rule?
Hmm. If we did add quirks, would people want them on the Record Sheet, or just on the file?
Hmm. If we did add quirks, would people want them on the Record Sheet, or just on the file?
I think the TM rules for Artemis IV pretty clearly support what I'm saying, actually. It even gives an example of an Omni with a fixed head-mounted launcher being unable to add AIV due to a lack a critical slots, the implication being that if there were slots available AIV could be pod-mounted for a fixed launcher. That seems fairly unambiguous.
SSW's problem is that it doesn't just require sufficient critical slots in the same location; it requires sufficient critical slots in the same location directly below the launcher. That is indeed where it goes by convention, but I can't find anything that would indicate it's a requirement. Everything says that it has to be in the same location as the launcher, but not necessarily the slot under it.
Yeah. The easiest fix of course would be to redo the Flamberge sheet so it could handle Artemis V underneath it. I do have a question though, if there were space for Artemis IV and V beneath the Flamberge, would you still want to be able to put the Artemis on top of the launcher?
I'd vote for on the sheet
Yes. Moving crits around like that isn't really a trivial change. For instance, right now the Flamberge can fit a gauss rifle in the arm. If you stuck the Artemis V below the launcher you would have an arrangement of free crits that CAN'T fit a gauss rifle since they're split five and two. Regardless of how the legality of pod-mounted artemis, PPC caps, etc shakes out, moving fixed crits around like that is definitely not kosher.
Unfortunately when SSW was coded for Omnis, that wasn't the rule, and the change hasn't been top priority (hence why the Omnis are done the way they are)
Considering you should be able to move crits within a location, as none of the canon sheets have things line endosteel at the bottom, but have it at the top, with "roll again" below. So, the placement of the SRM 6's should not be a problem...just move them up in the location, and put the Artemis on.Oh, hey, look at that. I didn't believe you but rather than risk looking the fool I checked and you're entirely correct. ES and FF crits can move between configurations.
Funky...it has always been the rule going by the canon sheets as far as I knew...
So we're asking the community...
What is SSW missing? Not necessarily features you'd like to see, but what equipment and rules are we missing? Did we forget something from TechManual? TacOps? We know there's a few things out there (we have them written down), but we're curious as to what else we may be forgetting/missing/overlooking.
So go wild. Let us know.
So we're asking the community...Protomechs? A bit of a large request but I would like to see them in there.
What is SSW missing? Not necessarily features you'd like to see, but what equipment and rules are we missing? Did we forget something from TechManual? TacOps? We know there's a few things out there (we have them written down), but we're curious as to what else we may be forgetting/missing/overlooking.
So go wild. Let us know.
0.6.78 Released
+Fixed All shields now require Lower Arm Actuators
You'll be able to see it exploding from space once the main document publishes. It answers questions back to when the book was released, and is... rather ginormous.
Still, it's to be expected for a 300+ page book of largely all-new rules (as opposed to something like Total Warfare, whose contents have been tweaked and refined again and again over the years).
Better to ask this sort of thing in the Errata General Discussion thread. Short answer is like all things Catalyst: when we have a date we'll let you know. All I can say is it's getting close.
A quick note on this: this ruling has been updated (published soon in the monstrous new TO errata):Yeah, I actually wondered about that. I was the one who asked about DA and DC reductions during construction then I check the eratta thread a week ago and see not only has that note note been added, but actuator requirements have mysteriously changed. O_o
* BattleMech Melee Weapons, Construction Rules, Shield (p. 288)
In the second line, after "Shields have no special actuator requirements" add, ", but each missing arm or hand actuator in the arm containing the shield reduces its DA and DC by 1 (see p. 291)."
A quick note on this: this ruling has been updated (published soon in the monstrous new TO errata):
* BattleMech Melee Weapons, Construction Rules, Shield (p. 288)
In the second line, after "Shields have no special actuator requirements" add, ", but each missing arm or hand actuator in the arm containing the shield reduces its DA and DC by 1 (see p. 291)."
Hmm, I guess that means I'll need to check to see if SSW is requiring the upper arm actuators
I thought Shoulder and Upper Arm actuators were required?
I don't know if this is considered an "error" but since updating past 6.76 I've been unable to make some of my directories bring up the preview line of what a mech has in terms of movement and equipment and so on. All I get without selecting a design in directory is "0 units selected for 0 BV and 0 C-Bills." Oddly it's only the one directory, and I'm wondering perhaps if it isn't due to the error I was getting where the program couldn't parse one of my variants, as it's not happening with any others.
So I just downloaded the latest version of Skunkwerks, but my computer says it can't figure out what to run SSW with and recommends WinZip, which I've already got. I had redo my hard drive about a month ago after it got slammed by a Trojan and I know I didn't get all the old drivers reinstalled, and Skunkwerks did work on my computer prior to that event. So what do I need to get?
So I just downloaded the latest version of Skunkwerks, but my computer says it can't figure out what to run SSW with and recommends WinZip, which I've already got. I had redo my hard drive about a month ago after it got slammed by a Trojan and I know I didn't get all the old drivers reinstalled, and Skunkwerks did work on my computer prior to that event. So what do I need to get?
I don't suppose there's anything different about that directory or the `Mechs in it? What was the design the program was having trouble with?
So we're asking the community...
What is SSW missing? Not necessarily features you'd like to see, but what equipment and rules are we missing? Did we forget something from TechManual? TacOps? We know there's a few things out there (we have them written down), but we're curious as to what else we may be forgetting/missing/overlooking.
So go wild. Let us know.
I'm having trouble saving new designs, saying that access is denied when i do try to save. I have 0.6.77 and the very latest release of Java
OK, well uninstalling SSW and re-installing t in a non-Progam Files folder didn't fix my issue. I still can't save anything I make.
I found what I did wrong and fixed it. Works fine now.
Well, you should already know that dumpers are missing, which means that the Lumberjack from TRO3075 cannot be built.
Personally, I think SSW is missing 5 pieces of equipment, 2 rule sets (3 if you count quirks), but that's just my count, so I'm curious if people have others.Which pieces of equipment, specifically?
Weren't Dual Cockpits rolled into the function of Command Cockpits?
Which pieces of equipment, specifically?
And the rulesets... Super-Heavies and LAMs, I take?
Also, I'm missing the Dual Cockpits.
I was thinking a little more about what could be added to SSW. Is it possible to add a toggle that can switch the rule levels for equipment between the standard from TW/TM/TO/SO to the updated rule levels for equipment introduced in TRO Prototypes?
Cheers,
LCC
Some sort of mechanism for Handheld weapons
Its going to take some tinkering. SSW was never designed to handle different rules levels for the same piece of equipment. Its something we've looked into and pondered how to do, but haven't quite figured it out completely.
Its going to take some tinkering. SSW was never designed to handle different rules levels for the same piece of equipment. Its something we've looked into and pondered how to do, but haven't quite figured it out completely.
Well as far as I can tell, there is no batch file in SSW to run to start the program, as in Megamek. So as a result there is no log file.
Is there supposed to be one? (batchfile?)
I hate to be the one to ask the stupid question, but where are the images for the mechs? I found the logos and know how to add them to the record sheet, but can't seem to find the mech images.
And a total aside...but SAW is In Progress!
Ok I ran a CMD window and input the following command line
java -jar "SSW.jar"
The response I receive is: Unable to access Jarfile
And a total aside...but SAW is In Progress!Huzzah. Any ETC on the I initial build?
You actually have to track those down and put them on your pc to upload them.I don't suppose anyone has built an image database they feel like sharing.
Huzzah. Any ETC on the I initial build?I don't suppose anyone has built an image database they feel like sharing.
Soon very soon...
SKYHIGH..
Aff, I have admin rights and checked the properties to ensure it wasnt read only.
Huzzah. Any ETC on the I initial build?I don't suppose anyone has built an image database they feel like sharing.I have an image database for my SSW, if you still need a copy
And a total aside...but SAW is In Progress!
So is that Kit "very soon"(15%-20% chance of in 1 to 6 months)? Randall "Very soon"(We are uploading it now, and it will be up
just in time for you to be wondering what I meant by 'Soon')? or Herb "Very soon"(1-2 months...unless it is sooner, or longer why are you
expecting a date range from me? we don't do those!)?
Is there any way in SSW to view a big list of mechs sorted by BV, like there is in HMP? I need a low-to-high BV list.
Well, right now it's all about getting the TechManual rules completely covered and all of the features you are used to with SSW implemented in SAW. So maybe a week or two at the most? Personally I'm itching to get an Alpha out sooner so that I can get more feedback but I've still got a list of things to get through. :)
Believe me...when it comes out..I will likely be downloading, and trying to see where it breaks down into a fetal position;D yup so true
crying "daddy, no." Because that is just what my group does to the rules themselves...
Well, right now it's all about getting the TechManual rules completely covered and all of the features you are used to with SSW implemented in SAW. So maybe a week or two at the most? Personally I'm itching to get an Alpha out sooner so that I can get more feedback but I've still got a list of things to get through. :)That's awesome to hear, keep up the good work!
NOT A CRITISISM, I love the work you guys do, but will SAW have a support vehicles function?
Right now my intentions are to have a separate designer for Support Vehicles (based on code Moonsword contributed...thanks!).
I haven't read through the support vehicle rules though so I may change my mind in the future, it's just not on my list for right now.
First, I have built several Support Vehicles. They are fairly simple to build but will require a vastly different rules and probably a different UI then combat vehicles. A separate program will give you all a lot less headaches.
Second, OMG a Vehicle and Support vehicle program. I love you guys!!!!!
Right now my intentions are to have a separate designer for Support Vehicles (based on code Moonsword contributed...thanks!).
I haven't read through the support vehicle rules though so I may change my mind in the future, it's just not on my list for right now.
So what do I need to get started with SSW?First make sure you have the latest java.......then just DL SSW and put it into its own folder, do not put it into "program files", preferably on your desktop.....once you unzip it to the folder just double click the ssw.jar and it should run
Ok, Looking on the SSW site, What do I dl?Ok, on the site click on downloads and then on the list you will see SSW 0.6.78.zip, under that is the link to DL SSW
Anybody got an idea what I'm doing wrong?
Silver Bullet Gauss :: 112.05/135.0/135.0/0.0 [1.0]
If you do save a file, and change its extension from .ssw to .saw does it load properly?
Came across something...
It saves as .ssw, but opens as .saw
This means that, there does not appear to be a way to open something you designed in SAW.
I take it SAW doesn't handle support vees at this time.
Skunk Werks now supports TANKS! YEAH!
And along those lines... one issue. Anyone know how to assign CASE to them?
Being worked on right now. We uh, sort of forgot about IS CASE :)
It's displaying the speed of a 8/12 WiGE as
"Cruise Speed: 8.0 km/h
Flanking Speed: 12.0 km/h"
And quirks don't work.
Where are you seeing those Speeds?
And Quirks are not done yet...another half completed item =)
The power converter for ICE still isn't showing tenths of a ton though.
