BattleTech - The Board Game of Armored Combat

Other BattleTech Games => MechWarrior and BattleTech Computer | Console Games => MegaMek Games => Topic started by: Skyhigh on 26 January 2011, 10:51:36

Title: Solaris Skunkwerks And Me
Post by: Skyhigh on 26 January 2011, 10:51:36
A new thread for questions, comments, updates, bug reports, etc.
Title: Re: Solaris Skunkwerks And Me
Post by: DarkISI on 26 January 2011, 13:17:08
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.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 26 January 2011, 13:56:32
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.

Nice catch DarkISI, adding that to the saved defaults now.
Title: Re: Solaris Skunkwerks And Me
Post by: LastChanceCav on 26 January 2011, 17:01:44
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
Title: Re: Solaris Skunkwerks And Me
Post by: SandMan on 26 January 2011, 21:04:36
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 see it, too.  Seems to happen to whatever manufacturer was highlighted at the time of the opening.  Interestingly, it seems to 'remember' this manufacturer even if you create a new 'Mech (no weapons, obviously) and then open another design.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 28 January 2011, 16:02:37
Yup, I can see the issue you guys are talking about.  Trying to figure out how to clear that out when you request a new Mech.
Title: Re: Solaris Skunkwerks And Me
Post by: OmniscientQ on 29 January 2011, 13:33:34
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).
Title: Re: Solaris Skunkwerks And Me
Post by: M-Rex on 29 January 2011, 13:40:55
Skyhigh,

What's the status on updates of equipment/mechs/units in Skunkwerks?
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 29 January 2011, 15:50:13
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.
Title: Re: Solaris Skunkwerks And Me
Post by: OmniscientQ on 29 January 2011, 16:53:34
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.

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?
Title: Re: Solaris Skunkwerks And Me
Post by: arcangelS7 on 29 January 2011, 19:20:37
Skyhigh,
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.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 29 January 2011, 22:51:50
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.

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.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 29 January 2011, 22:52:46
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?

I'm curious...why would you want to do that?
Title: Re: Solaris Skunkwerks And Me
Post by: Shatara on 30 January 2011, 00:57:13
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.
Title: Re: Solaris Skunkwerks And Me
Post by: Sartris on 30 January 2011, 01:41:16
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.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 30 January 2011, 01:51:26
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.

Actually, choosing to print Recordsheet instead of Total Warfare will match the prints that are done in the Recordsheet products by CGL.  It removes Pilot info and replaces with underlines, removes ammo from the weapon list, specifies ammo format, weapon layout, no extra info like weapon heat over dissipation, armor points, etc.

But if you want Total Warfare sheets from a list of units and you do not want pilot stats to be printed there is a "Print Warrior/Unit Info" option that you can uncheck. (Except it apparently doesn't work  :(  I'll be fixing that!)
Title: Re: Solaris Skunkwerks And Me
Post by: Shirotora on 30 January 2011, 04:27:18
How does one add capacitors to PPCs? I can't figure it out for the life of me.
Title: Re: Solaris Skunkwerks And Me
Post by: Grantwhy on 30 January 2011, 05:46:18
How does one add capacitors to PPCs? I can't figure it out for the life of me.

right click on the PPC in either the Equipment tab or the Criticals tab and there should be the option to Add Capacitor.
Title: Re: Solaris Skunkwerks And Me
Post by: Shirotora on 30 January 2011, 05:51:23
Cool. Thanks.
Title: Re: Solaris Skunkwerks And Me
Post by: OmniscientQ on 30 January 2011, 15:15:42
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.

That. I'll grant that there are plenty of times, when you're not sure which variant has the stats you want, that you would want to browse them all at once. But when you have fifty different omni chassis... (What's the plural form of chassis?) ... if you know which one you want, it's easier on the eyes to have each chassis listed once. A checkbox means you can have it both ways.
Title: Re: Solaris Skunkwerks And Me
Post by: Maelwys on 31 January 2011, 04:30:19
Skyhigh,

What's the status on updates of equipment/mechs/units in Skunkwerks?

`Mechs are being worked on. I'm about halfway through 3085 CE right now. Mostly everything is done at this point except for XTRO Marik and the 3085 stuff.

The big problem is that there's going to be a major change with all the files. For instance, alot of the MWDA files and random Jihad Files got added into 3085, which means those files have gotten changed and moved (teaches me to actually sort them).

Add to that I've asked Skyhigh to add a feature which might force me to revisit every single file in the near future.

I've also noticed what seems like a few...steps back in the equipment file. I don't know if I'm misremembering reporting some things and they didn't get fixed, or if they got fixed for a version or two, and then somehow got..unfixed. So please, keep an eye out for things like BV errors and equipment level errors (like somehow Communications equipment got set to Advanced instead of Tournament legal...).
Title: Re: Solaris Skunkwerks And Me
Post by: Rebel Yell on 01 February 2011, 00:15:30
Any chance the tutorial on adding weapons will make an appearance?

 [notworthy]
Title: Re: Solaris Skunkwerks And Me
Post by: Maelwys on 01 February 2011, 20:01:58
Yup, soon. Sorry, the boards outage made me slack a bit on that.

Office users are going to have...fun. :)
Title: Re: Solaris Skunkwerks And Me
Post by: Rebel Yell on 03 February 2011, 00:41:33
Schweet!
Title: Re: Solaris Skunkwerks And Me
Post by: Drufause on 04 February 2011, 02:11:50
I may be asking for something that already exists but i'm not sure cause i have not found it.  Here is the qualifiers.  My production system is Windows7.  I do not have Acrobat 9 or X for it.  I do have acrobat 7 but am afraid to install it as every time i do i get a message saying it is outdated and unsafe with published exploits that will not be patched due to product end of life per Adobe.  From open office i can export Drawings and Documents to PDF files.  How ever from SSW I do not have that option.  Currently if I want to provide a digital record sheet to someone who does not use SSW my only option is to print to XPS via a Microsoft driver.  Is there a way to save the record sheet as a png or tiff so that i could open the file in open office draw and then export to pdf?
Title: Re: Solaris Skunkwerks And Me
Post by: BeeRockxs on 04 February 2011, 08:52:17
Just install pdfcreator (http://pdfcreator.sourceforge.net).
You can then directly print to pdf.
Title: Re: Solaris Skunkwerks And Me
Post by: Drufause on 04 February 2011, 09:46:35
Thanks BeeRocks
Title: Re: Solaris Skunkwerks And Me
Post by: lordgoober on 04 February 2011, 11:15:51
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...
Title: Re: Solaris Skunkwerks And Me
Post by: Andras on 07 February 2011, 20:24:24
in 6.73, in the Open Mech window if you sort by cost it goes 1,10,11,12,...2,20,21,22...3,4,5,6

Can you make it keep the numbers in order?

Thanks
Title: Re: Solaris Skunkwerks And Me
Post by: trboturtle on 07 February 2011, 20:56:50
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
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 08 February 2011, 14:46:03
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...

In your SSW directory you will see a file SQP.jar (stands for Solaris Quickstrike Printer) run that one and you can build up two forces using only BF stats and print sheets/cards/etc.
Title: Re: Solaris Skunkwerks And Me
Post by: Pa Weasley on 09 February 2011, 09:47:09
Just a small quirk to note. When exporting files to MegaMek, an ER medium pulse laser is converted to two ER medium lasers.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 10 February 2011, 12:15:04
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 =)
Title: Re: Solaris Skunkwerks And Me
Post by: DarkISI on 10 February 2011, 12:40:57
What?  Can you send me the .ssw file you are exporting?  I have to see this =)

it happens with all ER Pulse Lasers. I have said it on the old board once, seems to have been overlooked.
SSW turns it into two lines for two single Clan ER Lasers, instead of a two line Clan ER Pulse Laser ;)
Just export a ER Pulser sporting 'Mech and use it in MM (opening the resulting mtf file would probably be enough). You will see it.
Title: Re: Solaris Skunkwerks And Me
Post by: Maelwys on 11 February 2011, 09:29:30
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

Most likely the rule we're using is the "treat it as a sword" comment, so the actuator requirements should be the same.  Or to treat all the Advanced Physical Attack weapon construction as standard construction, except where specifically noted below. Since both the sword and the hatchet require them, that's probably the defaul we're using.

Of course, you can always ask TPTB about it. I'll admit, our reasoning could be wrong. The rule section is pretty vague.
Title: Re: Solaris Skunkwerks And Me
Post by: ONE_HELLCAT on 11 February 2011, 11:37:43
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.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 11 February 2011, 11:44:03
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.

Make sure you've selected the OmniMech checkbox in the Chassis section and then the button should be available in the upper right Omnimech Configuration section.
Title: Re: Solaris Skunkwerks And Me
Post by: ONE_HELLCAT on 11 February 2011, 11:48:12
Ah, thanks. Now I feel stupid for not seeing that. I also feel the need to fix my glasses growing.
Title: Re: Solaris Skunkwerks And Me
Post by: woodearth on 12 February 2011, 12:25:05
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?
Title: Re: Solaris Skunkwerks And Me
Post by: LastChanceCav on 16 February 2011, 08:02:58
If it wasn't asked on the old boards, now that we know they are legal and have construction rules for them (http://www.classicbattletech.com/forums/index.php/topic,415.msg27920.html#msg27920 (http://www.classicbattletech.com/forums/index.php/topic,415.msg27920.html#msg27920)), will IS partial wings be implemented in the next version?

Cheers,
LCC
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 16 February 2011, 12:09:58
Will IS partial wings be implemented in the next version?

Yup, code is already added.
Title: Re: Solaris Skunkwerks And Me
Post by: M-Rex on 16 February 2011, 12:41:09
Sidebar:

Skyhigh...when I 'export to .mul', what exactly am I doing?  What is that for?
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 16 February 2011, 12:45:45
...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.
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 16 February 2011, 15:00:03
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.
Title: Re: Solaris Skunkwerks And Me
Post by: M-Rex on 16 February 2011, 15:20:49
A MUL is a unit list file that can be used in MegaMek to quickly load a set of forces for your games.

I thought so.  I haven't figured out how to bring those units into Megamek yet.  I'm still fooling around with both programs.
Title: Re: Solaris Skunkwerks And Me
Post by: Maelwys on 16 February 2011, 16:22:12
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?

They were pretty illegal from the Record Sheets. (If you check the MWDA folder, you should see a text file in there that explains some of the oddities I believe, if you can understand my shorthand). The main problem on those I believe is that they were so off that it wasn't worth including them. A few of the other AgroMechs were off as well, but  I was able to finesse them by reducing armor or something. The Mining `Mechs required more than just a little bit of adjustment, so I left them out.

Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 16 February 2011, 19:01:45
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.

I think I see what is causing this (and how to fix).  Can you send me your .ssw file so I can check how it prints now?  (skyhigh@solarisskunkwerks.com)  Thanks!
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 16 February 2011, 20:55:38
I sent you the file........not sue if it will work though.........i'll add the file here too

PS.......I also noticed that when you switch to an I.C engine and add a heat sink, the first one is added to the engine like the Fuel-Cell
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 17 February 2011, 01:45:44
Thanks Snake Eyes,

My fix is working and now shows Apollo FCS with the MRM and Artemis with the LRM's.  This will be in the next build.
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 17 February 2011, 14:13:24
Very cool [applause]
Title: Re: Solaris Skunkwerks And Me
Post by: uhrhammer on 20 February 2011, 22:24:47
Skyhigh, I got a new computer with win 7 installed. Ever since I have not been able to save any design, roster, or scenario in SSW, BFB, or QSP. I get an "unable to write to location. access denied". Any thoughts ?
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 20 February 2011, 22:38:28
Well, first off, where are you trying to write to?  If the path has any unicode characters in it then it won't work.  Second, is your account on the computer an administrator?  You may simply not have the right to create files where you are trying to.
Title: Re: Solaris Skunkwerks And Me
Post by: uhrhammer on 20 February 2011, 23:01:21
Skyhigh, I am trying to write to ssw\ssw master\misc\etc....ssw. I double checked my user profile has administrator rights what else am I missing?
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 20 February 2011, 23:03:42
Make sure that the directory and or file is not read only (if you are saving over a pre-existing file).
Title: Re: Solaris Skunkwerks And Me
Post by: uhrhammer on 20 February 2011, 23:16:50
I'm not overwriting anything. I'm trying to save a custom. I created a new folder outside of ssw to put new stuff in. Figuring that everything in ssw is read-only already. But it defaults back into save to ssw and won't let me put anyhting into the new folder.
Title: Re: Solaris Skunkwerks And Me
Post by: uhrhammer on 21 February 2011, 12:44:10
No worries George, After deleting all previous versions (and their default paths), I was able to establish folders in my documents that both ssw and bfb will write to. Now another matter. I know it was covered in a previous thread but I couldn't it about being able to change the templates on the record sheets to print distances in inches for movement mods. If you could post the fix again I would be greatful.Thanks
Title: Re: Solaris Skunkwerks And Me
Post by: WarHighlander on 21 February 2011, 13:44:33
Any chance we can get a version for vehicles someday?  [notworthy]
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 21 February 2011, 21:06:00
One thing i noticed, when you select Patchwork armor, the record sheet doesn't indicate the armor type per location.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 21 February 2011, 23:40:32
Any chance we can get a version for vehicles someday?

Yes

Who knows when...but it's already started.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 21 February 2011, 23:41:22
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?
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 22 February 2011, 00:34:31
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
Title: Re: Solaris Skunkwerks And Me
Post by: Mindwiper on 22 February 2011, 03:49:51
Really nice work there! I will be happy to use this programm!

Ok, one question!

I want to give my players the possibility to choose any given mechvariant from the miniatures I own and not confuse them with mechs I don't have in my stockpile. 

Is it possible to import a miniature list so that a user is able to choose Mechs and their variants only from this list?
Title: Re: Solaris Skunkwerks And Me
Post by: Neufeld on 22 February 2011, 05:11:50
Yes

Who knows when...but it's already started.

Is there any way to assist with developing it?
Title: Re: Solaris Skunkwerks And Me
Post by: BeeRockxs on 22 February 2011, 05:50:44
It also matters for all types of Ferro-Fibrous (because of acid-head warheads), and for the BAR armors.
Title: Re: Solaris Skunkwerks And Me
Post by: BirdofPrey on 22 February 2011, 06:24:10
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?)

Anyways, ignore BoP's rants of madness and accept his thanks for all the hard work.
Title: Re: Solaris Skunkwerks And Me
Post by: mbear on 22 February 2011, 07:54:15
Once I've downloaded SSW Master and expanded it do I need to put the contents into the SSW version number directory structure?
Title: Re: Solaris Skunkwerks And Me
Post by: Mindwiper on 22 February 2011, 08:20:35
When you first try to open a mechfile a popup window asks you for the destination of the masterlist-directory. So basically, no! :)
Title: Re: Solaris Skunkwerks And Me
Post by: ABADDON on 22 February 2011, 09:38:57
Is it actually possible to create custom weaponry and equipment as in hmp?
Either I'm kinda blind or it's not yet included. If that's the case, I'd really appreciate it, if such feature would be incorporated in the future. :)
Title: Re: Solaris Skunkwerks And Me
Post by: JPArbiter on 22 February 2011, 10:11:18
I dunno if this is a bug or not, but I thought I would share.

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...

also who would I talk to if I wanted to contribute to the Master unit Library?  I already entered Old is the new new, Golden Century,  and the most recent Project Phoenix Mechs into my library that works.
Title: Re: Solaris Skunkwerks And Me
Post by: ABADDON on 22 February 2011, 13:16:02
I second that bug. Created three or four omni designs with various configs (using the latest build), and for some weird reason i can only reopen two of them. The rest is not recognized, though all designs are in the same folder.
Title: Re: Solaris Skunkwerks And Me
Post by: lostinspace on 22 February 2011, 13:54:32
Is there any way to assist with developing it?

Get a SourceForge login.  Then either Skyhigh or myself can make you a developer on the project.

Is it actually possible to create custom weaponry and equipment as in hmp?

It is, but in a roundabout way.  You will need to edit an OpenOffice spreadsheet and then export the individual sheets to a semi-colon delimited file.  Once done there is a conversion file that will put those sheets into files usable by SSW.  I never got around to creating a custom weapons editor because that was never important to me.  I don't know whether Skyhigh considers it a priority either.

One of the reasons I never cared to create an editor is because the program is open-source.  If you want this sort of functionality you should be prepared to add it yourself since we have effectively given you the tools to do so.  Otherwise you are at the mercy of the current developers and their priorities.

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...

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.

In other news, depending on my work schedule, I am going to be resuming some work on the project.  I have two current priorities: Adding in editable manufacturer information and drop-downs, and beginning to JavaDoc the source code (something I should have been doing from the beginning).  I have no other priorities aside from helping Skyhigh with bugs, so please do not ask me (personally) for new features.
Title: Re: Solaris Skunkwerks And Me
Post by: lostinspace on 22 February 2011, 14:01:21
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?)

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.
Title: Re: Solaris Skunkwerks And Me
Post by: Maelwys on 22 February 2011, 14:59:29
Working on getting the guide out for adding equipment/weapons. Should be this week, assuming the little "recall that should take an hour to fix" tomorrow actually only takes an hour to fix and nothing goes wrong :)
Title: Re: Solaris Skunkwerks And Me
Post by: JPArbiter on 22 February 2011, 17:08:48


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
Title: Re: Solaris Skunkwerks And Me
Post by: lostinspace on 22 February 2011, 18:29:46
Since I am a mac user... no

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.
Title: Re: Solaris Skunkwerks And Me
Post by: Matt.C on 23 February 2011, 05:07:48
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?
Title: Re: Solaris Skunkwerks And Me
Post by: OmniscientQ on 23 February 2011, 12:25:15
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?

That has tripped me up a couple times as well, Matt. I always seem to want to stick my 'mechs primary weapon in the right arm (I'm right-handed, so it's probably some subconscious preference) and I almost always end up having to re-place it in the proper arm. But that's a feature I think should be left out.

The problem is that every other record sheet out there uses the armor and crit diagram as it is, and you really don't want to start having them mixed up. As bad as the system seems now, it'll be even worse if you have to constantly remind yourself to read the headers on the crit diagrams to make sure you're getting the right side. Right now, it may be confusing, but it's at least consistent.
Title: Re: Solaris Skunkwerks And Me
Post by: JPArbiter on 23 February 2011, 18:24:12
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.


Users/userid/applications/ssw_0.6.73/ssw_master
Title: Re: Solaris Skunkwerks And Me
Post by: Taharqa on 26 February 2011, 16:37:48
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?
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 26 February 2011, 16:48:06
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?

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.
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 26 February 2011, 19:39:09
Is there any plan on adding the ability to make primitive mechs.......i see the primitive weapons are in.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 27 February 2011, 00:23:05
Is there any plan on adding the ability to make primitive mechs.......i see the primitive weapons are in.


It's available now, you have to select Era Specific and then the 'Mech Type has an option for Primitive BattleMech.
Title: Re: Solaris Skunkwerks And Me
Post by: Taharqa on 27 February 2011, 00:46:07
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.

Thanks, thats the info I was looking for. I have looked through the text files.
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 27 February 2011, 01:41:03

It's available now, you have to select Era Specific and then the 'Mech Type has an option for Primitive BattleMech.
[rockon] Thanks Skyhigh
Title: Re: Solaris Skunkwerks And Me
Post by: ArkRoyalRavager on 27 February 2011, 07:14:24
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)
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 27 February 2011, 16:26:46
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.
The wiki is good, but it needs a lot of help
Title: Re: Solaris Skunkwerks And Me
Post by: wantec on 28 February 2011, 12:44:14
@LiS, great to see you made the transition over to these new boards. I just wanted to repeat my thanks for all you've done for this great program.
Title: Re: Solaris Skunkwerks And Me
Post by: Maelwys on 28 February 2011, 17:18:18
Alright, as promised, here's some instructions for adding in Custom Weapons and Equipment. The rules are pretty much a beta right now, and I need people to try them out, and explain what's confusing and what's just not working (in case I messed it up).

CustomEquipment.txt details how to create custom weapons and equipment (for people using Microsoft Excel and Open Office).

You'll also need to download the EquipmentTest.ods from http://www.solarisskunkwerks.com/downloads/EquipmentTest.ods?attredirects=0&d=1

If you look on the WeaponsMechOnly worksheet, in Row 3 you'll see the description for each row. This should help you fill in the data. This data will be included in the next version of SSW, this is just a placeholder for now :)

Ask questions, let me know if I'm an idiot and messed up, or places where clarifications are needed.

edit
I don't suggest using the Test file to actually create the new files, just use the header info from it.
/edit
Title: Re: Solaris Skunkwerks And Me
Post by: beachhead1985 on 28 February 2011, 18:44:05
I will have to try this out as soon as I can, Thanks!

Lol;

"Excell Step 1; Curse"
Title: Re: Solaris Skunkwerks And Me
Post by: Maelwys on 28 February 2011, 21:11:48
Yeah well, I find it rather silly that to change it from a comma to a semi-colon requires you to go in and change the settings for your entire computer, unlike Open Office, where you can choose all those options at the time of the save.
Title: Re: Solaris Skunkwerks And Me
Post by: ArkRoyalRavager on 01 March 2011, 02:36:01
Thanks Maelwys. I'll try this as soon as i can!
Title: Re: Solaris Skunkwerks And Me
Post by: OrdiWI on 03 March 2011, 23:00:24
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.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 09 March 2011, 18:00:51
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.

That sounds like there is some special character that got in there.  If you can email me you force file I can take a look (skyhigh@solarisskunkwerks.com)
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 09 March 2011, 18:10:26
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)

Added
Updated
A build needed to be done before I lost all track of what work I had done in the last few months.  :)

BFB Changes
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 09 March 2011, 22:47:54
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)

Added
  • 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
Updated
  • 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
A build needed to be done before I lost all track of what work I had done in the last few months.  :)

BFB Changes
  • Moved Unit selection and Random selection to tabs on the main interface rather then in a separate dialog/window that pops up
Very cool,  [applause]
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 09 March 2011, 23:33:59
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
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 10 March 2011, 12:52:18
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

I can't get this to happen on mine.  Can you email me more details and maybe the file?
Title: Re: Solaris Skunkwerks And Me
Post by: Dirk Bastion on 10 March 2011, 14:10:22
I think that's the error you get when you can't place a different engine because you don't have enough free crits in the side torsos.
I don't get it in my install out of the ordinary case (not enough free crits).
Title: Re: Solaris Skunkwerks And Me
Post by: OmniscientQ on 10 March 2011, 14:19:26
Very welcome news on the update! IS partial wings especially, since I've become fond of the 4/6/7 assault mech recently.

Thanks for all the hard work.
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 10 March 2011, 14:24:21
Ok, the error occurs when i go to design a industrial mech or a regular mech, 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............sorry if i'm repeating myself, but this is the only thing that its doing.

what file do you want me to send
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 10 March 2011, 14:31:10
...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.
Title: Re: Solaris Skunkwerks And Me
Post by: BirdofPrey on 10 March 2011, 15:48:22
I'm getting this same error.  It throws the error even if you try to mount ballistics, which don't require a nuclear engine.
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 10 March 2011, 15:48:28
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 was trying to design a modified version of the "Rock Hound" industrial mech from new periphery handbook (i carries a pair of srm-4s)......i can't even design the standard one.
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 10 March 2011, 15:49:12
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
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 10 March 2011, 15:52:50
Yup, I get what you are running into now.  And I'm checking the Weapons sheet and I see that Fusion is required for all of them  :(

I'll work with Maelwys and see if we can get that cleaned up and I can always post an updated build + just the data files.
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 10 March 2011, 17:21:22
Cool.........

BTW, i do like the change in the latest version

EDIT: Will you be adding the ability to design hand-held weapons?
Title: Re: Solaris Skunkwerks And Me
Post by: Maelwys on 10 March 2011, 18:32:22
Oops. I'll take the blame for that one. I believe I saw that error, but just figured it was talking about combat vehicles and said to myself "I'll get back to that later," not even thinking about Industrial Mechs.
Title: Re: Solaris Skunkwerks And Me
Post by: Sartris on 12 March 2011, 16:55:04
Think I found a bug with IS partial wings in 0.6.74

If you try to add a partial wing when all of the crits in the torsos are filled, SSW will properly deduct its weight from the total tonnage, but will not allocate any critical slots to said torsos.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 13 March 2011, 21:53:58
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.
Title: Re: Solaris Skunkwerks And Me
Post by: Sartris on 13 March 2011, 21:56:17
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.

Was working on the stock Wraith TR-1 that comes from the SSW master file by Maelwys

To recreate the error, open it up, switch tech to experimental, and add a partial wing.  If you move a Ferro Fibrous crit from each torso (leaving one crit free), it will give you the error message if you try to add a partial wing.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 13 March 2011, 22:33:00
Thanks Sartris,

So I see the code is working fine for a 'Mech that has one space (does not place and does not take tonnage) but for a 'Mech with NO spaces available...it is still taking the tonnage away when there are no spaces available so I'll continue working on that.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 15 March 2011, 13:23:31
Heads up, I have posted a bug fix release.  The version number has not changed so you'll just need to re-download from https://sites.google.com/a/solarisskunkwerks.com/site/downloads/SSW_0.6.74.zip?attredirects=0&d=1 (https://sites.google.com/a/solarisskunkwerks.com/site/downloads/SSW_0.6.74.zip?attredirects=0&d=1)

Fixes
- Partial Wing won't allocate but takes tonnage
  - Added checks so that you get an error message and the item will not allocate or take tonnage
 
- 3039 Mechs showing Artemis IV on printed sheets
  - Added checks to print sheet to verify the equipment is included before outputting
 
- IndustrialMechs could not add weapons. Received message that Fusion required
  - Fixed data issue with Weapon.dat to remove that requirement

- BattleForce: Overheat miscalculating
  - Calcs were using all medium damage not just standard, updated and now OV matches on all tests
 
- BattleForce: Launcher not taking into account lack of ammo
  - Added code to determine how much ammo is available and reduce the effectiveness when there is not enough
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 15 March 2011, 14:19:46
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.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 15 March 2011, 15:29:26
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.
Title: Re: Solaris Skunkwerks And Me
Post by: Sartris on 15 March 2011, 15:39:52
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.

It sort of works.  The fantastic news is that if you open SAW.jar, there is a definite framework for the program.
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 15 March 2011, 16:11:53
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.
Title: Re: Solaris Skunkwerks And Me
Post by: OmniscientQ on 17 March 2011, 16:32:16
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.
Title: Re: Solaris Skunkwerks And Me
Post by: BirdofPrey on 17 March 2011, 23:57:21
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.

THIS.  I know mechs are king, but I loves me some combined arms.
Title: Re: Solaris Skunkwerks And Me
Post by: beachhead1985 on 18 March 2011, 07:39:40
seconded!
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 18 March 2011, 21:46:48
As much as i like the SSW to design mechs, i really want my vehicle designer [rockon]
Title: Re: Solaris Skunkwerks And Me
Post by: Dave Talley on 18 March 2011, 21:50:26
yeah I emailed him today with the same query

HMV is ok but isnt updated
Title: Re: Solaris Skunkwerks And Me
Post by: OmniscientQ on 19 March 2011, 04:50:39
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.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 19 March 2011, 11:47:20
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.

Got it,  we didn't have an MM name for that equipment yet so I made it Jump Booster.
Title: Re: Solaris Skunkwerks And Me
Post by: OmniscientQ on 19 March 2011, 12:42:18
"Bug" probably wasn't the right word. I figured you had added in the jump boosters before MegaMek and didn't know what to call it at the time. It was just late, and "bug" was the first term that came to mind.
Title: Re: Solaris Skunkwerks And Me
Post by: Cannon_Fodder on 21 March 2011, 18:52:49
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.

The idea I had was in the top right list what type of armor the unit has where the total armor points are. That is for all types Standard, FF, ect. When patchwork is selected have "Patchwork" in that standard location preferably in a noticeably different font. Then place a note for armor type in the armor diagram. To save space even the copy line abbreviations would work.


The print out would go something like.
Code: [Select]
                                                                 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)
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 21 March 2011, 19:32:36
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

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)
Title: Re: Solaris Skunkwerks And Me
Post by: Cannon_Fodder on 21 March 2011, 19:46:45
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.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 21 March 2011, 19:49:52
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.

There isn't enough space (even for the # I noticed) unless I was to move the type to under the point number.  Between the legs was just a larger open space to put it.
Title: Re: Solaris Skunkwerks And Me
Post by: Cannon_Fodder on 21 March 2011, 20:35:09
Well as long as its on the sheet its fine I guess.

I am very impressed you were working on this so quickly.

P.S. can't wait until SAW is up and running. Will it be able to handle support vehicles?
Title: Re: Solaris Skunkwerks And Me
Post by: Tempus on 21 March 2011, 20:37:35
apologies if this has been covered and I missed it, but is there any way to get double armor boxes for hardened armor?


our group tends to use sheet protectors and wet-erase markers and that just doesn't lend itself very well to the   / and X method of marking hardened due to the relatively blunt tip on the marker (compared to pencil)
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 21 March 2011, 21:18:35
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.
Title: Re: Solaris Skunkwerks And Me
Post by: Cannon_Fodder on 21 March 2011, 21:24:00
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
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 21 March 2011, 23:17:22
Yup saw that, in fact I worked on this today

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)
Nice job Skyhigh

Title: Re: Solaris Skunkwerks And Me
Post by: Sartris on 22 March 2011, 07:04:26
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?
Title: Re: Solaris Skunkwerks And Me
Post by: BirdofPrey on 22 March 2011, 07:30:06
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.
Title: Re: Solaris Skunkwerks And Me
Post by: BeeRockxs on 22 March 2011, 10:27:45
You also need to include space for BAR rating, if BAR-rated armor is used for patchwork.
MML uses 2 letter abbreviations for the armor types:
LR = Laser Reflective
HD = Hardened
LF - Light Ferro
HF = Heavy Ferro
FF = Ferro Fibrous
SA = Stealth Armor
IN = Industrial
CO = Commercial
FL = Ferro Lamellor
SV = Support Vehicle
RE = Reactive
VS = Vehicular Stealth
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 22 March 2011, 10:35:41
You also need to include space for BAR rating, if BAR-rated armor is used for patchwork.

Yup, BAR is already part of the printed sheet.  Thanks for the info!
Title: Re: Solaris Skunkwerks And Me
Post by: Akalabeth on 22 March 2011, 13:05:17
Possible bug.

I upgraded to the newest version, but now when I try to add pics to the mech sheets for printing the pictures don't print. If I print preview, and select the pic, the picture does not show up on the preview. If I do normal print and select a pic, it'll show up in the box but again will not print. And yes, the format is compatible. I pull all the pics off sarna.net so they're jpeg, gif or png.

I had no problems with this before. I'm not 100% what version I'm using as I'm not at home, but I believe it's 0.6.69
Title: Re: Solaris Skunkwerks And Me
Post by: OpacusVenatori on 22 March 2011, 13:41:17
I didn't see if this were reported: When printing a unit with anti missile system ammo in the right torso, the line continue out of the critical hit table. You should use the initial
actual reads: Ammo (anti-missile system) 12
Better if read: Ammo (AMS) 12
Title: Re: Solaris Skunkwerks And Me
Post by: BirdofPrey on 22 March 2011, 15:17:29
I was playing around with a Fuel Cell powered mech and I noticed something:
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?
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 22 March 2011, 15:51:44
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?

Hmm, the way I'm reading it...a Small Laser needs to affect the weight also.

"Any unit not powered by a fission- or fusion-power plant that also carries heavy energy weapons, such as lasers and PPCs [and Plasma Weapons –EB], must mount power amplifiers in order to operate these weapons."

I'll check and see if we just missed that in our data.
Title: Re: Solaris Skunkwerks And Me
Post by: BirdofPrey on 22 March 2011, 16:09:53
Small lasers being .5 tons sit on the split between medium and heavy weapons.  Light and Medium energy weapons don't require power amplifiers.  If you consider small lasers medium weapons you can see my confusion.  The examples in the tech manual agree with you though.
Title: Re: Solaris Skunkwerks And Me
Post by: SandMan on 22 March 2011, 17:28:52
I think all BattleMech weapons are considered "Heavy" weapons by the standards of the game.
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 22 March 2011, 19:11:55
I noticed something odd when i add Modular Armor to an Omni.......first two slots added doesn't change the speed, but if i add more than two, the speed is reduced by 1, the way its supposed to do.

Speed is supposed to drop by 1 if even one slot of Modular Armor is added


Never mind, SSW started showing the proper speed reduction....after i switched to wide screen

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)
Title: Re: Solaris Skunkwerks And Me
Post by: DarkISI on 23 March 2011, 07:38:10
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)

This is not an error. As long as the HAG makes no aimed shots, it can use the TC to get the firing modifier.


See: http://www.classicbattletech.com/forumarchive/index.php/topic,13402.msg422915.html#msg422915
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 23 March 2011, 12:11:21
Well crud, they went and changed the rules when i wasn't looking.
Title: Re: Solaris Skunkwerks And Me
Post by: DarkISI on 24 March 2011, 04:08:21
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 :)
Title: Re: Solaris Skunkwerks And Me
Post by: beachhead1985 on 24 March 2011, 09:28:30
is there a function in SSW for adding half and quarter tons of ammo for weapons other than MGs, as there was in HMP?

I always liked that function, better to have a few more missile flights or autocannon salvos than an extra SL
Title: Re: Solaris Skunkwerks And Me
Post by: Maelwys on 24 March 2011, 12:27:12
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.
Title: Re: Solaris Skunkwerks And Me
Post by: DarkISI on 24 March 2011, 12:33:29
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.

I know the feeling. I did all those unit name changes for MM. For more than just Mechs ;)
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 24 March 2011, 13:24:43
is there a function in SSW for adding half and quarter tons of ammo for weapons other than MGs, as there was in HMP?