“Power amplifiers weigh 10 percent of the weight of the energy weapons carried, rounded up to the nearest halfton, but take up no item slots on the vehicle’s record sheet.
I figured out where some my computational errors seem to be showing up from. When clearing the existing armarment the adjusted heat sinks are not reset.I'll look into clearing the Heat Sinks back to the base level
Which I'm fine with now that I understand that is what is happening. At first I was rather confused.
It's not supposed to.
I'll look into clearing the Heat Sinks back to the base level
Interesting glitch I have been running into with the latest build in SSW...
I have been attempting to build a Locust with a PPC. I start with loading the LCT-1M,
change to tournement legal and Clan invasion era. I give it an XL engine, Endo-steel,
switch to double heat sinks, clear the equipment it has, put in an ER PPC, switch to
ferro-fibrous armour, use remaining tonnage, and then I go to assign crits.
I manually assign the 4 out of engine DHS(LA, RA, LT, RT), and put the ER PPC into the
RT. I auto-allocate the Endo-steel crits, then move one Endo crit from the CT to LL.
The glitch occurs when I tell it to auto-allocate the Ferro-Fibrous. SSW just freezes.
I cannot even close it(I have to use task manager to shut it down). I checked the log file,
and it is...blank.
Did some playing around, and I can confirm: the SSW freeze on Endosteel and Ferro does not occur if I selectively allocate one or both of them, or if I manually allocate... only if I auto-allocate both without manually allocating something else between them.
Ok i tried to duplicate the same problem, but i get no error, SSW works just fine
Just tested on my lap-top, and it freezes. Did you follow the exact steps I did?I did the same..
OK, having a strange one.
If I make a force and go to print it, it won't let me print battletech record sheets, just force lists, fire declaration chits, scenario sheets and Battleforce. If I don't select one of the options the preview stays blank and I get a "waiting" mouse icon. It doesn't matter what BattleTech sheet type I use.
If I load a file into the editor I can print it out there.
Now, when I got back into my force list, and I double-click on any of the units and pick "Load unit for editing" the Technical Readout section is blank, and the File at the bottom is listed in red. For one entry, I was able to click the File button at the top of the screen and manually select the file, at which point the technical readout was filled and the Record sheet appeared in the print preview. But it wouldn't let me do that for any other units.
I noticed in the properties of my SSW master folder that some files are tagged as read only. If I set them all to read/write (or set them all to read-only and then back) it makes no difference and the next time I check the properties the setting is the same.
I've had the same thing happen with Instances of SSW working off my hard drive and a USB key, and pointing to a copy of the SSW Master in both locations.
I've deleted the SSW application and redownloaded.
I've deleted the SSW Master and redownloaded.
Any pointers?
PC I'm on at the moment is running Windows 7. I updated my Java this week and rebooted.
Maybe this is obvious with regards to the SAW version now, but is it safe to assume that printing a record sheet isn't implemented yet.......also no way to export to text (same as blk export?)
Printing works (my favorite feature personally) and the export to TXT should work. I saw the report that experimental weapons might becausing issues...but need something more concrete (like maybe a file that doesn't work?).Ok the reason i asked was because when i hit export to text, it worked, but when i opened up the text file it was blank
Any plans on adding the long tom and other weapons that can't be fit on mechs so they can be used in SAW?
- Fixed Engine Rating for units that cause non-5 divisible increments (32t WiGE moving 12)
Yeah, something messed up when we tried to fix the rounding of the engines. That fix works sometimes, but then breaks the engine the other times.
My guess today is going to be a day of staring at how the math is done in the code :)
Another omnivehicle question for SAW - I'm getting hugely different costs from SAW than RS3058IS for the Bandit Hovercraft (3,050,417 for SAW and 2,413,333 in the RS from the Prime). I get close to RS price when I build the same config as a non-omni. I don't have TM with me right now, so either vehicles don't use the omni-multiplier or the RS need errata.
Another omnivehicle question for SAW - I'm getting hugely different costs from SAW than RS3058IS for the Bandit Hovercraft (3,050,417 for SAW and 2,413,333 in the RS from the Prime). I get close to RS price when I build the same config as a non-omni. I don't have TM with me right now, so either vehicles don't use the omni-multiplier or the RS need errata.
So is the vehicle SSW inside the new build of SSW ?
I cannot find a link to the vehicle proggie.
Still can't get export to text to work right on experimental stuff on SAW 0.1.1. Attaching the file.
These doesn't seem to be reported yetYeah, sponsons aren't working yet......Soon they will be
The turret selection system doesn't let me select sponsons in addition to a standard turret or a dual turret
There is a non-functional spinner next to turrets that I assume is supposed to be used for sponsons
Can not allocate weapons to Sponsons even when the Vee has them
Has anyone else tried playing with Clan vehicles under the latest SAW build (0.1.1)? When I try to load saved files I get the following error:
"Could not find CASE as a piece of equipment. The combat vehicle could not be loaded."
I'm trying to allocate .5 tons of armor on a 5 ton Hovercraft, made with Clan tech. I can't! If I put in .5 tons for the amount of armor and set it to FF, it automatically bumps the weight up to 1 ton (and gives me 10 points of armor). Normal armor works as expected.
What directory are we suppose to download the SAW's units into? I'm still newish with Skunkworks
Check the number of points of armor you have...if you have more then 8 it will be over .5 tons worth. I did a 5t with 8 pts of FF and it showed as .5 ton no problem.
Yeah, it's 10 points. I told SAW I wanted .5 tons of armor. Why would it give me more than .5 tons of armor just because I selected FF armor?
SAW seems to have an issue with assigning the correct engines to tracked and wheeled vehicles. A 45 ton tracked vehicle moving 5/8 should have a 225 but SAW give it a 220. Tried multiple configurations and engines always seem to be rounded down to an engine ending in 0. Doesn't matter what type of engine it is.
Vehicle Name: Yellow Jacket Gunship (RAC) Tonnage: 30
Rules Level: Tournament Legal Total Cost: 1,264,000
Tech Base: Inner Sphere Total BV: 797
Item DefBV OffBV Cost
Internal Structure - Standard 23 0 30,000.00
Controls 0 0 15,000.00
Rotors 0 0 120,000.00
Engine - I.C.E. Engine 0 0 20,000.00
Heat Sinks - Single Heat Sink 0 0 0.00
Power Amplifiers 0 0 0.00
Armor - Standard Armor 200 0 50,000.00
Rotary AC/5 0 247 275,000.00
Targeting Computer 0 0 30,000.00
CASE 0 0 50,000.00
@ Rotary AC/5 0 31 12,000.00
@ Rotary AC/5 0 31 12,000.00
Targeting Computer 0 0 30,000.00
Cost Multiplier 1.000
Chassis Modifier 2.000
Dry Cost 1,240,000
Total Cost 1,264,000
i was told to post this here cause i need helpIm having the same issue ,I can export to megamek ok but I like the sheets better in ssw :(
So i just got a printer so i can print off some mechs from solaris skunk works, but it only prints half of the sheet as one full page. i have a hp laptop with windows 7 and one with vista neither work. the printer i have is a hp deskjet 1000. i've tried changing the paper size and almost every option i have thought of. its like ssw is only sending half of the record sheet to my printer. i tried megameklab and that prints out fine. i don't know what to do. any help would be awesome!
Im having the same issue ,I can export to megamek ok but I like the sheets better in ssw :(
Is there any way for me to open files without going through SSW first?
Meaning can you double-click a .ssw file? No you cannot...that's a Windows specific thing that requires an executable and a registered extension type. I tried working on that a few years back but never got it working right. :)What a shame... at least I learned something today. Thanks for the rapid response.
SAW is a part of SSW, so you download and unzip it into your SSW directory.
So in main directory, no need worry about which directory inside SSW? Like Units etc?
Just out of curiosity, on the Basic Setup screen of SAW, why are the Movement and Chassis sections in opposite locations as compared to SSW?
I don't think I ever noticed that. I wonder if they're giving up on the definition of Tournament Legal.
Odd SAW bug. When artillery systems are installed the "Show Test TRO Format" does not work and when the vehicle is saved to text all you get is a blank page. Remove the artillery system, with no other changes, and works fine. Doesn't matter what artillery system is used and rules/era settings.
SAW 0.1.1 can't open vehicles with CASE made and saved under previous SAW builds. Not sure whether this is important or not, as I can probably rebuild the few I had.
A few issues with BFB in the 6.80 release on the Mac.
The Mech chooser dialoge seems to be broken (it was before as well). It's not loading any mechs into the dialogue. Once in a blue moon I can get it to work, but I have no idea what I did to fix it and then it will pooch itself again. (Yes I've tried repointing it at the directory that contains all the ssw files but it doesn't do anything. I also can't tell what directory the setting is pointing to as it's no longer displayed in the preferences. The same chooser works in SSW though.)
Also
I was unable to create a force on the Mac (being unable to choose new mechs) so I opened a save file from a PC, and tried to print it. When turning on the tables option it prints the records sheets but with blank areas on the sheet where the tables should be, and it also only prints the first mech in a force.
Also, mechs with hatchets will now load but the mechs are always shown to be a ton overweight.
Been playing around with SAW and have found a couple of issues.
The max armor available to place seems to be off, noticed it when trying to replicate the marsden II and couldn't reach the armor levels shown on the record sheet.
Had similar problems with the Case issue above and units not loading will try the fix noted above.
<name manufacturer="Unknown">CASE</name>
<type>Miscellaneous</type>
Also a minor quibble is that when changing the engine the vehicles speed reverts to 1/2 for example a 3/5 ICE becomes a 1/2 fusion when the engine is changed. But the speed can be modified after so its very minor.
Version:1.1
Locust
LCT-1V
Config:Biped
TechBase:Mixed (Clan Chassis)
Era:3070
Rules Level:4
Mass:20
Engine:160 Fusion Engine (Clan)
Structure:Standard
Myomer:Standard
Heat Sinks:10 Single
Walk MP:8
Jump MP:0
Armor:Standard Armor (Clan)
LA Armor:4
RA Armor:4
LT Armor:8
RT Armor:8
CT Armor:10
HD Armor:8
LL Armor:8
RL Armor:8
RTL Armor:2
RTR Armor:2
RTC Armor:2
Weapons:3
1 ISMachine Gun, Left Arm, Ammo:200
1 ISMachine Gun, Right Arm
1 ISMediumLaser, Center Torso
Left Arm:
Shoulder
Upper Arm Actuator
ISMachine Gun
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
Right Arm:
Shoulder
Upper Arm Actuator
ISMachine Gun
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
Left Torso:
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
Right Torso:
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
-Empty-
Center Torso:
Engine
Engine
Engine
Gyro
Gyro
Gyro
Gyro
Engine
Engine
Engine
ISMediumLaser
CLMG Ammo (200)
Head:
Life Support
Sensors
Cockpit
-Empty-
Sensors
Life Support
Left Leg:
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Heat Sink
Heat Sink
Right Leg:
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Heat Sink
Heat Sink
Found an odd bug in SAW with a submarine....i built a 200t and on the RS the internal structure dots overlap into the armor, this is only on the front/back sections
Found an odd bug in SAW with a submarine....i built a 200t and on the RS the internal structure dots overlap into the armor, this is only on the front/back sections
Hey here's one for ya. I switched SAW to widescreen and now I can't get the program to load.Yeah, same thing happened to me
Anyway to revert the settings to defaults without launching the program (which I can't seem to do?)