I always liked that function, better to have a few more missile flights or autocannon salvos than an extra SL
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
Title: Re: Solaris Skunkwerks And Me
Post by: Maelwys on 24 March 2011, 13:47:06
I know the feeling. I did all those unit name changes for MM. For more than just Mechs ;)

Yeah, I suppose that's one bonus. I don't have to go back and fix all the vehicles.
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 24 March 2011, 14:14:52
0.6.75 Release Available @ http://www.solarisskunkwerks.com/downloads

Issues Fixed
Report Bugs or Request Features @ http://www.solarisskunkwerks.com/reports
 
 View currently posted issues @ http://www.solarisskunkwerks.com/reports/existing
Title: Re: Solaris Skunkwerks And Me
Post by: DarkISI on 24 March 2011, 14:26:25
  • 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 :)
Title: Re: Solaris Skunkwerks And Me
Post by: Skyhigh on 24 March 2011, 14:41:58
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.
Title: Re: Solaris Skunkwerks And Me
Post by: DarkISI on 24 March 2011, 14:55:24
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.

For PDF creation with a Core i7 and 4GB RAM, spooling is the only issue that counts ;)
I still wouldn't want to print 50+ sheets with my ink based printer, but that's why I usually send those PDFs to someone with a laser printer ;)
Title: Re: Solaris Skunkwerks And Me
Post by: Snake Eyes on 24 March 2011, 16:08:43
Thank Skyhigh.........fast update.
Title: Re: Solaris Skunkwerks And Me
Post by: beachhead1985 on 24 March 2011, 16:41:31
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

Thankyou kindly
Title: Re: Solaris Skunkwerks And Me
Post by: Cannon_Fodder on 24 March 2011, 17:32:15

   
  • 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
    Very nice. Thanks for the quick work.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BeeRockxs on 24 March 2011, 20:24:15
    Do you want to know the format for saving patchwork armor to MTF?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sabelkatten on 25 March 2011, 11:34:05
    Looks like a bug...

    When I try to use patchwork armor with fractional accounting SSW doesn't register any armor weight at all! ???
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 25 March 2011, 12:39:19
    Do you want to know the format for saving patchwork armor to MTF?

    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diamondshark on 25 March 2011, 13:43:35
    Okay, this one is still bothering me, how do you get the mechs' era to print instead of the exact date?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 25 March 2011, 17:52:46
    Okay, this one is still bothering me, how do you get the mechs' era to print instead of the exact date?

    You don't yet.  I just added a field for the "Production/Game Era" which is completely different from the Build Rules era.  I haven't propagated that era choice into the lists and prints and stuff yet.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BeeRockxs on 26 March 2011, 10:32:10
    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

    Here's a sample extract from an MTF filel
    Armor:Patchwork
    LA Armor:Reactive(Inner Sphere):8
    RA Armor:Reactive(Inner Sphere):8
    LT Armor:Reflective(Inner Sphere):6
    RT Armor:Reflective(Inner Sphere):6
    CT Armor:Heavy Industrial(Inner Sphere):10
    HD Armor:Heavy Industrial(Inner Sphere):5
    LL Armor:Heavy Industrial(Inner Sphere):7
    RL Armor:Heavy Industrial(Inner Sphere):7
    RTL Armor:2
    RTR Armor:2
    RTC Armor:3
    Title: Re: Solaris Skunkwerks And Me
    Post by: ColonelCody on 26 March 2011, 11:15:18
    It keeps trying to run itself as an IE file. opening upa sort of semi-window and then sending itself intothe file download/opening process.
    I use Vista. his never used to happen with earlier mods.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 27 March 2011, 21:51:46
    New `Mech files are up!

    Some pretty hefty changes to the way the list is set up, so you'll probably want to redownload it (sorry). The Jihad books section has been deleted since most of those designs are winding up in other products. Instead, an entire "Turning Points" section has been established since it looks like those are going to continue.

    The other big change is that the `Mechs that have an IS name and a Clan name are now showing the Inner Sphere name first. HOWEVER, if you like the `Mechs to be identified by their Clan name, I have included a separate download with the Clan Names first. Simply delete the files with the IS name first, and replace them with the files with the Clan names. (So delete Mad Cat (Timber Wolf).ssw and then move the Timber Wolf (Mad Cat).ssw into the Omni Folder for example).

    This has started to take advantage of the data provided by the MUL, but since there are something like 140 pages of `Mechs, this process isn't completed (so don't worry if say, a 3055 Mech states that its from the Age of War..just means I haven't changed the default setting yet).

    Here's the new SSW Master file...remember to unzip it into your SSW Folder
    http://www.solarisskunkwerks.com/downloads/SSWMaster.zip?attredirects=0&d=1

    Here's the Zip file with the Clan Names (not required)
    http://www.solarisskunkwerks.com/downloads/ClanNames.zip?attredirects=0&d=1

    Please let me know if there are any problems or confusion.
    Title: Re: Solaris Skunkwerks And Me
    Post by: M-Rex on 27 March 2011, 21:56:36
    Bravo, my man!
    Title: Re: Solaris Skunkwerks And Me
    Post by: woodearth on 28 March 2011, 18:13:45
    I noticed that the fluff section for Penthesilea was filled out. The other mechs I spot checked - mostly 3085 and 3075 - did not have that section filled out. Is this a preview for future versions of the SSW Master?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 29 March 2011, 01:36:51
    Uhhh. Probably means I just forgot to delete it ahead of time. I sort of like the Penthesilea, so I was bored and added in the fluff and then forgot to delete it :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 29 March 2011, 08:47:06
    Possible bug, but maybe just me being behind in my rules;

    When I add Artemis IV to missles, I have to add them for all launchers irreguardless of type.

    Say I have a crusader and I want artemis for my LRMs, but not my SRMs, i thought this was always selectable? I know all launchers of one type must have artemis or not, did that get changed to all non-streak, non-MRM launchers?
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 29 March 2011, 08:54:36
    The rule was not changed, it has always been the way it is now, everything else was just a misconception of a lot of people. If you add Artemis, all Artemis capable launchers must mount it.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 29 March 2011, 09:52:37
    Shucks, was I the only guy taking advantage of that and the ability to mount Artemis in the head for CT-mounted launchers?
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 29 March 2011, 09:55:10
    The ability to mount the Artemis in the head for a CT mounted launcher was allowed under the previous rule set, it is no longer.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 29 March 2011, 15:24:14
    Shucks, was I the only guy taking advantage of that and the ability to mount Artemis in the head for CT-mounted launchers?

    Nah, you're just the first in a while to comment on it. I think everyone hashed that one out a year or two ago to much consternation among the fans :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 29 March 2011, 17:35:37
    yeah, I know, lol. I was trying to be funny, but I really did like that trick, I have a thing about matching art to record sheets, so I like putting things like missile systems in the CT, even though I have come to understand that "right torso" on the allocation table is slang for centre torso, lol.

    embarrassingly, I am quite behind on the rules, having been prioritizing reading the sourcebooks over the rules for some time, but after I finish the Starcorps Dossiers, I will dig in.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 30 March 2011, 04:09:16
    Correct me if i'm wrong, but UMUs only generate 1 heat no matter how many units i install on a Mech right?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 30 March 2011, 05:01:03
    Right...I'm looking at the Deva Exanimus and the math is coming out correctly?

    Just checked on a new mech, and its reporting correctly?
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 30 March 2011, 06:58:58
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 30 March 2011, 07:18:54
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 30 March 2011, 17:31:26
    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?

    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).

    BTW- We're on 6.75 now :)

    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?

    RS 3085 didn't separate into Clan and IS because it was already getting 3 different divisions due to 3085 getting 3 different record sheets. Splitting them further seemed kind of Meh at that point.

    I'd hate to speak for Skyhigh, but I assume it will, at some point after CGL decides to provide the actual rules for their construction. TRO 3085 gives some hints as to some of the weights, but we don't know what technologies are allowed, and what aren't.  For instance, I believe none of the LAMs in 3085 have Endo Steel. Is that because its not allowed? Or just because they didn't feel the need to install it? It seems counterintuitive at this point to include it.

    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 30 March 2011, 20:46:51
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 31 March 2011, 03:40:06
    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.

    The problem is we don't really KNOW what those restrictions are. It seems counterproductive to code when everything would be guesswork.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 31 March 2011, 07:00:18
    Quote
    BTW- We're on 6.75 now

    Ugh. I missed it right at the very top of the page...my apologies.

    Quote
    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).

    Thanks for clarifying this, Maelwys ;D

    Quote
    The problem is we don't really KNOW what those restrictions are. It seems counterproductive to code when everything would be guesswork.

    Has there been any word on when Interstellar Ops will come out?
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 31 March 2011, 08:21:40
    The problem is we don't really KNOW what those restrictions are. It seems counterproductive to code when everything would be guesswork.

    true of course. great job to all involved
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 02 April 2011, 14:09:51
    Ok, i noticed that SSW has the range for the Watchdog CEWS at 3, while Tac Ops (pg. 404) shows it at a range of 4.
    So, is Tac Ops wrong or is SSW wrong
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 02 April 2011, 17:25:27
    Took a bit of digging, and looks like the thread took 18 months to get answered, but...

    http://www.classicbattletech.com/forumarchive/index.php/topic,43865.msg1057715.html#msg1057715

    Why it doesn't appear in any of the errata, I don't know.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 02 April 2011, 23:49:17
    Sheesh....you would think that would go into the errata [tickedoff]
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 03 April 2011, 02:43:24
    If it has been missed so far, somebody should probably put it into the errata thread...
    Title: Re: Solaris Skunkwerks And Me
    Post by: Andras on 08 April 2011, 13:47:05
    I'm still using 6.73 so this may have been fixed, but I found what may be a bug in the Charts section. I have a mech with 2 MLs in the right arm, and a LRM10 in the left with no LA or Hand actuators. It reports 20 points for rear arc weapons. IIRC you can't use flippy arms unless both arms are lacking LA/HA right? But you shouldn't be able to get a flippy arm and a normal arm both in the rear arc anyway.

    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 15 April 2011, 08:28:38
    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.

    also; stupid question, will later version of SSW work with files I created on older versions?
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 15 April 2011, 09:10:42
    Clan ERPPCs are specifically incompatible with capacitors. No explanation have been given by TPTB AFAIK.

    Yeah, the files are backwards compatible.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 15 April 2011, 12:47:45
    Probably because PPC capacitors are IS tech only and the capacitor is technically part of the weapon.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 15 April 2011, 14:59:11
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 15 April 2011, 15:07:10
    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.

    No, it does not and it shouldn't be possible.

    http://www.classicbattletech.com/forumarchive/index.php/topic,63308.msg1525375.html#msg1525375
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 16 April 2011, 13:36:48
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BeeRockxs on 16 April 2011, 13:57:02
    That's not a bug, but the rules.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 16 April 2011, 19:19:32
    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.

    huh, i do not have the same problem, but I am not really up on omni in SSW yet anyways, i just click the omni box, but I am using .73
    Title: Re: Solaris Skunkwerks And Me
    Post by: BATTLEMASTER on 16 April 2011, 20:59:41
    As BeeRockxs said, it's not a bug.  It's in the Tech Manual construction rules.  No omnimechs can have lower arm actuators on an arm that mounts a PPC or autocannon.  Standard 'mechs can.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 17 April 2011, 07:51:37
    What? It sounds stupid! They're not even HGauss. Why cant there be lower arm actuators or hands on Omnis with PPCs?
    Title: Re: Solaris Skunkwerks And Me
    Post by: BATTLEMASTER on 17 April 2011, 09:22:13
    The rule's been around since omnimechs came out way back when.  It's a question for the TPTB, unless someone has a fluff reason.  Perhaps there is a canon reason for it, like a simple technology incompatibility with those actuators.

    But SSW is doing it right.  No bugs here.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 17 April 2011, 10:57:41
    Thanks for answering my question!
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 21 April 2011, 12:20:08
    Okay, playing around with fractional accounting and cargo space as a way to use up spare tonnage and SSW woes 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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Liam's Ghost on 23 April 2011, 22:53:59
    A bug: When mounting modular armor on one configuration of an omnimech, the movement penalty for modular armor is displayed in the base chassis of the omnimech in the text output, and to the battleforce statistics for every configuration.
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 26 April 2011, 11:09:16
    Would it be possible to add a dropdownbox to the weapon list so we can chose which weapons and equipment to see when working with mixed tech units?

    Something like this:
    All
    Clan
    Inner Sphere

    That would make it much easier to handle since the equipment list gets ridiculously big once you work with mixed tech units.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 26 April 2011, 11:13:27
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 27 April 2011, 03:30:09
    How do I enable partial wings? Their checkbox seems to stay empty even if I switch to experimental tech.

    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 27 April 2011, 06:19:28
    Did you make sure your 'era' is Clan Invasion or after?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 27 April 2011, 14:16:17
    Did you make sure your 'era' is Clan Invasion or after?

    Yes.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 27 April 2011, 14:26:40
    Yes.

    What version are you running?  Using 0.6.75 setting Experimental and Clan Invasion I get the option.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 27 April 2011, 15:53:48
    What version are you running?  Using 0.6.75 setting Experimental and Clan Invasion I get the option.

    0.6.73. Upgrading to 0.6.75 fixed the problem. Seems like I missed a pair of version announcements.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cannon_Fodder on 09 May 2011, 04:08:27
    Running 0.6.75

    When making an IS OmnitMech the variants won't save 1/2 ton ammo. Reverts to full ton next time file is loaded.

    Rules: Experimental Tech, Era: Clan Invasion, Tech: Mixed

    File is attached. Variant B one of the LRM 10 ammo is supposed to be half ton
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cannon_Fodder on 09 May 2011, 05:12:35
    Also placed a feature request to conceal e-mail addresses on the reported bugs and feature page.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 09 May 2011, 11:02:52
    Also placed a feature request to conceal e-mail addresses on the reported bugs and feature page.

    Good call, I've hidden the col so it doesn't show, I can get the data I need from it and keep it off the public site.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BlazingSky on 09 May 2011, 18:49:16
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 09 May 2011, 20:22:21
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BlazingSky on 09 May 2011, 20:52:52
    Export to what? MTF?  HTML and Text will always do all the configs I believe.

    Yeah MTF. I forgot to put that...  :-[
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 11 May 2011, 13:16:14
    If you have a 'Mech with a Compact Fusion Engine, you can increase its speed high enough for it to need a Large Engine. This shouldn't be possible with Compact Fusion Engines.
    It won't let you change to Compact Fusion Engine if you are already in the Large Engine scale, but you can increase it there if the Engine is selected beforehand.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 14 May 2011, 06:59:12
    is there any support in SSW for hand-held weapons?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cannon_Fodder on 14 May 2011, 07:06:59
    Hand held weapons are sort of an odd duck. They almost need to be handled by a different program.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 14 May 2011, 08:18:33
    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 ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: BlazingSky on 14 May 2011, 10:52:58
    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 ;)

    The Marauder? :D
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cannon_Fodder on 15 May 2011, 03:37:26
    Odd OmniMech printing issue.

    To recreate bug:
    Open OmniMech
    Select any variant with ammo.
    File > Print > Select to print variant other then the one loaded on the SSW screen

    Bug: Ammo Type on printout matches what variant is loaded onto SSW not the correct info from the variant you selected to print.

    EDIT: The print button on the tool bar is even more random about which ammo it decides it want to print.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Dahtac on 21 May 2011, 09:00:47
    I keep getting the below error when I attempt to load a mech in Skunkwerks.

    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Mendou on 21 May 2011, 20:03:25
    I keep getting the below error when I attempt to load a mech in Skunkwerks.

    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
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 22 May 2011, 00:30:57
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cambo on 22 May 2011, 01:25:20
    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.

    Yeah I get the same issue when i switch back and forth between my Mac and my PC with SSW and Dropbox.  (I notice the dropbox part of the path statement).  Refereshing the location like the others have suggested usually fixes this.  The error on my Mac when this happens is one of the most obscure ones I've ever seen though.   ???
    Title: Re: Solaris Skunkwerks And Me
    Post by: Dahtac on 22 May 2011, 14:35:32
    I already did that and just did it again there to see if anything had changed. Nothing :(. Will drop you an email later, just busy around the house at the moment
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 23 May 2011, 13:11:17
    Torso-mounted cockpits don't seem to be an option for Clan mechs even though TacOps says it's available to both clans.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 23 May 2011, 17:51:37
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 29 May 2011, 12:14:09
    When switching the Tech Base, SSW reverts to Single Heat Sinks
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 30 May 2011, 20:48:17
    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.

    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 30 May 2011, 20:49:09
    Torso-mounted cockpits don't seem to be an option for Clan mechs even though TacOps says it's available to both clans.

    Very strange, I see that it is setup for both tech bases, will dig in.

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 30 May 2011, 21:24:58
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 31 May 2011, 07:25:36
    Very strange, I see that it is setup for both tech bases, will dig in.

    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.
    I could have sworn it worked in 0.6.70, but I can't find any evidence it did.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 31 May 2011, 13:08:22
    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.

    Found the issue, it was coded to have a Tech Base of IS not Both.  Changed in dev and will be in next build.
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 31 May 2011, 14:00:15
    Good to hear, thanks!
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 31 May 2011, 16:29:10
    skyhigh, I don't know how many other people work on this with you, but you all are doing amazing work on a program and hopefully soon; a family of programs which greatly enrich the battletech experience for those of us that use them, which I think is alot of us.

    Thank you.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 31 May 2011, 18:13:24
    Thanks beachhead1985, right now I am the only active programmer on the project though we have 3-4 that stop by and try to help out when they can.  Maelwys is the file guru who is always making sure the files are up-to-date with whatever information we can get so a big thanks goes to him too.

    With that said...0.6.76 has been released! =)

    SSW 0.6.76 is now available at http://www.solarisskunkwerks.com/downloads/ (http://www.solarisskunkwerks.com/downloads/)

    Reported Bugs
     - I cannot select more than one 'Mech in the "Select Mechs" screen.
     + Arrow keys on the keyboard were being read and firing a filter action.  I have added the arrow keys to an ignore list.

     - On SRM and LRM launchers, Artemis IV is displayed in the Weapons & Equipment box. However MMLs with Artemis IV do not have it displayed in the W&E box.
     + Updated FCS check to look at all launcher types

     - I would like to see a 3rd Gyro circle added to the 'Engine / Gyro / Sensors / Life Support' damage area when a mech with a Heavy Duty Gyro is chosen, much like how records sheets in the back of Tactical Operations have them. Thank you.
     + Added a third circle when a Heavy-Duty Gyro is present

     - Torso-mounted cockpits don't seem to be an option for Clan mechs even though TacOps says it's available to both clans.
     + Updated Torso Mounted Cockpits to allow both techs

     - "Electronics don't list their ranges.  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."
     + Added Equipment ranges to the print output

     - Battleforce data is not taking Improved Jump Jets heat into account when calculating the stats.
     + Updated BF calcs to look at type of JJ

     - Add the ability to store custom weapons, equipment, ammo, and melee weapons in seperate files and load them into SSW.
     + Added code to allow for loading of a separate file **More below

     - Add the ability to export the current list shown in the Open dialog to a CSV file.
     + Added export option in the Open dialog

     - Existing Quad BattleMechs and All Existing IndustrialMechs don't save their Production Era Value. Standard BattleMechs do, and Quad OmniMechs do
     + Updated to store and load the production era values correctly
     
     - Updated engine BV multipliers per errata'd changes for Large engines
     
    Custom Weapons and Equipment
     - I have added the ability for users to manage their custom weapons and equipment separately from the base files so that your custom data will not be overwritten each time we push out a new build.  You will create the files through the normal process (add to the ODS file, save as CSV with ; delimiters, remove the headers, then binconvert.  The only difference is that you will want to prepend "custom" to the filename.  So the files should be:
       customweapons.dat
       customphysicals.dat
       customequipment.dat
       customammunition.dat
     These files should be in the same /data/equipment directory as the standard files and will be loaded after the standard files are loaded.
     
    Report Bugs and Request Features @ http://www.solarisskunkwerks.com/reports (http://www.solarisskunkwerks.com/reports)

    View existing reports @ http://www.solarisskunkwerks.com/reports/existing (http://www.solarisskunkwerks.com/reports/existing)

    Email us @ devs@solarisskunkwerks.com or me @ skyhigh@solarisskunkwerks.com
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 31 May 2011, 20:18:57
    Thanks for keeping the ball rolling!

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 01 June 2011, 08:38:53
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 01 June 2011, 10:18:02
    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.

    Can you send me your custom file?  skyhigh@solarisskunkwerks.com.  That way I can debug and watch to see it loading.
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 01 June 2011, 11:25:52
    email and files away
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 01 June 2011, 12:17:41
    email and files away
    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.

    I've got it fixed in dev, will e-mail you a dev build so you can help test.
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 01 June 2011, 12:19:00
    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.

    I've got it fixed in dev, will e-mail you a dev build so you can help test.
    haha, makes sense. I was busy trying to figure out what I did wrong in my input.

    EDIT: Thanks, that fixed it.  [rockon]
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 01 June 2011, 16:43:35
    Nice work Skyhigh [rockon]
    Title: Re: Solaris Skunkwerks And Me
    Post by: Andras on 03 June 2011, 14:12:04
    There's no SSW master file folder. if I import the one from .73 will it work?
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 03 June 2011, 14:17:11
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 03 June 2011, 14:29:01
    There's no SSW master file folder. if I import the one from .73 will it work?

    It will, in fact you should just unzip the .76 *over* the .73.  Every build overrides the previous yet the data files (Mechs, Images, Logos) don't need to change and that's why we do not include them.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 03 June 2011, 19:18:08
    I don't have my rule books to look up the battle force details, but I noticed that SSW is not calculating any damage for MGs in MG arrays.

    The following is from the conversion steps listed on the BF tab (version 0.6.76) on a mech with a 4 MG array as well as 4 independent MGs:
    Code: [Select]
    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

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 03 June 2011, 21:08:42
    Probably because the array itself doesn't do any damage.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 03 June 2011, 21:50:02
    The array has 4 MGs in it separate from from the 4 listed. The design has 8 MGs, but SSW only assigns BF damage to the MGs not linked to an array.

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 03 June 2011, 22:06:43
    Ah, well in that case... sounds like a bug!
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 04 June 2011, 07:35:54
    it looks likewe are getting closer and closer to an inbuilt custom equipment feature as well! nice!

    I still haven't been able to master the spreadsheet modification method yet myself, i will try with the new version when I get the chance.


    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 04 June 2011, 09:39:46
    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.

    No not worth a bug report as we've discussed it many times but there is debate on where it goes and how. ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 04 June 2011, 10:06:20
    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.

    Conversion Steps:
    Code: [Select]
    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 Stats:
    Code: [Select]
    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

    The weapons are all clan - 4 LRM15 with Artemis V, 1 ERLL, 1 ERML, 6 tons LRM ammo, targeting computer and 16 DHS.

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 04 June 2011, 14:48:18
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 05 June 2011, 04:21:34
    Mech's do not get an Extreme Range value.  Not sure why it shows up in the calcs with values.

    Ground units do not get an extreme range bracket under the standard BF rules (though it's an option under the advanced ones). Doesn't change the fact that ERLLs in general do in fact reach all the way into the "extreme" range bracket, and I think that's what shows up in the calculations here.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 05 June 2011, 08:01:37
    i don't know about that, because, in the stats at least the Long Tom Cannon gets an extreme range bracket


    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 05 June 2011, 08:21:57
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 05 June 2011, 11:55:26
    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.

    ah, so it's likely it is showing up for me because the LTC is advanced tech=advanced rules.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 05 June 2011, 12:52:19
    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?

    Cheers,
    LCC

    EDIT: Nevermind, the extreme range damage appears in the calculations when it is set to tourney legal too, and also drops to zero in the BF Statistics.
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 05 June 2011, 13:03:13
    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

    Looks like a genuine bug to me; according to the conversion rules (StratOps p. 360 in particular), an MG array should be treated pretty much like any other cluster weapon -- that is, assume a cluster roll of 7, look up the expected number of hits for the given array size, and multiply that number by the MGs' individual damage value.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 05 June 2011, 18:15:05
    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?

    No it wouldn't be retroactively changed.  To do that you would have to edit the actual data file not the custom one...and you'd get overwritten on each build.

    Now if you create a custom version and use IT on all of your designs then you would keep those stats.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Garydee on 18 June 2011, 20:28:09
    I noticed an error on the Streak LRM-10. It says that its heat is 6, where it should be a 4.
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 27 June 2011, 15:34:22
    When selecting unit images for Clan 'Mechs automatically it seems SSW first uses the image that has the name before the brackets. For my "Black Hawk (Nova)" it used the Black Hawk image (from the Dark Age Turning Point) not the Nova image. Then I renamed the Nova image into "Black Hawk (Nova)", but SSW was still selecting the one simply called "Black Hawk".
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 28 June 2011, 17:40:40
    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...
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 28 June 2011, 18:59:40
    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...

    That makes me think that it never got battleforce data saved to the file.  Try opening it in SSW then save it again and try it again.
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 29 June 2011, 00:45:51
    Still nothing. Used the wand already, too.
    It shows BF stats, when I look in the stats in SSW, but print preview... nothing.
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 29 June 2011, 03:40:22
    Additional, interesting find:
    If you print full colored Quick Strike Cards, the unit image shows up in the print preview, but not on the final printout. Seems the unit image gets moved to a layer behind the full color images. No idea, why it works in the preview but not the final print, though.

    While you are at it, could you also make the unit logo bigger? It is very small and almost invisible on the full color cards.
    And add a third line to the special abilities box? The Deimos B, for example, has too many abilities and the text goes into the image box. A third line would help prevent this.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 29 June 2011, 16:57:41
    Another bug in 0.6.76

    On a mixed tech omnimech (IS base), clan-tech equipment shows the "(C)" designation on the RS, but not on the Text/TRO data.

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: BlazingSky on 30 June 2011, 07:53:12
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 30 June 2011, 11:23:08
    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

    The fastest way to do it is to use BFB to build your force...I have a drop down option in that program for setting C3 On.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BlazingSky on 01 July 2011, 04:05:03
    Mmm next question. Would it be possible to add another filter to BFB and skunkwerks? Like say an electronics sensor? A catch all of Beagle, another for ECM types and C3? Or just one for electronics in general would be nice.
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 01 July 2011, 14:46:40
    Is it possible, that rear firing weapons cause SSW to screw up the Quick Strike cards?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Dread Moores on 02 July 2011, 17:00:13
    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)?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 06 July 2011, 13:20:06
    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

    Currently discussing it (literally), though a few people kicked around ideas yesterday as well.

    Quote
    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)?

    The problem with that (as we realized to our horror), is that the change isn't limited to 3090. The dates indicate the actual year of change, so we have some stretching back to midJihad (earlier for Clan small cockpits). We're hashing it out.

    Good time to give up caffeine, huh?
    Title: Re: Solaris Skunkwerks And Me
    Post by: BlazingSky on 08 July 2011, 11:55:57
    In light of the new quirks, is there hope for an addition to SSW that would allow the user to choose quirks for a design and have it printed on the sheet?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Grave on 10 July 2011, 09:59:02
    Hi there.

    I'm a longtime Battletech fan, and generally content myself with lurking.  However, I've recently decided to get back into the boardgame after several years away from the game (amazing what a kid will do to your life, right?) and recently I downloaded Skunk Werks.

    However, while the program looks outstanding, I can't use it! Every time I try to allocate an ERPPC, PPC, LRM, ammunition of any kind or most ballistic weapons, I can't allocate them in the criticals tab.  The tonnage works out appropriately, I've got enough critical spaces, but the auto-allocate and selective allocate buttons remain stubbornly blank.

    This looks like a great way to tinker with custom builds, but this is really frustrating  :o
    Title: Re: Solaris Skunkwerks And Me
    Post by: Dread Moores on 10 July 2011, 10:28:28
    You're not able to drag and drop the criticals where you would like?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Grave on 10 July 2011, 10:33:43
    God have mercy, and that's the exact newb mistake I was having...

    Thank you.   :-[

    I knew it had to be something stupidifyingly obvious, but with no how to tutorial I was going nuts.

    And if it's drag and drop, why in hell does it give you the option to do all that auto/selective allocate for missile launchers?

    < Confused....
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 10 July 2011, 10:43:59
    You have to first click on the item, then you can use the auto and selective function ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Grave on 10 July 2011, 10:50:10
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Grave on 10 July 2011, 12:59:59
    Curious: What is the source box for in the general info pane? To describe where it was taken from, for example a Technical Readout?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Dread Moores on 10 July 2011, 13:34:08
    Exactly. What Record Sheet/TRO that design is found in.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Grave on 10 July 2011, 14:57:50
    Thanks, Dread.  I feel like a real tard asking some of this stuff, but as evidenced by my original issue, some of the obvious stuff is maybe not so obvious, lol.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 11 July 2011, 03:57:00
    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 :D


    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 11 July 2011, 08:40:48
    Or in the case of customs, I generally enter the name of whichever degenerate in my group came up with the design :D


    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).
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 11 July 2011, 09:15:49
    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).

    Wait -- are you saying that in order to find a (rifle) cannon, he needs to set the era to "non-cannon"? Isn' t that kind of backwards? :D
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 11 July 2011, 12:08:05
    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).

    Might it be an idea to change that given they're apppppeng on modern designs like the Arbiter?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Dread Moores on 11 July 2011, 12:15:56
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Andras on 11 July 2011, 12:17:08
    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

    A single weapon/item won't auto/selective allocate, 2 or more will.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 11 July 2011, 15:00:17
    The thing about Rifles is that they're labeled C-F-X, which tells us that in the Post Clan Invasion era, they're extinct. Hence why you have to set the era to "All Eras (non-canon)" (Just a note, you could also set it to Star League/Experimental, or Succession War/Experimental to have the rifles appear).

    It was set up this way to allow people to design and build units with technology that may not necessarily interact, with the assumption that CGL would be sticking with the era availabilities provided. Since that seems..unlikely at this point, we may have to consider dropping the "Non-canon" aspect of the All Eras designation (you would still be able to determine when it was done using the year and production era).

    Of course, I might also have to put in a question to the writers to see if the Rifles should really be X availability for the Post-Clan era :)

    As for "Auto-Allocate" and "Selective-Allocate", those are only available when there are multiple items (Such as 2 PPCs), since they allow for the rapid allocation of multiple items. Theoretically "Selective-Allocate" could be made available for a single item, but at that point its more effort to use the selective allocation choice then it is to just drag the single item (Why it isn't a choice in the first place).
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 11 July 2011, 15:37:18
    One option would be to simply allow a weapon for all future eras once it's been introduced. Then add a checkbox similar to the one to "limit availability by year" maybe make it "limit availability by era".
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 11 July 2011, 15:56:56
    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.

    They appeared on one or two units in TRO: 3085 too.  There's a demon variant if nothing else.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 11 July 2011, 16:21:45
    Sounds to me like someone needs to ask the developers about changing the availability rating to reflect the new units.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Dread Moores on 11 July 2011, 16:46:20
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 11 July 2011, 17:04:16
    Totally agreed.  Personally, I think there should have been a clear tech progression before now.  Stuff like the MML, and the other sizes of PPCs and gauss rifles and such created in the civil war era should have a similar prototyping stage like what the current experimental equipment has.  I understand it doesn't because they added it when they updated the rules from BMR to TW, but it still seems odd.

    Besides that, all the dates are borked, and availabilities sometimes seem to be off, and the clan invasion availability actually covers everything from just before the invasion to the dark ages.  It definitely needs some work.  maybe they could do something with equipment like they are doing with the units in the form of the MUL.  Give us prototype and mass production dates (as well as extinction and recovery dates for star league stuff) as well as how common they are in each era.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 11 July 2011, 18:26:08
    This is why I use "All Eras" by default.  Current categories make little sense.
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 12 July 2011, 07:06:21
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Stormfury on 14 July 2011, 14:54:56
    *Casts "Summon Tech head"*

    I've recently bought a new laptop, and am having a lot of trouble trying to get SSW to run. I think the problem is that I was using TUGzip to open things and it refuses to give up the .jar file extension, but it could also just be Windows 7 being a jerk. I've run the Java update and associated .jar files with Java, but every time I try to open SSW I get the little black Java dialogue box for a few seconds, and then nothing happens. Anyone got any ideas?

    DXdiag appended in case that helps.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 18 July 2011, 15:48:26
    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.

    If you don't even have that then I would say your file associations are still messed up.  Maybe remove TUGzip, re-associate .jar with the Java VM, then run SSW?  If that works then I suggest using 7-zip instead in the future.  :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cannon_Fodder on 18 July 2011, 18:11:20
    Using version 0.6.76

    I still can't save 1/2 ton ammo slots. I add ammo, set # of shots, then save file. The next time I load file it reverts back to full ton of ammo.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Stormfury on 18 July 2011, 20:10:29
    Quote
    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.

    Log File open for business...
    Nov 5, 2009 4:45:49 PM java.util.prefs.FileSystemPreferences$7 run
    WARNING: Prefs file removed in background /home/justin/.java/.userPrefs/prefs.xml

    I deleted j.zip and have set SSW.jar to be opened with C:\Program Files\Java\JRE6\Bin\JavaW.exe, but no dice.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Stormfury on 22 July 2011, 00:25:46
    Uninstalled, re-installed, ran CCleaner, yadda yadda. Now it works.

    Hooray for IT Crowd-style problem-solving! MOAR BRUTE FORCE NAO!
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 23 July 2011, 22:44:36
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sartris on 24 July 2011, 10:19:54
    Quote from: TechManual p.235
    Unit Restrictions: Only Combat and Support Vehicles and fighter units using non-fusion/non-fission engine types may install power amplifiers.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 24 July 2011, 14:55:13
    The non-nuclear engines part was what they were trying to say; not mentioning 'Mechs was an accidental omission on the part of the authors.  See TechManual p63 and p74, telling you that you have to have power amplifiers on industrialmechs with ICE or fuel cell engines if you want them to carry energy weapons.  It follows that this should apply to battlemechs with those engines as well, but industrialmechs at least.
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 24 July 2011, 14:55:57
    Quote from: TechManual p. 74
    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'd say we have a contradiction here. (Also, the power amplifiers entry supposedly found in the Industrial Equipment Table on pp. 344/5? Not there in my copy, either.)
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 24 July 2011, 15:04:36
    That's the trouble with the way the new rulebooks are laid-out, with bits of everything everywhere (I miss BMR...).  What they need is a single entry for ICE and Fuel Cell saying "These engines require power amplifiers if you want to use energy weapons with them."

    And the primitives aren't even IN the main rulebooks, so that's probably why their engines got skipped over.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sartris on 24 July 2011, 17:26:42
    Looks like a question for TPTB
    Title: Re: Solaris Skunkwerks And Me
    Post by: Xotl on 24 July 2011, 17:33:28
    Since industrialmechs clearly can use power amplifiers, it looks like three different pieces of errata for TechManual (unit restrictions, construction rules, and a missing table entry).  I've added these entries to the in-progress errata.  Thanks all.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Stormfury on 24 July 2011, 22:23:43
    OK, so new problem.

    It *was* working, but I had to update to Java 2 recently... and now it's not.

    MegaMek is still OK, but I keep getting error messages with SSW. I can roll back to Java 1, but will there be support for Java 2?

    ***

    Log File open for business...
    Nov 5, 2009 4:45:49 PM java.util.prefs.FileSystemPreferences$7 run
    WARNING: Prefs file removed in background /home/justin/.java/.userPrefs/prefs.xml
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 25 July 2011, 03:21:47
    Java 1, Java 2?
    MM and SSW both use Java 6...
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 25 July 2011, 04:29:55
    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.

    Could you point out the passage? I'm looking at both pages, and page 144 states "Primitive BattleMechs and IndustrialMechs are built using the standard BattleMech and IndustrialMech Construction rules (see pp.44-59, and pp. 63-75, TM), with the changes described below.

    In Step 2: Install Engine and Control systems, the only changes for Primitive `Mechs is the way the engine rating is calculated. It never says that the engine choices are changed, and the only engine choice for BattleMechs are Fusion engines (see TM).

    Quote
    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?

    This seems wrong to me, I'm going to look into it (I think I even know where the coding is). However, as y'all can tell, TM isn't exactly clear on the subject :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 25 July 2011, 04:30:36
    Java 1, Java 2?
    MM and SSW both use Java 6...

    Oh good, I'm not the only one confused :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Stormfury on 25 July 2011, 07:28:56
    I have Java Version 6. However, I was playing Yahoo pool with my fiance, and it wanted to install what it called Java 2, which had a new launch splash and the whole deal, and called itself Java 2.

    Hell if I know what the go was; I wanted to use SSW tonight, so I uninstalled "Java 2" and went back to the Sun website to re-acquire Java Version 6.
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 25 July 2011, 07:43:50
    Rule of thump here: If Yahoo wants you to do anything, do the exact opposite, you will usually be better off.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 25 July 2011, 10:33:10
    It never says that the engine choices are changed, and the only engine choice for BattleMechs are Fusion engines (see TM).

    Not under advanced construction rules, which primitive 'Mechs are anyhow.  See TacOps.  Alternatively, in SSW set rules level to Advanced, because it's already implemented for BattleMechs, just not Primitive 'Mechs.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 26 July 2011, 01:17:52
    Right, but what I'm seeing is that Primitive `Mechs use the "Standard" rules for `Mech construction as default, unless it specifically says otherwise. It even specifically says what pages in TechManual, and never mentions advanced options, or Tactical Ops. Just the standard rules in TM.

    And the standard engine under the standard rules is a standard fusion engine, and the engine specific rules for Primitive `Mechs doesn't say "May use other engine types," just that you modify the rating. So by the way its written, Primitive `Mechs can only use Primitive Fusion engines.

    This may not make 100% sense, and might change under IO if it ever gets released, but that's the way the rules seem to be written.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 26 July 2011, 09:13:19
    Okay, but I think you're getting hung up on the letter of the law, rather than the spirit of the law. 
    Title: Re: Solaris Skunkwerks And Me
    Post by: BlazingSky on 26 July 2011, 12:55:15
    Okay, but I think you're getting hung up on the letter of the law, rather than the spirit of the law.

    It would matter if the "law" in this case let us save people, but all it's doing is not allowing you to make a fictional war machine a certain way. Rules are rules, especially in a game.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 26 July 2011, 15:38:51
    Rules are rules, especially in a game.

    If you stop to consider that there's enough BT errata to fill a small book of its own, it hardly seems silly to question what looks like such an obvious ommission.  In any case, I'll let you know what TPTB decide, though sometimes rules questions sit around for awhile.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 28 July 2011, 01:03:10
    Oh, its never silly to question whether something is wrong or not.

    My guess is they wanted really quick and really simplistic rules when it came to Jihad Secrets, rather than trying to delve into "Advanced" primitive `Mechs.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 28 July 2011, 14:26:01
    Possibly true, but you can't blame a guy for thinking fission engines make sense for primitive battlemechs, can you?  :)

    Edit: Looks like the megamek guys are thinking along the same lines as me.  I can use megameklab to create my primitive fission engine battlemechs, though to be honest I prefer the SSW interface.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 05 August 2011, 00:14:18
    Well, it looks like SSW is gonna need an update.....because according to the TM errata, the Clan UAC/5 is 8 tons, and SSW has it at 7 tons........I had to check my copy of TM, and sure enough, the C-UAC/5 is 8 tons..........

    That means that all the units that carry/mount a UAC/5 is gonna be overweight :P

    But, according to the comment by Moonsword, the BMRr has it at 7 tons.........so maybe the TM is wrong (lets hope, so no changes have to be made)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Xotl on 05 August 2011, 18:06:42
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 05 August 2011, 22:29:35
    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......
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 07 August 2011, 07:36:53
    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

    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 07 August 2011, 08:36:05

    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?
    3: expect solaris armor werks?

    Save me from the tedium of refitting my combined arms force

    Also is there a chance to get battleforce ballancer 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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 07 August 2011, 21:12:01
    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.

    This you can already do, use the third button in, the shield with the grey gear looking thing.  It will let you enter the name, model, type, and BV of the unit you want added.  It can't print anything but it allows for balancing of units and skills.  I use this all the time for vehicles in my games then print from the recordsheets.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diamondshark on 08 August 2011, 07:31:02
    Any chance of us getting the new equipment from the WoR?  I want me my Nova CEWS!
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 08 August 2011, 07:40:20
    Any chance of us getting the new equipment from the WoR?  I want me my Nova CEWS!
    Use Custom Equipment.
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 08 August 2011, 08:14:34
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 08 August 2011, 09:02:26
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 08 August 2011, 10:05:50
    Which I assume will also be valid for the tech advancement in the back of TRO:Prototypes?

    I would think so, yes. Especially since, so far, there was no Record Sheet release.
    Title: Re: Solaris Skunkwerks And Me
    Post by: VhenRa on 09 August 2011, 01:37:43
    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.


    Title: Re: Solaris Skunkwerks And Me
    Post by: Nebfer on 09 August 2011, 21:08:00
    Use Custom Equipment.

    How dose one add Custom Equipment?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 09 August 2011, 21:53:32
    Any chance of us getting the new equipment from the WoR?  I want me my Nova CEWS!

    The Moratorium would apply, and some of the equipment needs errata first before we can add it to SSW (just a few minor things).

    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.

    Hmm, I'll have to check that, but right now it looks like a error (kind of a simple fix).
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 10 August 2011, 07:31:05
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 10 August 2011, 16:06:10
    Has there been an errata on how Sword weights are calculated, or does SSW do it wrong?

    Tech manual says:
    Quote
    A sword’s weight (in tons) is equal to the ‘Mech’s tonnage, divided by 20 (rounded up to the nearest whole number).

    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.

    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 10 August 2011, 16:24:21
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 10 August 2011, 16:54:21
    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.

    Thanks. I could not find it, even on the archives, so I submitted a new errata report.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sartris on 11 August 2011, 13:42:27
    I don't know if this is a bug or unfixable...

    When you're in the open mechs dialog, even losing focus resets any sort of custom sorting.  Is there a way for the user to fix this, or is it just the way things have to be?


    Ok, now it only resets sorting when you load a mech... that was weird.
    Title: Re: Solaris Skunkwerks And Me
    Post by: bkjohns96 on 13 August 2011, 12:58:36
    I was just wondering if we could get a button on the print record sheet window that would allow you to print all configurations of an omnimech. By the way this program is great!
    Title: Re: Solaris Skunkwerks And Me
    Post by: VhenRa on 18 August 2011, 21:32:45
    Anyone know why Null-Signature seems to let you mount Targeting Computers in this?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sartris on 19 August 2011, 00:13:14
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 21 August 2011, 15:10:10
    A very minor bug with experimental tech - the Artemis V shows the correct number of crits on the TROs when there is one launcher in the location, but when there is more than one launcher in a location it shows the weight of both Artemis, but only the crits for one - see the design here: http://www.classicbattletech.com/forums/index.php/topic,9473.0.html (http://www.classicbattletech.com/forums/index.php/topic,9473.0.html). It seems to be a Text TRO issue only.

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 25 August 2011, 02:05:06
    Something seems to go wrong with the BV calculation for Thunder Fox TFT-C3.
    I and the record sheet gets BV 1104, SSW gets BV 1155.
    To me it looks like the:
    Maximum Jump Movement Modifier:   1.30
    is where things go wrong.
    Jumping four hexes should give 1 (from 4 hexes) + 1 (from jumping) target modifier for a 1.2 defensive modifier.
    So, look over the calculation of jump movement modifier for mechanical jump boosters.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Andras on 26 August 2011, 09:42:40
    Has the damage for ballistic artillery and artillery cannon been changed? Does it need to be updated in SSW?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 27 August 2011, 10:10:02
    I noted that Data/Equipment/weapons.dat is named Weapons.dat in the latest version (0.6.76). That will cause problems on case-sensitive systems like UNIX, due to either not loading at all due to not finding that file or using an older version if a clean install has not been performed. Solution: Make the first letter lower case.

    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 31 August 2011, 08:47:19
    As awesome as this program is, do we have any indication how far along a vehicle-version is? and what form it will take? Stand alone program, or some kind of increasingly flexible meta-system?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 08 September 2011, 23:56:08
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sandslice on 09 September 2011, 00:40:24
    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.

    Go to (megamek and/or MekHQ folder)\data\images\units\mechset.txt, then find #Mechs and add a line in this exact format:

    Code: [Select]
    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.

    Code: [Select]
    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.

    If you don't, then you'll get the appropriate among the 18 defaults.  :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 09 September 2011, 01:01:29
    WOOHOO! thank you :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 09 September 2011, 08:48:25
    Oops, sorry for the delays folks. August and early September got a bit busy for me (I know all of August was busy as hell for Skyhigh).

    I should have new `Mech files up to bring SSW up to date all the way to just before 3090 rather soon.

    If you have noticed errors with the `Mech files, please let me know via PM here (Drop me a line again if you already have, just incase I lost it the first time). After a bit of this, I should hopefully be ready to release the new versions (assuming that dropbox hasn't messed them all up. Great idea, not so great in execution :) )
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 09 September 2011, 11:18:28
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sandslice on 09 September 2011, 12:52:29
    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?

    Try making the gif's background (the bits "outside" the sprite) transparent (zero opacity.)  The bits "inside" the sprite should be white.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sartris on 09 September 2011, 23:36:39
    I should have new `Mech files up to bring SSW up to date all the way to just before 3090 rather soon.

    nice!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 10 September 2011, 01:26:01
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sandslice on 10 September 2011, 03:32:27
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 11 September 2011, 01:07:45
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sandslice on 11 September 2011, 01:29:28
    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.

    Heh, not annoying at all.  Hope it all works~ :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 12 September 2011, 14:13:47
    Okay, I found out when and why SSW doesn't print unit images for Quick Strike Sheets. When the units have a Clan name as well as an IS name, it only prints the first name (not the one in brackets) on the sheet and it seems it looks for unit images with that name instead of an image that has both names in the standard pattern.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 26 September 2011, 11:04:50
    Hey, I noted the new bug reporting spreadsheet on the website, but it seems not to be working....
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lord Cameron on 26 September 2011, 11:26:34
    Quote
    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.

    That would be nice to have for sure! O0
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 30 September 2011, 10:25:14
    will future versions of Skunkwerks have the ability to add design quirks?
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 14 October 2011, 15:31:02
    We'd love to hear where the dev team is with the program and related projects.

    Hope everything is going great for you guys after giving us such a great program
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 20 October 2011, 12:15:29
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cannon_Fodder on 20 October 2011, 13:31:01
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 20 October 2011, 14:35:54
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 20 October 2011, 17:19:19
    Hmm. Even weirder. If you DO make an OmniMech with fixed missiles, then lock the chassis, then add Artemis, you can't remove the Artemis because the missiles are fixed and, by extension, so is the Artemis. I think Artemis might better be added in the same way laser insulators and PPC capacitors are, although of course you can't apply it to just one launcher at a time.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Tolan on 23 October 2011, 08:33:19
    Any guesstimate when we will see super heavy rules included in SSW ?
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 23 October 2011, 11:34:53
    Any guesstimate when we will see super heavy rules included in SSW ?

    are those out now? in the new Jihad reckoning?
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 23 October 2011, 11:57:08
    Yep. Along with many other insane tech that's gifted to the Republic }:)
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 23 October 2011, 13:57:23
    sweet!

    But if, as I see from other posts the super-heavies have extra crits, won't that be difficult to implement?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 23 October 2011, 16:03:47
    sweet!

    But if, as I see from other posts the super-heavies have extra crits, won't that be difficult to implement?
    They don't have extra crits, that's the thing. Instead, hings use less crits.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 23 October 2011, 22:22:46
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 23 October 2011, 22:52:30
    I think it was probably so they didn't have to make an entire new type of record sheet. They've been taking long enough with the normal ones.
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 24 October 2011, 03:19:17
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 24 October 2011, 15:20:04
    In any case, it'll be at least a few months before we'll see it in SSW, since the dead tree book needs to be released first.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 24 October 2011, 15:48:22
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkISI on 24 October 2011, 16:02:29
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Thatguybil on 24 October 2011, 20:36:46
    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 :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: BlazingSky on 24 October 2011, 22:45:22
    Any chance of megameklab being updated for SHmeks?

    Please :)

    It will likely happen when the print copy hits the streets.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Grantwhy on 24 October 2011, 23:48:49
    No, it's actually very easy to program. Nothing more than a single modifier that needs to be implemented.

    apologies for my lack of programming knowledge, but are you sure that's not the programmers version of:

    Quote
    "My liege, he is but one man. What can one man possibly do?"

     :D
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 25 October 2011, 06:32:14
    I would like to hear from the Devs on this and other issues relating to the program...not that I can pick out everyone working on this, but I belive it has been a while.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 25 October 2011, 10:24:14
    Good morning everyone,

    Just as a quick updated:  I am currently the only active developer on SSW and my time has been severely limited for the last year due to job changes and other real life priorities.

    I am working on getting a new build out in the next week that will contain fixes for a number of things from the last 6 months or so but do not have a great list of items.  Mostly this will include BattleForce conversion changes, an Artemis fix and some other minor items.

    I recently changed the bug tracking system to use Sourceforge's Tracker to try to better track what has been done and what has been reported or requested.  If you find an issue or want to request a feature, please use the tracker @ http://sourceforge.net/tracker/?group_id=249506

    Regarding Jihad Final Reckoning changes, I just read part of the section yesterday.  I do not know when I will be able to make the necessary changes but will start working on how to include them.

    SAW is at a stand-still due to the same RL issues.  I still have intentions for it, and would love help with it, so if anyone wants to jump into the pool let me know @ skyhigh@solarisskunkwerks.com

    Thanks everyone!

    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 25 October 2011, 11:22:49
    Hey man, you're doing a great job. Real Life takes priority and we all support that, we just like to know where stuff is at.

    You've done a great thing for the community here. Take your time, you do good work and best wishes to your job and real life.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 25 October 2011, 11:49:37
    Yeah...make a good life for you first before you can churn out the good things. Thanks for making this awesome program and being so committed!
    Title: Re: Solaris Skunkwerks And Me
    Post by: cold1 on 28 October 2011, 13:53:32
    Won't let me assign weapons to crits.

    SSW randomly will not let me assign some weapons to crits.  I have the space and all the production and tech bases set up right.

    Yesterday ERPPC's and LRM's, today ER LL's and all heavy lasers.  This was not an issue before, am I missing something?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 29 October 2011, 04:43:54
    Yes, you're missing details.  Is there anything in particular?  Is it always Clan units?  OmniMechs, BattleMechs, or IndustrialMechs?  If you can, provide a file of the unit(s) involved, it might help someone puzzle out what's going on.
    Title: Re: Solaris Skunkwerks And Me
    Post by: mighty midget on 14 November 2011, 05:53:47
    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. 
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 14 November 2011, 14:22:55
    downloading the .dat files.......

    Thanks mighty midget
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 14 November 2011, 15:25:01
    Does it happen to include the Centurion?
    The only thing lacking in that weapon's info is the C-Bill cost.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BlazingSky on 14 November 2011, 16:28:08
    Odd, I can't download them. Could someone maybe zip them up?
    Title: Re: Solaris Skunkwerks And Me
    Post by: mighty midget on 14 November 2011, 18:25:08
    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.
    Does it happen to include the Centurion?
    The only thing lacking in that weapon's info is the C-Bill cost.
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Gunbunnie on 14 November 2011, 23:14:17
    Is there a set of instruction to use skunkwerks that I am missing?

    Daryl
    Title: Re: Solaris Skunkwerks And Me
    Post by: Davion_Boy_74 on 15 November 2011, 02:12:17
    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.

    Where's the attachment ?  :-\ .
     
    Dave.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 15 November 2011, 07:05:46
    Quote
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: mighty midget on 15 November 2011, 18:48:46
    I must have completely missed that we I read through ISP2 the first time.  I've updated the weapons.dat file to include as much info on the Centurion Weapon System as I could find.  If anyone has additional info they'd like me to add let me know.  Like before save the attachment as weapons.dat in your skunk works\data\equipment folder. 
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 21 November 2011, 17:04:13
    Btw, you forgot to add the BV of the Centurion. (http://bg.battletech.com/forums/index.php/topic,7541.0.html)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 26 November 2011, 02:49:38
    cool and thank you! :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: JPArbiter on 30 November 2011, 15:08:49
    out of curiosity, when are we going to see an updated library?
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 01 December 2011, 03:46:34
    When SkyHigh and the other members of the dev team find some time from their schedules?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 01 December 2011, 19:02:46
    Skyhigh is the development team.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 01 December 2011, 21:29:48
    I thought there were others such as Maelwys who did the record sheets and fluffed some of the designs.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 01 December 2011, 21:34:32
    Yes, but I'm thinking in terms of the people actually doing development, not data entry.  That's Sky.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 03 December 2011, 20:57:28
    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...
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 03 December 2011, 21:10:41
    Right-click the component in the same location as the turret, select "add to turret".
    Title: Re: Solaris Skunkwerks And Me
    Post by: lucho on 03 December 2011, 21:14:14
    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...

    Unless I'm mistaken, just right-click on the weapon, and you'll have the option to add it to the turret.

    *edit* ok, Onisuzume beat me to it
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 05 December 2011, 10:10:23
    huh, okay, thanks guys!
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 05 December 2011, 10:32:33
    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.

    Any compatibility issues we should be aware of when putting these in?
    Title: Re: Solaris Skunkwerks And Me
    Post by: mighty midget on 05 December 2011, 18:15:14
    I have not found any issues with using the updated equipment lists and SSW.  The only issue that I know of is that the items will not work with MegaMek and unfortunately I'm not sure how to handle that side.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 06 December 2011, 08:03:02
    I don't think they're implemented in MM yet. If/once they are you need to assign them the same name as they have in MM.

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 06 December 2011, 09:51:54
    Patiently waiting for Super Heavy and Machina Dominai to be implemented. But I know I'm the only one, lol :P
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 06 December 2011, 10:01:58
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 06 December 2011, 10:58:59
    Patiently waiting for Super Heavy and Machina Dominai to be implemented. But I know I'm the only one, lol :P

    I haven't got JFR but you wont be the only one once i do.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 06 December 2011, 14:58:04
    (bolded relevant portion) No, you are not.

    No, no. Don't try to make me feel better a bout this. I know I'm the only one interested. I do appreciate it though.  :D
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 07 December 2011, 10:26:04
    Eh, only really care about the Super-Heavies being implemented.
    Don't care about the Deus Machina.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 07 December 2011, 11:43:24
    Eh, only really care about the Super-Heavies being implemented.
    Don't care about the Deus Machina.

    That and the LAMs when those rules are released. But that goes without saying right? haha

    But seriously, I think an "ultimate invasion force" could easily consist of a handful of superheavies and LAMs scattered in as your special forces units. FUNNNN!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diamondshark on 07 December 2011, 13:09:18
    LRMs, Superheavies, and Machina Domini all need to be implemented, to be sure.
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 07 December 2011, 13:16:04
    LRMs, Superheavies, and Machina Domini all need to be implemented, to be sure.

    Ah, well. One out of three ain't such a bad start. ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 08 December 2011, 07:08:08
    LRMs, Superheavies, and Machina Domini all need to be implemented, to be sure.

    I'm sure LRMs have already been implemented :))
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 09 December 2011, 01:03:33
    Phew, sorry. I've been a bit behind with everything happening these past two months.

    News on the Record Sheets, they've released a whole new slew of  Record Sheet books all at once. What I think I'm going to do is finish up a few touchups here and there, release what I have done in the next week, and then as I touch up the sheets from the recently re-released books, post those as stand-alones so you can just download the new file and put them in the correct place.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 09 December 2011, 01:50:37
    So it'll include the Prototypes, new XTROs and HRW stuff too?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 09 December 2011, 05:55:51
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Fear Factory on 09 December 2011, 13:58:23
    Well, mine looks like this (http://smg.photobucket.com/albums/v38/Ferro/?action=view&current=Untitled.png).

    Seems SSW has trouble adapting to a computer with a high resolution that bumps the DPI for fonts up (Windows 7, updated Java).

    Plus, it will let me load unit logos but TRO pictures never worked.

    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 10 December 2011, 02:44:30
    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.

    Right now they should still be in the PUu folder (unless I completely messed something up).

    As of earlier today, they were moved to the 3039u folder when I finished checking them against the new Record Sheet and MUL data. So on the next release, they should be all together.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 10 December 2011, 05:01:41
    I have the PUu folder in my SSW Master file, but said friend appraently didn't.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 10 December 2011, 15:41:45
    I think what happened with 3039u was that I was halfway done with it when the Record Sheet was pulled and so I decided to wait on the rest while the record sheets were fixed. Still, that should all be cleared up in the next release.

    There are going to be a bunch of files shifting around though. Some of the Miscellaneous `Mechs that had been forgotten in earlier record sheets are now putting in appearances once again. Hopefully things will start calming down a bit :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maingunnery on 10 December 2011, 16:38:13
    Eh, only really care about the Super-Heavies being implemented.
    Don't care about the Deus Machina.
    Deus Machina would be nice, but I agree that Super-Heavies will be great (way beyond nice).
    Title: Re: Solaris Skunkwerks And Me
    Post by: ColonelCody on 10 December 2011, 20:29:21
    Eh, only really care about the Super-Heavies being implemented.
    Don't care about the Deus Machina.
    Super heavis i know, whats the Deus Machina?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 10 December 2011, 20:45:44
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 10 December 2011, 23:03:47
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 11 December 2011, 02:32:43
    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.

    Wait...a torso-mounted cockpit you can actually eject from? I'd call that right there the real breakthrough. ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Liam's Ghost on 11 December 2011, 02:43:16
    It's not torso mounted.
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 11 December 2011, 03:52:59
    It's not torso mounted.

    Well, that's what it says in this post, at least (emphasis mine):

    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.

    Until I get my grubby hands on the relevant book myself, what I find on these boards is all I have to go by.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 11 December 2011, 05:05:45
    I was wrong about that, then.  Sorry.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 11 December 2011, 06:28:44
    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.
    Quote
    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...
    Title: Re: Solaris Skunkwerks And Me
    Post by: ColonelCody on 11 December 2011, 15:09:04
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 11 December 2011, 18:32:16
    Jihad: Final Reckoning.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 15 December 2011, 06:08:07
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 15 December 2011, 14:20:07
    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?

    It worked for me. The only discrepancy was SSW's reported BV2 was higher than the one on the record sheet by, um, six. Not a huge difference.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 15 December 2011, 17:09:44
    Hmm.

    Ah hah!

    Figured it out. Stupid unbalanced armor. Must have been too tired to check it yesterday.

    Now everyone gets to wonder if that was done on purpose or if it was an error inputting the `Mechs. Yet another reason for me to find the 3 new Stone Rhinos silly :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 15 December 2011, 17:14:59
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 15 December 2011, 17:23:53
    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

    I got it to work out, once I realized the left left is 34 armor, while the right leg is 36 armor, which I think is what's tripping everyone up except for Diplominator. I should've checked closer as soon as I realized the design was two points over (I used 36 on both legs) but I missed it. Ah well.

    Back to checking the Solaris `Mechs sometime today :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 15 December 2011, 18:05:44
    Ah...yes...everyone *except* Diplominator...

    Who didn't notice it EITHER, but when I was doing the armor I looked at the LEFT leg and just had two leftover points of armor. Which I failed to notice.

    And yes. Now all three are silly. SHS for the 4, goofy armor on the otherwise symmetrical 5, and useless piles of armor instead of arms for the 6.


    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 15 December 2011, 18:31:54
    I just asked if this unbalanced armor is intentional in Ask the Writers. http://bg.battletech.com/forums/index.php/topic,13950.0.html (http://bg.battletech.com/forums/index.php/topic,13950.0.html)

    EDIT: Just got a PM, it is an error. 35 points per leg is correct and I posted it to the errata thread.

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 16 December 2011, 00:21:37
    I was about to complain about having to change it back and then I remembered I never had it right in the first place, just differently wrong.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 16 December 2011, 05:27:18
    More interesting is the fact that the Epimetheus seems to be a full fledged Omni now.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 16 December 2011, 06:16:49
    Always has been.
    It just wasn't very clear from the entry in Unbound, but the signs are in that book that it is an omni.
    "...incorporating the modular Clan systems into a basic Inner Sphere design."
    Another clue are the three Clan DHS mounted outside the engine.
    With an engine rating of 400, it could mount 16 heat sinks in the engine.

    So yeah, always been an omni, just not obvious at it.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 16 December 2011, 06:25:22
    Yeah, I kind of just dismissed the fluff as "Its easier to reconfigure" rather than full Omni, and figured the heat sinks were in error, much like the listing above that stated it had 13 single heat sinks :)

    Oh well. Its added as an Omni now. Hopefully nothing beyond the Endo Steel and FF armor were fixed :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 21 December 2011, 06:14:31
    Okay, its time for another round of "Is Maelwys crazy?"

    Could someone with the modern 3050Uu-C Record Sheets check out the EXT-4A Exterminator and let me know what you get?
    Title: Re: Solaris Skunkwerks And Me
    Post by: CranstonSnord on 21 December 2011, 21:16:21
    I get 1372 BV, just like the sheet.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 21 December 2011, 22:06:54
    Nope, skip that. Maelwys is just a moron. I was using the old sheet and modifying it, and didn't register the difference between a half ton of ammo and a full ton <sigh>

    Oh well. The sheet works atleast, even though it doesn't match the original design :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 05 January 2012, 11:18:50
    SSW 0.6.77 is now available at http://www.solarisskunkwerks.com/downloads/

    Fixed Bugs
    + SSW fails to handle excessive AMS ammo in BV calculation
    + Use Clan CASE turns off when constructiong Clan quads.
    + Error in BV calc of Mechanical Jump Boosters.
    + CSV Export include Cost
    + IS Partial Wings
    + ArtV Crit Count Issue
    + SSW 0.6.76 hangs at loading screen on Slackware Linux 13.1

    + Many BattleForce stat fixes
    + Engine Multipliers errata

    Changes
    + Changed file path handling, preference only stores the base path to the ssw file location.  Index.ssi etc will only store the final part of the path (dir/filename).

    Report Bugs or Request Features @ https://sourceforge.net/tracker/?group_id=249506&atid=1126342

    It's been over 7 months since I last did a build so I am expecting there to be some problems with this one. =)  Please use the Tracker to let us know what you find as that way the 3 semi active devs can all pick up whichever item they can/want to work on.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 05 January 2012, 13:17:22
    thank you soooo much. This is one of the best things in the world... right up there with my kids, cheese, boobies, a few other things... but it's up there. <salute>
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 05 January 2012, 14:02:46
    WooHoo, update O0
    Thanks Skyhigh
    Title: Re: Solaris Skunkwerks And Me
    Post by: Xotl on 05 January 2012, 17:04:50
    Greatly appreciated by myself and many others - thanks a lot.
    Title: Re: Solaris Skunkwerks And Me
    Post by: God and Davion on 05 January 2012, 18:23:04
    Thank you!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Fear Factory on 05 January 2012, 19:16:41
    Thanks.

    Any chance you guys can make SSW adapt to larger fonts in Windows 7?  It looks like this (http://smg.photobucket.com/albums/v38/Ferro/?action=view&current=Untitled.png).
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 05 January 2012, 23:31:30
    Awesome!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 06 January 2012, 01:39:51
    And not to be outdone, I just released a new version of the Master List for the `Mechs.

    http://www.solarisskunkwerks.com/downloads/

    Scroll down a bit to the Record Sheet section.

    I've also included the "Clan Names.zip" just incase you're a fan of the Clans, and want to have the `Mechs go by their Clan names first, instead of their IS names. Just unzip the files into the correct folders (the folder names will tell you where they go). If you don't want duplicates, you'll have to delete the files where the IS name goes first (its not that complex really..I just suck at explaining).

    I've also condensed all the various Notes I had into a single Text file (MechNotes.txt) incase you want to see my thoughts and possible errors for the MUL/SSW whatever. I hope to go over this file and the MUL and start weeding out old entries.

    Let me know if there are any comments or questions or confusion.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diamondshark on 06 January 2012, 08:49:18
    This is awesome, Skyhigh/Maelwys, thanks a lot!

    One question, are there any plans to ever introduce some of the technology introduced in Jihad: Final Reconing (e.g. Superheavies, Interface cockpits, and Drones)?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 06 January 2012, 11:01:37
    ..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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cannon_Fodder on 06 January 2012, 11:03:58
    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 ;D
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 06 January 2012, 11:43:16
    Sure, no idea when they'll be done but I had already started on one of the new cockpit types.

    To be fair the interface cockpit is a selectable choice right now, but never progressed beyond Skyhigh working on the basics. I should've remembered to check it out when I got the Dev copy, but I completely forgot with the holidays and working on the `Mech files. So its uh. Its there, but its in a state that we should've yanked the code before releasing it, so don't beat us up too much on it.

    As for the `Mech files, there have been a bunch shifted around as they get published in new locations, work on the MUL, etc.

    I probably need to look at the Flamberge again, and a couple of other things.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ColonelCody on 06 January 2012, 11:59:49
    I was wondering if anyone could explain how to convert whole batches of mechs to the format used by MkLab so ican use them with MekHQ and megamek. I've been told it's possible. Just have no idea how to do it myself. and after two weeks i've decided to ask for help. So: HELP!
    Title: Re: Solaris Skunkwerks And Me
    Post by: LightGuard on 06 January 2012, 15:43:13
    Forget that, more work on the Vee and Aero ;D
    Here here! [cheers]
    Also, love SSW. One of the first things I open when I get to work... >:D
    I'm more interested in the Wars of Reaving equipment going into the Official Equipment instead of putting it in as a custom item.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sartris on 06 January 2012, 17:06:57
    Forget that, more work on the Vee and Aero ;D

    S A W! S A W! S A W!
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 06 January 2012, 20:09:26
    Thanks for the updates guys. I'm surprised you have the time, what with things like the MUL to keep you busy. I really appreciate your dedication!

    Cheers (three of them!),
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 07 January 2012, 05:56:15
    Thanks for getting the bugfixes out!  O0  [cheers]
    Title: Re: Solaris Skunkwerks And Me
    Post by: JPArbiter on 08 January 2012, 14:34:25
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diamondshark on 08 January 2012, 17:29:48
    More interesting is the fact that the Epimetheus seems to be a full fledged Omni now.

    Are there more modern stats or a record sheet for this anywhere?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 08 January 2012, 18:17:25
    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).
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diamondshark on 08 January 2012, 19:50:08
    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 believe that the Centurion is in Interstellar Players 2.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 08 January 2012, 20:13:47
    Are there more modern stats or a record sheet for this anywhere?

    RS:3055U Unabridged.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sartris on 08 January 2012, 21:05:47
    Is anyone else having problems printing from the force screen?  It won't show me any of the mechs I added to my force (it only displays the force list page).  When I try to add Battleforce stats, it gives me the error 'Could not load the <name of mech>. The filename is most likely blank.'   

    using the newest version

    Update: It only refuses to load mechs when you add them to your force from the mech selection screen.  If you add them to your force from the designer screen, they work as intended. 
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 08 January 2012, 23:33:35
    I believe that the Centurion is in Interstellar Players 2.

    Most of them. Has there ever been a cost associated with the system?
    Title: Re: Solaris Skunkwerks And Me
    Post by: JPArbiter on 09 January 2012, 00:33:49
    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.