Hey here's one for ya. I switched SAW to widescreen and now I can't get the program to load.
Anyway to revert the settings to defaults without launching the program (which I can't seem to do?)
I started inputting units and got a few ideas:
When using tab to move between armor boxes (or any numeric based box for that matter), select the text in the box. For example, if I tab to an armor box with 9, and type 10, it'll be 109 armor.
Ok, got the import issue solved, but still struggling to get the Heat Sinks to print on the record sheets.
Merged topics to get this where it'll get attention faster.
Thanks, Moonsword.
for My first piece of Custom Equipment, I want a component that is a Satellite Uplink instead of just using a generic Communications Equipment. Suggestions?
That is a Design Quirk, not an actual piece of equipment. Quirks have not been implemented yet.
Also, on your sheet issue, are teh critical slots showing up in the right torso? Also, upgrade to 0.6.80...
and, it's actually more of a house rule sort of thing where the unit is required to dedicate 1T and one crit to the equipment in order to take advantage of the advanced rules regarding Satellite Uplink from Tactical Operations; so We want to be able to have it show up on the record sheet. Suggestions on how to set this up in SSW?
Yup, found the issue that is erroring out the widescreen version. To change your settings in windows you would need to look for /com/sswsuite/ssw and in there you can change the settings.The what in the where now?
The what in the where now?
I was going to put the Ontos into SAW. But to fit the .2 ton cargo space in that TR3039 says it has, I needed to turn Fractional Accounting on. Doing that actually made the weight for the Power Amplifier increase from 1.0 ton to 1.6 tons instead of decreasing to .8 tons.
I was using SAW 0.1.1 and have attached the .saw file.
its a Quirk...it takes up no mass....House Rules are a dangerous slippery slope, and really should be avoided since they ultimately
end up with a book of house rules bigger then the rules themselves.
Sorry, I didn't give a complete answer...You need to load the Registry Editor and search for /com/sswsuite/ssw
Where are they? I am using SSW 0.6.80 and I cannot locate them anywhere either in ballistic, Missile, or even Artillery.
1.) I haven't gotten very far with setting up a piece of custom equipment due to a combination of the fact that I'm using Win7 and there are no instructions for My OS and the extreme complexity of the instructions on the SSW website. It just seems to Me that there MUST be an easier way! (in HM for instance, to add a custom weapon you simply do it within the program! or in certain cases you simply edit a .txt file)There is not an easier way to do custom equipment. You either have to slog through the complicated process, which I have yet to do successfully, or do without. As custom equipment does not interest the developers don't expect this to change - it is their program.
2.) I'm not getting any errors at all ... SSW simply prepares the Record Sheet incorrectly from what I've entered on the Criticals tab.You split the weapon between locations and the sheet shows one. Where is the problem? Battletech does not recognize "primary" locations because more crits are allocated to the RT then CT.
There is not an easier way to do custom equipment. You either have to slog through the complicated process, which I have yet to do successfully, or do without. As custom equipment does not interest the developers don't expect this to change - it is their program.That's disappointing. HM's record sheet doesn't look ANYWHERE nearly as good as SSW's, nor does HM calculate BV correctly like SSW does; yet SSW is NOWHERE nearly as user friendly when it comes to the little finishing touches like this.
You split the weapon between locations and the sheet shows one. Where is the problem? Battletech does not recognize "primary" locations because more crits are allocated to the RT then CT.Well the weapon is SUPPOSED to be in the RT but the SSW record sheet indicates that the weapon is in the CT. Maybe I'm just being anal, but I want the record sheet to be 100% accurate.
That's disappointing. HM's record sheet doesn't look ANYWHERE nearly as good as SSW's, nor does HM calculate BV correctly like SSW does; yet SSW is NOWHERE nearly as user friendly when it comes to the little finishing touches like this.
@ StCptMara: I do have a question for you regarding the inclusion of Design Quirks in SSW ... I upgraded to 6.8 and I saw that there's a .dat for Quirks! I've been using house versions of those rules since TRO3025 was published in 1986 and was quick to replace them with the canonized rules presented in Strategic Operations when it was published, so seeing that file included in SSW was really exciting to Me. My question is: how do I utilize them?
Quick Question - the unit list doesn't appear to work in SAW yet. Has it just not been implemented yet?
That's disappointing. HM's record sheet doesn't look ANYWHERE nearly as good as SSW's, nor does HM calculate BV correctly like SSW does; yet SSW is NOWHERE nearly as user friendly when it comes to the little finishing touches like this.
Well the weapon is SUPPOSED to be in the RT but the SSW record sheet indicates that the weapon is in the CT. Maybe I'm just being anal, but I want the record sheet to be 100% accurate.
@ StCptMara: I do have a question for you regarding the inclusion of Design Quirks in SSW ... I upgraded to 6.8 and I saw that there's a .dat for Quirks! I've been using house versions of those rules since TRO3025 was published in 1986 and was quick to replace them with the canonized rules presented in Strategic Operations when it was published, so seeing that file included in SSW was really exciting to Me. My question is: how do I utilize them?
Forgive My squirelly ignorance ... what's SAW?That is Solaris Armor Works vehicle design program, which is in the SSW folder O0
That is Solaris Armor Works vehicle design program, which is in the SSW folder O0
Ah! thank you!welcome
Please allow me (the current dev) to jump in here.
As far as weapons go, you are correct that we do not have a slick way to enter them. This is because we instead have focused our free time on the program itself and as much canon work as possible and now I am spending my time building SAW and thinking about how to implement other unit types. I do have to work a full time job also plus other real life events (wife and kids etc). :)
For your Split issue, can you send me your .ssw file so I can see what you are seeing? I would be happy to take a look at why it picks the CT over the RT for you. skyhigh@solarisskunkwerks.com
Thanks for giving Solaris Skunkwerks a try!
So, Skyhigh, not to sound impatient/ungrateful or anything...but..
What is the next unit type planned after you and Maelwys get SAW all nice and tidy and everything Advanced and Experimental
working?
...
Oh! there are three things that I was wondering when We might see in SSW ... Super Heavy 'Mechs, the 50 point heat scale, and a master vehicle file like the 'mech file?
...
Are you going to open a separate bug tracker for SAW? Or do you want SAW bugs posted to the existing SSW tracker? Or do you want them posted here for the time being?
Just realized that when you open a previously saved vehicle (Hover, VTOL or WiGE) SAW changes the Lift Equipment mass to 0, resulting in the appearance of "free" mass.
Too early to start a new program yet, still so many issues in SAW =) But based on the original list that LostInSpace put together I would think Fighter Werks.
Not sure about Super Heavy Mechs or the 50 point heat scale...but the Master Vehicle List is in the works already.
does anyone have a House Steiner (Lyran Commonwealth) logo suitable for use with SSW?
What OS are you using? Both SSW and SAW highlight the text for me when I use Tab to move between them.
well yes, but I didn't know if SSW required specific sizing or something ... I didn't know if it would have to be edited in some special way.
Nope, no specific sizing required, you can use any logo you have access to and it will modify the image as necessary. I have a whole zip of them at http://dl.dropbox.com/u/4881448/Faction_Unit_Logos.zip that you can download.AWESOME! Thanks, George!
Anyways, on the topic here:
I am kind of wondering what the snag with superheavy mechs is: Do you have to go through several programming hoops to cause units of a certain mass range to cause certain construction options to act differently (new materials, heavy gyro, compacted crits, etc. above 100 tons)?
Anyways, on the topic here:
I am kind of wondering what the snag with superheavy mechs is: Do you have to go through several programming hoops to cause units of a certain mass range to cause certain construction options to act differently (new materials, heavy gyro, compacted crits, etc. above 100 tons)? Would such a snag carry over to superheavy vehicles?
Yup, found the issue that is erroring out the widescreen version. To change your settings in windows you would need to look for /com/sswsuite/ssw and in there you can change the settings.
Edit: Sorry, I didn't give a complete answer...You need to load the Registry Editor and search for /com/sswsuite/ssw
So...I noticed Modular Armor is no longer in Equipment.
Where is it located in the current build?
Actually I think I may know what is going on.I got it! Thank you!!!
Try clicking on Game Options after Megamek is loaded.
Click on the third tab(labeled Allowed Units/Designs).
In the new display make sure the first box is unchecked and the third box is checked.
Attached helpful picture again.
OK, I instaled the latest SS and I cannot seem to get it to find the SSWMAster. Can anyone help me?
I got it! Thank you!!!
It's in the SSW master file.
Strange, when I tried to build it the armor ended up overweight. Is there some trick to get SSW to calculate Patchwork Armor weight correctly?
I found the trick, I needed to turn on fractional accounting.Which may or may not work, depending on local settings, btw.
It's added as equipment, once the rules level is set high enough.
any idea how long it will be before we have a ssw master that includes existing vee designs?
any idea how long it will be before we have a ssw master that includes existing vee designs?
Maelwys,
Let me know when you and Skyhigh think SAW is stable enough to start entering designs into a master list, I'd be glad to pitch in.
Cheers,
LCC
What size must the images be when selecting them as the TRO image to be printed out on the record sheet?
That's been mentioned upthread. There was a change to how the program handles CASE, so you need to manually edit aany old file in notepad to change the CASE entry, or make them from scratch.
Sorry to bring this up again, but could somebody go over with me why they don't think primitive BattleMechs should be able to use primitive ICE, Fuel Cell, or Fission Engines, even with advanced construction rules selected? Thanks.
I'll just point out that Cray agrees with my interpretation....
Btw, due to a discussion at the MWOMercs forum, I found out that the MAD-5D has the wrong introduction year in the master file (3037 instead of 3047).
Also, the MAD-5D uses DHS which weren't reintroduced until 3040.
Sorry to bring this up again, but could somebody go over with me why they don't think primitive BattleMechs should be able to use primitive ICE, Fuel Cell, or Fission Engines, even with advanced construction rules selected? Thanks.
I am having problems assigning superchargers to engines in Armor Works. the check box is there, but I can not activate it. is there something wrong with my settings, or is that option not there yet?
All in due time.
Once SAW is running smoothly they'll look towards the next addition.
Some people are always so impatient. They would do well to spend some time sitting by a river...
If I did, I'd just be doing the calculations by hand, getting bitten by bugs.
Ah, but eventually, the body of your enemy would drift by, and you would be happy!
Is there any plans on adding primitive jump-jets soon, or should I go ahead and use normals instead?