    EDIT:

    "In addition to their defensive battle rating Nova CEWSs add 5 percent of the total BV of all friendly units equipped with the system on the battlefield to each of the units equipped with it. This effect applies regardless if the units are linked at the beginning of the game or not. There must be at least two friendly units equipped with Nova CEWS for this rule to apply."

    I see no eratta regarding BV cost for iATMs.  for now just treat both equipment pieces as experimental, Era specific, like with the Enhanced ER PPC

    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 09 January 2012, 01:25:23
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 09 January 2012, 01:29:54
    I really appreciate the effort you guys have been putting in.  Thanks.

    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)

    Anyways no rush or anything, but once you work through the other hundred items on your plate you need to program in that shelds lose DA for being fitted to mechs without lower arm or hand actuators.  Still, I run combined arms, so I'd much rather see Solaris Armor Werks before you worry about advanced and experimental gear.
    ===
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 09 January 2012, 02:23:49
    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.
    Quote
    Are there more modern stats or a record sheet for this anywhere?
    Latest update of the RS3055UUUU.
    Quote
    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.
    At least it has a BV value with the eratta.

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 09 January 2012, 02:31:26
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 09 January 2012, 02:38:09
    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?

    You mean Seller, but, yes...
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 09 January 2012, 02:41:50
    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)

    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).

    Quote
    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?

    Possible. I'm sure next time Skyhigh gets a moment or two to work on it we'll hash it out. Its a good idea though.

    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)

    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.

    Yup, saw it. Was going to suggest Skyhigh add in the data at about the same time he does the Interface cockpit :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 09 January 2012, 03:07:44
    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 think it sometimes does wierd things when equipment is adjacent.  I just tried it, and it wouldn't let me fit until the all the crits the wing would take up plus the first one below it were clear.  I also had a bug once where I put something (think it was a sensor dispenser) right below an IS XL engine and it added a second set of engine crits to the bottom of the table.

    Speaking of the RSD, TO says that carried sensors are considered part of the sensor dispenser and additional bins can't be added, so any sensor dispenser ammo should not be taking up critical slots

    Quote
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: JPArbiter on 09 January 2012, 10:48:23
    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.

    Fan user suggestion for the time being, Err on the side of experimental, with the Era Specific modifer so you can not just slap it on at will.  as far as the Nova Cost, what is so unusual about that?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 09 January 2012, 12:34:33
    Traditional notation for cost is X,XXX,XXX

    Not X,XXXX,XXX

    So is that 11,100,000?

    1,100,000?

    1,110,000?
    Title: Re: Solaris Skunkwerks And Me
    Post by: JPArbiter on 09 January 2012, 13:12:23
    Traditional notation for cost is X,XXX,XXX

    Not X,XXXX,XXX

    So is that 11,100,000?

    1,100,000?

    1,110,000?

     [metalhealth]

    dyslexia got the better of me, I did not register the 4 digit thousands value.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 10 January 2012, 13:03:40
    Well, as of last night the Nova CEWS and Centurion are working in the dev version of SSW. There's one slight problem with the Nova that I'll have to ask Skyhigh about, but other than that...

    iATMs next I think.

    Thanks to mighty midget who sent me his .ods file today so if I run into any problems with the iATMs I have something I can compare them to (you will not believe what forgetting to put a 0 into a cell will do).

    edit
    Oops, and that what happens when you write a post while searching through MM's equipment file for lookup names :)
    /edit
    Title: Re: Solaris Skunkwerks And Me
    Post by: kuttsinister7 on 10 January 2012, 14:42:16
    The program is awesome! Thank you!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 11 January 2012, 22:06:10
    Just because the iATMs took me about 6 hours in total to get working (off and on)....

    They seem to be working for the next version of SSW. I'm still waiting on some info from TPTB, but right now they seem to work, barring any horrible problems that I've missed :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cherno on 12 January 2012, 06:15:32
    This is a very specific question, and probably one only the core developers can answer, but I'll give it a try anyway in this forum:

    This concerns the printable QuickStrike Cards.

    Is there any way to edit the files so that...

    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 12 January 2012, 10:44:37
    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?

    Hmm, Yes, if you are using the Quick Strike Printer (QSP) program you can edit the /data/BattleForce_Stats.csv file and double the armor and internal points and remove the Abilities you don't want.

    Be aware though that the space on the card is limited and anything over 15 armor or 10 internal may not print well.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cherno on 12 January 2012, 11:10:44
    Thanks for the info! I'll try it later. I figure with the wasted 4 lines for the equipment that becomes free it'll be enough space for most mechs. Some Assaults might get in trouble, though ;)

    Edit: It works, but as you said the headline for the equipment section is too high and overlaps with the armor points now (for an Atlas). I need to figure out how I can change the template for the vertical cards so that the header is placed further down.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 12 January 2012, 11:13:43
    Good theory, but the location of the sections are not tied together like that. =)  They are absolutely positioned on the page, so you might get some run over.

    Out of curiousity...why are you doubling the Int and Arm?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cherno on 12 January 2012, 11:31:12
    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).
    Title: Re: Solaris Skunkwerks And Me
    Post by: nckestrel on 12 January 2012, 14:48:56
    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).

    Damage is /10.  Armor is /30.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cherno on 12 January 2012, 15:02:55
    Thanks. So doubling armor should still produce quicker results while not being overly deadly :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 12 January 2012, 23:54:45
    As a suggestion, the Chameleon LPS & Null-Sig needs to be changed from "All Eras (non-canon)" to "Experimental"

    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 13 January 2012, 01:17:36
    Also, this is new, apparently the C3 sensor dispenser is supposed to have separate ammo?   

    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.

    Quote
    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

    Yeah. Skyhigh started working on it, then got interrupted twice by holidays and work and the website, and we both forgot about it. Its selectable, but no where close to being done (I think I posted on that about a week ago). Though it did generate a suggestion or two on how best to implement it. It even removes the gyro without removing the weight :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 13 January 2012, 02:20:41
    Quote
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 13 January 2012, 03:25:54
    Yup, its already back in the file, just have to wait for the next release.
    Title: Re: Solaris Skunkwerks And Me
    Post by: kuttsinister7 on 13 January 2012, 11:24:21
    I have windows 7 64bit, and a AMD Chip (I am not sure if that makes a difference)

    But I cannot get the Battleforce cards to print or the force generated sheets. The machine goes through the motions but nothing happens at all.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 13 January 2012, 13:08:14
    Yup, its already back in the file, just have to wait for the next release.
    Very cool O0
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 30 January 2012, 14:11:45
    As a small teaser...

    http://bg.battletech.com/forums/index.php/topic,15624.0.html
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cannon_Fodder on 30 January 2012, 23:42:55
    In 0.6.77 when I "Set Lot Size" to make a half ton ammo on an OmniMech it still reverts to full ton ammo next time I open the file. (File created with 0.6.76)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 31 January 2012, 08:32:46
    This is using the Fractional accounting?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 31 January 2012, 14:50:48
    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)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Liam's Ghost on 31 January 2012, 15:24:09
    Glee!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 31 January 2012, 18:49:25
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 31 January 2012, 18:56:09
    Glee!

    X 2  :D

    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.

    There's only one on my list right now ... Super Heavies ;)

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: Werewolf on 31 January 2012, 19:08:37
    X 2  :D

    There's only one on my list right now ... Super Heavies ;)

    Cheers,
    LCC

     O0 This, very much this.  [rockon]
    If I were J.-L. Picard now, I'd say "make it so!".

    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 31 January 2012, 19:15:12
    There's only one on my list right now ... Super Heavies ;)

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 31 January 2012, 20:13:43
    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 think the Quirks, with their respective point values, would be a great feature to include.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 31 January 2012, 20:51:46
    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)

    Ooh, excellent! Now we just need MegaMek to support them and I can do a proper WoR game!
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 31 January 2012, 20:59:47
    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.

    Does this mean we are getting close to SSW 1.0?

    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.

    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)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 31 January 2012, 21:49:25
    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)

    I didn't necessarily mean that. I've got a list of what I think SSW is missing (actually, I just thought of one more), but its entirely possible I'm forgetting something. Something I've been overlooking this entire time, something I thought was already added, etc. The more eyes checking, the better chance we have figure out what's missing and what's not.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 31 January 2012, 21:51:39
    WooHoo O0
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cannon_Fodder on 31 January 2012, 22:50:57
    This is using the Fractional accounting?

    Yes Fractional Accounting. It's the only way I have seen to add ammo in 1/2 ton lots. Add full ton then set Lot Size 1/2 number of shots. If SSW can't save Lot Size then maybe just add 1/2 ammo lots to the ammo tab.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 01 February 2012, 01:46:58
    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).
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 01 February 2012, 02:17:20
    Yay, more stuffs
    +Fixed All shields now require Lower Arm Actuators
    Huh, when did that change?
    So we're asking the community...

    What is SSW missing?
    The ability to create other units.

    I'd love to see design quirks added.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Liam's Ghost on 01 February 2012, 02:19:41
    design quirks would be great.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 01 February 2012, 04:33:51
    Yay, more stuffsHuh, when did that change?The ability to create other units.

    Check the "Developer level" errata on the forums for TacOps.

    yes yes, quirks and other units would be nice.

    So how about actual missing rules and equipment? :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 01 February 2012, 04:44:27
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 01 February 2012, 05:44:19
    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

    Yeah, right now they're being added to the "additional" fluff tab. I have a vague idea on how to do it, but it seems relatively boring. We'll have to see how much Skyhigh wants to deal with them.

    Quote
    Also: year based entry of stuff into tournement level per the rules in TRO:P
    and: Whole Head Ejection System

    I'll file that under the TRO Prototype entry stuff. I just don't know if its going to be possible.

    And the whole head ejection system has been in for a long time? Its on the right hand side, under "Experimental Equipment" on the Basic Setup Tab?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cannon_Fodder on 01 February 2012, 06:02:19
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 01 February 2012, 07:38:37
    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.

    Cool, glad it worked. The problem was that the Lot size was saving for the OmniMech, but it wasn't loading properly, so all of your files should have the correct size when you open them up the next time. One of those moments when the difference between a Standard `Mech and an OmniMech had caused a small glitch.

    Hmm. If we did add quirks, would people want them on the Record Sheet, or just on the file?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 01 February 2012, 07:47:06
    I've brought it up before and it's not a huge deal, but since you're asking, the ability to put artemis IV/V on a Flamberge's SRMs would be nice. That's the only canon example I can think of, but when you try to do it the FCS doesn't show up in the crits, and when you try to take it off it won't let you because it thinks the FCS is fixed.

    Basically, I'd like the FCS slots to be movable independent of the launcher, within the same location. I understand that that might be difficult but as it stands it's something the rules are cool with and SSW is not.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 01 February 2012, 09:31:17
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: M-Rex on 01 February 2012, 10:51:09
    Thank you, guys, for keeping up on this.  I'll be downloading the latest version tonight.

    Donation forthcoming.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 01 February 2012, 11:15:11
    Quirks and super heavy mech would be awesome!

    Less important, but still coll would be a custom equipment editor. I mean the how-to is nice, but a built-in system would be better. Like I said though; less important
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 01 February 2012, 11:30:22
    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?

    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.



    Going back to the Flamberge example, a base Flamberge arm looks like

    Shoulder
    Upper Arm Actuator
    Open
    Open
    Open
    Open
    Open
    Open
    Open
    SRM-6
    Endo Steel
    Endo Steel

    I would like to be able to make

    Shoulder
    Upper Arm Actuator
    Lower Arm Actuator
    Hand Actuator
    ER Medium Laser
    ER Medium Laser
    SRM-6 Ammo
    Artemis V FCS
    Artemis V FCS
    SRM-6
    Endo Steel
    Endo Steel

    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 01 February 2012, 11:34:51
    Hmm. If we did add quirks, would people want them on the Record Sheet, or just on the file?

    I'd vote for on the sheet
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 01 February 2012, 11:36:50
    Hmm. If we did add quirks, would people want them on the Record Sheet, or just on the file?

    Would be nice on the record sheet, as they are intended to affect gameplay.  The double-blind section of the expanded charts record sheet is almost too small to be useful anyhow, it could make use of that space.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 01 February 2012, 13:39:32
    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.

    We'll see. I'm going to post a question about it. I can see it going both ways. Its also going to bring up interesting questions like if you have missile launchers with Artemis fixed, can you remove the Artemis..and does this apply to other equipment..can you add a capacitor to a fixed PPC, or insulators to fixed lasers...

    But there's atleast one error that we'll have to look at, which is adding and not being able to be removed.

    Quote
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 01 February 2012, 16:27:54
    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?

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cannon_Fodder on 01 February 2012, 21:36:46
    I'd vote for on the sheet

    Me too. Listed on the sheet would be best so there isn't an argument on the table.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 01 February 2012, 22:37:31
    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.

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 01 February 2012, 22:42:48
    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)
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 01 February 2012, 22:47:38
    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)

    Funky...it has always been the rule going by the canon sheets as far as I knew...
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 01 February 2012, 22:51:40
    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.

    So, I guess all that needs to change is SSW allowing fixed equipment to move, but only within a fixed location.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 02 February 2012, 01:05:50
    Funky...it has always been the rule going by the canon sheets as far as I knew...

    By the sheets yes. By the rules, not necessarily. You can check the errata and see where it was changed :)

    Hmm. Looks like robotic `Mechs are going to go down in BV.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 02 February 2012, 13:48:39
    So it looks like assuming that the ruling doesn't change (or we're all misinterpreting it), we'll need to have SSW grey out the Artemis check box if there are fixed Artemis-capable missile launchers that don't have Artemis in the base chassis.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 02 February 2012, 14:06:25
    Yeah, I saw that. Weird call. I also put in an errata note about the TM description of Artemis IV, since saying you can't pod-mount the FCS in the head since there's no space is kinda silly if you can't pod-mount the FCS because you can't pod-mount the FCS.

    Man, and I had a Flamberge I liked, too. 6 IJJ, 4 ERML, 2 SLRM-10s, and Artemis V for the SRMs.
    Title: Re: Solaris Skunkwerks And Me
    Post by: JPArbiter on 02 February 2012, 16:59:32
    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.

    Ace Darwin's Beer Fridge...
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maingunnery on 02 February 2012, 18:03:11
    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.
    Protomechs? A bit of a large request but I would like to see them in there.

    But a custom weapon editor/importer/exporter would also be very nice.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 02 February 2012, 18:05:39
    Protos would require a different program entirely.  There's the very beginnings of code in the library for SVs but it's rough and I don't think anyone's done much with it since I put it there.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Xotl on 03 February 2012, 15:10:09
    0.6.78 Released

    +Fixed All shields now require Lower Arm Actuators

    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)."
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 03 February 2012, 15:20:49
    <sigh>

    I think I just heard Skyhigh's head explode.

    :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Xotl on 03 February 2012, 15:26:35
    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).
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 03 February 2012, 18:15:10
    I expect my death march through the book had something to do with the size of that upcoming errata document.
    Title: Re: Solaris Skunkwerks And Me
    Post by: JPArbiter on 03 February 2012, 19:49:06
    dumb question, but was the Master Library file updated to include the three Wars of Reaving mechs?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 03 February 2012, 20:23:34
    Not yet. There haven't been any record sheets for the 3 `Mechs (except for a Osteon Prime in the print version of the Protoypes RS) so I haven't included them yet (not to mention we just released the version with the equipment).

    Title: Re: Solaris Skunkwerks And Me
    Post by: Garydee on 03 February 2012, 20:47:22
    About when will the TO errata hit?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Xotl on 03 February 2012, 20:55:11
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Garydee on 03 February 2012, 20:56:53
    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).

    There won't be that many changes that will cause SSW to be altered are there?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Garydee on 03 February 2012, 20:57:35
    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.

    Ah, good to know.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 04 February 2012, 08:15:28
    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)."
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 04 February 2012, 13:27:11
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 05 February 2012, 00:23:29
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 05 February 2012, 07:21:00
    They are required for the chassis, regardless of equipment.  No real point to doing a check for them during construction on a per equipment basis.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BlazingSky on 05 February 2012, 11:18:06
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 05 February 2012, 15:01:58
    I thought Shoulder and Upper Arm actuators were required?

    Err, yeah. Sorry, was half asleep or something. I'll have to check the actuator requirements once the errata goes out and I think I'll wind up having to undo the changes that I had just done with them :)

    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.

    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: MoneyLovinOgre4Hire on 05 February 2012, 16:20:20
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sartris on 05 February 2012, 17:18:06
    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?

    Java?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Xotl on 06 February 2012, 00:34:49
    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?

    Almost certainly this:

    http://javadl.sun.com/webapps/download/AutoDL?BundleId=58124
    Title: Re: Solaris Skunkwerks And Me
    Post by: BlazingSky on 06 February 2012, 06:38:08
    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?

    Nope same directory, nothing's been changed beyond adding designs to it. SSW couldn't read a Pariah variant, and since it's been so long since I've done anything with it, the only thing I could figure is that it was stumbling over the name, which was "Pariah."
    Title: Re: Solaris Skunkwerks And Me
    Post by: Stormcrow on 06 February 2012, 09:17:03
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 06 February 2012, 10:22:02
    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.

    Well, you should already know that dumpers are missing, which means that the Lumberjack from TRO3075 cannot be built.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 06 February 2012, 10:26:08
    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

    Make sure your directory is not in Program Files...Windows 7 likes to deny you permission to save stuff if that is where you put the
    programs.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Stormcrow on 06 February 2012, 10:27:42
    Bingo, that's what I did with it
    Title: Re: Solaris Skunkwerks And Me
    Post by: Stormcrow on 07 February 2012, 00:34:17
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 07 February 2012, 00:58:32
    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.

    *arches an eyebrow* Interesting...where are you putting it? I usually put SSW on my desktop. Also..um..there is no "installing" of
    SSW...you just unzip it into where you want it.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Stormcrow on 07 February 2012, 01:10:19
    I found what I did wrong and fixed it. Works fine now.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 07 February 2012, 01:14:03
    I found what I did wrong and fixed it. Works fine now.

    Please, share in case others are having a similar problem.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Stormcrow on 07 February 2012, 01:17:45
    Basically, I didn't delete Masters folder and the save file was still linking to it rather than the new location. It was a bonehead move on my part.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 07 February 2012, 08:31:56
    Well, you should already know that dumpers are missing, which means that the Lumberjack from TRO3075 cannot be built.

    Yeah. I've got a small list, I'm mostly trying to see if I'm missing anything. Kind of like when you look over a paper and it looks fine, and as soon as you hand it to someone else they find 15 errors in the first sentence. I've been looking at SSW and Gear for so long its possible I'm just skipping over things without realizing it, hence the ask for help.

    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.

    On the plus side, I think we finally figured out a good way to handle Dumpers, its just a matter of getting time to code it.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 07 February 2012, 16:05:48
    Sweet. You guys keep on truckin, you are doing great!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 10 February 2012, 17:47:16
    Quote
    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?
    And the rulesets... Super-Heavies and LAMs, I take?
    Also, I'm missing the Dual Cockpits.
    Title: Re: Solaris Skunkwerks And Me
    Post by: MoneyLovinOgre4Hire on 10 February 2012, 18:06:17
    Weren't Dual Cockpits rolled into the function of Command Cockpits?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diamondshark on 10 February 2012, 22:14:12
    Weren't Dual Cockpits rolled into the function of Command Cockpits?

    They were done away with altogether, I believe.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 12 February 2012, 11:20:32
    Which pieces of equipment, specifically?
    And the rulesets... Super-Heavies and LAMs, I take?
    Also, I'm missing the Dual Cockpits.

    Well, I wanted to avoid this since it might taint people looking for stuff we're missing, but since y'all are curious and only Dumpers and a few rule sets have been mentioned...

    As far as I know, SSW is missing
    Dumpers
    Ladders
    Vehicular Mine Dispensers
    Vehicular DropChutes (Reusable)
    Some sort of mechanism for Handheld weapons

    The rule sets were missing are
    Super Heavy
    FrankenMechs

    LAMs I don't count yet since their rules haven't been released, no matter how many tidbits we've seen. Quirks are sort of an odd place between Rules and a Feature (another big problem with Quirks is where the heck do we put them on the RS?)

    So thats the list I have. Let me know if you see anything else we're missing.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BlazingSky on 12 February 2012, 11:48:14
    For quirks, I might suggest an option to place it where the TRO picture usually goes. Not maybe the best place, but since I never use the TRO pics option, I could care less about them :D
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 12 February 2012, 23:18:05
    FrankenMechs, I think, would actually require a separate program, or, at least, a separate interface for.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 16 February 2012, 12:08:26
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 17 February 2012, 02:29:31
    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

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 17 February 2012, 04:59:43
    Some sort of mechanism for Handheld weapons

    Since a handheld weapon can be used for any mech that has hands and is powerful enough to lift it, I would not clutter SSW with code and interface for handhelds. A separate design program for them would be a better idea.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 17 February 2012, 10:43:06
    Second that idea.  Bear in mind the weapons have separate record sheets anyways, and multiple different weapons can be on one sheet, so handling them under the mech program would probably be something of a kludge.
    Title: Re: Solaris Skunkwerks And Me
    Post by: nckestrel on 17 February 2012, 10:56:39
    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.

    That's not just SSW.. :)

    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 17 February 2012, 15:30:30
    I had an idea how to handle it, and I think it was a good idea, and then a week later I suddenly realized my idea would probably break every single "All Eras" `Mech out there :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 17 February 2012, 17:40:14
    Coding against changing specifications is always fun.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 17 February 2012, 18:05:54
    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.

    I would not bother with different rules levels, and just put things turned tournament legal in the tournament legal item set, and things turned advanced in the advanced item set. Is it really all that big problem if things show up too early in their rules level?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Nekhron Kirov on 19 February 2012, 03:31:50
    I have Win 7, the latest Java, and when I run the Jar to start the program I get a brief CMD window, like a second, and then nothing.  Any suggestions how to get this working?  Any help appreciated.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 19 February 2012, 06:09:59
    Define "latest" in version numbers please.  And which version of Windows 7 are you running?

    Also, please open the logs directory in the SSW folder and attach the SSW_Log.txt file there.  It may contain an error report.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Nekhron Kirov on 19 February 2012, 13:06:06
    I am running Windows 7 Home Premium, Java Version 6 Update 31, which I had downloaded before I posted, updating it.  I also have Alzip on this computer so no problem extracting it to a folder.  But when I click the SSW Jar file to start it, the above mentioned effects take place.

    Thank you for your consideration and help on this matter.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 19 February 2012, 13:29:48
    Could you post the log file, please?  It would be helpful to know if the program is outputting an error and if so, which one.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Nekhron Kirov on 19 February 2012, 22:43:06
    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?)
    Title: Re: Solaris Skunkwerks And Me
    Post by: mighty midget on 20 February 2012, 05:37:55
    Nekhron - Have you tried running any other Java based programs(MegaMek or MekHQ) since this error showed up?  By doing that it would help split the error to Java or SSW.  Let us know what you find out.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 20 February 2012, 06:51:12
    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?)

    You run by double-clicking SSW.jar.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Nekhron Kirov on 20 February 2012, 11:45:46
    Yes Megamek is fine, runs great.

    When I run the SSW by double clicking the JAR, I get a brief flash of a CMD window, then nothing. SSW doesnt start or anything, and there isnt even an error log in SSW.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 20 February 2012, 11:58:08
    Just to be sure, you have unzipped SSW onto your computer?  I only ask because I watched a guy try to run it from inside a zip file without realizing it. =)

    And a total aside...but SAW is In Progress!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Nekhron Kirov on 20 February 2012, 12:03:17
    Aff, I unzip it into a folder on desktop before trying to run it.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 20 February 2012, 12:09:57
    OK, any chance you can run it from a command line to see what is happening in that cmd window you mentioned?  My guess is that it isn't even *getting* to the SSW run code or it is failing sooo early that it never loads the resources to output a log file.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Nekhron Kirov on 20 February 2012, 14:35:48
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Fersboo on 20 February 2012, 20:23:48
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: TS_Hawk on 20 February 2012, 20:48:09
    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.

    You actually have to track those down and put them on your pc to upload them.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 20 February 2012, 21:04:25
    And a total aside...but SAW is In Progress!

    SAW is the vehicle design program, right? Any rough ETA on the initial release build?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Nekhron Kirov on 20 February 2012, 22:16:36
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 21 February 2012, 00:44:17
    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


    That makes me think that you don't have permissions to the files?  Make sure they aren't read-only (shouldn't matter...but just in case).  And be sure you have access to the location you are unzipping them into.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 21 February 2012, 08:10:52
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Pa Weasley on 21 February 2012, 10:43:22
    I'll have to go hunting on the PC later tonight. I had images for nearly everything pre-TRO:3085 and XTROs. However I have the sneaking suspicion that I may have deleted the files several SSW updates ago after I started buying the RS pdfs. If I can find it I'll upload.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 21 February 2012, 10:48:35
    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...and have you looked at the Master Unit List website?  http://www.masterunitlist.info/
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 21 February 2012, 10:56:13
    I found if you just download the images from Sarna or the MUL as you print sheets for games you build up a fairly comprehensive list quickly.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 21 February 2012, 11:08:16
    Soon very soon...

    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!)?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Nekhron Kirov on 21 February 2012, 11:08:56
    SKYHIGH..



    Aff, I have admin rights and checked the properties to ensure it wasnt read only.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 21 February 2012, 12:02:36
    SKYHIGH..

    Aff, I have admin rights and checked the properties to ensure it wasnt read only.

    Hey Nekhron, let's take this to email as I respond faster there. =)  Drop me an email to skyhigh@solarisskunkwerks.com and we can continue working through the issue.  Or, you can drop into the chat room Maelwys and I are in during the day at http://widget.mibbit.com/?settings=af659df681a97151db2ddc7b015cf83b&server=irc.Mibbit.Net&channel=%23Solaris7
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 21 February 2012, 12:55:45
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: mighty midget on 21 February 2012, 18:21:25
    Here's a link to my conglomeration of pictures.  It's got 'mechs, vehicles and dropships in it. 
    http://www.mediafire.com/?kj3cppb36z29bc2 (http://www.mediafire.com/?kj3cppb36z29bc2)
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 22 February 2012, 16:25:14


    And a total aside...but SAW is In Progress!

    That is awesome!

    More power to you guys!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Xotl on 24 February 2012, 11:39:54
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 24 February 2012, 11:44:25
    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!)?

    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.  :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 24 February 2012, 11:45:16
    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.


    ...The Open dialog does that (File | Open or click the folder icon) then you can click on the BV col header to sort by that col.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 24 February 2012, 11:48:22
    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
    crying "daddy, no." Because that is just what my group does to the rules themselves...
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 24 February 2012, 15:05:40
    Believe me...when it comes out..I will likely be downloading, and trying to see where it breaks down into a fetal position
    crying "daddy, no." Because that is just what my group does to the rules themselves...
    ;D yup so true
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 24 February 2012, 15:49:24
    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!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 27 February 2012, 04:33:08
    Just as an example of how the Alpha is going...straight from the Top Secret dev Chat tonight!

    <Skyhigh> ah lol, TC's don't work at all =)
    <Maelwys> uh, strange, I could've sworn they used to
    <Skyhigh> I've never tried them on Vee's
    <Skyhigh> just did with the Bolla though
    <Skyhigh> the checkbox doesn't have a handler =)
    <Maelwys> huh
    <Skyhigh> aha, and I'm not loading the TCList which holds the weapons for the TC
    * Maelwys ponders how insane he was the other day to think that he saw the TC working then...
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 27 February 2012, 10:24:55
    NOT A CRITISISM, I love the work you guys do, but will SAW have a support vehicles function?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 27 February 2012, 11:35:47
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cannon_Fodder on 27 February 2012, 16:37:36
    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!!!!!
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 28 February 2012, 07:47:34
    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!!!!!

    Truely amazing.
    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.

    Have you looked at the old SV Spreadsheets someone did up?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 29 February 2012, 06:58:44
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 29 February 2012, 12:30:59
    Heya Lorcan Nagle,

    The unit dialog is not correctly handling the file pathing which is causing your issues.  My next build fixes that (soon, very soon).

    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 29 February 2012, 16:13:41
    So going back to the previous version will sort it for the time being?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Deathknight69 on 01 March 2012, 00:36:34
    So what do I need to get started with SSW?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 01 March 2012, 00:42:54
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Deathknight69 on 01 March 2012, 01:14:29
    Ok, Looking on the SSW site, What do I dl?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 01 March 2012, 03:09:44
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Deathknight69 on 01 March 2012, 09:53:06
    I did that and somehow still can't get it or MML to open. Created folders on Desktop for each and unzipped (I thought) them into their respective folders. When I open the folders it looks like everything's there, just not fraggin' un-zipped. I hate being non-tech savvy.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Deathknight69 on 02 March 2012, 00:09:16
    Anybody got an idea what I'm doing wrong?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 02 March 2012, 01:03:08
    Anybody got an idea what I'm doing wrong?

    Make sure that your zip program does not try to open .jar files.  That was an issue another user had.   I think his fix was to re-install Java which re-associated .jar files with the Java Virtual Machine.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Nekhron Kirov on 02 March 2012, 12:29:46
    Yes, that was my problem and that was the solution   ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Deathknight69 on 02 March 2012, 17:51:21
    I'll try that and see what happens. I'll let you know. Thx.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 03 March 2012, 10:17:25
    I found another bug in the BattleForce calculations - for the Silver Bullet Gauss it is reporting the base damage as:
    Quote
    Silver Bullet Gauss :: 112.05/135.0/135.0/0.0 [1.0]

    Cheers,
    LCC

    EDIT: Oddly, when I closed SSW, restarted it, and reopened the design the SB Gauss BF stats were fine. Not sure what happened.

    EDIT2: Just figured it out, if I add AES it goes crazy, and doesn't revert back once I remove the AES.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Deathknight69 on 03 March 2012, 20:39:47
    No luck, I still don't know what I'm doing wrong here. Damn, this sucks. I dl'd MegaMek and it works fine. So I don't think it's the latest Java that I dl'd earlier this week.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Deathknight69 on 05 March 2012, 02:36:59
    Any idea's anybody??
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 05 March 2012, 03:22:41
    Deathknight69 I still bet that your Zip program is loading when you double click the jar file.  I suggest re-installing Java...or uninstalling your Zip program...or telling your Zip program not to open .jar files.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 05 March 2012, 03:28:42
    0.6.79 Released! 
    http://www.solarisskunkwerks.com/downloads/ (http://www.solarisskunkwerks.com/downloads/)

    Not a lot of changes for SSW but the big news is that this version contains 0.1.0 of Solaris Armor Werks as part of the package along with SSW, Battletech Force Balance, and Solaris Quickstrike Printer!

    Added
    - SAW Alpha - Solaris Armor Werks

    Fixed
    - Selecting a fluff image will now override all print sheets to use the selected image rather then trying to find a match
    - Issue with printing forces, the force dialog now correctly constructs the file path used to load data
    - Issue with displaying and sorting costs.
    - Quads can now mount rear facing weapons on the front legs
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 05 March 2012, 03:38:56
    Cool! So...after SAW, what is the next project?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 05 March 2012, 03:43:56
    Just a few quick heads up on SAW. The TacOps stuff hasn't been checked thoroughly. It may be in due to its inclusion in in SSW, but they don't necessarily follow all the rules at the moment.

    Right now items are just sorted as "Mech or Combat Vehicle" so right now there's no distinguishing between say what can be put on a VTOL, but not on a hovercraft. That's in the works.

    Trailers and Hitches are only half-coded at the moment, so don't necessarily work. Allowance for extra crew hasn't been coded yet. Some of the special rules for equipment (such as a Field Kitchen adding to the base crew) hasn't been coded yet. OmniVehicles are in, but there's no ability to increase the size of a Fixed Cargo Bay just yet.

    There are probably more things, but hey, this is an alpha. Play around with it, let us know what's broken. Though right now, we're mostly concentrating on TechManual Equipment, so let us know what's missing/broken from there. We'll get to TacOps soon enough :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 05 March 2012, 04:05:37
    It might not be missing, but just in a strange place, but....I cannot find CASE(except for the Use Clan CASE button)
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 05 March 2012, 04:24:45
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 05 March 2012, 06:59:16
    I'm not even going to ask how Skyhigh managed that one. Tonight was a weird night. We had it set up working for the most part for the past few days, with the weekend being about tweaking Battle Value, Cost and a few other things, and then tonight pretty much everything went kerput.

    Good point about CASE. One of those things that was in a certain place in SSW, that didn't get transferred over when that part was removed.

    If you do save a file, and change its extension from .ssw to .saw does it load properly?
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 05 March 2012, 09:04:49
    If you do save a file, and change its extension from .ssw to .saw does it load properly?

    Yes, it does. And I can manually save it as .saw. Windows doesn't like me changing the extension, and when I first load
    it up, it tells me the ones I changed the extension of are missing, though.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 05 March 2012, 11:18:47
    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.

    That can't be right...we've been saving .saw files for weeks now. Are you just hitting the save icon or are you doing File | Save or something else?


    EDIT:  Nevermind, found it.  If you do File | Save or File | Save As it will try to write a .ssw file.  I am updating that now.  In the short-term, use the Save icon button as it'll work right.  O0


    I am also working on replacing any messages with "'Mech" to be "Vehicle".
    Title: Re: Solaris Skunkwerks And Me
    Post by: Hersh67 on 05 March 2012, 11:19:19
    I take it SAW doesn't handle support vees at this time.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 05 March 2012, 12:01:21
    I take it SAW doesn't handle support vees at this time.

    SAW is for Combat Vehicles only.  Support Vehicles will most likely be a separate program.
    Title: Solarus Armor Werks
    Post by: Psyckosama on 05 March 2012, 12:14:20
    Skunk Werks now supports TANKS! YEAH!