There are no primitive jump jets. They use the standard rules.
Wrong. XTRO: Primitives 2. Prototype JJs require a piloting roll (with a +3 modifier) to land without fallingThe rules in XTRO Primitives II also state the prototype JJ weighs the same and takes up the same number of crits as a standard JJ but it doesn't seem like this would be a viable fix for the Super Griffin b/c one prototype JJ confers only 1 jump MP just like a standard JJ.
Wrong. XTRO: Primitives 2. Prototype JJs require a piloting roll (with a +3 modifier) to land without falling
Wrong. The question was about primitive -not prototype- jump jets. In the context of BattleTech the terms refer to different equipment sets and are not synonymous. Blake Documents specifically states that primitive 'Mechs use standard jump jets.
Where is the trailer hitch option in SAW?
I can see the option to make something into a trailer but not the option to give a trailer hitch to tow them.
Thought I read something about being able to put a proxy unit into the force list in SSW. Something like if you know you're going to have a 200BV infantry you could plug it into the force list to keep track of your forces total points. Was I just seeing things? If I was, any chance of this being a feature in the future?
Equipment tab followed by equipment tab. At the bottom.
SSW is trying to open the FS9-O Firestarter Omni, getting the following error:
"Sword cannot be allocated to that location because a non-movable item already exists there."
This message occurs when trying to open any of the variants of the Firestarter Omni.
Should I try re-downloading and installing the Master mech file?
What version of SSW are you using? We had a problem where excel started to round values instead of leaving them alone, but I thought we fixed that in the latest version..if not it should be fixed in the next version..no need to redownload the master mech file.
We were having this problem at our game this past Saturday. Our workaround was to print the sheet to PDF, then print the PDF from Acrobat.So this ISNT just my laptop? this is in the softwarE?
So this ISNT just my laptop? this is in the softwarE?
We were having this problem at our game this past Saturday. Our workaround was to print the sheet to PDF, then print the PDF from Acrobat.How do I do this? Small words and gentle phrasing please :)
Working on getting a new release packaged and ready that takes care of some of the recent posts.
SSW is trying to open the FS9-O Firestarter Omni, getting the following error:
"Sword cannot be allocated to that location because a non-movable item already exists there."
This message occurs when trying to open any of the variants of the Firestarter Omni.
Should I try re-downloading and installing the Master mech file?
What version of SSW are you using? We had a problem where excel started to round values instead of leaving them alone, but I thought we fixed that in the latest version..if not it should be fixed in the next version..no need to redownload the master mech file.
Thanks for the CutePDF confirmation.
Unless it's too technical or whatever, what's the problem with the Quirks? They are there, even though they won't save on a design.
Well, the first issue is that they're an entirely new set of data. Unlike with SAW where Skyhigh could cut and paste from SSW, these are going to require all new code. Then we've got the issue of how to save and load them, how to handle some of them, where to put them (ever notice that CGL's quirks are always on the TRO section and not on the RS?). We also have to figure out if a quirk is chassis specific or variant specific, then figure out how to handle variable point quirks, then figure out how to handle quirks that are specific to weapons on the design...and that's just the ones I can think of right now :)
And April has been...busy.
OK, here's a weird one. I'm doing up sheets for the designs in Wars of Reaving supplemental, and I can't for the life of me find Modular Armour to do the Koshi Z with. It was there when I did the Cephalus Prime a few months ago, and it's still visible on the Cephalus file when i open it up.Hmm... I can't seem to find it either, and I was putting stuff in yesterday and it was there. I just updated to .80 yesterday after adding those designs so, I think that's where the problem might be.
Maybe I'm just being blind, stupid or both, but it doesn't appear to be in the equipment sub-section of the equipment tab...
Using SSW 6.8.80 on Windows 7 64-bit.
OK, here's a weird one. I'm doing up sheets for the designs in Wars of Reaving supplemental, and I can't for the life of me find Modular Armour to do the Koshi Z with. It was there when I did the Cephalus Prime a few months ago, and it's still visible on the Cephalus file when i open it up.
SSW Fixes ('Mechs)
- Fixed physical weapons (for real this time!)
- Fixed Modular Armor not loading into list (and would fix Extended Fuel Tank and Drone Operating System too)
Good job of fixing those annoying bugs!
However, I hate to have to say it, but it looks the the calculation of Claws BV is still wrong. SSW gives 8.63 for Claws that does 5 points of damage, while TO says it should be 5*1.275 = 6.38.
Is there an option for side mounted sponsons in SAW yet? I saw something in the turrets drop menu, but that makes it impossible to have a turret with them and there doesn't seem to be a way to mount weapons into the sponsons. Just a feature that's not ready yet, or am I missing something?
I don't really understand how the whole images thing works. Am I supposed to have a pre-designated directory with specifically named files?
Could somebody please remind me what CI stands for in the Experimental IS weapons? I know CP is Clan Prototype, but CI has slipped my mind. Thanks.
Clan Interim. Historical KLONDIKE introduced them as kind of a stepping stone.
Note: These prototype weapons all conform to the rules for the Inner Sphere versions, except as noted below. After 2830, all of the Clan Equipment will conform to the standard rules for the Inner Sphere versions as outlined in Total Warfare (ignoring the exceptions below); during the Golden Century, those weapons will all be perfected to the Clan standard as known today.
Yup. Vehicle files are so different from `Mech files for MM that Skyhigh wasn't able to quickly port over the code, and so its on the to-do list.
Really? I tried editing some vehicle .blk files by hand and they seemed pretty easy to do o.O. Especially since you dont need to worry about heatsink, engine, gyro, actuator crits and all that stuff....BLK maybe pretty simple, but it's 100% different from MTF.
.BLK maybe pretty simple, but it's 100% different from MTF.
I haven't had much time to check in or play around with S(S/A)W lately, have infantry compartments on omnivehicles been fixed yet?
Why not just have the program export in .blk then?
I got a question: How does someone get the vehicles section to work: i.e. being able to load and/or design vehicles, preview the record sheets, etc, etc, ...
for the life of me i can't find a download link for Solaris Armor Werks, and i really want to try it out. i know it's alpha, but is it closed testing? if so i understand... but maybe i can help. O0its in the file with SSW (now version 6.81)
for the life of me i can't find a download link for Solaris Armor Werks, and i really want to try it out. i know it's alpha, but is it closed testing? if so i understand... but maybe i can help. O0
Am I mistaken or does the current version of SSW not support Mine Dispensors on mechs?
How stable is the savefile format for SAW? Can we expect changes, or has it been locked down?
Ejection seats are on the right side of the program, a check box under "Industrial Equipment"
Rifles are..interesting. They're considered experimental, with an Availability of C-F-X. Which means that they don't exist during the Clan Invasion era. But then CGL goes around putting them on designs during an era where they have an X availability. And even with the massive TacOps errata recently released...they're still X.
And since SSW handles availability by, well, the availability ratings, since the Rifles have an X rating, it considers them to be not available.
In order to get them to show up in the Clan Invasion era, you'll need to set the Era to "All Eras" and "Experimental"
Is it not time to throw out those availability ratings, since it seems that CGL does not really care about them? They just makes SSW more annoying to use, by forcing the user to jump through extra hoops. Additional examples are Chameleon and NullSig that have started to show up on modern designs.
Put that in Ask the Writers and let the fact checkers sort it out, please. Given that the art depicts them as being there, I suspect they should be if they're crits to do it, but that's my gut response without even consulting a book or SSW, let alone someone who actually has the old sheet handy.
Good idea, thread made. Hopefully the Catalyst RS:3067 will rectify the problem...whenever it comes out.
Has there been any progress on a weapons editor function?
Or maybe a back-door that will carry long-form customs from version to versions.
Maelwys,
Does that mean the issue with omnivehicle infantry bays/compartments has been fixed?
What version are you using, what version of Java are you running, and what OS are you running?
0.6.80
Version 6 Update 31
Windows 7
0.6.80
Version 6 Update 31
Windows 7
Well as anyone will tell you, the first troubleshooting step is to upgrade to the latest version. 0.6.81. Try again, and post results.
It's still doing the same thing.
Just tried mine, and it worked fine. 0.6.81.
What print options are you using? I'm using Print Tables and Movement Grid, Print Canon Dot Patterns.
It might be worth checking the usual suspects of OS and Printer Drivers/Updates.
The next troubleshooting step is to check the paper size that SSW is printing to. Next check the default paper size of your printer.
Sorry. I used to do tech support for a living so it is in my nature to figure out where the problem exists and what can be done about it.
I suffered the same issue when I switched to an HP Deskjet 1050A. I tried all the different options but it keep happening. It didn't have the issue with a different HP, a Brother and with a Samsung. It was odd.
Hey AdamHowe,
The best work around is to install CutePDF or another PDF printer and first go to PDF. Then it will print fine. The printing issue is definitely known, but I don't have a fix (or even a reason why) yet.
Okay, like I said I can use Heavy Metal to print so it's not a problem for me. But for those who don't have that option I figured I'd do my part to report this.
Unless you want to use modern 'mechs...especially ones using MMLs, Snub-nosed PPCs, and Plasma Weapons(which HMP has
issues with entering in..)
I would also prefer that we not start yet another round of comparisons to or complaints about the HeavyMetal software suite in here. It's both needless and off-topic (Rule 9).
No
That's what the Custom files are for. Use the Custom Equipment.ods file to enter your own weapon and equipment information then follow the csv export to binConvert process to create customequipment.dat files of your own.
That's how you can add your own equipment and have it survive through the versions.
Waitasec Skyhigh, it says in the custom equipment guide that I have to re-do it every time. Has that been fixed?
Alright, the SSW Master list has been updated.
Thanks!
I assume that's on the SSW website? I will get in there and re-write that because yes...as long as you name it customweapons.dat, customequipment.dat, customphysicals.dat or customammunition.dat it will not get overwritten and it will load into the program.
SSW works on java, which is platform-independent. Sadly, there doesn't appear to be a java runtime engine for Android.Which is weird, Android uses Java to run (some how I'm not sure but it's built on jave)
Chassis | 7.5 tons |
Engine (225 XLFE) | 7.5 tons (includes shielding) |
Heat Sinks | 10 tons |
Cockpit and Controls | 4 tons |
Turret Equipment | 2 tons |
Armor (188 pts.) | 10.5 tons (FF) or 9.5 tons (HFF) |
2x Large VSPL | 18 tons |
MML 7 | 4.5 tons |
MML 7 Ammunition | 2 tons |
C3i | 2.5 tons |
CASE | 0.5 tons |
Total | 68 or 69 tons |
All info needed to edit a mech is kept in the MTF file and has always been kept there, otherwise MegaMekLab wouldn't be able to use it.