    And along those lines... one issue. Anyone know how to assign CASE to them?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 05 March 2012, 14:03:10
    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 :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Psyckosama on 05 March 2012, 14:04:09
    Being worked on right now. We uh, sort of forgot about IS CASE :)

    I hope there's a patch soon...  :P

    Still, great work. I can't wait until you guys get to Support Vehicles. Then maybe I might actually be able to build a couple!  ;D
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 05 March 2012, 16:36:37
    Wow, nice work guys......i am amazed how fast you are kicking the programs out O0

    Now, will SAW be part of SSW or will it be a separate program once everything is working?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Psyckosama on 05 March 2012, 16:44:07
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 05 March 2012, 16:50:02
    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 =)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Psyckosama on 05 March 2012, 16:51:15
    Where are you seeing those Speeds?

    And Quirks are not done yet...another half completed item =)

    "Show TRO Format"

    And one request for quirks. Don't force us to balance them. The canon designs aren't.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 05 March 2012, 16:58:41
    The reason for that is that they're not required to be balanced.  Per StratOps page 193, it's "highly recommended" as a play balance issue, but there's no hard and fast rule about it.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 05 March 2012, 17:52:25
    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.

    Which I'm fine with now that I understand that is what is happening.  At first I was rather confused.

    The power converter for ICE still isn't showing tenths of a ton though.  Since Tech Manual says that doesn't round it could throw others off.  I'll have to toy with it a bit to see how much of a rounding issue it actually is.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 05 March 2012, 17:56:02
    The power converter for ICE still isn't showing tenths of a ton though.

    It's not supposed to.

    Quote from: TechManual Errata
    “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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 05 March 2012, 17:56:53
    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.

    Which I'm fine with now that I understand that is what is happening.  At first I was rather confused.
    I'll look into clearing the Heat Sinks back to the base level

    Moonsword already pointed out the errata =)
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 05 March 2012, 18:15:23
    It's not supposed to.

    Ah errata.  I used to be better about keeping up with it.

    I'll look into clearing the Heat Sinks back to the base level

    Well resetting it when equipment is cleared would be nice.

    What might be really useful though is to clone(the display portion only because I know how much of a pain it can be having two different places providing the same input) the heat sink functionality to the Equipment tab(or on the bottom like how SSW displays heat dissipation) so that way if the user makes a mistake in allocating weaponry the user can see without having to change tabs that they can free up tonnage by reducing heat sinks.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 05 March 2012, 20:15:20
    I just started playing around with SAW and it seems pretty nice. It might just be the learning curve, but I'm not sure I like the allocation system. If I want to change something once I've added it, it would be nice if I could just right click and select the location, rather than the current system which seems to require that the item be removed an replaced with the new location.

    Nice work guys.

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 05 March 2012, 21:34:13
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Liam's Ghost on 05 March 2012, 22:01:57
    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.

    Huh, I can attest that I can duplicate this problem at will using the exact same steps on my computer.

    Though according to my task manager it appears that java is using the entiretly of my CPU capacity to attempt to do whatever the program is trying to do in this situation, if that helps.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 05 March 2012, 22:24:04
    You don't even need to follow that order. I can get the error in 0.6.79 by a starting from a fresh 20 tonner and just holding off on the FF auto allocate until the end.

    I'm on an OSX Mac and had to force quit.

    Cheers,
    LCC

    EDIT: I also get the same issue if I switch the order of allocating the ES and FF (FF first, hangs on ES auto allocate).

    EDIT: I have played around with the equipment, mech mass, auto allocating multiple items (i.e., jump jets, weapons, etc.) and the issue seems to occur whenever I consecutively auto-allocate ES and FF only.
    Title: Re: Solaris Skunkwerks And Me
    Post by: misterpants on 05 March 2012, 22:54:08
    Trying out SAW 0.1.0 and I can't seem to export the stats to .txt, clipboard, or HTML.

    EDIT: Right now all I can figure is that export doesn't like Experimental weapons.
    Title: Re: Solaris Skunkwerks And Me
    Post by: lucho on 05 March 2012, 22:56:33
    I'm playing around with SAW; so far it's off to  a good start. A couple of things:

    - Already mentioned, but the speed is off: 9/14 shouldn't be 9.0 kph/14.0 kph

    - when using weights that aren't multiples of 5 (ex. 32 tons), the engine rating doesn't round (a 32t 9/14 WiGE using a 173 engine, and rounds down for calculating weight).

    Overall though, pretty good for an Alpha  O0
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 05 March 2012, 23:09:00
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 05 March 2012, 23:11:31
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: atlask on 05 March 2012, 23:18:40
    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.

    tried it out here & did the same thing
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 06 March 2012, 01:46:30
    Ok i tried to duplicate the same problem, but i get no error, SSW works just fine
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 06 March 2012, 02:31:11
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 06 March 2012, 02:49:10
    Just tested on my lap-top, and it freezes. Did you follow the exact steps I did?
    I did the same..

    EDIT: never mind, yup it froze up.....it was after i added a weapon
    Title: Re: Solaris Skunkwerks And Me
    Post by: elizibar on 06 March 2012, 04:01:43
    SAW let me whip up a super-simple 45-ton tracked vee with an AC/5 in the turret.  I accidentally put the AC/5 on the FRONT instead of the TURRET the first time, since I was expecting something ala SSW's drag and drop allocation system to be in the next tab over.  The BV and Cost look like they're in the ballpark of being right (I'm not sure I trust my hand calculations of these numbers).

    You have no idea how long I've been waiting for this program, so this is quite awesome. <3

    Is this the right place for feature requests?  I'd like the option to build Mixed-tech Primitives (a primitive Mackie with Regular or Ferro-Fibrous armor, for a simple example).  It's legit to do according to the quote here from our lord and Battlemaster (http://bg.battletech.com/forums/index.php/topic,13903.msg328149.html#msg328149).  It might be simplest to remove "Primitive Battlemech" and "Primitive Industrial" mech from the Mech Type drop down and add the Primitive equipment options under IS, Engine, Cockpit, and Armor for the Era Specific Rule Level choice.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 06 March 2012, 07:07:00
    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.

    Just updated to 0.6.79 and still having the same problem.  Has anyone else tried this?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Firedrake on 06 March 2012, 08:07:05
    Importing HM files to SAW doesn't seem to work - first, it's looking for HMP rather than HMV, second the actual stats don't seem to get imported anyway (though movement mode may be, sometimes). Batch Import just says it's completed with no log.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 06 March 2012, 11:35:46
    Hey everyone,

    I've got a fix in the works for the Auto-Allocate issue.  Will be part of a bug release in the next day or two.  Plenty of other things you have found, great work!  Here are some things fixed so far that will appear in my next release (day or two?):
    Items In Progress
    You have also found a ton of things I haven't implemented yet in the SAW Alpha =)

    Not Implemented
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 06 March 2012, 12:02:29
    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?)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 06 March 2012, 12:04:25
    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?).
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 06 March 2012, 12:11:51
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 06 March 2012, 12:13:57
    Send me your file (skyhigh@solarisskunkwerks.com).  BTW, anyone who wants quicker responses can drop into the chat room Maelwys and I sit in during the day http://widget.mibbit.com/?settings=af659df681a97151db2ddc7b015cf83b&server=irc.Mibbit.Net&channel=%23Solaris7
    Title: Re: Solaris Skunkwerks And Me
    Post by: Psyckosama on 06 March 2012, 13:10:49
    Any plans on adding the long tom and other weapons that can't be fit on mechs so they can be used in SAW?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 06 March 2012, 13:21:30
    Any plans on adding the long tom and other weapons that can't be fit on mechs so they can be used in SAW?

    Yup, of course there are plans. But since they're a TacOps piece of equipment, they got pushed on the back burner so we could get TechManual equipment and rule working. My guess is TacOps equipment will get added in dribbles over the coming weeks as I get time to work on them. The Long Tom should be added in relatively early, since its listed under Artillery, and thus first in the alphabetical listing of gear in the back :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 06 March 2012, 17:51:04

    0.6.79 Updated (Redownload Now (http://www.solarisskunkwerks.com/downloads)!)


    Same version number since this was so fast, but re-download to get all the updates!


    Physical weapons file updated!  Please double check Hatchet, Sword, Claw wielding Mechs as we had an error in our data file that caused those designs not to load


    SSW Fixes
     - Fixed Auto-Allocate methods to correctly continue even if a single location is full.


    SAW Fixes
     - FCS (ArtIV/ArtV/Apollo) updated to load correctly and now reduce tonnage and affect BV
     - File saving updated to use the .saw extension in all methods
     - Using "Clear" on the equipment list will now adjust the HS back to the base of the config or the free heat sinks in the engine
     - Updated Speed export to actually multiply by 10.8
     - Added CASE checkbox that will auto-add the correct type (IS or Clan) or will ask to use for Mixed tech.
     - Fixed export to text issue
     - Fixed Engine Rating for units that cause non-5 divisible increments (32t WiGE moving 12)
     - Fixed Heat sinks when engine type changes (re-adjusts to max required or amount engine provides)
     - Fixed Omni option available to Introductory
     - Fixed CASE option available to Introductory
     - Fixed Print issue where no data shows and some dots do not, now shows all data, but armor dots may not reflect full number of points
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 06 March 2012, 18:47:06
    Huzzah!

    Now to go tinker with the various files so that I can port over my various custom weapons.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 06 March 2012, 19:53:27
    - Fixed Engine Rating for units that cause non-5 divisible increments (32t WiGE moving 12)

    I'm not sure about this one. I thought we fixed it, I checked it...and now I can only get it to work half the time :)

    It works on one design,  but not the other. Maybe a bit more math to look at.

    Actually, I'm pretty sure its still screwy at this point.

    For instance, it works on an 8 ton wheeled chassis moving 11. (8x11) -20 = 68 round up to 70. And it works fine on a 43 ton WiGE with 11 movement. But a 40 tonner with 11 movement breaks. Ug.

    My guess is something is rounding where its not supposed to be.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 07 March 2012, 10:12:34
    Another engine weight issue popped up when I tried to enter the Bandit Omni Hovercraft (50 tons, 9/14 MP). The engine is coming out as 1 ton lighter than the TRO/RS indicate (13.5 t instead of 14.5 t). This was using the most recent 0.6.79 posted in the SSW/Downloads.

    Cheers,
    LCC

    EDIT: I looked back and it seems SAW is coming up with an engine rating of 210, but the TRO/RS has it at 215.

    EDIT 2: One more note - SAW is calculating the Base Engine Rating (450) and Suspension Factor (235) correctly, I'm not sure why its not doing the math properly.

    EDIT 3: It is making this mistake (450-235=210) at 45 tons 10/15 MP as well.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 07 March 2012, 10:58:33
    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 :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 07 March 2012, 12:50:12
    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 :)

    Fixed in our dev, turns out I had an Int cast one paren too early. :(  Stop by the room if you want to try out the dev LCC.
    Title: Re: Solaris Skunkwerks And Me
    Post by: YingJanshi on 07 March 2012, 13:14:34
    Just downloaded it. Now to go home and try it out. Been waiting for the vee program for ages. Thanks, you rock!!  [notworthy] [notworthy][notworthy]
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 07 March 2012, 13:20:25
    I can confirm that the DEV version does correct the issue.  I have yet to come across an engine rating mismatch yet but the day is early.

    Days like this though do almost make me wish I had continued with my java studies.

    Your hard work is certainly appreciated.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 07 March 2012, 15:54:17
    So far the DEV version fixes the engine problem
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 07 March 2012, 19:27:28
    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.

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 07 March 2012, 19:38:09
    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.

    TM pg 285  *Omni Conversion Cost (BattleMechs, Combat Vehicles, Support Vehicles and Aerospace Fighters only) = 1.25; If the unit is not built as an Omni, this value is 1.

    Now that doesn't mean that SAW is right, but it does mean that it should be including that conversion cost.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 08 March 2012, 06:29:54
    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.

    Stop by the channel today, we'll go through the costs line by line. I'm guessing just by what I looked at, SSW's cost will be closer to the correct one, though I do see one small error in SSW's cost formula.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Nekhron Kirov on 08 March 2012, 16:42:18
    Vehicles?

    Anyone got a link to it? ;D
    Title: Re: Solaris Skunkwerks And Me
    Post by: Siden Pryde on 08 March 2012, 23:33:49
    http://www.solarisskunkwerks.com/

    Haven't had a chance to try out SAW yet, but I'm looking forward to it.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Davion_Boy_74 on 09 March 2012, 02:48:31
    Thanks for the new version with SAW O0 , will it be long for the next version of SAW to be able to read HMVee files ?,

    Dave.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Nekhron Kirov on 09 March 2012, 03:28:18
    So is the vehicle SSW inside the new build of SSW ?

    I cannot find a link to the vehicle proggie.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 09 March 2012, 04:55:55
    Yes.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 09 March 2012, 07:52:09
    So is the vehicle SSW inside the new build of SSW ?

    I cannot find a link to the vehicle proggie.

    The 0.6.79.zip download contains both a SSW.jar and SAW.jar file.

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: Nekhron Kirov on 09 March 2012, 16:07:49
    Thank you Last Chance

    Hooah }:)
    Title: Re: Solaris Skunkwerks And Me
    Post by: misterpants on 09 March 2012, 16:56:02
    Still can't get export to text to work right on experimental stuff on SAW 0.1.1. Attaching the file.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 09 March 2012, 17:52:34
    Still can't get export to text to work right on experimental stuff on SAW 0.1.1. Attaching the file.

    Thanks misterpants, that helped me track the problem to code for Splittable items which is a left over from the inital copy from SSW.  Combat Vehicles don't do crits so I can remove that code, fix will be in my next release (Sun maybe).
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 09 March 2012, 19:12:55
    These doesn't seem to be reported yet
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: mathesont on 10 March 2012, 01:08:33
    Thanks for SAW.  Haven't had a chance to play much but looking forward to getting back into tank designs.
    Title: Re: Solaris Skunkwerks And Me
    Post by: panophobia on 10 March 2012, 02:38:54
    i was told to post this here cause i need help
    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!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 10 March 2012, 02:44:23
    These doesn't seem to be reported yet
    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
    Yeah, sponsons aren't working yet......Soon they will be
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 10 March 2012, 06:33:05
    Hm... can't wait till sponsons work.
    Would love to make a Mark XI tank up to 3085 standards. xD
    Title: Re: Solaris Skunkwerks And Me
    Post by: Pa Weasley on 10 March 2012, 06:40:28
     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."
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 10 March 2012, 07:45:05
    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've seen the same issue, and I know Maelwys and Skyhigh are working on it.

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: Pa Weasley on 10 March 2012, 08:12:46
    Excellent!
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 10 March 2012, 09:14:52
    The issue isn't just for Clan vehicles, it also applies to IS vehicles - basically CASE isn't properly implemented yet. It just hits clan designs hard because of the free CASE.

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 10 March 2012, 22:12:52
    What directory are we suppose to download the SAW's units into? I'm still newish with Skunkworks
    Title: Re: Solaris Skunkwerks And Me
    Post by: elizibar on 10 March 2012, 22:25:23
    I just got the update SSW download and am playing around in SAW...

    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.

    Is there something funny going on in rounding for the armor calcs, or did I miss a rule about the minimum amount of weight FF armor takes up?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 10 March 2012, 22:34:08
    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.

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 10 March 2012, 22:34:41
    What directory are we suppose to download the SAW's units into? I'm still newish with Skunkworks

    SAW is a part of SSW, so you download and unzip it into your SSW directory.
    Title: Re: Solaris Skunkwerks And Me
    Post by: elizibar on 10 March 2012, 22:46:02
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: mathesont on 11 March 2012, 00:55:55
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 11 March 2012, 06:10:02
    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?

    It seems to be an issue with the armor code. Not quite sure why it does that yet, but it only seems to happen when you try to set the tonnage.

    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.

    Its fixed in the next build, thanks for the report :)

    Sponsons are non-functional at this time, and will probably be handled much differently than they are now.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 11 March 2012, 08:13:12
    Another SAW bug:

    When calculating vehicle costs SAW is double-charging for targeting computers.
    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


    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: calendraug on 12 March 2012, 11:10:35
    i was told to post this here cause i need help
    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  :(
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 12 March 2012, 11:36:31
    Im having the same issue ,I can export to megamek ok but I like the sheets better in ssw  :(

    I have the same problem on my printer and have found that printing to a PDF using CutePDF first works great.  I haven't had a chance to dig in to try to figure out why it goes so big yet.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maingunnery on 12 March 2012, 12:29:58

    Is there any way for me to open files without going through SSW first?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 12 March 2012, 12:35:32
    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. :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maingunnery on 12 March 2012, 12:37:29
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: mathesont on 12 March 2012, 16:58:04
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 12 March 2012, 17:06:17
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 12 March 2012, 17:07:31
    So in main directory, no need worry about which directory inside SSW?  Like Units etc?

    Correct
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 12 March 2012, 17:10:42
    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?

    No particular reason.  I haven't worried too much about efficient placement of the gui boxes yet as I've just been trying to make everything work.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 12 March 2012, 17:36:28
    Not really important, sort of quality of life ideas:

    SAW - Auto-allocate infantry compartments/bays to [Body]
    SAW/SSW - Change "Tournament Legal" Rules level to "Standard" to match MUL (looking at the .s*w files it look like its just a quick label change)

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 12 March 2012, 18:30:55
    I don't think I ever noticed that. I wonder if they're giving up on the definition of Tournament Legal.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 12 March 2012, 18:57:20
    I'd note that the RS volumes have been using that term since at least RS3075 back in 2009.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 12 March 2012, 20:08:17
    I don't think I ever noticed that. I wonder if they're giving up on the definition of Tournament Legal.

    Tournement Legal allows a bit more then Standard now. Also, some Tournements might just used
    Introductory Tech, or allow some things extra from Total Warfare...it makes sense to call things
    "Standard"(which also takes up less space then 'Tournement Legal")
    Title: Re: Solaris Skunkwerks And Me
    Post by: mathesont on 13 March 2012, 19:26:18
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: misterpants on 13 March 2012, 20:12:25
    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.

    There is a bug with any equipment that can be split crits on 'mechs (AC-20s, artillery, HGRs, etc). They said they're working on it.
    Title: Re: Solaris Skunkwerks And Me
    Post by: misterpants on 13 March 2012, 21:07:01
    Hrmm. SSW 0.6.79 I'm also getting text export issues on. Including .ssw file and the exported .txt. Works fine if I open and export from 0.6.78.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 14 March 2012, 17:51:58

    0.6.80 Released
    http://www.solarisskunkwerks.com/downloads (http://www.solarisskunkwerks.com/downloads)


    Physical weapons file updated!  Please double check Hatchet, Sword, Claw wielding Mechs as we had an error in our data file that caused those designs not to load


    SSW Fixes ('Mechs)
     - Fixed issue with Force dialog not correctly loading unit files
     - Fixed fluff output on TRO


    BFB Fixes (Force Balancer)
     - Changed logs directory to uppercase (Logs) to match SSW and SAW


    SAW Fixes (Combat Vehicles)
     - FCS (ArtIV/ArtV/Apollo) updated to load correctly and now reduce tonnage and affect BV
     - File saving updated to use the .saw extension in all methods
     - Using "Clear" on the equipment list will now adjust the HS back to the base of the config or the free heat sinks in the engine
     - Updated Speed export to actually multiply by 10.8
     - Added CASE checkbox that will auto-add the correct type (IS or Clan) or will ask to use for Mixed tech.
     - Fixed export to text issue
     - Fixed Engine Rating for units that cause non-5 divisible increments (32t WiGE moving 12)
     - Fixed Heat sinks when engine type changes (re-adjusts to max required or amount engine provides)
     - Fixed Omni option available to Introductory
     - Fixed CASE option available to Introductory
     - Fixed Print issue where no data shows and some dots do not, now shows all data, but armor dots may not reflect full number of points
     - Fixed Armor placement issues with all three buttons
     - Fixed double charge for Targeting Computers
     - Fixed File | Open and Help | About menu items
     - Implemented a widescreen version of the form at 1280x600


    SGT Fixes (Game Tracker)
     - None


    SQP Fixes (Quickstrike Printer)
     - None
    Title: Re: Solaris Skunkwerks And Me
    Post by: misterpants on 14 March 2012, 18:11:19
    *gives Skyhigh a voucher for one (1) beer of his choosing*
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 14 March 2012, 21:52:29
    Woo-hoo! Now I can begin entering all vehicles in!
    Title: Re: Solaris Skunkwerks And Me
    Post by: misterpants on 14 March 2012, 22:49:46
    Couple minor details:

    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.

    Also, request for Vehicular Grenade Launcher added to the weapon tables when you've got the time.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 14 March 2012, 23:54:25
    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.

    This is an easy fix, update your file by finding the CASE and change the Type from Miscellaneous to CASE.  That will fix the loading issue.

    Vehicular Grenade Launcher I will work on adding, I know it's in for 'Mechs but I hadn't thought to make the code change to add it to Combat Vehicles yet.
    Title: Re: Solaris Skunkwerks And Me
    Post by: mathesont on 14 March 2012, 23:57:49
    Great job on all the 6.80 SAW fixes. 

    A new one seems to have cropped up with armor allocation.  Vehicles appear to save with or at least open with the default armor allocation regardless of one distribution they is entered originally.  I entered the MASH truck which has a F12/S16/T10/R10 allocation, saved, refreshed and then opened the vehicle to find it now had a F17/S12/T13/R10 armor allocation.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 15 March 2012, 00:33:17
    Thanks for the heads up mathesont,

    I am uploading an updated 0.6.80 file so grab it again in a few minutes, this has a quick fix for that armor issue.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cambo on 15 March 2012, 08:45:04
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 15 March 2012, 09:55:39
    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.

    Hey Cambo, I'm gonna take this to PM/Email just so that we can more quickly figure out what is going on for you.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Garydee on 15 March 2012, 10:21:41
    Also, mechs with hatchets will now load but the mechs are always shown to be a ton overweight.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 15 March 2012, 11:44:43
    Also, mechs with hatchets will now load but the mechs are always shown to be a ton overweight.

    Ahh, I think I see what happened. Our Physical Attack weapon data got corrupted somehow. I don't know if it was Excel, or something else, but quite a bit of the data got converted from numbers to text (and looking at the table, some of it still looks like its been converted, sigh).

    And it looks like when we fixed THAT, one of the programs decided to round the numbers for the hatchet and a few other weapons, instead of leaving them at 0.066666666.

    Fix is in the works.
    Title: Re: Solaris Skunkwerks And Me
    Post by: peter crowley on 15 March 2012, 13:09:34
    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.
    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.
    Overall it seems like a great program keep up the good work. O0
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 15 March 2012, 13:34:16
    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.

    The Marsden II from RS 3075 (supposedly) Unabridged?

    The problem isn't on SAW, it seems to be a problem with the Record Sheet itself. According to TechManual, the max armor on a Vehicle is (3.5*Vehicle Weight)+40. So on a 60 ton vehicle that max would be 250 points. The Marsden has 280 points (65+56+56+56+47).

    Quote
    Had similar problems with the Case issue above and units not loading will try the fix noted above.

    It should work, it worked for me on the dev version. Just open the .saw file with notepad or something, and search for CASE a couple of times until you find a line that reads
    Code: [Select]
    <name manufacturer="Unknown">CASE</name>
                <type>Miscellaneous</type>

    and change Miscellaneous to CASE. The file should then be able to be loaded.

    Quote
    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.

    Hmm, I know why its doing that. We were running into a problem with trailers when setting them to "no engine" would glitch the program because the MP would still be at 1, so on an engine change the MP is reset. I wonder if we can have it so that reset only happens on a change to or from No Engine, instead of always.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maingunnery on 15 March 2012, 17:36:22

    An possible addition: When I make omnimechs in SSW, every new variant will start with a production era of 'Age of War' even is the base Era is 'Clan Invasion'. Could you please change it so that each new variant uses the base Era as the initial value of the production era?
    Title: Re: Solaris Skunkwerks And Me
    Post by: mighty midget on 15 March 2012, 17:37:07
    Got a SSW question for the crowd.  When I open an IS design and change the rules to experimental and tech base to mixed I get an odd error.  The designs look fine until I export them to .mtf files.  Once I do that I get random changes of the chasis, armor, and/or engine to clan tech without changing anything in the design.  Here's a example of a Locust I opened with no changes to the design.
    Code: [Select]
    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

    Would someone else attempt the same thing to see if it is an operator error?  Thanks.
    Title: Re: Solaris Skunkwerks And Me
    Post by: mathesont on 15 March 2012, 23:54:52
    Armor fix works great, I guess the problem occurred in the loading of vehicles because all of my previously saved vehicles now display te correct armor distribution.

    Found an odd issue involving multiple missile launchers that occurs in both SAW and SSW, but differently.  If I check Artemis IV, select a missile launcher (doesn't matter which type) and then use the drop down to add multiple and error occurs.

    In SSW only one of the launchers is given Artemis IV ( doesn't matter if 2 or 12 are chosen)
    In SAW only one launcher appears in the the Selected Equipment window with Artemis IV and on the Cost/BV screen it adds the cost/BV of Artemis IV to only one launcher, but on the Show TRO Text Format it shows Artemis IV, including weight for all launchers.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 16 March 2012, 12:34:21
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 16 March 2012, 12:50:23
    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

    I look forward, BTW, to when we get the option to do Super Heavy Tanks....I so want to do my Mjolnir Mobile Artillery Battery up in the
    new rules!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 16 March 2012, 13:17:55
    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

    Oh man that's funny!  OK, looks like I didn't update the pip renderer for Naval when I changed a few things.  On the update, stop by the chatroom if you want to test it out.
    Title: Re: Solaris Skunkwerks And Me
    Post by: bblaney on 16 March 2012, 15:00:34
    Thx for the great program, got a question.

    Will ya be adding Super-Heavy mechs any time soon?
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 16 March 2012, 15:10:47
    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?)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Bad_Syntax on 16 March 2012, 15:35:32
    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.

    Option to embed the images within files (you can just encode it as a big binary stream so it can work in a text based XML file)

    Ability to drag an SSW file over the form and have it load the file

    How about the ability to "print TRO", basically print all the fluff, images, manufacturers, etc, just like TROs (image on left with technical details, fluff/manufacturers on left)

    When you change weapon type tabs, it doesn't update the information below until you select a new weapon

    Maybe allow a double click on equipment to place, which puts an item in the same location as the last item

    When remove last item of type clicked, select next item in list

    If you drop a crit onto another item (or anywhere in the location frame), it should just add the item to the bottom if there is room, not give an error that the slot is in use

    CASE isn't always added to BF special abilities, just sometimes, not sure what the reason is.


    SAW Update:
     - Looks like ballistic weapons are heat modified on battleforce tab.  Made my billion dollar submarine suck :)
     - Sponsons can be added in addition to any turrets, so having it as a turret option isn't quite right (should probably be a checkbox)
     - Heat sinks should probably default to the minimum, but you can add to it just never goes below minimum
     - I clicked x to close it, and it would never open again.  I tried killing all the java processes to no avail, I wasn't planning on rebooting for a few more days :)

    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 16 March 2012, 16:59:22
    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?)
    Yeah, same thing happened to me
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 16 March 2012, 17:29:16
    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?)

    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 16 March 2012, 18:24:49
    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.

    What OS are you using? Both SSW and SAW highlight the text for me when I use Tab to move between them.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 17 March 2012, 01:25:38
    I have the latest DL of SSW, and it works fine, but SAW refuses to load >:(
    Title: Re: Solaris Skunkwerks And Me
    Post by: jskinny on 17 March 2012, 19:39:28
    Got two quick questions;

    1- Used 6.80 tonight to print off my sheets but the sheets didn’t list heat sinks in the critical boxes once printed even though they were on the SSW equipment screen   :o

    2- Tried to import a MAD II from HM which worked fine until I went to save and it told me there was an error   :P

    Any help would be great.  Thanks in advance

    Jonas
    Title: Re: Solaris Skunkwerks And Me
    Post by: jskinny on 17 March 2012, 20:38:05
    Ok, got the import issue solved, but still struggling to get the Heat Sinks to print on the record sheets.

    Jonas
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 17 March 2012, 22:03:04
    Ok, got the import issue solved, but still struggling to get the Heat Sinks to print on the record sheets.

    Can you send me your .ssw file?  I don't see any problems on existing designs. skyhigh@solarisskunkwerks.com
    Title: Re: Solaris Skunkwerks And Me
    Post by: jskinny on 17 March 2012, 22:20:09
    I'd be glad to...I see them in their boxes on the screen, but when I hit print they don't show up on the record sheet.  I'm wondering if there is something I need to do to tell the program to print them.  I know this is user error but I can't firgure it out.

    thanks

    Jonas
    Title: Re: Solaris Skunkwerks And Me
    Post by: jskinny on 17 March 2012, 22:28:23
    UGH!!!! #P

    I forgot that a number of heat sinks don't go towards the critical boxes.  Just found the relevant passage in the rules.  Like I said, user error on my part.   :-X  Sorry to waste your time George

    Jonas
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 17 March 2012, 22:36:28
    No worries, glad you found it.
    Title: Re: Solaris Skunkwerks And Me
    Post by: calendraug on 18 March 2012, 04:28:08
    Im having trouble printing record sheets in ssw or saw. It blows them up to A3 paper scale and only prints half. Ive made sure the right paper size etc is set with the printer software and ssw's printer options. Exporting to megamek works ok but Id rather use ssw.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 18 March 2012, 06:24:05
    A few people have mentioned this upthread.  Try making a PDF of the files and printing that.  I recommend installing PDF Creator/PDFForge from sourceforge.  It sits on your PC as a print queue.
    Title: Custom Equipment in SSW?
    Post by: GOTHIK on 18 March 2012, 13:18:05
    This is the first time I've ever used Solaris Skunk Werks (I normally use Heavy Metal), and I'm finding it VERY difficult to set up custom equipment in the program.

    I know this is a really popular program and I would really appreciate it if someone who's experienced with tweaking designs would lend Me a hand.

    Thanks!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 18 March 2012, 14:02:42
    Merged topics to get this where it'll get attention faster.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 18 March 2012, 14:16:47
    I managed to pull it off once.

    I'm still not entirely sure how I did though because even following the instructions I run into problems when I try and make adjustments.

    Fortunately for me I still had my old file where I did manage to make some stat changes to existing gear.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 18 March 2012, 14:33:47
    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?

    ps.  Oh!  And I'm also having a problem with splitting critical locations: I want a weapon to show up in the Right Torso (where 8 crit slots are), while spilling 2 critical slots over to the Center Torso.  Even though I've selected the appropriate option in the software (RT primary, CT secondary), it still shows up on the Record Sheet as being assigned to the CT instead of the RT.  How do I fix this?

    pps.  I'm using 0.6.76
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 18 March 2012, 20:10:02
    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...
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 18 March 2012, 23:58:01
    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...

    The critical slots DO appear in both the RT and CT but it the weapons and equipment section of the record sheet indicates that the weapon is located in the CT.  How do I fix this?
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 18 March 2012, 23:58:48
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 19 March 2012, 01:24:10
    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?

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: elizibar on 19 March 2012, 04:46:05
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Shatara on 19 March 2012, 17:25:17
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 19 March 2012, 17:28:19
    The what in the where now?

    Sorry, I didn't give a complete answer...You need to load the Registry Editor and search for /com/sswsuite/ssw
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 19 March 2012, 17:30:48
    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.

    Just as a reminder, TRO3039 is incorrect.  The Ontos does not have a cargo bay anymore.  But yes, that's definitely a fractional accounting bug.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 19 March 2012, 18:11:19
    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.

    ok ... you don't like house rules.  that's cool.  I've been using them in conjunction with BattleTech since the 2nd edition boxed set was new.
    "Design Quirks" appear in Strategic Operations  which was published after Tactical Operations which is where the advanced rules for Satellite Uplinks come from; as I politely tried to point out.
    Maybe you don't even agree with the software allowing people to custom make weapons and equipment.  then don't do it.  whatever.

    now back to My actual questions:
    1.)  are there any SSW users here that are experienced with this particular function of the program who would be willing to lend their expertise to an SSW n00b like Me?
    2.)  The critical slots for one component appear in both the RT and CT with the RT indicated as the primary the way that I want, but in the weapons and equipment section of the record sheet indicates that the weapon is located in the CT.  How do I fix this?
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 19 March 2012, 18:37:11
    Preliminary questions:

    1: Have you already tried the instructions for Custom Equipment on the Solaris Skunk Works site yet?

    2: Assuming you have what errors are you getting?

    2b: Or is SSW not even loading?
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 19 March 2012, 19:57:57
    Thanks for helping, monbvol!

    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)
    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.

    ps.  I've upgraded to 6.80, but that doesn't appear to have any affect on either 1 or 2.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Charlie Tango on 19 March 2012, 20:03:32
     [copper]

    Hey folks, getting a little snippy in here in spats.  Let's keep it cool, OK?

    /  [copper]
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 19 March 2012, 20:43:28
    Oh, and I should probably mention that when I get to the very last step I get the following error message after clicking convert when I use binconvert:
    "1java.lang.ArrayIndexOutOfBoundsException: 1"

    monbvol, if you're able to successfully do this would you be willing to create a new equipment.dat file for Me that includes the custom piece of equipment I want and email the file to Me?
    Title: Re: Solaris Skunkwerks And Me
    Post by: tomaddamz on 19 March 2012, 21:04:19
    Can anyone code Mech Mortars?  I tried earlier today and I just can't get it, maybe when I have more time in the future.
    Title: Re: Solaris Skunkwerks And Me
    Post by: VhenRa on 19 March 2012, 22:08:05
    Er.

    Pretty sure Mech Mortars are already in SSW..

    Yup.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 19 March 2012, 22:26:30
    Well I'm no specialist.

    As far as I know though OS doesn't matter.  Only if you are using MS Excel or OO Calc.

    But it sounds like you may not be quite clipping off the csv file quite right.

    As to the splitting issue I have no answer for that.

    Even though I consider myself somewhat savvy I'd also appreciate a simpler way to edit the files because I'm still not entirely sure how I got it right the one time I did.

    I'll see if I can get it to work.  Yahoo cooperates and probably get it to you sometime tomorrow.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 19 March 2012, 22:43:25
    Sorry, I didn't give a complete answer...You need to load the Registry Editor and search for /com/sswsuite/ssw
    Sorry if i sound dense........i have win-xp. where do i find the registry editor

    Never mind, found it.......

    Got SAW to load again, i had to delete the SSWSUITE & SSW shortcuts, and now SAW works again
    Title: Re: Solaris Skunkwerks And Me
    Post by: tomaddamz on 19 March 2012, 22:49:56
    Where are they?  I am using SSW 0.6.80 and I cannot locate them anywhere either in ballistic, Missile, or even Artillery.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 19 March 2012, 23:43:17
    Where are they?  I am using SSW 0.6.80 and I cannot locate them anywhere either in ballistic, Missile, or even Artillery.

    You must have selected Advanced or Experimental then they show up under Missile.
    Title: Re: Solaris Skunkwerks And Me
    Post by: mathesont on 20 March 2012, 02:02:31
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: mighty midget on 20 March 2012, 04:23:15
    Gothik - email me the stats for the equipment you want to add and I'll give it a try tonight.  I've had some success in the past with adding the gear from Wars of Reaving into the database.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 20 March 2012, 08:29:44
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 20 March 2012, 08:35:47
    Quick Question - the unit list doesn't appear to work in SAW yet.  Has it just not been implemented yet?
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 20 March 2012, 08:51:47
    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.

    HM is also a pay-for program that is REALLY out of date. The purpose, originally, of the custom weapons editor in HMP was
    to add things that were added easier. Unfortunately, since it does not allow adding in different armours, different internal structures,
    things that's mass is based on weight, things that have multiple ammo types that vary ammunition numbers AND range, energy weapons
    with ammo(important for vehicles and protomechs), weapons that have different damage at different ranges...

    And, HMP uses the old, FASA era sheets, not the modern, Total Warfare Era sheets, so of course its sheets don't look as cool.

    SSW is a FREE program, essentially IN BETA. The people working on it are VOLUNTEERS. We already lost one project leader due to
    people grousing about every little thing. Skyhigh and Maelwys are working hard on this, and are trying to get the essential stuff in.
    Essential being defined by: Does it exist in the official rules. I am quite sure that, when they get everything in, have the program where
    it can work effectively doing everything in the rules, then they can begin taking the time to add a non-essential stuff.

    Please remember: this is also a program also used by Demo Agents to print out designs for events....unofficially, of course..I am sure
    when Rick gets HMP6 out, they will switch to that officially..however, I can guarantee that, even when I have HMP 6, I will likely continue
    to use SSW simply because of the Java portability.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 20 March 2012, 09:12:54
    Hey don't get Me wrong ... I know HM has other limitations that I've found frustrating (and BY FAR this is not limited to HMP - I am MOST CERTAINLY also refering to HMA and HMV as well), and I know SSW is all volunteer and that the sort of things I'm asking about here are small potatoes.

    Despite the fact that Rick's program has a price tag on it, I appreciate everything he does; just as I appreciate everything that the SSW team has put into their program.  One of My points in My last post was intended to be somewhat whimsical ... kind of like if you put them together you'd have the ultimate program for customizing 'Mechs.

    Both programs have room for improvement and AMAZING potential!  I really can't wait to get My hands on HMP6; Rick has indicated on the boards and through private messages that a lot of cool stuff will be happening with version 6.  And I can't wait to see where SSW goes in the future either!

    @ 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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 20 March 2012, 09:37:15
    @ 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?

    They are not implemented yet..that .dat is, I believe, planning ahead for when they do implement it. NOTE: I am not one of the coders(I can't even code HTML)but I follow the threads on SSW. They have said earlier in this thread that quirks are not implemented yet. You probably would
    utilize them like I do right now: find an open section on the sheet, and write the quirks/manei domini implants/SPAs effects down
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 20 March 2012, 09:48:11
    hahaha!  yep; that's how I implement them too!

    Would you mind posting the URL for the SSW forums?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 20 March 2012, 11:13:36
    Quick Question - the unit list doesn't appear to work in SAW yet.  Has it just not been implemented yet?

    It works, you may have to use the Refresh button though to load any new units you created (it would have done that at the beginning with no Vehicles to display so appear empty)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 20 March 2012, 11:19:08
    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.

    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!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 20 March 2012, 11:22:16
    @ 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?

    StCptMara is correct, I've started work on Design Quirks though it's in a very early stage.  If you look in the Fluff section there is a Quirks Tab towards the bottom, you can add quirks from the list but they are not saved/loaded and there are plenty of problems with it. =)  I have to figure out how to make them variant specific, how to handle semi-custom quirks that apply to specific weapons and more.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 20 March 2012, 12:00:41
    Forgive My squirelly ignorance ... what's SAW?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 20 March 2012, 12:17:28
    Forgive My squirelly ignorance ... what's SAW?
    That is Solaris Armor Works vehicle design program, which is in the SSW folder O0
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 20 March 2012, 12:26:47
    SAW=Solaris Armor Works, the Combat Vehicle version, currently shipping with SSW.

    Skyhigh I do appreciate you and your team's efforts.

    My main gripe about the current custom weapons import method is that I follow the instructions on the site and it doesn't always work.

    Still though it is such a back burner item that while it would be nice to have something easier to use I am a patient man and a realistic one that does understand having other commitments.  Hell if it hasn't been nigh close to nine years since I coded Java in a serious manner I'd explore how to solve the problem myself and shut up about it completely.

    But for now, thanks for the great free product and I hope that the coding goes smoothly and quickly.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 20 March 2012, 14:21:10
    That is Solaris Armor Works vehicle design program, which is in the SSW folder O0

    Ah!  thank you!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 20 March 2012, 14:54:14
    Ah!  thank you!
    welcome
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 20 March 2012, 20:31:42
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 20 March 2012, 21:40:01
    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!

    Thank you for making (and continuing to work on) such an awesome program!

    And thank you for your offer to take a look at the problem I've encountered.  I sent an email with the file to you.

    I also encountered the issue with the quirks not saving/loading that you mentioned.

    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?

    Title: Re: Solaris Skunkwerks And Me
    Post by: mathesont on 20 March 2012, 21:54:58
    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. 
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 20 March 2012, 23:54:49
    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?

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 20 March 2012, 23:56:10
    ...
    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?
    ...

    Not sure about Super Heavy Mechs or the 50 point heat scale...but the Master Vehicle List is in the works already.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 20 March 2012, 23:56:49
    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. 

    I'll take SAW bugs posted into the single central SAW tracker as it's easier to manage that way.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 21 March 2012, 06:46:42
    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.

    PLEASE tell Me that you plan to correct the Catalyst Fighter Record Sheets by adding a row for Fuel Consumption to the Velocity Record section.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 21 March 2012, 06:47:57
    Not sure about Super Heavy Mechs or the 50 point heat scale...but the Master Vehicle List is in the works already.

    Awesome!  Thanks!!!

    Are those other two items on the to do list?
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 21 March 2012, 18:33:26
    does anyone have a House Steiner (Lyran Commonwealth) logo suitable for use with SSW?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sartris on 21 March 2012, 19:43:25
    does anyone have a House Steiner (Lyran Commonwealth) logo suitable for use with SSW?

    Like this?

    http://www.sarna.net/wiki/File:House_Steiner_Logo.jpg
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 21 March 2012, 21:16:47
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Bad_Syntax on 22 March 2012, 10:44:30
    What OS are you using? Both SSW and SAW highlight the text for me when I use Tab to move between them.

    2k8 server standard with aero disabled.

    SSW 0.6.80, still didn't work, cursor is even placed at the left so the number there has to be deleted before continuing. 

    Not sure what version of java (how do you get that?), but my java files are dated on 14 mar 2012.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 22 March 2012, 12:28:09
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 22 March 2012, 13:41:39
    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!
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 25 March 2012, 09:28:53
    Awseome as always guys.  Thanks for all your hard work.  The talk of HMP a little bit above just reminds me how awesome it would be for me if I were to see SSW listed as the official go to program for BT design.  I kind of wonder what makes a program 'official' though; I haven't seen anything to indicate CGL has anything to do with Heavy Metal at all; the designer isn't affiliated with Catalyst in any way is he?

    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?

    I am guessing those experimental equipment checkboxes are just placeholders at the moment.  Would I be correct?


    As far as seeing what we can do to help you, now that I know how to change my settings back, would it be any help to you if I send a log file from a wide screen SAW instance?
    Second: I have a thought: why not farm out the master vehicle list to us?  Would save you for the real stuff and let those among us who couldn't program a universal remote be helpful for once.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 25 March 2012, 09:32:20
    As a reminder, this is free, open-source software.  In addition, attempting to buy anything on these forums is generally a violation of Rule 10, let alone software that, if it were being sold as opposed to freely produced by fans, would violate the BattleTech intellectual property rights (Rule 12).

    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).
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 25 March 2012, 11:26:16
    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)? 

    The two crits in one is the most likely explanation, since to me it looks like a pain to implement.
    Title: Re: Solaris Skunkwerks And Me
    Post by: mathesont on 25 March 2012, 12:55:20
    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?

    No doubt the snag is time, a couple of guys working in their free time can only accomplish so much.  That they have incorporated so much into SSW and managed to get SAW up and running is amazing.  Superheavy mechs make enough changes to fundamental construction rules that integration into SSW is liking no small feat.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 25 March 2012, 16:52:13
    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

    And for those that run other operative systems, like Linux?

    EDIT:
    Found it:
    ~/.java/.userPrefs/com/sswsuite/ssw


    Title: Re: Solaris Skunkwerks And Me
    Post by: McSlayer on 28 March 2012, 08:33:00
    Hey Guys,

    Because I mentioned it on Skyhigh's website and didn't hear back... I am re-posting this here...

    ... ok ... I'm sure it must have been mentioned before...

    but can we have SSW export IS level 1 mechs as tech level 1 mtf files?

    Its always a hassle to have to export the level 1 mech as a mtf file and go in and change the tech level from 5 to 1 inside the mtf file for each mech made...

    much appreciation for whomever has to do this... :-)

    -Mek
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 28 March 2012, 09:46:05
    There is a user workaround that you can use to avoid the problem.  Enter a production year for your design.  Seems to work for me.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 28 March 2012, 14:52:11
    So...I noticed Modular Armor is no longer in Equipment.
    Where is it located in the current build?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 28 March 2012, 15:14:18
    So...I noticed Modular Armor is no longer in Equipment.
    Where is it located in the current build?

    It wasn't removed...but I think I see in the code why it isn't listed now...working on fixing.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 28 March 2012, 18:42:20
    I've designed a custom 'Mech that I want to use in MegaMek, and although the "Export MTF" function in SSW seems simple enough, I don't know where to actually save the file.

    I've looked through My MM folders and it looks like although I have no trouble loading them in MM, all the other .mtf's are still in a zipped folder.

    I tried just adding My custom .mtf to the MegaMek/data/mechfiles folder, but it's not available to select when I run MegaMek.

    What do I need to do differently?
    Thanks, guys!!!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Pa Weasley on 28 March 2012, 19:04:17
    When I export it defaults to whatever SSW file directory I last accessed. Example, I opened a file in the "omni" directory, the exported file defaults to the same directory. I usually just change it to my MegaMek customs directory before hitting save.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 28 March 2012, 19:06:25
    well ... what's the path for the file that contains all of your other .mtf's for MM?
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 28 March 2012, 19:10:13
    Most likely you'll need to click on the drop down that says IS Introductory Box Set in Megamek when selecting your forces and select a different category.

    Helpful picture attached.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Pa Weasley on 28 March 2012, 19:17:15
    Sorry, misread the question. I have a subdirectory under "mechfiles" for each unit type. Mechanic, BA, vehicles, etc.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 28 March 2012, 19:31:08
    well, I tried unzipping the mechs.zip file into a folder I just created: megamek/data/mechfiles/mechs/custom
    but I still can't access My custom design.

    What am I doing wrong?
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 28 March 2012, 20:17:27
    Well if the custommech.mtf is in the data\mechfiles folder and the handy dandy drop down to change rules level didn't work then I'm not sure what the problem is.

    If you want you should have my e-mail GOTHIK so go ahead and send me the file and I'll see if I can figure it out.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 28 March 2012, 21:19:10
    Probably need to delete the cache file.  MM doesn't rescan the folder at every run.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 28 March 2012, 21:24:49
    Actually I think I may know what is going on.

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: bpowell on 29 March 2012, 12:31:01
    OK, I instaled the latest SS and I cannot seem to get it to find the SSWMAster.  Can anyone help me?
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 29 March 2012, 13:34:38
    Actually I think I may know what is going on.

    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.
    I got it!  Thank you!!!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 29 March 2012, 15:25:12
    OK, I instaled the latest SS and I cannot seem to get it to find the SSWMAster.  Can anyone help me?

    It's a separate download on the SSW homepage.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 29 March 2012, 15:40:57
    I got it!  Thank you!!!

    You are welcome.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 30 March 2012, 10:16:05
    Has anyone managed to construct the Victor St. James from XTRO:Pirates in SSW?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 30 March 2012, 10:42:51
    It's in the SSW master file.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 30 March 2012, 12:09:44
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Mapmaster on 30 March 2012, 20:57:54
    any idea how long it will be before we have a ssw master that includes existing vee designs?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 31 March 2012, 05:15:03
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 31 March 2012, 06:46:52
    I found the trick, I needed to turn on fractional accounting.
    Which may or may not work, depending on local settings, btw.
    Or was that part fixed?
    Something about different local settings using either the , or the .
    And SSW only supporting the . iirc.
    Again, don't know if it was fixed or not, or if it can be fixed.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 01 April 2012, 17:00:02
    I am unable to figure out how to add modular armor to a mech. Is it even supported? And, if it supported, how do I add it?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 01 April 2012, 17:46:30
    It's added as equipment, once the rules level is set high enough.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 01 April 2012, 23:44:04
    It's added as equipment, once the rules level is set high enough.

    And Skyhigh fixes and posts the fix for the code glitch that caused it to not show up.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 03 April 2012, 12:29:08
    any idea how long it will be before we have a ssw master that includes existing vee designs?

    Hi Mapmaster, we don't have a date set for that yet...been to busy fixing the numerous bugs with the program. =)  I'll ping Maelwys the SSW Master master and see what he is thinking.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 03 April 2012, 22:42:11
    any idea how long it will be before we have a ssw master that includes existing vee designs?

    Well, there are 871 Combat Vehicles according to the MUL, so its not going to take as long as the `Mechs, but its still a goodly amount of vehicles (Even if you take away the ones that don't have Record Sheet sin the MUL, or are just mentions). I'll probably add them a TRO at a time over the course of the future, but there's no guarantee of when it will all be done (Thankfully vehicles go quicker than `Mechs).

    There's also the problem that SAW is still in its Alpha-stage. Future coding can still interfere with record sheets at this time (such as the CASE problem a few weeks back where the fix required you to change something by hand in the .saw file). Not only that, but not all of the equipment has been added to SAW yet, so there will be some issues there with getting the designs done.

    So I don't expect it to take as long as `Mechs, but there are still some issues with getting them done for say, next weekend.

    I know, not exactly the best answer, but unfortunately its the only one I can give right now.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 03 April 2012, 22:58:34
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Liam's Ghost on 04 April 2012, 01:28:06
    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

    I also can provide assistance if needed. At least some...  :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kojak on 04 April 2012, 03:38:20
    I would also be willing and able to assist in such an undertaking.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 04 April 2012, 03:54:34
    Count Me in!
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 04 April 2012, 10:00:43
    Count Me in!
    Title: Re: Solaris Skunkwerks And Me
    Post by: MoneyLovinOgre4Hire on 04 April 2012, 12:50:34
    I have a much less busy schedule this term at school.  I'd be happy to contribute.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Voodoo on 04 April 2012, 14:42:26
    Since the previous post was deleted...

    Great job on Skunkwerks.  It's looking fantastic!  I can't wait to see the final version!
    Title: Re: Solaris Skunkwerks And Me
    Post by: ThelVadam on 05 April 2012, 22:02:16
    goofy question, but is the developer aware that Solaris Armor Werks will not load Vehicles with CASE?  beyond that I am paitently awaiting SSW programs for other Battletech elements!  Keep up the good job!

    I would so pay for this program if I had too.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 06 April 2012, 04:15:33
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: awesomeshotdude on 06 April 2012, 07:48:54
    I placed this in the General Discussion thread before I knew this thread was here.

    I’ve downloaded and stared using the SSW and SSW Master files.

    I’ve checked my Java is the latest version and I’m running Windows 7 64 bit.

    When trying to load a Mech, SSW can't find the path...even though SSW Master is in the same folder as SSW.

    Any help you could provide would be greatly appreciated, thanks.
    Title: Re: Solaris Skunkwerks And Me
    Post by: awesomeshotdude on 06 April 2012, 08:16:31
    A mate of mine just offered a suggestion on how to fix this...I tried it and it works perfectly now.

    I simply extracted all files to their own folder on the C drive...instead of to My Documents folder and it now works....
    Title: Re: Solaris Skunkwerks And Me
    Post by: awesomeshotdude on 06 April 2012, 09:52:18
    What size must the images be when selecting them as the TRO image to be printed out on the record sheet?
    Title: Re: Solaris Skunkwerks And Me
    Post by: BritMech on 06 April 2012, 11:01:45
    First, thanks for the work on this, it is amazing when you consider it isn't even at version 1 yet.

    Anyway, I have a suggestion for OmniMechs if you ever have time to do it.

    Could you have a dialog box that works out the total cost of an OmniMech, rather than just the design of the current version? I was picturing something similar to the Cost/BV Breakdown box from the Tools menu.

    Because the Omni designs are meant to be interchangeable weapons on a single chassis, it makes sense to account for overlap in variants.

    For example, a 100 ton Omni with 4 ER PPCs in one configuration, and 2 ER PPCs and a Gauss Rifle in the second configuration would only need to buy the Gauss Rifle, since it could use the PPCs from the first variant. Currently the only way to do this is create an "Empty" variant (Locked Chassis), and then count up the weapons and equipment manually.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sartris on 06 April 2012, 12:04:18
    What size must the images be when selecting them as the TRO image to be printed out on the record sheet?

    As far as I can tell, it scales to fit the box. I tried an 800x600 image and it shrunk to fit the space nicely.  All of the ones I use are 309x418.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ThelVadam on 06 April 2012, 13:10:37
    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.

    I can remake them easily, hopefully they will keep this time.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 07 April 2012, 05:59:25
    Yeah.  At the moment the program is still in Alpha and subject to change.  It's why they've not started on a SAW Master file yet.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 07 April 2012, 06:02:26
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 07 April 2012, 12:11:04
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 07 April 2012, 19:10:35
    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.

    Because BattleMechs use Fusion engines. Industrial 'mechs can use other engine types.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 07 April 2012, 19:40:54
    Except under the advanced ruleset, which allow BattleMechs (but not Primitive BattleMechs, you say?) to use other engine types.

    I decided to start a separate thread on this to keep from derailing things too much here.  I guess I'll come back when I feel the discussion has run its course?  I'll just point out that Cray agrees with my interpretation....

    http://bg.battletech.com/forums/index.php/topic,17941.0.html
    Title: Re: Solaris Skunkwerks And Me
    Post by: Liam's Ghost on 08 April 2012, 00:39:17
    I'll just point out that Cray agrees with my interpretation....

    One might also point out the last line of Cray's sig...

    General discussion isn't the intended board for rules questions to get answered by the powers that be.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 08 April 2012, 15:25:59
    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.

    Cool. Some of the dates were snagged from early versions of the MUL and the data has now been changed. Unfortunately there isn't an easy way to fix this, other than spot checks every once in a while.

    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.

    There are probably a couple of reasons this is currently coded this way. The first and simplest may be that the alternate rules for BattleMech engines weren't considered when programming primitive `Mechs. Or that the simplest route was taken since the rules in Jihad Secrets were supposed to be interim (same reason they're currently Era Specific instead of standard Experimental).

    Or maybe the end of the Engine section where it says "Primitive `Mechs may not use any of the engines introduced in TacOps" was interpreted to mean the non-fusion engines that became legal for BattleMechs in TacOps.

    There might be a little bit from all of the above (and a few others) for the reason.

    Now, is the way that SSW handles it correct? Honestly, I couldn't tell you just from what I read. Maybe yes, maybe no. Considering your question to CGL is going on 8 months now and 3 bumps and THEY can't tell you the answer leads me to believe that my confusion is perfectly justified :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: ThelVadam on 10 April 2012, 17:53:22
    Completly unrelated.

    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 10 April 2012, 18:32:44
    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?

    They are not implemented yet.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Shatara on 13 April 2012, 04:39:11
    SAW bug: Selecting 'Unlock Chassis' does not unlock the turret mass.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BritMech on 14 April 2012, 18:01:54
    Are there plans to cover the rest of the vehicles and aerospace units? DropShips, JumpShips and WarShips would be good since there is a lot of tonnage tweaking involved in their creation.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Onisuzume on 15 April 2012, 04:18:41
    All in due time.
    Once SAW is running smoothly they'll look towards the next addition.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 15 April 2012, 04:29:23
    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...
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 15 April 2012, 04:32:24
    Is there any plans on adding primitive jump-jets soon, or should I go ahead and use normals instead?
    Title: Re: Solaris Skunkwerks And Me
    Post by: BritMech on 15 April 2012, 05:31:54
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 15 April 2012, 09:40:06
    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!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Jayof9s on 15 April 2012, 12:08:00
    Ah, but eventually, the body of your enemy would drift by, and you would be happy!

    Clearly I sit by the wrong rivers.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 15 April 2012, 12:38:20
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: elizibar on 15 April 2012, 14:13:34
    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 falling
    Title: Re: Solaris Skunkwerks And Me
    Post by: YingJanshi on 15 April 2012, 14:28:27
    Just wondering when we'll see an update to the units from all of the new products.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 15 April 2012, 15:54:47
    Wrong.  XTRO: Primitives 2.  Prototype JJs require a piloting roll (with a +3 modifier) to land without falling
    The 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.

    If I'm wrong, please let Me know b/c creating a legal Super Griffin has been high on My to-do list for years and fixing the JJ discrepancy would definitely help!
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 15 April 2012, 16:56:58
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 17 April 2012, 00:53:47
    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.

    Somebody have spent too much time being a rules lawyer. Prototype, primitive of course I am talking about the gear introduced in XTRO: Primitives 2.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 17 April 2012, 01:09:27
    Of course, how silly of me  ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 17 April 2012, 12:33:11
    The difference between the two are annoying at times :)

    I can't imagine that adding the Jump Jets from the latex XTRO will be too hard to add, so hopefully it won't take long to add in.

    I will say a couple of things however.

    1) April has been a busy busy busy month for Skyhigh, so updates this month might be a bit sporadic.
    2) A little after the next update comes out, I'll be looking for people that have the newest RS3039u Record Sheet book (Total warfare style sheets) that are willing to help out and check a few things.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 17 April 2012, 17:11:21
    Yeah, shouldn't be too hard.  For prototype jump jets: intro'd in 2464, and a name change.  Since the construction rules are the same, SSW doesn't need to care about the game rules, just note the type on the record sheet.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Random on 20 April 2012, 08:30:07

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkSpade on 20 April 2012, 11:22:12
    Will the force list from SSW eventually work along with the force list from SAW?

    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?


    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.

    Equipment tab followed by equipment tab.  At the bottom.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 20 April 2012, 15:32:26

    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?

    I think what you're looking for is in BattleForce Balancer.  BFB.jar in the SSW folder.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Random on 20 April 2012, 16:15:57

    Equipment tab followed by equipment tab.  At the bottom.


    Thanks for that.
    I went up and down that list a dozen times and just didn't see it.  I guess U just shouldn't do these things at 1 in the morning.

    Cheers
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 20 April 2012, 17:35:54
    Its possible it wasn't there. In atleast one version of SAW, the equipment list wasn't refreshing on a chassis change, so if you went from Hovercraft to Tracker, the Hitch wouldn't show up until you changed the rule level or the era. Its been fixed in the dev release, but I can't remember if it was fixed or not in the most recent public release.

    So if it goes missing again, you know its not just you necessarily :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 22 April 2012, 05:27:17
    Couple of minor bugs for SAW, 6.8: When loading, motive type is hovercraft and weight is 10 tons, text next to weight spinner reads "Assault vee 500t Max"
    Additionally MG arrays aren't one the Vee equipment lists
    Title: Re: Solaris Skunkwerks And Me
    Post by: LightGuard on 23 April 2012, 16:40:54
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: ColonelCody on 23 April 2012, 20:41:50
    I'm having a problem where everytime I go to print the sheet comes out at about twice the size, so I'm getting about the left half of the sheet blown up to about twice the size. Does anyone know what i need to do to fix this problem?
    Title: Re: Solaris Skunkwerks And Me
    Post by: CranstonSnord on 23 April 2012, 20:49:27
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 24 April 2012, 00:48:02
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BritMech on 24 April 2012, 07:17:30
    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.

    Same issue, 0.6.80 and v.7 of the Master list.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ColonelCody on 24 April 2012, 07:50:07
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 24 April 2012, 12:36:05
    So this ISNT just my laptop? this is in the softwarE?

    At the very least it's not just your laptop.
    Title: Re: Solaris Skunkwerks And Me
    Post by: CranstonSnord on 24 April 2012, 13:07:30
    This was one of the more recent versions of SSW, as it exhibited the bugged hatchet weights. Older versions would print fine from this laptop to the same printer.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ColonelCody on 24 April 2012, 15:40:07
    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 :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 24 April 2012, 15:46:30
    Working on getting a new release packaged and ready that takes care of some of the recent posts.

    As for printing...download CutePDF and install.  That acts like a printer that outputs a PDF file.  Print to CutePDF first, then open the PDF and print from there and it will work.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 24 April 2012, 15:48:13
    Working on getting a new release packaged and ready that takes care of some of the recent posts.

    Will that release include functionality for Design Quirks?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 24 April 2012, 15:51:53
    No, those are only half in...and I haven't had a chance to continue work yet.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 24 April 2012, 16:01:26
    I'm REALLY excited about those!  Just out of curiousity, do you plan to have the Quirks actually appear on the sheet somewhere?  If so, where and how?
    Btw, I absolutely LOVE the way the shield appears on the Record Sheet.  That looks absolutely awesome!

    ps.  I checked out CutePDF and the free version is CuteWriter ... will that perform the function you described above?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 24 April 2012, 16:05:42
    Yes, quirks are only usable if I can get them on the sheet...where...I dunno yet =)  still gotta get the data into the system first.

    Yes, that's the correct download for CutePDF.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 24 April 2012, 16:09:15
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LightGuard on 24 April 2012, 17:12:30
    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.

    I'm using SSW 0.6.80 Release Beta 2.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 24 April 2012, 18:04:34
    another good pdf printer is Bullzip, its free........this is what i use :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 24 April 2012, 20:01:43
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 24 April 2012, 21:06:14
    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.

    haha!  I hear you!  I've got honors projects due, exams next week, etc!

    We  used to house rule stuff like this based on the TROs before SO was published, and IMHO Design Quirks are one of the most exciting innovations to the game.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 25 April 2012, 07:17:53
    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. 

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 25 April 2012, 11:41:50
    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. 

    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.
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkSpade on 25 April 2012, 13:30:21
    Same here, but it does appear to load previous designs equipped with it without problems.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 25 April 2012, 14:16:25
    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. 

    It's not you, it was a problem which is fixed in my next build (which I swear I'm trying to finalize so I can get it out!).
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 25 April 2012, 17:04:15
    0.6.81 Released
    http://www.solarisskunkwerks.com/downloads/SSW_0.6.81.zip?attredirects=0&d=1

    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)
     - Changed Vehicular Grenade Launcher so that the print sheet uses Vehic Gren Launcher to fit on page.
     - Fixed Quad Mechs should not allow turrets in both torsos
     - Fixed Head Turret selector

    BFB Fixes (Force Balancer)
     - None

    SAW Fixes (Combat Vehicles)
     - Fixed Widescreen version issue
     - Fixed Naval print sheet issue
     - Fixed LiftEquipment issue
     - Fixed Minimum Engine Weight label to update (was set to 10 and never changed before)
     - Added handler so that a user can select a piece of equipment, then double-click the location and have it add to the list
     - Fixed Turret removal will now remove all weapons and equipment in the location
     - Fixed Rotor Internal BV Issue (rotor was not being counted in the internal points correctly)
     - Fixed Trailer checkbox so that it will not reset the engine to ICE unless No Engine is selected
     - Fixed Engine selector so that MP does not change automatically unless the value is higher or lower then allowed.
     - Fixed Trailer unchecking will now reset Controls to 0 tons.
     - Updated Weapon Info dialog to use CVSpaces for Crits instead of MechCrits.

    SGT Fixes (Game Tracker [Alpha])
     - None

    SQP Fixes (Quickstrike Printer)
     - None
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 26 April 2012, 00:45:34
    Very nice Skyhigh O0
    Title: Re: Solaris Skunkwerks And Me
    Post by: Akalabeth on 26 April 2012, 04:42:17
    I don't really understand how the whole images thing works. Am I supposed to have a pre-designated directory with specifically named files?

    To be honest until now I haven't used any of the newer versions since 6.4, since if one were to print out a mech and during the printing screen click the "print mech" then click "choose image" (with it defaulted as blank) and then pick an image, that image will not print. It hasn't printed since 6.4 and with 6.81 it still does not print.

    Then just now after failing to print with 6.81 again, I scanned the change log/update thing to see what's up, I see that there's a "fluff image". So I go to the fluff tab for the first time and find that there's an fluff image box so I load an image up there and then print it out and again click "print mech" and finally it prints. Hurray

    .
    .
    .

    So I don't know if this is a bug report or what, but "change image" on the print screen doesn't do anything. Or, at least it doesn't print an image if there was not already previously an image. Maybe it'll print a new image if you change from an existing loaded image. I don't know as I've not tested it. But "changing" from nothing to something doesn't work.

    The fluff image however does seem to print thankfully.
    Title: Re: Solaris Skunkwerks And Me
    Post by: YingJanshi on 26 April 2012, 13:33:14
    Yay!!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 26 April 2012, 14:35:19
    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.

    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 26 April 2012, 15:14:07
    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.

    Dyslexics of the world, Untie! :)

    Thanks for the bug reports. I really want to beat whatever setting got changed between Excel and Open Office that caused all those glitches...

    One thing that wasn't mentioned for SAW is that double clicking on a location now adds an item. So if you select medium laser, you can double click on "Front" to add the weapon there. I've added the Drone Carrier Control System to the equipment list as well, so try it out.

    As to the issue with the modular armor reported on Sourceforge, I'm not sure if it is unclear. Hardened Armor specifically mentions reducing the Defensive Movement Factor and Speed Factor when calculating the BV. Modular armor doesn't, so it stands to reason that modular armor won't affect those. My guess is that it was done that way to prevent gaming the BV system since the modular armor MP reduction is so transitory, and for a small amount of weight you could get the BV of a 5/8 `Mech that becomes a 6/9 `Mech after the first hit.

    But it never hurts to ask :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkSpade on 26 April 2012, 16:15:32
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 26 April 2012, 16:17:00
    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?

    They are not implemented yet.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 26 April 2012, 16:55:48
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 26 April 2012, 17:09:09
    I don't really understand how the whole images thing works. Am I supposed to have a pre-designated directory with specifically named files?

    If you do that, then the images will auto-populate on the record sheets.  SSW has an option to select an images folder, and you need to have the image name match the mech and/or variant name (so if you have the 3025 Atlas image in there named Atlas.JPG, it'll show up on any atlas sheet, but if you also have the TRO 3085 Atlas art named Atlas AS7-K2.JPG, it'll automaticaly show on the Atlas K2 sheet, but not any other Atlas)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 26 April 2012, 17:51:19
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 26 April 2012, 18:18:05
    Clan Interim. Historical KLONDIKE introduced them as kind of a stepping stone.

    May I bother you for a page reference?  I know the CP weapons are in there, but I can't find a single reference to the word 'interim.'  Thanks.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 26 April 2012, 19:07:24
    It isn't spelled out directly, but if you look at page 156, under "Note:" in the left column...

    Quote
    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.

    The Clan Interim weapons are the "After 2830, all of the Clan Equipment will conform to the standard rules for Inner Sphere versions as outlined in Total Warfare."

    So basically you have 3 levels of Clan Weapons. Using the ERML as an example...

    You have the ERML - Clan Prototype which is exactly the same as the IS ERML. of 3058, but it weighs 1.5 tons.
    Next is the ERML - Clan Interim (our name) which is exactly the same as the IS ERML of 3058.
    Then you have Clan ERML which was introduced in TR3050.

    Some of the dating might be a little bit off. Golden Century threw a few curves into it which I'm not sure have gotten ironed out yet.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 26 April 2012, 21:06:56
    Ah, gotcha.  So, convergent design, clans arriving at and then surpassing the level of technology that the IS would eventually reach.  Thanks for taking the time to explain!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 26 April 2012, 23:44:18
    Yeah, its actually kind of weird if you think about it.

    The ProtoType Clantech isn't actually prototype Clantech..its more of Prototype Advanced Star League tech. The "Interim" tech is technically the ProtoType Clantech really. But that's just semantics really.