But not all the information used by SSW is in the MTF. MegaMek uses a stripped down set of data, which would mean SSW would need to calculate some things backwards. I don't know if it can do that (yet).Or if doing that is a good idea, remember SSW is an editor first, whilst MegaMek is a simulator with an editor tacked on, they have different needs it probably would have been better if one could have just used the other
Or if doing that is a good idea, remember SSW is an editor first, whilst MegaMek is a simulator with an editor tacked on, they have different needs it probably would have been better if one could have just used the other
When the finished mech printout says "Rounds" under the weapon entry - is that the number of
shots the mech can take with that weapon during the battle, or the number of rounds each weapon
has (so, for instance, an LRM/5 would use 5 rounds with each shot)?
Thanks!
How do I get access to SAW? When I go to solarisskunkwerks.com, I only see a April 25th build as the most recent build of the program and SAW is not included in it. On another thread someone said that a new version was released "a few days ago". Is there a mirror site that the developers are using instead?
I think a better question would be, does the Nova CEWS need them on Vees? It's not an energy weapon and doesn't specifically note the vees need the HS's
Are there any plans to include the post 3090 technology level/rules level changes in SSW?
Look's like some set the design up wrong, and what's the point of the Clan ammo?I didn't setup with Clan Ammo. Thats the problem. Design mix tech, the MML launch is a IS and so is the Ammo. There no selection for Clan MML ammo at all. Yet when you import it, it becomes Clan ammo for some reason. The original SSK which was created didn't have any issues.
I've had error accured when i tried export the Atlas II Devlin record Sheet. Mixed Tech problem i guess, where when i went to exported the design to MegaMek, the file gave this weird error when you look at the selection for the Atlas II Devlin.SSW has a few quirks still when it comes to exporting to MegaMek. ER Pulse lasers still need to be manually tweak after an export for example.
The following equipment slots failed to load: CLISMML9 LRM Ammo (Clan) Artemis-capable CLISMML9 LRM Ammo (Clan) Artemis-capable CLISMML9 SRM Ammo (Clan) Artemis-capable
There isn't a Clan version of the MML, weapon isn't listed in the select is being a Clan tech, just ammo. This left the design as in valid design, unable to use the MMLs.
SSW has a few quirks still when it comes to exporting to MegaMek. ER Pulse lasers still need to be manually tweak after an export for example.
If you open up the MTF file for the mech and replace the ammo lines as appropriate you should be ok:
CLISMML9 LRM Ammo (Clan) Artemis-capable changes to ISMML9 LRM Ammo Artemis-capable
CLISMML9 SRM Ammo (Clan) Artemis-capable changes to ISMML9 SRM Ammo Artemis-capable
Hope that helps.
SW_Parser?
Solaris Armor Werks seems to have trouble switching to commercial armor.
Huh. That's kind of poop.
So I've been away a long time. How's OpenJDK/Iced Tea support at the moment. 64 bit ubuntu.
I'm trying to import a couple of tank designs from Solaris ArmorWerks (version 0.1.2) to MegaMek (version 35.25), but they seem to be showing up as .MTF files (and blank, for that matter), rather than .BLK files, and thus won't show up in MM or MHQ. Any suggestions on how to fix this?
When will we get a vehicle maker?
So, I have been working on a tool that I am calling SSW_Parser that extract data from SSW save files, analyses it and print it out. Right now it looks like I am approaching a point sometimes this summer where I am happy enough with the tool to start a thread about it and have people alpha test it.
However, before I start any official threads about it, I want to discuss the name.
The two points are:
- Are the developers of SSW OK, if I call my tool SSW_Parser, or do you have any issue with the name?
- Also, I managed to implement Combat Vehicle support, so it does also work for SAW, which makes the name a bit inaccurate. However, it is not like I can call it S*W_Parser. I also want to keep the name quite descriptive. Any advice?
OK, after having tackled the show-stopper issues, it looks like I might be able to make my code available this weekend. I have also decided to go with the SSW_Parser name, since dropping one S seems like too much work for too little gain. So, if someone have an issue with using the name 'SSW_Parser', speak now or forever hold your peace. (I will wait 48 hours, and no more. After that the name will be locked.)
Also, does anyone know if there is a way to edit existing weapon statistics? I only want to change a couple of values for some of them, and don't need a full on custom weapon entry.It should be very similar to adding a custom weapon. I would recommend that you do add the modified weapon as a custom and use the custom weapons files so that when an update comes out you don't have to redo your work. I also suggest that you do the work using Open Office as well, that just makes it easier to follow the directions.
It should be very similar to adding a custom weapon. I would recommend that you do add the modified weapon as a custom and use the custom weapons files so that when an update comes out you don't have to redo your work. I also suggest that you do the work using Open Office as well, that just makes it easier to follow the directions.
http://www.solarisskunkwerks.com/custom-weapons (http://www.solarisskunkwerks.com/custom-weapons)
Please post if you have any questions, someone will help out.
- The option to remove the "doubled listing" of Clan 'Mechs with Inner Sphere code names. I like that they're listed with both names, but having two entries each (one "Clan name (Inner Sphere name)", one "Inner Sphere name (Clan name)") really clutters up the list.
Is it possible for users to add custom chassis types? For example if I wanted to add a super-heavy 'Mech with six limbs.
It should be very similar to adding a custom weapon. I would recommend that you do add the modified weapon as a custom and use the custom weapons files so that when an update comes out you don't have to redo your work. I also suggest that you do the work using Open Office as well, that just makes it easier to follow the directions.I've tried this MANY times both with Excel and Open Office and I've never been able to get it to work, and I've posted about it multiple times.
http://www.solarisskunkwerks.com/custom-weapons (http://www.solarisskunkwerks.com/custom-weapons)
Please post if you have any questions, someone will help out.
I am having some issues with inputting custom ammo in SSW.
The acual weapons went in fine, but now I am having this weird error with the ammo now that i finally have time to mess with it.
I put in the @ ammo type and it gives me an error saing that it has no values or is not connected to anything and leaves me with a weird excel code like BT156 or something.
I thought I had followed all the steps, but really this is like the first step; open the equipment file and input the info.
For all those of you who are able to successfully enter custom weapons ....
Would someone please be so kind as to make a "manual" of the procedure; with screenshots of what should be happening in each step of the process so I can see what is supposed to be happening?
I've tried MANY times to get this to work and it always fails. Obviously I'm doing something wrong, but I have no idea what or where in the process the mistake is happening.
aaaaand Seconded!
Possibly a silly question, but I how do you add custom units to the Quick Strike Card Printer Program (SQP)? I am making custom units for my campaign and it would save me tons of grief if there was a step by step guide to make it easier. Thanks in Advance...
I think there's a bug as of 0.6.81, SSW says that Rifes (Cannons) are Omni-actuator Restricted, I can't find anything to back this up
The rules specifically state that OmniMechs cannot have hand actuators when: Autocannons, Gauss Rifles, or PPCs are in the arm.
But, are Rifles(cannon) Autocannons? Time to take that to: Rules Questions!(and wait 6 months for a reply)
I'm pretty sure the rules are intended to cover all "cannon" type weapons. I didn't specifically list them, but the Artillery Cannons can't have actuators either.
If I may play devil's advocate for a moment, do the rules actually say that anywhere? ;)
(I mean, technically the only artillery cannon that would fit without having to remove the actuators anyway would be the Thumper, but still.)
TM Page 57: "On biped Omnimechs, the lower arm and hand actuators are always considered to be pod-mounted, and may be removed to provide additional slots for weapons and other equipment. If the configuration desired mounts any kind of size of guass rifle, autocannon or PPC in a given arm, however, the lower arm and hand actuators in that arm must be removed first."
Other than that...we got nothing.
Don't ya just love gray areas in the rules? :D
What about Plasma Cannons for that matter?
I think you guys might be reading too much into it. If there's a grey area in this then it's because someone smudged the ink in your rule books. It says "guass rifle, autocannon or PPC", not "guass rifle like weapons, autocannon-ish guns or PPC shaped barrels."
So I think SSW got it right.
I think there's a bug as of 0.6.81, SSW says that Rifes (Cannons) are Omni-actuator Restricted, I can't find anything to back this up
Wasn't the original 'issue' that the Cannons *were* restricted? You're saying the exact opposite of that.Woops, misread. #P
This may be a dumb question, is there a way to write a shell script that when associated with .ssw files it will open ssw and load the file I clicked on?
I think you guys might be reading too much into it. If there's a grey area in this then it's because someone smudged the ink in your rule books. It says "guass rifle, autocannon or PPC", not "guass rifle like weapons, autocannon-ish guns or PPC shaped barrels."
So I think SSW got it right.
I think I need to worry how much I'm missing rather obvious things anymore.
Oh well, at least now I can get to tinkering.
Without going back through 45 pages of posts, can anyone tell me why SSW will not find any mechs when I point it to the Master File I just downloaded.
I click the select directory icon, find the master file and click to ensure it is in the foldername box and click choose directory and...wait for it...nothing happens. I even tried to use the update mechfiles tool and here is an example of the reply:
C:\Users\Keith's Dell\Desktop\SSW_0.6.81\Master\RS 3039u\Atlas AS7-D.ssw
C:\Users\Keiths Dell\Desktop\SSW_0.6.81\Master\RS 3039u\Atlas AS7-D.ssw (The system cannot find the path specified)
The other "funny" thing is that when selecting a directory file the 'files of type" dropdown is blank.
I am totally lost on this one
Thanks ahead of time...
Getting old are we? ;)
It's the single quote in "Keith's Dell" that is making it puke. Try putting your files in something like C:\Mechs or C:\Program Files\SSW\Master or similar (anything without ') and it should work.
Well I've been called "Old Man" since my mid 20's or so. :D
Of course that was also about the last time I did any serious coding too. #P
Could just fix the program so that it doesn't barf on directories such as this.The problems windows/Java, not SSW
The problems windows/Java, not SSW
Which only means something if I knew how old you actually are :P
However, I'm 31 and starting to feel old (mostly because of broken body thanks to various accidents in my life... but meh) - so I feel your pain ;)
Incorrect. It just needs to be escaped properly.SSW seems to use JFileChooser for opening 'Mechs, it shouldn't need to make sure strings pointing to files are properly excaped
SSW seems to use JFileChooser for opening 'Mechs, it shouldn't need to make sure strings pointing to files are properly excaped
It's the single quote in "Keith's Dell" that is making it puke. Try putting your files in something like C:\Mechs or C:\Program Files\SSW\Master or similar (anything without ') and it should work.
Is there a master file with all of the canon vehicles for the SAW program?
IIRC, it should be in the Master file with the 'mechs...
i can't get my computer to recognize the .jar format. I've tried opening both .81 and the "more stable" .4; I've also copy-pasted the folders directly onto the desktop and in the G:drive (I have a c & g)
when I double click on SSW or SAW, the computer asks me what I want to open it with; and I don't understand how to do the "command line" prompt in the troubleshooting section. I did update my java to the most recent version(java.com) so I don't think that's it.
help?
thanks!