    Alright, since the latest version of SAW has come out I'm looking for help from people with SAW and the most recent RS 3039U (TW style record sheets). If you have them and are willing to help, please PM me.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Question on 29 April 2012, 14:39:18
    Just want to check, but SAW just creates blank .mtfs now?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 29 April 2012, 14:43:56
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 29 April 2012, 15:04:02
    How stable is the savefile format for SAW? Can we expect changes, or has it been locked down?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Question on 30 April 2012, 08:51:18
    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...
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 30 April 2012, 11:52:34
    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?

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: BeeRockxs on 30 April 2012, 13:16:25
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Question on 01 May 2012, 01:08:01
    .BLK maybe pretty simple, but it's 100% different from MTF.

    Why not just have the program export in .blk then?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 01 May 2012, 02:55:07
    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?

    Not yet unfortunately. Here's hoping May is a little less busy (though frankly, I can't imagine it being MORE busy).

    Why not just have the program export in .blk then?

    It eventually will. What happened was that Skyhigh was trying to get as much working as he could for the Alpha release, and didn't expect the exported vehicle file to be that different from the .mtf files. When he realized it wasn't going to be simply changing a few lines of code, fixing the .mtf to a working .blk got put on the back burner to fix things like...engines.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Deathknight69 on 01 May 2012, 19:01:36
    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, ...
    Title: Re: Solaris Skunkwerks And Me
    Post by: BritMech on 01 May 2012, 20:23:27
    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, ...

    Run SAW the same way you run SSW.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Deathknight69 on 01 May 2012, 23:33:07
    Tried that but there's no files for the vee's. What did I do wrong? Help appreciated.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 01 May 2012, 23:39:55
    There is no master vehicle file yet.  Once the program gets a bit more stable one shall be created.

    So for now you only have what you create.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Deathknight69 on 01 May 2012, 23:58:02
    Oh, Ok, Thx Monbvol. I thought I did something wrong.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 02 May 2012, 08:30:02
    No problem.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 02 May 2012, 08:56:08
    Am I mistaken or does the current version of SSW not support Mine Dispensors on mechs?
    Title: Re: Solaris Skunkwerks And Me
    Post by: whistler on 02 May 2012, 12:12:32
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 02 May 2012, 12:16:59
    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
    its in the file with SSW (now version 6.81)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 02 May 2012, 15:24:01
    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

    Just download the regular SSW package, SAW is included with it.

    Am I mistaken or does the current version of SSW not support Mine Dispensors on mechs?

    I believe that's one of the odd annoying pieces of equipment that haven't made it in yet.

    How stable is the savefile format for SAW? Can we expect changes, or has it been locked down?

    I *think* its pretty stable, I can't imagine any major changes. However, I'd be careful of Clan vehicles. Clan CASE is behaving oddly at the moment, and might require some tinkering.
    Title: Re: Solaris Skunkwerks And Me
    Post by: whistler on 02 May 2012, 21:49:12
    :facepalm:

    thanks guys.  i'm going to go loose myself in it for a few hours now.

    Skyhigh, if you only knew how much time i spend using your program(s)... you're my hero, bro, seriously.

     O0
    Title: Re: Solaris Skunkwerks And Me
    Post by: BritMech on 03 May 2012, 20:44:11
    One thing I just noticed, the Clan Mechs (at least those constructed as Clan Tech with Tournament Rules) report a minimum range on the LRM ammo. Not on the weapon itself, but the ammo has the minimum range of 6.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 06 May 2012, 18:31:24
    New really weird bug in SSW 0.6.81  ??? When I move an item from a CT location (when the mech has an XLFE and CG - i.e., from the crits where the engine would be (9-10)) and move it to the side torso and drop it on another item, instead of displacing the item it disappears. In the case I'm describing the item still shows up as selected equipment on the equipment tab, but it is gone entirely from the criticals tab. In one I moved a Guardian ECM to where a DHS was is the side torso and the DHS disappeared from the criticals tab, I had to remove all heat sinks outside the engine and then add them back to get it to appear again. When I tried the reverse (displace G ECM with DHS) the ECM just disappeared. Even though one item is in limbo I can still save the design, but if I open another instance of SSW and then try and load the mech I get an error message that says "Location not recognized or not an integer while placing Guardian ECM suite". If I save the mech without the ECM, open it in a new instance of SSW then add back the ECM the bug goes away.

    I've attached the saved file that returns the error message.

    I'm running on Mac OSX 10.7.3, not sure how to find the Java version.

    Cheers (?),
    LCC

    EDIT: I can't seem to remember exactly how I got to that point and can't recreate the error in any new instance of SSW, however I still have the original open and I could get a similar issue to occur by moving a C3 slave from the head to the CT crit 9 then moving it to the RT where the DHS was - C3 went off to limbo. I tried it again with an ML from the arm, bang, off to limbo ... However, if I move something 3 crits or more to the CT (i.e., an ER PPC) then the bug doesn't happen.

    EDIT2: This is the mech I was working on: http://bg.battletech.com/forums/index.php/topic,18901.0.html (http://bg.battletech.com/forums/index.php/topic,18901.0.html)
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 09 May 2012, 23:48:38
    Well it wasn't my rules question that got answered (#P) but somebody else's did: http://bg.battletech.com/forums/index.php/topic,17977.0.html

    Per the errata clarification: when using advanced rules, non-fusion engines are available to all 'Mechs.
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkSpade on 10 May 2012, 08:28:34
    Are the heavy rifle and ejection seats missing from SSW or am I not looking in the right place?
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 10 May 2012, 09:58:18
    Set the rules level to Era Specific.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 12 May 2012, 09:59:21
    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"
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkSpade on 12 May 2012, 10:36:07
    ah okay.  Thank you.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 12 May 2012, 10:55:34
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 13 May 2012, 02:44:18
    There's nothing wrong with the comcept itself.  The problem is that the ratings need updated.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 13 May 2012, 12:28:28
    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.

    I don't think its time to get rid of them. Its obvious that CGL is going to continue to utilize those ratings (okay, it might be better to say that they're going to produce those ratings), and they can be useful.

    What it might be time is to ditch the Non-Canon aspect of the "All Eras." Its been discussed before. That and its probably time for a bug report. With the Arbiter, Demon Medium Tank and the Dig Lord I believe using the Rifles (are there any others?), keeping the Rifles at an X rating for the Clan Invasion is just burying your head in sand at this point. Especially since they're Tournament Legal as of Prototypes (another thing we have to look at).
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 15 May 2012, 22:03:52
    Would one of you that's able to successfully add or edit equipment/weapons using the method on the SSW site be willing to make a video tutorial?

    I have no idea where I mess up, but I'm obviously doing something wrong.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 15 May 2012, 22:50:03
    Well I have no video making capabilities I still may be able to help.

    1. Are you using M$ Office or OpenOffice?

    2. Does the software load, fail, or seem to stick on the loading screen forever?

    3. If it does load are there any errors it gives?

    4. If it does load and there are no errors is the equipment simply missing from the list?

    I found that even though I tell OpenOffice to not use the " for text it tends to anyway which led to a bit of 2 until I used notepad to get rid of them.

    If it is 4 then that may be the easiest but trickiest one to get right as there are odds it may be a data entry error.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 17 May 2012, 16:19:58
    Does the Hellion Prime really not have lower arm and hand actuators on the right arm? That's what SSW claims, and MM agrees, but that seems goofy enough that I'd have noticed or heard about it before. I don't have the (out-of-print) RS:3067 but FM:CC does have the actuators.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kojak on 17 May 2012, 17:29:01
    FWIW, the art in TRO 3067 shows it as having both hands (and it is clearly the Prime that is depicted).
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 17 May 2012, 17:54:28
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 17 May 2012, 18:20:00
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Jayof9s on 17 May 2012, 19:39:42
    Good idea, thread made. Hopefully the Catalyst RS:3067 will rectify the problem...whenever it comes out.

    I know megamek devs would appreciate a heads up when you get an official answer so it can be fixed there too if necessary.  O0
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 21 May 2012, 21:46:07
    Just as a heads up, I hope to release in the next week or so the first of the vehicle data files for SAW. I'm looking at having 3039, 3050 and 3060 done. 3058 is going to take some time (194 vehicles!), while 3067 is going to wait for the new Record Sheets. 3075 will follow eventually, as will 3085 and TRO Prototypes.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 23 May 2012, 08:39:04
    Maelwys,

    Does that mean the issue with omnivehicle infantry bays/compartments has been fixed?

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 24 May 2012, 16:17:47
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 24 May 2012, 16:45:17
    Has there been any progress on a weapons editor function?

    No

    Or maybe a back-door that will carry long-form customs from version to versions.

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 24 May 2012, 23:34:50
    Maelwys,

    Does that mean the issue with omnivehicle infantry bays/compartments has been fixed?

    Not yet. Fortunately the majority of Omnis that have been worked on don't have infantry bays :)

    There are going to be a few designs that don't quite work, as usual the MechNotes.txt (possibly renamed to UnitNotes.txt) will have those details.

    I'm looking at a weekend release.
    Title: Re: Solaris Skunkwerks And Me
    Post by: adamhowe on 26 May 2012, 05:44:08
    My friend and I have issues with printing, for me I cannot print a record sheet because it stretches the record sheet such that half of it doesn't show up.  My friend won't even try printing because the armor diagram doesn't show up on print preview.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 26 May 2012, 06:22:30
    What version are you using, what version of Java are you running, and what OS are you running?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Voodoo on 26 May 2012, 06:23:27
    Thank you Skunkwerks maker.  These record sheets look fantastic.
    Title: Re: Solaris Skunkwerks And Me
    Post by: adamhowe on 26 May 2012, 06:31:02
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: adamhowe on 26 May 2012, 06:48:55
    0.6.80

    Version 6 Update 31

    Windows 7

    Here's a picture of what's happening for me when I try printing a record sheet.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BritMech on 26 May 2012, 06:59:19
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: adamhowe on 26 May 2012, 07:08:09
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BritMech on 26 May 2012, 07:29:11
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: adamhowe on 26 May 2012, 07:30:21
    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.

    Or just not using it to print record sheets.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 26 May 2012, 08:31:37
    The next troubleshooting step is to check the paper size that SSW is printing to.  Next check the default paper size of your printer.
    Title: Re: Solaris Skunkwerks And Me
    Post by: adamhowe on 26 May 2012, 08:33:29
    The next troubleshooting step is to check the paper size that SSW is printing to.  Next check the default paper size of your printer.

    Or just not use it to print record sheets, seeing as I have Heavy Metal I can do this.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 26 May 2012, 08:42:39
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: adamhowe on 26 May 2012, 08:45:17
    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'm A+ Certified so I know where you come from.
    Title: Re: Solaris Skunkwerks And Me
    Post by: God and Davion on 26 May 2012, 15:11:39
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: adamhowe on 26 May 2012, 15:14:27
    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.

    Mine is a DeskJet as well, from the 1000 series like yours.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 26 May 2012, 15:17:59
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: adamhowe on 26 May 2012, 15:20:45
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 26 May 2012, 19:15:39
    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..)
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkSpade on 26 May 2012, 21:25:45
    Unless you want to use modern 'mechs...especially ones using MMLs, Snub-nosed PPCs, and Plasma Weapons(which HMP has
    issues with entering in..)

    Doesn't always get all the old equipment right either.

    Heavy metal was a great program.  Now there's something better and it's free.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 27 May 2012, 16:15:10
    Quoting something I've posted in here before:

    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).
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 29 May 2012, 12:23:33
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 29 May 2012, 12:27:36
    Waitasec Skyhigh, it says in the custom equipment guide that I have to re-do it every time. Has that been fixed?

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 29 May 2012, 23:00:50
    Oops. Next time I promise to get something done during the weekend, if someone could check, and then smack me if that weekend is a holiday weekend...

    Alright, the SSW Master list has been updated. Recent additions include all of 3039, 3050U and 3060U Vehicles. Some of the 3058U vehicles (the Star League ones) have been added. Also some of the MUL data was checked and older `Mech files were updated.

    http://www.solarisskunkwerks.com/downloads

    Some notes
    Machine Gun Arrays, Vehicular Jump Jets and a few other items haven't been added to SAW yet, so some of these SAW files will have to be updated at some point.
    As usual, the Mechunits.txt included has details on issues with the various designs that I've found.

    **Important!** You'll need to download equipment.dat. If you do not, a few of the designs (such as the Jihad Era Pumas) will error, since the B-pod information had to be changed to allow them. This will be included in the next SAW release, but since we aren't there yet, you'll need to use this new .dat file. Just place it in the  SSW\Data\Equipment folder (for best results you should rename the old one, just incase something goes wrong with the new one, so you can revert, rather than deleting/overwriting).

    Since SAW is still in Alpha, please look at the MechUnits.txt and the Vehicle files. Let us know if you think SAW is doing something wrong that we haven't caught.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 30 May 2012, 17:58:24
    Hi

    Which fold does the "Clan Names" zip file's goto? 
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 30 May 2012, 22:41:56
    Those can go wherever the other file is, or wherever you want.

    Basically the Clan Names is all of those designs with Two names, with their Clan name listed first, and their IS name listed second.

    The default naming convention is IS name, then Clan name.

    For instance, the Omni folder has a file called "Daishi (Dire Wolf).ssw" in the Clan Names.zip there's a file called "Dire Wolf (Daishi).ssw". You could just put the Clan Names folder into the SSW Master folder, and you'd have the Dire Wolf/Daishi listed twice, or you could delete the "Daishi (Dire Wolf).ssw" file and drop the "Dire Wolf (Daishi).ssw" folder into the Omni director. Its really however you want to handle it. Its just there because I know there are people that like using the Clan Names rather than the IS names.
    Title: Re: Solaris Skunkwerks And Me
    Post by: nckestrel on 31 May 2012, 14:29:03
    Alright, the SSW Master list has been updated.

    Thanks!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 02 June 2012, 01:41:41
    Thanks!

    No problem. 3058Uu-I is next, and I'm slowly slogging through it.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 02 June 2012, 09:35:58
    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.

    Well I did download the TXT guide some time ago, but yes, that is what it says. Thanks Skyhigh!
    Title: Re: Solaris Skunkwerks And Me
    Post by: whistler on 02 June 2012, 17:23:38
    hey guys :)

    so, since i got my ASUS Transformer Pad i've been trying to realize my dream of never printing another record sheet ever again.  while it looks like the use of PDF editing programs could work, i think there is a much better solution... and best of all, it already exists.  the Solaris Force Tracker is a perfect starting point... if there were just a simple way to move between sheets it would be completely ideal.

    naturally, i've tried to run the programs on my Transformer... but none of the SSW programs will actually launch.  while my hopes may be hopelessly nieve, i'd like to know if it would be possible to make SSW Android-compatible.  the file system seems to be fully intact, it's just launching the application that is the problem.  what would this entail?  would the entire program need to be rewritten, or just a few mods to the display / interface?

    SSW's programs have already dethroned HMP... that's something we all know.  but the Game Tracker on a mobile device... it seems like it would make SSW the definitive Battletech player's tool.  the ability to generate senarios and random forces on the spot, fully modified, then have all the record sheets right on hand... it would be a demo agent's dream come true.  it's something i would be perfectly willing to pay for, and even help with if a pure novice can help with the work load.

    so... any thoughts?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 03 June 2012, 04:05:52
    SSW works on java, which is platform-independent.  Sadly, there doesn't appear to be a java runtime engine for Android.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 03 June 2012, 05:27:02
    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)
    Title: Re: Solaris Skunkwerks And Me
    Post by: whistler on 03 June 2012, 16:55:18
    see, thats what really confused me... i couldn't find any runtimes in the the app store but plenty of Java programing for Android apps and guides... that's weird, man.

    shucks :-\
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 03 June 2012, 17:41:33
    Alright, its time for "Maelwys needs a bit of help."

    I need someone to recreate the "Zhukov Heavy Tank (WoB)" as laid out on page 170 of the RS3058IS.pdf (BC 203B I believe). It needs to be done by hand rather than SAW (or I suppose MML or HMVee). Then I need to post the results, as well as the various tonnages.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 03 June 2012, 18:08:53
    Oy vey...

    Chassis7.5 tons
    Engine (225 XLFE)7.5 tons (includes shielding)
    Heat Sinks10 tons
    Cockpit and Controls4 tons
    Turret Equipment2 tons
    Armor (188 pts.)10.5 tons (FF) or 9.5 tons (HFF)
    2x Large VSPL18 tons
    MML 74.5 tons
    MML 7 Ammunition2 tons
    C3i2.5 tons
    CASE0.5 tons
    Total68 or 69 tons
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 03 June 2012, 18:49:57
    Well, I didn't think that it was a problem with SAW, but its good to know I was right. I didn't even think to use HFF. I figured it was bad enough with FF armor (Why none of the RS show the armor type, I don't know).

    Alright, glad I can move on now :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Flashhawk on 05 June 2012, 07:09:05
    Can i get a short enlightenment why ssw can export MTF but not read it?
    Thanks in advance
    Flashhawk
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 05 June 2012, 09:12:30
    MTF is the file type used by Megamek for Battlemechs.  Why SSW can't go both ways I don't know for sure since I'm not one of the developers.  If I were to hazard an educated guess it may be on the eventual to do list but there are currently more pressing items on said to do list.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 06 June 2012, 20:22:26
    MTF's may not be edit friendly files, if MegaMek doesn't do validation they might not carry information like armor type, consumed  crit locations yes, but not enough to reverse the file to an editing standpoint, or at least not when that functionality was added to SSW, things might have changed by now
    Title: Re: Solaris Skunkwerks And Me
    Post by: BeeRockxs on 07 June 2012, 12:41:52
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BritMech on 07 June 2012, 16:32:06
    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).
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 08 June 2012, 00:06:31
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: BritMech on 08 June 2012, 07:40:33
    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

    Well for one, SSW stores all OmniMech variants in a single file. MTF is one variant, one file. I don't think SSW would be as good if it ran on just MTF files. Could MegaMek run on SSW files? Yes, if it is programmed to parse them. And I think that if enough people asked for it, they could do it. They might want to wait until SSW is on a higher version number, particularly SAW. And they may not want to do it if there isn't an Aerospace version. Supporting one system that makes everything is a lot more appealing to a programmer than having to code for mutliple systems.

    For example, an MTF has the overall tonnage of the Mech, the armor and weapons loadout, but not the individual tonnages. Which means that the MTF could have an illegal design in it. I'm not sure how much sanity checking MegaMek does.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Shatara on 08 June 2012, 19:05:57
    Found some strange behavior in the 'Open Unit' screen, related to the 'Battleforce Information' display option.

    In both SAW and SSW, selecting 'Battleforce Information' will display both 'mechs and tanks. Attempting to load the opposite type in this manner will display an empty error box. Persists when switching to other display settings in SAW.

    In SSW, the display will not change back to other setting after 'battleforce' is selected.

    In SAW (and after clicking 'refresh' in SSW), Omni units do not display names when 'Battleforce' is selected. This persists when switching to other display settings in SAW.
    Title: Solaris Skunkwerks Question - Ammunition?
    Post by: FLAKPANZER on 10 June 2012, 10:19:19
    Hi folks,

    This may seem like a stupid question, but I am trying my hand with Solaris Skunkwerks, and just
    had a ammo question.

    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!
    Title: Re: Solaris Skunkwerks Question - Ammunition?
    Post by: Moonsword on 10 June 2012, 10:34:00
    We generally prefer that SSW-related questions be placed in the SSW thread (which I've merged this into) so that the Solaris development team can see them and respond faster if they need to answer it.  It also keeps the boards more organized.

    To answer your question, it's the number of times the weapon can fire.
    Title: Re: Solaris Skunkwerks Question - Ammunition?
    Post by: martian on 10 June 2012, 10:40:04
    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!

    Do not be mistaken. Even if LRMs and SRMs fire multiple missiles in each flight, it counts as one "shot" or "round". So LRM-20 has six "rounds", even if it actually fires 20 missiles per one "shot/missile flight".
    Title: Re: Solaris Skunkwerks And Me
    Post by: winteriscoming77 on 11 June 2012, 08:26:27
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: martian on 11 June 2012, 08:37:02
    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?

    If you download SSW 0.6.81, you will find out that there's is "SAW.jar" in the folder. Double-click on it - it's Solaris Armor Werks v. 0.1.2.
    Title: Re: Solaris Skunkwerks And Me
    Post by: winteriscoming77 on 11 June 2012, 09:10:21
    Thanks.  I must have accidentally downloaded an older build a few days ago.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Liam's Ghost on 18 June 2012, 19:41:43
    Don't know if it's been mentioned, but SAW isn't requiring the addition of heatsinks when Nova CEWS is installed. Per the rules in wars of reaving, Nova generates 2 heat when active, so presumably it would require a minimum of two heatsinks on a combat vehicle.

    Also, though you can manually add heatsinks to a vehicle, this reverts to the base minimum whenever a change is made to weapons and equipment.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 18 June 2012, 21:12:45
    Hmm. That's interesting. I'll have to check a few things...and check to see if laser AMS is working as well.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 18 June 2012, 22:25:05
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: jasper_ward on 19 June 2012, 02:23:33
    Okay, first thing, its been awhile, I just jumped ship back from QS to back battletech and am printing record sheets again, this week tried to use MekHQ (which works except for printing) and now am looking for ways to print groups of battle armor, tanks, and aeros and I really like BFB and all it can do, it seems like it should be able to load the other units and print them, but seems to not allow me to add non-mechs, is this a future option?  Also btw, still love using this for printing QS Cards, havn't had a problem for years with that side of things :-)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 19 June 2012, 03:49:38
    Thus far, there's no option for printing Aerospace, Infantry, ir support vehicles in SSW/SAW/BFB...
    Title: Re: Solaris Skunkwerks And Me
    Post by: jasper_ward on 19 June 2012, 04:11:19
    :-) guess I got a bit spoiled using SQP and BFB for quick-strike these last few years, thanks
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 19 June 2012, 07:21:21
    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

    I'm leaning towards this interpretation after reading the rules and what the Nova CEWS writeup says.

    Of course, I'm going to have to put in a note about the Laser AMS and heatsinks and the Nova CEWS requiring a fusion engine, both of which are broken at the moment :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: YingJanshi on 19 June 2012, 10:40:15
    Are there any plans to include the post 3090 technology level/rules level changes in SSW?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 20 June 2012, 01:45:25
    Are there any plans to include the post 3090 technology level/rules level changes in SSW?

    Eventually. Since we're down to one person actively coding it, its going to take a while. First we have to figure out a good way to do it as well, SSW just wasn't coded to handle separate rules levels in each era. I know how I'd do it, but that would entail reworking the way "All Eras" functions, as well as having to add several hundred points of data :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 23 June 2012, 09:34:10
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 24 June 2012, 10:20:49
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 24 June 2012, 22:32:48
    Not pressing you on your busy schedule, but when will Armored Motive Systems be included?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 25 June 2012, 09:06:09
    Question: I was trying plug in stats for a Mech with armored components.  However, I wasn't able to find any way to add it to the design.  Is this one of those things not added yet to SSK?
    Title: Re: Solaris Skunkwerks And Me
    Post by: CranstonSnord on 25 June 2012, 09:44:31
    On the Criticals tab, right click on the component you want to armor (after it's been placed), and select Armor Component.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Railan Sradac on 27 June 2012, 17:45:52
    Bug report:

    I'm creating MixTech Omnivehicles for an AU. I create them using mostly Clantech and I lock Clan CASE onto the base chassis, but after I save and exit, reloading has it switch back to IS CASE, making me 0.5 tons overweight.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Shatara on 27 June 2012, 19:32:18
    Reported that a while ago, it doesn't seem to be saving the IS/CL tags like SSW does.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 28 June 2012, 17:30:48
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkSpade on 28 June 2012, 17:44:10
    SW_Parser?
    Title: Re: Solaris Skunkwerks And Me
    Post by: SandMan on 28 June 2012, 19:41:32
    I wrote a program that does a similar thing with MegaMek files (.mtf).  I wrote it to gather mobility trend data across tech levels.  Will be interested to see yours.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 30 June 2012, 12:00:28
    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.

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 30 June 2012, 19:05:40
    Look's like some set the design up wrong, and what's the point of the Clan ammo?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 30 June 2012, 19:33:24
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Pa Weasley on 30 June 2012, 19:41:39
    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.

    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.
     
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 30 June 2012, 21:01:31
    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.

    How do i open up a MTF file? With what I should say?
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 30 June 2012, 21:27:00
    Notepad works just fine.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 30 June 2012, 22:09:22
    Thanks everyone for helping me!  O0
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 30 June 2012, 22:13:30
    Got a SAW bug: Fuel Cell Engines have zero power amp tonnage when they shouldn't, FCE's need the amps, very confusing I await the day when some at CGL mucks up with this
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 30 June 2012, 22:23:42
    SW_Parser?

    good name :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Fear Factory on 04 July 2012, 00:15:39
    Solaris Armor Werks seems to have trouble switching to commercial armor.
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 04 July 2012, 05:18:51
    Solaris Armor Werks seems to have trouble switching to commercial armor.

    I don't know if that's a bug. Commercial armor is technically only available to IndustrialMechs, isn't it? Anything saying otherwise would seem to be house rule territory...
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 04 July 2012, 06:44:56
    Correct, they can't use industrial armor, or SV armor, for that matter.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Fear Factory on 04 July 2012, 10:35:07
    Huh.  That's kind of poop.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 04 July 2012, 12:27:35
    Huh.  That's kind of poop.

    If it doesn't work for your games, that's fine, and I'm not going to insist that SSW can support nothing but pure canon rules material, either.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 06 July 2012, 13:15:07
    I know how to apply all the house rules I desire for SSW/SAW so I'm pretty happy with the program.  Now if I could make the changes I desire in Megamek I'd be such an insanely happy camper that I may need a double padded room.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Notsonoble on 07 July 2012, 14:09:41
    So I've been away a long time. How's OpenJDK/Iced Tea support at the moment. 64 bit ubuntu.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kojak on 08 July 2012, 13:19:24
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Fear Factory on 08 July 2012, 13:39:53
    So I've been away a long time. How's OpenJDK/Iced Tea support at the moment. 64 bit ubuntu.

    Last time I used it everything was 100% ok.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 08 July 2012, 14:48:32
    SAW export to BLK format has not been implemented as yet unfortunately.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BritMech on 09 July 2012, 02:38:26
    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?

    MTF files work in MegaMek fine, but you have to reload the program after you have put them into the directory.

    I find they show up quicker if you have them in .zip files.
    Title: Re: Solaris Skunkwerks And Me
    Post by: kuttsinister7 on 09 July 2012, 10:17:49
    When will we get a vehicle maker?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sartris on 09 July 2012, 10:23:43
    When will we get a vehicle maker?

    As soon as you download the newest version of SSW.  You'll find SAW.jar in the same folder.  And lo, a vehicle editor.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 09 July 2012, 16:46:30
    the real question is: when are We going to get a user-friendly method for editing weapons and equipment.  ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 09 July 2012, 17:31:17
    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.)

    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 15 July 2012, 11:23:46
    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.)

    And I have made my code available, and started a new thread about it:
    http://bg.battletech.com/forums/index.php/topic,21105.0.html (http://bg.battletech.com/forums/index.php/topic,21105.0.html)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Gamer6432 on 20 July 2012, 05:48:04
    If I can chime in for a couple of feature requests:


    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: mighty midget on 20 July 2012, 09:15:02
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 20 July 2012, 13:21:36
    It is a lot easier to modify existing weapons than to make new ones.

    I've actually implemented all my house rule equipment changes in a house rull compliant copy of SSW/SAW.

    Now only if I could figure out what I'm doing wrong to do the same in Megamek.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Gamer6432 on 20 July 2012, 19:24:52
    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.

    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 20 July 2012, 20:31:44

    • 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.

    Sorry Skyhigh or I haven't responded in a while. This summer has been a bit of a hassle, especially with Skyhigh's vacation and dealing with cub scouts, like weekend long camping trips...fortunately this is one is rather easy. :)

    All of the designs that have a Clan name and an IS name have the file with their clan name first in a folder labeled "Clan" in the masterlist, which is why you get duplicates. To fix the duplicates, just go through and delete the files for whichever one you don't want (for example, either "Mad Cat (Timber Wolf).ssw" in the Omni folder, or "Timber Wolf (Mad Cat).ssw" in the Clan folder).
    Title: Re: Solaris Skunkwerks And Me
    Post by: Gamer6432 on 20 July 2012, 22:30:01
    Oooh, many thanks. That bugged the heck out of my OCD brain.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maingunnery on 21 July 2012, 03:19:43

    Is it possible for users to add custom chassis types? For example if I wanted to add a super-heavy 'Mech with six limbs.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 21 July 2012, 04:28:48
    Is it possible for users to add custom chassis types? For example if I wanted to add a super-heavy 'Mech with six limbs.

    No...first, there are no extand 6 limbed 'mechs in universe. Second, they have to have rules for something before
    you can make it. (Frankly, I have attempted to make rules for Centauroid BattleMechs in the past...the balance
    issues quickly explain why they will never be. Either they end up so powerful nothing else would ever be
    used, or they end up so weak that they are pointless to use. Best advantage I ever got was: Quad Stability,
    but WAY more critical spaces...)
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 21 July 2012, 05:18:09
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 21 July 2012, 12:26:55
    Well I guess I can get off my duff when I get back home again and on my computer with SSW/SAW and see what I can do.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 22 July 2012, 15:36:42
    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.

    any help?
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 22 July 2012, 15:38:29
    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!
    Title: Re: Solaris Skunkwerks And Me
    Post by: kuttsinister7 on 22 July 2012, 19:05:02
    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...

    aaaaand Seconded!

    Consider this a 3rd!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 22 July 2012, 20:20:10
    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...

    To add/edit/delete units for QSP you will want to open /data/battleforce_stats.csv and you can make your changes there then re-load QSP.

    I'll try to make a screenr for the Custom Weapons...it's just a matter of finding free time.

    Title: Re: Solaris Skunkwerks And Me
    Post by: kuttsinister7 on 22 July 2012, 22:05:56
    Thanks
    Title: Re: Solaris Skunkwerks And Me
    Post by: Siden Pryde on 23 July 2012, 10:53:41
    Have I gone blind or is the Recon Camera missing from the latest version?  Could find it in neither SSW or SAW, any era and rules level.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 01 August 2012, 20:15:30
    Yeah, we think it slipped out when the equipment file got messed up and we lost alot of data (and we keep stumbling over new and little interesting bits).

    Its on the list to be put back in.
    Title: Re: Solaris Skunkwerks And Me
    Post by: VhenRa on 02 August 2012, 00:44:36
    Any chance we can get the mine deployment and minesweeper equipment in next SAW?
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 02 August 2012, 02:31:02
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 02 August 2012, 08:43:18
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 02 August 2012, 08:47:12
    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)
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 02 August 2012, 09:05:52
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 02 August 2012, 09:19:43
    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.)
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 02 August 2012, 09:46:44
    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.)

    I don't remember :D

    I don't have my books to hand right now (well, I have digital copies, but too busy too look it up) so I'm only like 80% sure :D
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkSpade on 02 August 2012, 09:53:25
    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."



    EDIT:  I never noticed that the thor and loki didn't have lower arm actuators.  They do have elbows.
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 02 August 2012, 10:08:15
    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."

    Yes, that's exactly the sticking point. "Gauss rifle, autocannon, or PPC". Does a rifle or artillery cannon count as one of those? Well, artillery cannons fall into the autocannon group for purposes of putting them on aerospace units (TO p. 284), but that's arguably because they're effectively used as autocannons by those (TO p. 285) and so doesn't tell us anything about what to consider them for OmniMech construction purposes.

    Other than that...we got nothing.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 02 August 2012, 10:20:47
    Other than that...we got nothing.

    Don't ya just love gray areas in the rules? :D
    What about Plasma Cannons for that matter?
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 02 August 2012, 10:41:34
    Don't ya just love gray areas in the rules? :D
    What about Plasma Cannons for that matter?

    There are apparently-canon OmniMechs included with MegaMek that mount plasma cannons and rifles with lower arm actuators at the very least. I might have to look some more for hands. Assuming the record sheets were ported over correctly, I'd say that settles that. ;)

    (Makes sense, too -- plasma weapons technically aren't "Gauss rifles, autocannons or PPCs", so they're not covered by that rule. Which in all honesty I wouldn't be sad to see go altogether one fine day since it increasingly feels like random and largely pointless legacy baggage kept in the game purely by sheer inertia...but that's going off on a tangent, now.)
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkSpade on 02 August 2012, 11:19:20
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Jayof9s on 02 August 2012, 15:11:49
    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.

    Wasn't the original 'issue' that the Cannons *were* restricted? You're saying the exact opposite of that.

    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkSpade on 02 August 2012, 17:40:08
    Wasn't the original 'issue' that the Cannons *were* restricted? You're saying the exact opposite of that.
    Woops, misread.  #P
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 03 August 2012, 01:01:13
    If Rifles (Cannon) where autocannon they would be would be included in the autocannon section, not put in their own section plus if they had Omni mount restrictions it SHOULD mention it the construction rules for the Rifles
    Title: Re: Solaris Skunkwerks And Me
    Post by: Notsonoble on 05 August 2012, 15:16:29
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 05 August 2012, 20:00:17
    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?

    If you're using any form of UNIX/Linux (Including Mac OS X) then the answer would most likely be yes. If you have the knowledge of writing shell scripts anyways. And also of course if SSW accepts command line arguments of the filename to open.
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 06 August 2012, 13:34:58
    Caveat: It may be that this has been brought up in this thread already; I'm not going back and reading all those pages. :D

    But anyway, I downloaded SSW 0.6.81 just today, fooled around a bit, and promptly ran into a couple of bugs with the MTF export (I may have been pushing it a little in just going straight to advanced/experimental tech to see if I could faithfully recreate a recent hand-made Clan Omni).