In Windows:
Open a command prompt. CD to the folder where you have SSW. java -jar whateverjar.jar
Before going through Ralgith's instructions, the basic question: do you have Java installed?
so- go to start, and put that in the "search programs and files" thing? or open up the dos command box? or in a window-explorer box, like an ip address? I don't know what a "command prompt" is.
sorry, but my computer skills start and stop with the darn start button- if I can find my yahoo, it's a good day... :P
*bonk* he already said he has the latest java updates done ;)
the real question is: when are We going to get a user-friendly method for editing weapons and equipment. ;)
If I can chime in for a couple of feature requests:
- An option to collapse OmniMechs into one listing. Each chassis taking up 5 or more lines makes for a long scroll down.
- The option to remove the "doubled listing" of Clan 'Mechs with Inner Sphere code names. I like that they're listed with both names, but having two entries each (one "Clan name (Inner Sphere name)", one "Inner Sphere name (Clan name)") really clutters up the list.
- A more user friendly way to add custom weapons.
Also, does anyone know if there is a way to edit existing weapon statistics? I only want to change a couple of values for some of them, and don't need a full on custom weapon entry.
It should be very similar to adding a custom weapon. I would recommend that you do add the modified weapon as a custom and use the custom weapons files so that when an update comes out you don't have to redo your work. I also suggest that you do the work using Open Office as well, that just makes it easier to follow the directions.
http://www.solarisskunkwerks.com/custom-weapons (http://www.solarisskunkwerks.com/custom-weapons)
Please post if you have any questions, someone will help out.
I've tried this MANY times both with Excel and Open Office and I've never been able to get it to work, and I've posted about it multiple times.
Is it possible for you to either create a narrated video tutorial or a notated screenshot tutorial?
No problem. Hope it helps.
what about this one:
I have a different question .... when printing record sheets in SAW, I really like the ability to print the tables on the sheet too. Is there a way to get the Vehicle Effectiveness advanced rules regarding critical hits and motive system damage to print on the sheets? if so, how?
Thanks!
Looks like that one still needs to be coded in.
I noticed there is a dropdown on the print preview to select between a Total Warfare and a Tactical Operations record sheet ... how are they different?
I noticed there is a dropdown on the print preview to select between a Total Warfare and a Tactical Operations record sheet ... how are they different?
hi there, Please forgive my laziness about searching on this topic. But, Im having a problem with SSW. When I select the mechs pictures for the RS, they work ok. And then, when I change to print the QS cards, they arent showed. Tried to print them anyway, but neither worked.
Also tried QSP. And it didnt worked.
Any suggestion?
Any news on further developments on any of the Skunkwerks programs?
Current State is that I make bug fixes every so often but it's not very consistent. At the moment I appear to be the only (semi)active developer on the project so it'll probably be a while before we see a new build.
Hi OpacusVenatori,
The SSW products prefer to auto-match images (when possible) which requires that you tell SSW where you main images directory is. Open SSW, click the cog icon, click the Program tab, then for Default Image Path select the main directory where you store all your design/unit images. I have mine setup with sub directories for Mechs, Vehicles, Spaceships, etc. Once you've saved that change re-start SSW (or BFB, SQP, whichever) and it *should* find your images.
If you still have issues, you can email me directly at skyhigh@solarisskunkwerks.com.
Oh, I didn't see you had to select a different chassis type.Primitive is a Tech Base. So the rules for mixing tech bases would apply. IE. It becomes Experimental Rules level.
Thanks for the help.
Does anyone know if there's rules that explicitly forbid mixing primitive with normal stuff (ie. can I have a primitive engine with a modern cockpit)?
3 things I'd like to see (sorry if they've been mentioned 300 times already but there's lots of pages)
1) Super Heavy Mechs - just for laughs to see what can be done
2) LAMs - I don't like them much but could be fun to play with
3) More of a question than a want... how do I get Jump Jets on a vehicle? I can't seem to unlock jump MP even if I go with experimental tech and a hover chassis
Full LAM rules will be in Interstellar Operations, so they are likely holding off on adding LAMs to SSW.
SAW is still very much work in progress.
Primitive is a Tech Base. So the rules for mixing tech bases would apply. IE. It becomes Experimental Rules level.
For cockpits, it specifically says "Primitive ’Mechs can only mount Primitive BattleMech or Primitive IndustrialMech cockpits." Mixing Tech Bases (using an IS cockpit or Clan cockpit) would be legal, but would make it mixed tech base.
I'm curious as to whether this will work or not.
I've tried creating the TRO Primitves III mechs and cannot mix Primitive and Standard tech. Maybe I'm doing something wrong?
Several of the Primitives III mechs are "mixed tech" with certain components still being Primitive.
Please advise.
I'm curious as to whether this will work or not.
I've tried creating the TRO Primitves III mechs and cannot mix Primitive and Standard tech. Maybe I'm doing something wrong?
Several of the Primitives III mechs are "mixed tech" with certain components still being Primitive.
Please advise.
Current State is that I make bug fixes every so often but it's not very consistent. At the moment I appear to be the only (semi)active developer on the project so it'll probably be a while before we see a new build.
i guess what we really need to do is to recruit some additional dev help, then?
Hello everyone!
As per my post count it's obvious I'm new, and I'm just looking for a tad bit of help. Now, I'm relatively new to Battletech so the reason I may not be able to do this might be because of rules I'm just not familiar with yet!
Anyway, so I'm trying to make a Succession Era Clan 'mech. After I've designed the chassis and allocate my armor, I move to the equipment tab. "Use clan CASE" is checked. So when I pick all of my gear out and go to allocate, both the CASE and CASE II options are greyed out. Is this because clan CASE just doesn't take up weight/crit slots or is it because of some other issue? I did notice that if the only thing I change is the tech base to inner sphere that I can once again select to load case out.
Apologies if this is an easy answer to find, I've been wracking my brain around on google for a bit to no avail yet.
Thanks!
Huh. So for all intents and purposes Clan CASE doesn't take up crit slots?Clan CASE takes up no crits nor does it weigh anything
I'm curious as to whether this will work or not.
I've tried creating the TRO Primitves III mechs and cannot mix Primitive and Standard tech. Maybe I'm doing something wrong?
Several of the Primitives III mechs are "mixed tech" with certain components still being Primitive.
Please advise.
Mixed tech? I see no mixed tech mechs in XTRO Primitives III.
When I export my custom Mechs as .mtf files, I can't open the .mtf files in SSW. I get a "No content allowed in prolog" error.This one I have no idea about. I use MegaMekLab and it loads and works fine in the that.
The .mtf files also don't show up as available in MekHQ. Does this happen to anyone else?What year is your Campaign set to? When I change the Campaign year to after 3070 it shows up or change the production date in the MTF file.
When I export my custom Mechs as .mtf files, I can't open the .mtf files in SSW. I get a "No content allowed in prolog" error.
The .mtf files also don't show up as available in MekHQ. Does this happen to anyone else?
Pretty much. I wish I could contribute, but coding is not part of my skillset.
Nope. Work fine for me.
btw, anybody know whether there are any plans to implement super-heavy Mechs at some point in the future?
I hear it's on the list, but manpower is limited.
http://bg.battletech.com/forums/index.php/topic,25119.0.html (http://bg.battletech.com/forums/index.php/topic,25119.0.html)
We are recruiting.
Now...just need to find that rare thing: Coders.
To the right of the printer selection dialog is a button that says Properties
I don't believe its the printer options since I can print non-SSW docs with no problem. But having said that - where did you find the scaling setting BoP?
And as for the XPS Doc Writer. I've never used it before since it seemed all but a useless feature to windows. I can get SSW to create an XPS doc, but I'll durned if I can figure out how to do anything with it afterwards...The XPS Document Printer asks you for a location to save the file, it defaults to My Documents (I think), so you know where the file is saved, after that simply navigate to that location and open it like a normal file and what you see is how it (should) come out on your printer, then simply go to print again (this time in XPS Viewer) and select your actual printer and print like normal.
I have a goofy printer issue that just cropped up...
[snip]...[/snip]
Very odd and more than just a bit vexing.
Does anyone have any thoughts/comments/observations?
This is actually a known issue that I haven't been able to find the reason for yet.
What I suggest is getting CutePDF Writer (Free http://www.cutepdf.com/products/cutepdf/Writer.asp) which installs a PDF Printer which you then use for printing your sheets. This produces a PDF file that you save, then you can print from Reader.
I'm sorry for asking such an obvously stupid question- is there any way I can email myself the record sheets I'm trying to print? I want to use our work printer, but don't want to install anything on our system.
D
I have a goofy printer issue that just cropped up...
Just picked up an HP DJ3056A (for reasons that are tedious at best). My first time printing from SSW on this l'il bugger I get a stretched out print of about 3/4 the normal sheet.
Checked the printer settings and there's nothing that seems out of the ordinary. I can print docs from Word & Excel with no issue at all, so all signs seem to point to SSW.
Very odd and more than just a bit vexing.
Does anyone have any thoughts/comments/observations?
Thanks!
PS. Yes I have the most current version of Java.
Sorry for the long delay folks. I tried to limit myself to very little BT for the past few months in order not to burn myself out on it. So some posting to the forums, but not alot of reading/work elsewhere.
The files are still being worked on, and hopefully once I have TR3067 done and the moratorium is over I should have a new Master Unit file with all the `Mechs up to date. Well, maybe a little after. :)
outstanding! How long is the moratorium, again?
Content Management System
One thing to add here:
A community based CMS would have to follow the same rules as MM itself. No unit files for units whose RS is not at least 2 months old. Should new official maps be released, the same rule would apply for them.
Okay, I have some mixed tech mechs I made with SSW and the heat sinks don't turn up correctly in MM, ie 18 [26] instead of 18 [36], need some assistance.
*NOTE in MegaMek they turn up wrong, not in SSW, so not sure where to post this*
Mixed Tech
Clan XL Engine
Clan Double Heat Sinks
I can post anything else ya need if need be, thanks!!!!
Looks like SSW isn't exporting mixed tech mtf files correctly.
Heat Sinks:17 Double (Clan)
Should be:
Heat Sinks:17 Double
And they're denoted in the crits that they're clan. Try the attached version of the file and see if it solves your issues. I didn't actually test it in MM, but it opened just fine in MML.
I tried that and it 'sorta' worked, had to remove the (Clan) tag from the Engines and Armor also and then all worked fine, ty for the help!!!!!!!
Question, When I print a record sheet from SSW I would like to print the ammo line on the weapons table without the availability and armor points showing up on the sheet. Is this possible?
No, we don't have options to turn those items off on the printout.
If I understand correctly...you want a Recordsheet style printout, with the ammo added? I'm curious as to why.
If I understand correctly...you want a Recordsheet style printout, with the ammo added? I'm curious as to why.
Because it saves ink to not print extra info that we don't care about? ;)
At least that's my reason.
Any chance Freezers could be added or would they be too tricky to program?
OK, I guess I can see that...but you are saving a very minimal amount of ink by taking away around 100 characters (armor totals and some availability). It just seemed like the requestor might have a more specific reason. [:)]
Isn't that just another name for DHS? Back when they were rediscovered?
Heavy Metal Aero is old and outdated, doesnt match the current BV2 or sheet layouts and lacks the super useful tables on the sides of sheets like SSW.
Is there a plan to expand SSW/SAW to include Aerospace?
say? Solaris Aero Works?
SAA, Solaris Advanced Aerospace... to avoid confusion with the existing SAW ;)Or SFW for Solaris Fighter Werks.
Or SFW for Solaris Fighter Werks.
Doesn't work since there are more than just fighters in Aerospace design. You have ASF, Warships, JumpShips, and DropShips. So... we're back to Solaris Advanced Aerospace ;)Who says one program has to handle both fighters and space craft? Large craft are much more complicated.
Whoa now, slow down for just a bit, they are still working on Solaris Armor Werks; no need to go throwing more work on the SSW team (are there enough people to call it a team?).
Who says one program has to handle both fighters and space craft? Large craft are much more complicated.
Slightly off topic of this thread but I was hoping to get some input from people who are using these types of software.
Does anyone have a rather large collection of custom clan mechs? I am looking for mechs specifically 3050 tech and earlier back to the SLDF. I want to eventually run a Megamekl homeworld clan campaign and would like more variation in mechs than what the standard TROs offer. If anyone can help it would be greatly appreciated.
Well... depends on what you consider large? :P
This actually does a lot, thank you. There are a good number of extra mechs in there. You do have a lot of repeats, 3 copies of the exact same mech. But this gets me a lot closer to what I am actually looking for. Thank you very much ralgith!
Is there some trick to stop Armored motive system Engine Supercharger etc. from being grayed out in SAW?Armored Motive System and the other Experimental Equipment options are not yet implemented as far as I remember.
And yes, I've set the Rules lvl to "Experimental" and even the era to "All eras".
When does the Heavy Metal exclusivity licence run out. HeavyMetal took 3 years to update to BV2 and Total Warfare. Heck he still lists Strat Ops as coming soon.
IMO, CGL should throw money at SSW, its far more modern and capable, polished and works with Warchest.
I'm willing to bet there's something far more awkward preventing that(or even an in house project) from happening. :'(
And from what I understand that has actually been one of the major reasons why Heavy Metal hasn't had a core update in a rather long time. The update to include TW weapons is mostly just a cludge using the custom weapons editor and BV2.0 still wasn't fully correctly implemented.
I don't want to be mean but we've been waiting the better part of a decade for HM to get a core update since the introduction of TW and TM. It just seems a poor excuse that we have to keep waiting for even that much when we have a handful of coders who without hope of recompense have managed to make a perfectly fine editor that doesn't have to be completely re-written every time a new weapon is introduced.
Just out of curiousity, is there a way to select the corrosive prototype DHS from War of 3039?
Umm, How do you get SAW to work?? Everytime I try, it doesn't load properly.
Quick Question: How do you download SAW's Tank listings? I know it sounds silly, but i've been having trouble figuring out how download it. Is there a built in switch in the program?
The ones that could not be in the engine and could be mixed with singles outside the engine? Nope, not yet.Could it be coded as regular equipment with a negative heatlevel?
Problem with that is heat sinks have their own data block separate from the equipment block.Its not a perfect solution, but it kinda works. The heat dissipation data would be shown in the 'weapons & equipment inventory' section and not in the 'Heat Data' section, but I don't feel like that is a problem.
Doesn't work since there are more than just fighters in Aerospace design. You have ASF, Warships, JumpShips, and DropShips. So... we're back to Solaris Advanced Aerospace ;)Or since the construction methods aren't exactly the same for fighters and DS/JS/WS/etc. you could go with Solaris Fighter Werks and Solaris Naval Werks.
Or since the construction methods aren't exactly the same for fighters and DS/JS/WS/etc. you could go with Solaris Fighter Werks and Solaris Naval Werks.
Or since the construction methods aren't exactly the same for fighters and DS/JS/WS/etc. you could go with Solaris Fighter Werks and Solaris Naval Werks.
I swore I responded to this the day it was posted with a comment about not wanting so many separate programs and preferring the way Heavy Metal Aero has all "Aero" units in one program... but anyways, that is my stance ;) If I wanted 50 programs cluttering up my drive I wouldn't say anything, but I don't. I honestly like the way MegaMekLab has it all integrated and you just choose unit type in a single piece of software even better than the Heavy Metal way of doing it.
I swore I responded to this the day it was posted with a comment about not wanting so many separate programs and preferring the way Heavy Metal Aero has all "Aero" units in one program... but anyways, that is my stance ;) If I wanted 50 programs cluttering up my drive I wouldn't say anything, but I don't. I honestly like the way MegaMekLab has it all integrated and you just choose unit type in a single piece of software even better than the Heavy Metal way of doing it.
knowing zip about programs, could disparate programs be integrated at a later date, but developed separately?
Separate programs sound easier to make, but as few as possible is easier for use.
Have there been any updates to the program? The last commit on the site was 11 months ago. Just checking in to see if there's an SVN repository or source code one could compile from.
The projects are still alive, and I have code changes I have made but haven't had time to validate and check in...but if someone wants to help I'll take it.
*By going through and fixing a few things, I also came up with a few more questions about how exactly things split, and depending on the answers, THAT may require some additional coding.
If you could get such questions to me sooner (ASAP, really) rather than later that would be appreciated, as I still might then be able to get any resulting changes into the new TechManual PDF reprint.
If you could get such questions to me sooner (ASAP, really) rather than later that would be appreciated, as I still might then be able to get any resulting changes into the new TechManual PDF reprint.I think he talking about this:
Sure there could be a Master/Child program created that would allow you to open any type...maybe someone'll even step up to do it. :)
Yes there have, though it has definitely been few and far between
There are multiple projects in Sourceforge that make up Skunkwerks.
SSW http://sourceforge.net/projects/sskunkwerks/ (http://sourceforge.net/projects/sskunkwerks/)
SAW http://sourceforge.net/projects/sarmorwerks/ (http://sourceforge.net/projects/sarmorwerks/)
SSWLIB (Central library used by any editor programs) http://sourceforge.net/projects/sswlib/ (http://sourceforge.net/projects/sswlib/)
BFB https://sourceforge.net/projects/cbtforcebalance/ (https://sourceforge.net/projects/cbtforcebalance/)
and one or two other ideas that haven't really gotten off the ground (Solaris Game Tracker (SGT), Solaris Fighterwerks (SFW))
The main issue is time and resources...I'm the only resource at the moment (everyone else disappeared into the haze of Real Life) and my time has been severely limited with work projects and being the Cubmaster for my son's Pack.
The projects are still alive, and I have code changes I have made but haven't had time to validate and check in...but if someone wants to help I'll take it.
Sure there could be a Master/Child program created that would allow you to open any type...maybe someone'll even step up to do it. :)
BFB assumes all C3 enabled units are in a single network. Build a force with 2 networks (of 4 units each for example) and it will add add 20% of the total BV of all C3 enabled units to each C3 enabled unit as opposed to 20% of the value of the rest of the units in it's own network.
In BFB there's no C3 values added to the point value when in BF view.
and
BFB assumes all C3 enabled units are in a single network. Build a force with 2 networks (of 4 units each for example) and it will add add 20% of the total BV of all C3 enabled units to each C3 enabled unit as opposed to 20% of the value of the rest of the units in it's own network.
Basically BFB needs a c3 network identifier...
What will the SGT and SFW be used for?
and one or two other ideas that haven't really gotten off the ground (Solaris Game Tracker (SGT), Solaris Fighterwerks (SFW))
Sorry for the long delay folks. I tried to limit myself to very little BT for the past few months in order not to burn myself out on it. So some posting to the forums, but not alot of reading/work elsewhere.
The files are still being worked on, and hopefully once I have TR3067 done and the moratorium is over I should have a new Master Unit file with all the `Mechs up to date. Well, maybe a little after. :)
On Omni's when installing Gauss Rifles, Autocannons and PPC's in the arms the hand actuators must be removed
That's not a bug, it's a feature! ;D
Per page 57 of TechManual, if you're building an OmniMech and mount any Gauss Rifle, PPC, or autocannon in an arm you can not also mount the hand actuator and/or the lower arm actuator in that arm.
Thank you for your answer. Soon we are going to get a new Master unit. But will this affect the actual list of units presented in QSP?
Additionally, There's a number of times that I've been trying to build a new omnimech, lock the chassis, and realize I messed something up on it. Being able to unlock the chassis (even if I have to delete the variants on it) would be a huge boon.
This exists, actually. It's buried under the "Tools" tab up top, but it exists.
Looks good. Thanks for the effort. O0
edit: Hm, when I mount a medium shield it reduces the running speed by 2 but I still can mount 8 IJJs, whereas that number should normally be reduced as well, right?
Additionally, There's a number of times that I've been trying to build a new omnimech, lock the chassis, and realize I messed something up on it. Being able to unlock the chassis (even if I have to delete the variants on it) would be a huge boon.As someone pointed out, there is an unlock option, which deletes all the variants.
As someone pointed out, there is an unlock option, which deletes all the variants.
Now, if you realized you screwed up the base chassis and don't want to flush the time it took you to assemble a dozen or so variants, it's worth pointing out that SSW files are straight-up XML documents, meaning you can open them in Notepad++ and make whatever tweaks needed (though I wouldn't recommend anything extreme).
What sort of new equipment are we talking about in this file?
Also, does it correct for something that used to not be splitable now being splitable?If I understand things correctly that all the file is supposed to do
(the errata states that anything with 8 or more crits can be split).
3 things I'd like to see (sorry if they've been mentioned 300 times already but there's lots of pages)
1) Super Heavy Mechs - just for laughs to see what can be done
2) LAMs - I don't like them much but could be fun to play with
3) More of a question than a want... how do I get Jump Jets on a vehicle? I can't seem to unlock jump MP even if I go with experimental tech and a hover chassis
Is there an Update on vehicle jump jets? I did a search and this post from 10 Nov 2012 was the most current that I found.
I was just having a mess around with SSW and all the artillery weapons have disappeared from mine?
Bug or problem with the new equipment update?
Did you have the right rules level set? Artillery needs at least "Advanced"...
:-[ and now it works sure I had it set up right... thanks
What is going to be interesting is when we get the new stuff in FM:3145..
I'm pumped about LAMs and Super Heavies. Gonna be cool to tinker with those :)
We are still going to have to wait on those, unfortunately. Same as with the Quad-Vees. Though, I will
definitely be looking forward to when SSW includes all the cool stuff: Colossals, Tripods, LAMs, Quad-Vees,
Super Heavies...The day that we can make ANY possible 'mech in SSW will be a frabjulous day!
as my ancestors used to scream from their longships... Herde fernde wernde JA!!!!
So, Cowdragon..you work for the I.R.S.?
Log File open for business...
Exception in thread "AWT-EventQueue-0" java.lang.NoClassDefFoundError: list/UnitList
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Unknown Source)
at java.lang.Class.getDeclaredMethod(Unknown Source)
at java.awt.Component.isCoalesceEventsOverriden(Unknown Source)
at java.awt.Component.access$500(Unknown Source)
at java.awt.Component$3.run(Unknown Source)
at java.awt.Component$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.awt.Component.checkCoalescing(Unknown Source)
at java.awt.Component.<init>(Unknown Source)
at java.awt.Container.<init>(Unknown Source)
at java.awt.Window.<init>(Unknown Source)
at java.awt.Frame.<init>(Unknown Source)
at java.awt.Frame.<init>(Unknown Source)
at javax.swing.JFrame.<init>(Unknown Source)
at ssw.gui.dlgOpen.<init>(dlgOpen.java:62)
at ssw.gui.frmMain.<init>(frmMain.java:151)
at ssw.Main$1.run(Main.java:122)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: list.UnitList
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
Anybody already added the TSEMP since we basically have all the stats needed for SSW except for the BV and might be willing to share his files? Would be appreciated.You can always use a Plasma Rifle (without any ammo) it's the same tonnage and heat, but fewer crits
BoostedC³ is also incorrect when you export it to MegaMek.
Hey Guys I need a little help. Maybe this was answered elsewhere but I haven’t been able to find it anywhere. I noticed when I create an armored force in SAW that the battleforce stats aren’t listed. Is that correct? Maybe it's user error but I can't figure out what I'm doing wrong.
If you know it's wrong...do you know what it needs to be to make it right?
Armor:Patchwork
LA Armor:Standard(Inner Sphere):32
RA Armor:Hardened(Inner Sphere):32
LT Armor:Hardened(Inner Sphere):30
RT Armor:Hardened(Inner Sphere):30
CT Armor:Hardened(Inner Sphere):33
HD Armor:Hardened(Inner Sphere):9
LL Armor:Standard(Inner Sphere):42
RL Armor:Standard(Inner Sphere):42
RTL Armor:10
RTR Armor:10
RTC Armor:15
Not to be a pain to Skyhigh, but are there plans for a build release, or do I need to just give in and setup svn and eclipse at home?Not to be nosey, but what heck is svn and eclipse?
Not to be a pain to Skyhigh, but are there plans for a build release, or do I need to just give in and setup svn and eclipse at home?
Not to be nosey, but what heck is svn and eclipse?
Can someone please explain how I take a unit from SSW and get into MegaMek? I know it can be done but haven't figured it all out :D
Thanks!
In the menu, go "File/Export Mech/to MTF (MegaMek)", then choose where to save the file via the popup file selector dialog. You can save it directly into your MegaMek installation's data/mechfiles directory or anywhere else and then later copy it by hand; as long as it's in data/mechfiles or any subdirectory thereof other than data/mechfiles/unsupported, MegaMek will find it.
Usually that'll do it, though there are a few instances when you may have to go back and edit the file by hand to get things to work. For example, for whatever reason SSW tends to assign introductory 'Mechs a rules level of 5 (unofficial) rather than 1 (introductory), which isn't technically a problem at all since the 'Mech is (probably ;)) still valid...it just won't show up unless you explicitly check for "IS unofficial", "All IS", or "All" designs in MM's "Select Mech" dialog. And at other times SSW will put a piece of equipment into terms MegaMek isn't set up to grok (lookup strings can be finicky, as the variety of ways to refer to one item in MegaMek's docs/equipment.txt file will demonstrate) and you may have to look for just what it got wrong and fix that by hand again. But usually it'll work just fine on the first try.
I've tried what you suggested and put the MTF files in the unsupported file but MegaMek doesn't see them. I've searched in the "All" and the other to no avail. What do you mean fix by hand? Go back to SSW works and check it over? What would I look for to tell if it went wrong?
Thanks.
I've tried what you suggested and put the MTF files in the unsupported file but MegaMek doesn't see them. I've searched in the "All" and the other to no avail. What do you mean fix by hand? Go back to SSW works and check it over? What would I look for to tell if it went wrong?
Thanks.
Please help, I cant get custom weapons/ammo to work. Here is the files that I use. It concerns the VRM-5, VRM-10, VRM-15.
Welcome back Skyhigh.
take notice of a bug with C3 that Cambo has fixed. He's been trying to compile SSW for ages. Just he hasnt been able to update the Sourceforge jobby.
Skyhigh, were you ever able to determine what was wrong with the tank weapons when printing BF cards? I've downloaded the newest version of SW but when I upload my force lists to try and print they still list no equipment or weapons for tanks. Funny thing is, one of my lances is a mixed force lance, the mechs come out fine so its just the vehicle stats that are acting wonky.
I apear to be missing weapon options. i have the latest release .6.81 but I dont have any mech rifles or ATMs it appears
Have the 'Mech files been updated to include the RS3067U?
Trailers are still mucked up, looks like worse than before
Did they ever work to begin with? lol. I see the -2 thing and will see what I can do.
Er. Fission engines don't seem to add reactor shielding on Combat Vehicles?Are they supposed to?
Are they supposed to?
Combat Vehicle Fission Engines: Available units designed to employ fission engines determine their ratings as normal for the unit’s type. To find a fission engine’s
weight, use the Fission column on the Master Engine Table (see p. 49, TM). As with fusion engines, Combat Vehicles must devote an additional 50 percent of the
engine’s weight into their designs to reflect engine shielding for the crew’s benefit. Combat Vehicle Fission Engines also provide a certain number of “weight-free”
heat sinks, as noted under the “Free Sinks” column. Combat Vehicles using fission engines do not require power amplifiers for using energy weapons (though heat
sinks to fire such weapons are still required, per the normal Combat vehicle construction rules).
my record sheets are printing out twice as wide as normal.Save them to CutePDF files and then print them out from the PDF reader. This is the method given to me when it happened to me.
help. please
What was the error there? Was it an actual error with the engine, or was it an issue with the HAG not being able to be split? (I just went back about 9 pages searching for "mad" and didn't see the original error post about it).I just remembered sometime back that SSW didn't handle the split with HAG placement in the OmniMechs when someone tried to first replicate Mad Cat Mk IV.
I had slightly different time/era question. Will be too complicated to make it so when someone changes the Era to say Republic Era and Dark Age era that Tech Class would change? Such as a Torso-Mounted Cockpit goes from Experimental to Whatever for example? 3090+ really changed alot weapon systems, but having the tech base change when your switching over eras would simplified things instead have having to worry about individual weapon availablity being tracked.
Binary Lasers became Standard tech by 3090+ but its experimental in Succession Wars.
To be honest, MML does not yet handle cockpit type tech level changes.
Well, the support is there, you're just not finished with all the per-item techs yet ;)The thing is that we don't actually track cockpit as MiscType objects. That's why MML needs more adjustments for that.
Though, I had thought you were totally done, so that was just my mistake.
It would be nice feature:
Can we also get two more Eras added?
Civil War and Jihad? A lot of mechs were added between those years and lumping them all into Clan Invasion Era is a little clumsy.
I know thats probably going to require a lot of data entry...
Uh oh, looks like a ROM agent got Maelwys mid-sentence.Are those cheeky bastards still around?
How do I move the Supercharger to a different torso location? Or can it not be done in SSW.
Thanks.
So hopefully we an
Uh oh, looks like a ROM agent got Maelwys mid-sentence.
Man. Not only did they get the sentence, they also got the memory. I have no idea where I was going with that.
In SAW or SSW or both?
Either way, something to look at.
I'll have to look up the rules during the weekend and see what the deal is (weapon and equipment placement in combat vehicles is kind of..loose).
How do i add a fixed weight turret to an omni-mech (quad)
words on new eras
In SSW.
I just found this out, don't include the turret in the base configuration, add it afterwards and it works fine.
I might've found a bug. You can't mount a C3 Remote launcher in a turret. Small bug, but a bug I think.
What's the latest SSW and SAW versions? Not sure where I am on the version ladder...This is the latest version SSW_0.6.82.1 :)
OK, I've definitely missed updating...
Where can I find it?
standard sprinting -- how can you make 'Mechs sprint (w/o MASC, SC) ?
quad side-stepping -- how can you make 'Mechs side-step (2MP, maintain facing forward, whilst moving laterally) ?
Currently it can only accommodate custom weapons and equipment.
that's a huge help (for light fast speed-dependent designs)
another quick comment...
for fast 'Mechs, movement may run / sprint off the edge of the displayed map area...
but when i resize the map ("zoom out"), whilst all the map features, and all the 'Mechs, rescale & resize...
all the "movement point numbers" laid along the intended track...
they do not resize, they seem to stay the same size...
requiring a refresh ("esc" + replot intended track of movement on map)
can SSW do ammo in half tons ?
As far as I know: Only if it's a MG ammunition. I think that all other 'Mech ammo must be added in full-ton lots (per Total Warfare).In SSW, there's the "Fractional Accounting" option, on the basic setup tab in the bottom middle. To turn that on you have to have it set to Experimental Tech rules level. Then to get a partial tonnage ammo bin, add an ammo bin like normal, right click on the bin and click on "set lot size". That lets you pick the number of rounds of ammo in the bin and sets the weight proportional to the number of rounds in a full ton.
In SSW, there's the "Fractional Accounting" option, on the basic setup tab in the bottom middle. To turn that on you have to have it set to Experimental Tech rules level. Then to get a partial tonnage ammo bin, add an ammo bin like normal, right click on the bin and click on "set lot size". That lets you pick the number of rounds of ammo in the bin and sets the weight proportional to the number of rounds in a full ton.
for fast 'Mechs, movement may run / sprint off the edge of the displayed map area...
but when i resize the map ("zoom out"), whilst all the map features, and all the 'Mechs, rescale & resize...
all the "movement point numbers" laid along the intended track...
they do not resize, they seem to stay the same size...
requiring a refresh ("esc" + replot intended track of movement on map)
In SSW, there's the "Fractional Accounting" option, on the basic setup tab in the bottom middle. To turn that on you have to have it set to Experimental Tech rules level. Then to get a partial tonnage ammo bin, add an ammo bin like normal, right click on the bin and click on "set lot size". That lets you pick the number of rounds of ammo in the bin and sets the weight proportional to the number of rounds in a full ton.
when you make a custom design, can you choose an "over-head view of the 'Mech" for MM ?
or, are you always simply stuck w/ the standard MM default icon, a rifleman-like icon for bipeds, and a scorpion-like icon for quads ?
Thanks, found what I needed. My biggest stumbling block with adding full custom weapons using the blank Custom Equipment.ods file was not knowing what each of the values needed to be. The Equipment.ods file has it all there already, so I just needed to make a couple of value changes. I went ahead and tweaked the existing weapons, since I didn't want to have double entries cluttering up the list (I'm a little OCD). I can back up the modified files for when a newer version of Skunk Werks comes out.
I got everything working quite nicely using my copy of Office 2010. I didn't find it that painful of a process :P