    First, laser heat sinks get exported as singles. They show up as clan laser heat sinks on the crit chart just fine if external to the engine, but the "Heat Sinks" line in the file lists them as "xx Single" all the same, which needless to say confuses MegaMek a bit.

    And second, the ER pulse lasers I had on one configuration got replaced with plain ER lasers on the crit chart. This mightn't even be so bad if it wasn't the same number of slots of ER lasers, so e.g. one ER large pulse --> 3 ERLLs with the attendant weight increase.

    The ERPL bug seems to afflict only MTF exports as far as I can tell at the moment, but laser heat sinks appear to get quietly treated as singles when exported to either text or HTML as well.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 08 August 2012, 08:03:11
    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.

    HAHAHA! This is genius. :)

    Also, I don't like the weird rule about having to remove actuators just because of a weapon class choice. Sooooo
    Title: Re: Solaris Skunkwerks And Me
    Post by: nckestrel on 13 August 2012, 13:42:16
    The real rule is that you can't put Rifles in an Omni at all :).  (just kidding)
    Title: Re: Solaris Skunkwerks And Me
    Post by: TigerShark on 14 August 2012, 11:07:07
    Error
    MTF output

    Weapons
    ER Large Pulse
    BattleMech Taser Ammunition

    Current
    CLERLargeLaser
    ISMechTaser Ammo

    Proposed
    CLERLargePulseLaser
    MechTaserAmmo
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cyk0 on 16 August 2012, 09:49:08
    Are the SAW experimental equipment not implemented yet?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 26 August 2012, 13:06:36
    Wee, sorry for the delay in answering. This summer has been stupidly busy (culminating with me house sitting..damned cats).

    I'll look over the Rifles rules, see if I can find an answer, as well as the MTF exporting issues. And I'll poke Skyhigh about the Laser Heat Sinks issue.

    And the hardened armor/IJJ bug mentioned on the sourceforge page :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: krazzyharry on 03 September 2012, 01:18:23
    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...
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 03 September 2012, 10:12:11
    Okay moderately insulting but has to be asked tech support question number 1:

    Are you sure you extracted the files from the archive?

    Question 2:

    Are you sure that is where you downloaded/extracted the archive to?
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 03 September 2012, 10:20:46
    Different post for a different question.

    I see there is no download link for the sourcecode for SSW.  There are somethings I'd like to tinker with to make SSW more AU/alternate time line friendly.  As such I'd like to know if it would be possible for me to get a hold of said sourcecode so I can see about making said alterations.

    To expand further on what I'm intending to accomplish is I'd love to be able to redefine the eras and even the era names so that when I'm trying to limit production by year for my AU I don't get "the entered year is not in the selected era" error.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 03 September 2012, 11:23:01
    Source is available on the SSW SourceForge page:
    https://sourceforge.net/scm/?type=svn&group_id=249506

    That's a direct link for the SVN Checkout instructions.

    Or to download a GNU Tarball of the SVN:
    http://sskunkwerks.svn.sourceforge.net/viewvc/sskunkwerks/?view=tar
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 03 September 2012, 11:38:39
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 03 September 2012, 12:56:15
    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.

    Getting old are we? ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 03 September 2012, 13:30:56
    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...

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 03 September 2012, 14:33:26
    Getting old are we? ;)

    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 03 September 2012, 15:01:14
    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.

    Could just fix the program so that it doesn't barf on directories such as this.

    Which would be the correct solution ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 03 September 2012, 15:02:16
    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

    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 ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 03 September 2012, 17:52:41
    Could just fix the program so that it doesn't barf on directories such as this.
    The problems windows/Java, not SSW
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 03 September 2012, 17:56:29
    The problems windows/Java, not SSW

    Incorrect. It just needs to be escaped properly.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 03 September 2012, 18:46:45
    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 ;)

    Age is in profile.  :P

    Now the only thing is to sort through and find the file I want to change.  :P
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 03 September 2012, 20:42:32
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 03 September 2012, 21:47:07
    SSW seems to use JFileChooser for opening 'Mechs, it shouldn't need to make sure strings pointing to files are properly excaped

    -- Ignore, I misread your post. Doh! --
    Title: Re: Solaris Skunkwerks And Me
    Post by: krazzyharry on 04 September 2012, 00:15:46
    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.

    That did the trick, thank you
    Title: Re: Solaris Skunkwerks And Me
    Post by: Stormcrow on 04 September 2012, 08:13:52
    Is there a master file with all of the canon vehicles for the SAW program?
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 04 September 2012, 08:32:54
    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...
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sartris on 04 September 2012, 08:52:33
    IIRC, it should be in the Master file with the 'mechs...

    Yup. Though they all aren't in there yet
    Title: Re: Solaris Skunkwerks And Me
    Post by: Stormcrow on 04 September 2012, 08:57:51
    Right you are. DL'ed the SSW Master again to make sure
    Title: Re: Solaris Skunkwerks And Me
    Post by: five_corparty on 11 September 2012, 13:12:18
    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!
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 11 September 2012, 16:07:12
    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!

    Your OS isn't set up to correctly associate jar files with Java so you will need to run it from the command line.

    In Windows:
    Open a command prompt. CD to the folder where you have SSW. java -jar whateverjar.jar

    Linux:
    Open Terminal (Konsole, gterm, etc...) and CD to the folder where ou have SSW. java -jar whateverjar.jar
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 11 September 2012, 22:35:40
    Okay I'm officially stumped in my quest.

    I found the right file.  Made the changes I'd like* for my AU.  Now when I try to compile it I get errors about not being able to find SSWlib.  I'm not sure what I'm missing at this juncture as I seem to have my Java and ANT paths set correctly.  Could use some help.

    My thanks in advance.

    *Okay not all of them but considering how long it has been since I last coded in a serious manner I consider it way above my current capabilities to actually add new eras.
    Title: Re: Solaris Skunkwerks And Me
    Post by: five_corparty on 12 September 2012, 05:09:12

    In Windows:
    Open a command prompt. CD to the folder where you have SSW. java -jar whateverjar.jar


    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 12 September 2012, 06:56:47
    Before going through Ralgith's instructions, the basic question: do you have Java installed?
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 12 September 2012, 10:22:39
    Before going through Ralgith's instructions, the basic question: do you have Java installed?

    *bonk* he already said he has the latest java updates done ;)

    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

    A command prompt is the thing on the start menu labeled as cmd, for more information check out:
    http://www.computerhope.com/issues/chdos.htm

    The fastest way to get it in Win2000/XP/7/8 is to go start->run, type cmd, and press enter. (Under Win7 & Win8 the Start->Search programs and files is equivalent to run)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 12 September 2012, 10:35:20
    *bonk* he already said he has the latest java updates done ;)


    Ah, sorry.  I missed that part.
    Title: Re: Solaris Skunkwerks And Me
    Post by: five_corparty on 12 September 2012, 14:18:51
    okay, so got the command prompt to wrok, used the helpful link you provided to get to the right folder, got the file- and then get the same prompt: the computer thinks a .jar extension needs to be opened via internet explore, so it's asking me "open or save" and neither works.  sigh.

    okay.  so... how to I make the computer "unrecognize" .jars as ie files and back to... whatever the hell .jars are?

    sorry to be such a pain.  :P  serioulsy, I can't believe I'm having such issues with this: when it works fine on everyone ELSE's system, I must be the odd-one out...  #P
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 12 September 2012, 16:23:12
    Assuming you're on Windows:

    Right-click on a JAR file, pick "open with", and "Java(TM) Platform SE Binary" or something similar should be an option.  Tick "Always use the selected program to open this kind of file" and then click OK.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 03 October 2012, 08:33:09
    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?


    Any chance someone who's experienced and proficient at this can put something like this together?  I've tried dozens of times and since others can get it to work, there's obviously SOMETHING I'm doing incorrectly despite following the instructions (in the best way I am able to understand them).
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 03 October 2012, 10:21:48
    No promises but this should take care of everything but data entry errors when combined with the documentation on the website.  And don't forget to move the compiled Weapons.dat from the document folder to your data/equipment folder.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 03 October 2012, 11:18:43
    Thanks, monbvol!  I'll try that ASAP.

    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!
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 03 October 2012, 13:00:01
    No problem.  Hope it helps.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 03 October 2012, 13:49:45
    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!
    Title: Re: Solaris Skunkwerks And Me
    Post by: TigerShark on 03 October 2012, 19:05:20
    Error
    MTF Export

    Current
    [1] SpotWelder
    [2] MechUMU
    [3] MechUMU
    [4] CLSRM#Ammo

    Suggested
    [1] Spot Welder
    [2] CLUMU
    [3] ISUMU
    [4] CLSRT# Ammo

    [Note: Torpedo ammo is exporting as SRM/LRM instead of SRT/LRT.]
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 03 October 2012, 23:27:01
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kojak on 04 October 2012, 02:03:23
    I don't know if it hasn't been added or if I'm just doing something wrong, but for some reason in SAW, even when I have the rules level set to Experimental and the era to All Eras, all of the Experimental Equipment options and all but two of the Chassis Modifications (Flotation Hull and Enviro Sealing) are grayed-out and unselectable. Do I need to change some settings or have these simply not been implemented?
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 04 October 2012, 09:46:41
    SAW is still in early development so entirely possible that the other stuff hasn't been correctly implemented yet.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 04 October 2012, 11:37:55
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 04 October 2012, 11:54:17
    Either the difference is right smack in front of my face or there isn't one.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sartris on 04 October 2012, 12:27:28
    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?

    Looks like something that hasn't been implemented yet.  The TacOps record sheet should include the expanded heat scale, shields, turrets, a big check box matrix where the picture goes to indicate internal structure and armor types, multiple pilots, advanced movement modes, etc.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 10 October 2012, 17:20:25
    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?

    That has not been implemented at this time.  As Sartris and monbvol pointed out, it's a very different sheet.
    Title: Re: Solaris Skunkwerks And Me
    Post by: OpacusVenatori on 27 October 2012, 18:39:36
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: OpacusVenatori on 31 October 2012, 20:11:33
    hello?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 01 November 2012, 05:45:41
    how are the image files named?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 01 November 2012, 10:48:34
    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?

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diamondshark on 01 November 2012, 13:38:03
    Any news on further developments on any of the Skunkwerks programs?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 01 November 2012, 13:47:43
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 01 November 2012, 14:51:26
    Yeah I do wish I had better coding abilities.  At best these days all I can manage is a bit of tinkering.  If I could manage better I'd be plenty glad to offer my abundance of spare time.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 01 November 2012, 15:05:05
    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.

    Keep plugging away Skyhigh, you do good work!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diamondshark on 01 November 2012, 16:14:37
    Absolutely! This is an amazing program, I just wondered when there will be more. Keep up the good work!
    Title: Re: Solaris Skunkwerks And Me
    Post by: OpacusVenatori on 01 November 2012, 19:35:21
    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.

    Now it works, Thank you Skyhigh, and keep the great work!  O0
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 01 November 2012, 19:53:58
    Sorry hear your having rough time Skyhigh.  Behave my gaming group, we REALLY apperiate you keeping SSK going.  I wish your long-lost developers would step in and help you out.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 09 November 2012, 23:24:08
    Hey does SSW include rules for primitive 'Mechs?
    I can't seem to find primitive equipment even when using era specific rules.

    On a side note:  I was perusing Steve Satak's TRO:3063 record sheets and noticed the heat since buried in the engines had different circles (nearly filled in/ small white dot in the middle)  That's a cool effect, you should consider putting that if you ever have spare time.

    Also, how go your efforts to bringing us the ability to build superheavies?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Liam's Ghost on 10 November 2012, 00:08:19
    You have to make sure you have the right era selected. Basically set the era to anything but succession wars and the ruleset to era specific, and the primitive option will appear in the drop down menu where you normally select either battlemech or industrialmech.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 10 November 2012, 00:15:50
    Oh, I didn't see you had to select a different chassis type.
    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)?
    Title: Re: Solaris Skunkwerks And Me
    Post by: nckestrel on 10 November 2012, 11:36:06
    Oh, I didn't see you had to select a different chassis type.
    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)?
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Dragon Cat on 10 November 2012, 11:46:14
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 10 November 2012, 19:19:42
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 12 November 2012, 00:48:04
    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

    YES! <---the way Meg Ryan said it in "When Harry Met Sally"  :-*

    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.

    That, and probably because of staffing issues at SSW :(
    Title: Re: Solaris Skunkwerks And Me
    Post by: Burning Chrome on 12 November 2012, 15:21:57
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 12 November 2012, 20:34:36
    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.

    The primitive transistors are difficult to align properly with the intro-tech's micro chips  #P
    Title: Re: Solaris Skunkwerks And Me
    Post by: Liam's Ghost on 13 November 2012, 05:34:40
    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.

    Certain modern tech is specifically incompatible with a primitive frame. For example you can't have an extralight engine on a primitive battlemech even if it's the appropriate higher engine rating. Modern weapons are a viable option.

    Using primitive components on a modern frame however may be a different story. There is a canon example of a tank (a variant of the Marsden) built mostly under standard rules but still utilizing primitive mech armor. Though I'm not sure if there are many rules clarifying how thoroughly you can mix and match primitive and standard technology.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 14 November 2012, 14:26:41
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sartris on 14 November 2012, 17:30:25
    i guess what we really need to do is to recruit some additional dev help, then?

    Pretty much. I wish I could contribute, but coding is not part of my skillset.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kenny on 15 November 2012, 11:00:34
    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!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 15 November 2012, 11:39:58
    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!

    When you print out the record sheet, it'll put CASE in brackets beside the location name on the critical chart automatically.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kenny on 15 November 2012, 12:26:58
    Huh. So for all intents and purposes Clan CASE doesn't take up crit slots?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diamondshark on 15 November 2012, 14:43:49
    Correct. It never has.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 15 November 2012, 14:51:16
    Clan CASE masses 0 tons and uses 0 crits and can be placed in any location.  Being basically free, it is generally assumed to automatically be included in on a chassis in every location with explosive components (ammo and gauss rifles), though it is possible to design a mech without it to save on BV (by unchecking 'use Clan CASE').

    The CASE you see on the Criticals page is IS CASE which masses .5 tons and takes up one slot and can only be placed in torso sections.  Under tournament legal rules, you can't mix IS and Clan tech (you can using a mixed tech base which is Experimental rules), so the checkbox is grayed out, since IS CASE is inferior, you don't really want to use it anyway.

    CASE II masses 1 ton and takes up 1 slot and can be placed in any section of the 'mech, it is experimental rules tech, however, so you won't be able to place it on a tournament legal 'mech.  if you want to use it, you have to set your rules level on the first page to experimental.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 15 November 2012, 14:55:01
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kenny on 16 November 2012, 00:31:13
    Wow, thanks for clearing that all up guys. Apologies, I'm still reading all of the CBT rules as I type this. Some of the differences in the tech just don't seem to click with me some times.

    Thanks all!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Neufeld on 16 November 2012, 01:52:48
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Burning Chrome on 16 November 2012, 09:48:24
    My mistake.

    I was confused by SSW's "Primitive Structure" when creating a Primitive Battlemech as the TRO lists the Internal Structure as "Standard".

    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 16 November 2012, 09:59:26
    Mixed tech? I see no mixed tech mechs in XTRO Primitives III.

    The Succession War tech version of the Rook from TRO:3075 considered be upgraded refit from Primitived machine they were producing on New Hessen?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Shin Ji on 19 November 2012, 11:15:27
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Hammer on 21 November 2012, 10:45:58
    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.

    Hope that helps.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Jayof9s on 21 November 2012, 10:57:58
    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?

    I don't know about the first issue as I don't use SSW much.

    However, for the second issue I seem to recall that SSW likes to set the tech level to Experimental in all MTFs it creates, regardless of what you had it set to when creating the 'Mech. Depending on the available tech level in your campaign it may not be available in MHQ for that reason - however by default the tech limit is usually experimental so that is only the issue if you reduced it at some point. Otherwise, as Hammer said, double check the year in the MTF file, that may be set to a later date than your campaign - unit availability is limited by year by default in MHQ.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 21 November 2012, 12:48:48
    Pretty much. I wish I could contribute, but coding is not part of my skillset.

    Okay so how do we do that?

    We want skilled, unpaid volunteers, who will work for the love of the game. New Thread? is it realistic to assume that SSW is not yet widely known enough in the community that the skilled among us are unaware that help is required? or is the talent base more limited that I assume?
    Title: Re: Solaris Skunkwerks And Me
    Post by: ArkRoyalRavager on 06 December 2012, 00:20:28
    Query: Is SSW having problems with Armored Cockpits? My saved designs automatically drop them and give me back the free ton when i load them again
    Title: Re: Solaris Skunkwerks And Me
    Post by: ABADDON on 10 December 2012, 15:58:52
    Nope. Work fine for me.

    btw, anybody know whether there are any plans to implement super-heavy Mechs at some point in the future?
    Title: Re: Solaris Skunkwerks And Me
    Post by: bblaney on 10 December 2012, 22:35:03
    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 would love to see Super Heavy Mechs in it
    Title: Re: Solaris Skunkwerks And Me
    Post by: Liam's Ghost on 11 December 2012, 00:39:08
    I hear it's on the list, but manpower is limited.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 11 December 2012, 01:34:46
    I think getting Armor up to code has priority at this point, which will help as there are Super-Heavy vees and there rules have been around for longer and better understood and hopefully teach the personal something, after that it depends on what people want I suppose
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 11 December 2012, 17:35:33
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 12 December 2012, 12:18:06
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cambo on 12 December 2012, 18:08:41
    Now...just need to find that rare thing: Coders.

    Coders aren't that rare.... it's finding Coders with drive, experience, and free time, that is the challenge.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Latro on 31 December 2012, 23:11:19
    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.

    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 31 December 2012, 23:54:34
    Newer versions of Windows these days come with something called XPS Document Writer, basically a phoney printer that creates XML Documents for printing, what you do is in SSW select that as your printer when preview the resulting document to see if it came out right, then print that
    Title: Re: Solaris Skunkwerks And Me
    Post by: Liam's Ghost on 01 January 2013, 00:02:53
    You might also double check that SSW is set to the proper page size.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 01 January 2013, 00:03:09
    What are your printing settings like?  I had that happen once, and it turned out I accidentally changed the scaling settings in the printer options.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Latro on 01 January 2013, 00:21:18
    Thanks guys!

    I have the page size set to letter.

    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...
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 01 January 2013, 00:50:44

    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?

    To the right of the printer selection dialog is a button that says Properties
    Double check those settings.

    been a while since I screwed things up, so I can't remember which setting it is exactly.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 01 January 2013, 01:11:11
    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.

    Basically XPS Document Printer saves what would be sent to your printer to your computer, so that in this case you can see how it should turn out if you printed it. It also has the advantage that the XPS files are portable, you can save the files to a USB key and take them with you so you can print 'Mechs out from computers that don't have SSW
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 01 January 2013, 13:40:37
    where do I find the XPS options?
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 01 January 2013, 14:32:44
    It should be one of the printers you are offered when printing out
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 01 January 2013, 14:43:29
    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.

    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 01 January 2013, 20:04:58
    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.

    An alternative to CutePDF is doPDF (http://www.dopdf.com/), which I like better. I even have an official tutorial for it on HeavyMetalPro.com ;)
    http://heavymetalpro.com/newfiles/Print_PDF_Booklets.pdf

    Which I'm sure you could use the same general methods with SSW/SAW ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: thrawn on 03 January 2013, 11:03:07
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 03 January 2013, 11:11:04
    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

    Once you print to pdf you can of course email them to anyone anywhere...
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 03 January 2013, 23:38:57
    Linux shell scripts...

    Since I don't use java as my default association for jar files (because this can often cause unexpected behaviour on Linux), I prefer to have shell scripts I can run and/or create .desktop files for. Since you didn't have any, I made a few very basic ones based loosely on the ones we have for MegaMek. Feel free to include them in future revisions ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 04 January 2013, 04:36:06
    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. :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: ColonelCody on 04 January 2013, 19:30:39
    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.

    I had this SAME problem with my new HP a few months back, so some of the guys suggested saving it to a PDF file on CutePDFwriter.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Latro on 05 January 2013, 14:47:37
    I downloaded doPDF and that worked PERFECTLY!

    Thanks for the advice everyone!

     O0
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 05 January 2013, 22:21:59
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 06 January 2013, 01:11:04
    IIRC, the moratorium is like either 3 or 6 months.
    Title: Re: Solaris Skunkwerks And Me
    Post by: martian on 06 January 2013, 01:25:02
    outstanding! How long is the moratorium, again?

    One quote:
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 06 January 2013, 01:35:16
    The interesting thing is that the boards moratorium is 6 weeks off the top of my head, and that doesn't apply to RS books, just TRO's
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 06 January 2013, 08:58:16
    There isn't really a set one for fan based projects, its just one of those things that kind of fell into place at around 2 months. Which is good, since it lets me work on the project (173 `Mechs in 3067 I believe) and incorporate MUL data, and check over things.

    Of course, I've just found an extra step that using Dropbox for the files has provided. Conflicted copies from when I and another person looked at the `Mech at the same time it seems :)

    For those curious, the Master list is up to 2800+ files :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Xotl on 27 January 2013, 14:06:44
    http://bg.battletech.com/forums/index.php/topic,17828.msg405108.html#msg405108

    SSW is currently only adding a half-ton to command consoles when you armour them, but as per the post above, it requires a full ton.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maingunnery on 27 January 2013, 15:19:09

    Darn, I really dislike such exceptions.
    Title: Re: Solaris Skunkwerks And Me
    Post by: M-Rex on 27 January 2013, 20:45:49
    Sorry folks.

    What's the latest build and data file release?
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 29 January 2013, 01:50:45
    For some reason in SAW when you enable fractional accounting Power Amp weight is doubled
    Title: Re: Solaris Skunkwerks And Me
    Post by: bblaney on 11 February 2013, 13:26:41
    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!!!!
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 11 February 2013, 18:42:43
    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!!!!

    Would help to actually have the file in question attached... however I'm guessing that either
    A) SSW is exporting DHS as pDHS or...
    B) You're using pDHS (Prototype DHS)
    Title: Re: Solaris Skunkwerks And Me
    Post by: bblaney on 11 February 2013, 19:02:30
    Ok let me post the ssw and mtf, hope that helps and checking the pDHS thing, didn't even know you could do pDHS for mixed ClanTech
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 11 February 2013, 21:17:16
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: bblaney on 11 February 2013, 21:22:18
    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!!!!!!!
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 12 February 2013, 13:49:32
    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!!!!!!!

    Except. was your Engine clan? Or your armor? Both of those things can be properly tagged. If you want to use SSW then I suggest using MML to open and resave the file after exporting from SSW...
    Export MTF
    Open with MML
    Use the Validator in MML
    If Passes... save it. If not, edit until it passes.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Karsus on 22 February 2013, 14:16:30
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 22 February 2013, 16:15:18
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Karsus on 22 February 2013, 17:54:11
    No, we don't have options to turn those items off on the printout.

    Thank you for your prompt reply.

    May I request having those items as seperate clickable items someday?

    Great program either way.

    Thanks again.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 22 February 2013, 17:55:49
    If I understand correctly...you want a Recordsheet style printout, with the ammo added?  I'm curious as to why.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 22 February 2013, 18:13:06
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Karsus on 22 February 2013, 18:25:48
    If I understand correctly...you want a Recordsheet style printout, with the ammo added?  I'm curious as to why.

    I really only care about the ammo rules wise and like the aesthetic of a minimalistic sheet.

    Plus after printing hundreds the ink adds up.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 22 February 2013, 18:34:28
    Because it saves ink to not print extra info that we don't care about? ;)

    At least that's my reason.

    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. [:)]
    Title: Re: Solaris Skunkwerks And Me
    Post by: Garydee on 22 February 2013, 19:40:22
    Any chance Freezers could be added or would they be too tricky to program?
    Title: Re: Solaris Skunkwerks And Me
    Post by: YingJanshi on 22 February 2013, 21:08:04
    Any chance Freezers could be added or would they be too tricky to program?

    Isn't that just another name for DHS? Back when they were rediscovered?
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 22 February 2013, 21:18:08
    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. [:)]

    Oh, he probably does. Still, if you're like me and sometimes print 30-50 sheets at a go... 100 characters per sheet is a lot of ink ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 22 February 2013, 21:21:14
    Isn't that just another name for DHS? Back when they were rediscovered?

    There's a prototype Double Heat Sink called the Freezer in Historical:3039 (and possibly Sword and Dragon as well, I'd need to double-check) which can be mounted contiguously with Single Heat Sinks, but they have a chance of exploding when hit.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 22 February 2013, 22:54:45
    Does SSW have any of the equipment prototypes?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Siden Pryde on 23 February 2013, 01:05:30
    SSW has Prototype Autocannon and Lasers under the Era Specific rules setting, Op: Klondike rockets as well.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 23 February 2013, 02:15:40
    I'd like to see the prototype iJJs and DHSs added from XTRO succession wars :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kommando on 23 February 2013, 23:16:24
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 23 February 2013, 23:22:38
    We need to get more skilled fans on this project. My own attempts to do just that have been unsuccessful thus far.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 24 February 2013, 09:39:28
    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 ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 25 February 2013, 15:22:16
    SAA, Solaris Advanced Aerospace... to avoid confusion with the existing SAW ;)
    Or SFW for Solaris Fighter Werks.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 25 February 2013, 18:03:30
    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 ;)
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 25 February 2013, 18:07:21
    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?).

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 25 February 2013, 21:54:53
    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.

    Because to me it makes more sense for all aerospace to be in a single program. I don't want 5000 programs. I like the way Heavy Metal has it in a small set with like things grouped together.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Arkaris on 28 February 2013, 20:29:04
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 28 February 2013, 23:05:49
    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
    Jayof9s and I have a fairly large combined collections file period (he sends me a lot of his and they end up included along with mine in my custom MekHQ releases) so I'm sure I could scrounge up a few. I have a lot of alternate configurations for existing OmniMechs I know. And a few that could be modified SLDF designs. Especially with my Clan Wolverine stuff. If you haven't checked out my books yet, visit the appropriate link in my signature ;) The Clan Wolverine Mechs are in there. I did however just notice that there are some fluff errors... namely that the Reaver seems to have most of its fluff replaced by that of the Porthos. Whups. I'll fix that for a later release when I'm on break from college.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Arkaris on 01 March 2013, 10:27:33
    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!
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 02 March 2013, 08:31:47
    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!

    3 copies of the same mech? Only Omnis should be in it more than once, and that only because of how the software outputs them as separate entries for each config because HM Pro 5 doesn't understand OmniMechs correctly ;)

    If there are repeats other than Omnis I'll probably not have them in the next revision... whenever I have time for that.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ABADDON on 10 March 2013, 10:09:57
    Is there some trick to stop Armored motive system Engine Supercharger etc. from being grayed out in SAW?
    And yes, I've set the Rules lvl to "Experimental" and even the era to "All eras".
    Title: Re: Solaris Skunkwerks And Me
    Post by: Siden Pryde on 10 March 2013, 19:15:25
    Is there some trick to stop Armored motive system Engine Supercharger etc. from being grayed out in SAW?
    And yes, I've set the Rules lvl to "Experimental" and even the era to "All eras".
    Armored Motive System and the other Experimental Equipment options are not yet implemented as far as I remember.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ABADDON on 10 March 2013, 20:09:01
    Oh... so I wasn't just too stupid. thx
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kommando on 11 March 2013, 18:48:01
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkSpade on 11 March 2013, 18:55:48
    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.   :'(
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 11 March 2013, 20:21:32
    I'm willing to bet there's something far more awkward preventing that(or even an in house project) from happening.   :'(

    Considering that they never threw money at Rick (Developer of HM Software) why would they throw money elsewhere? Rick was just allowed to legally sell it is all.
    Title: Re: Solaris Skunkwerks And Me
    Post by: YingJanshi on 11 March 2013, 21:06:36
    I thought there was an actual contract between Mr. Raisly (sorry if I misspelled it) and TPTB? Basically saying only he has the right to sell BT design software. (Pretty sure that's why FanPro used it for most of their later products). I feel sure read a comment to that effect from either Herb or Randall. Could be totally off base though
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 11 March 2013, 23:14:14
    Heavy Metal's license is with Microsoft, not CGL or any of the other companies associated with BT
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kommando on 11 March 2013, 23:21:54
    Then why the hell dont we get in behind SSW an an official product?
    If IWM can kickstart ****** LAMS surely we can kickstart SSW into being the CGL official product.

    Other than Herb saying he likes making RS when everyone else just prints them, whats stopping us?
    Jellico even mentioned there isnt an in house Record sheet assembler, theyre all done by hand. All those warship dots... by hand.
    thats gotta be some wasted man hours that could be automated.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 11 March 2013, 23:37:23
    Because even the editors have to go through Microsoft for approval not CGL.

    CGL cannot ever have an official electronic Battletech editor as FASA sold those rights to Microsoft.

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 12 March 2013, 01:35:25
    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.

    What I had heard was that Rick Raisley has been having health problems, and everytime he is almost done, the next corebook comes out and makes him have to start back from scratch, so he is waiting for the corebook series to be finished before finishing HMP 6.0. On top of that, I think there has also been the issue of fans being a bit on the...let's just say abbrasive side about his not having it finished yet, and so that discourages him a bit, from what I've heard.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 12 March 2013, 02:04:53
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 12 March 2013, 16:13:46
    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.

    +1
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 13 March 2013, 11:22:57
    You know...isn't JAVA a simpler language then the C++ that HMP is written in? Also, if every time the SSW guys had things written, the goal posts changed, it would be much harder for them to do things. And, remember that for SSW it is a TEAM of people doing the coding, and they even have people who aren't coders who are getting the program builds a little early and breaking them, and giving feedback to the SSW team.

    Now, then, let's look at what SSW doesn't have: they don't have the Super Heavy Mech rules from Jihad Final Reckoning, they do not have everything construction(which HMP has, with the exception of Support Vehicles). One of the things Rick is doing is making sure that anything added is going to be able to be used for other programs, and, IIRC, part of his goal is to code HMP such that he only has to do some small changes to it to duplicate the current HM Suite. It is a lot more complicated a programming challenge then people think. And, unlike SSW, who can give us a half complete program, Rick, because of having a license from Microsoft, has to give a finished product, because giving a half-finished program reflects badly on Microsoft, and he has to do all the testing himself.

    Coding is alot more complicated then people give it credit for. Heck, if it was so easy, why do you think the SSW team is still asking for coding volunteers to help them, and why hasn't there been any significant updates to SSW and SAW in a few months? The SSW team has asked multiple time on here for help, but no-one seems to take them up on it.

    I fully admit that I use SSW and SAW instead of HMP, simply because the Solaris stuff is more up to date. However, if Rick were to release HMP 6, finished, tomorrow? I would buy it. If he were to release it 6 months, or 2 years from now? I would buy it.
    Now, for all you haters: either offer your vast computer program experience, for free(because Rick cannot afford to hire C++ trained coders at the rate they would need to be..) or quite kvetching and just accept that, for now, Solaris Werks is what we have. And, for you who are going to invariably start complaining about there not being any updates for Solaris Werks? Accept the  call for your Java coding skills. I am sick of people complaining all the time but doing nothing about it.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Moonsword on 13 March 2013, 11:35:39
    Ladies and gentlemen, you are obliged by the forum rules to refrain from personal attacks (including on Rick Raisley) and overly confrontational posts.  The moderation staff is aware that the situation with the HeavyMetal programs is frustrating for many.  That's not an excuse for breaking the forum rules.

    In addition, I've previously asked people to lay off of the HMP comparisons or debates in here.  I'm renewing that request.  Take it somewhere else, please.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 13 March 2013, 15:03:31
    Oh I know how difficult coding can be.  That's what I actually started going for in college before switching to computer networking(biggest mistake I ever made judging by how hard it seems to be to get that kind of work).

    Now I do want to be as fair to Rick as I can.  He does make a program that people prefer for very valid reasons.  I'm willing to accept some of the delay is likely to be switching from C++ to .Net frameworks since that is something that has changed in the decade of waiting we've endured and not making that change would just be silly.

    I will apologize now for starting an avalanche that I probably should have known would happen.  It was not my intention to start another round of Bananas are better than Oranges but like I said I should have known my comments would have that effect.

    So yes, let's move on and if I do ever get in the position of being able to help Rick or the SSW/SAW team I'll gladly get in the front of the line.  Until then let's show some appreciation for the people who work hard to bring use each program.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kommando on 13 March 2013, 15:33:38
    I'll admit heavy metal map is pretty cool and unique.
    Title: Re: Solaris Skunkwerks And Me
    Post by: misterpants on 13 March 2013, 19:45:01
    Just out of curiousity, is there a way to select the corrosive prototype DHS from War of 3039?
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 13 March 2013, 19:58:29
    Just out of curiousity, is there a way to select the corrosive prototype DHS from War of 3039?

    The ones that could not be in the engine and could be mixed with singles outside the engine? Nope, not yet.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Deathknight69 on 14 March 2013, 01:03:03
    Umm, How do you get SAW to work?? Everytime I try, it doesn't load properly.
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 14 March 2013, 01:26:53
    Umm, How do you get SAW to work?? Everytime I try, it doesn't load properly.

    Do you have the latest version of Java with Netbeans installed?
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 14 March 2013, 01:43:56
    I don't have NetBeans installed to my knoweldge and SAW runs fine
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 14 March 2013, 07:11:25
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sartris on 14 March 2013, 07:30:15
    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?

    Do you mean the unit fiiles? They're included with the SSW master file that contains all the mechs.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 14 March 2013, 10:23:02
    Step 1: Run SAW.jar instead of SSW.jar

    Step 2: Remember where you downloaded the master unit files

    Step 3: Profit
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maingunnery on 14 March 2013, 12:01:06
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 14 March 2013, 14:44:44
    Problem with that is heat sinks have their own data block separate from the equipment block.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maingunnery on 14 March 2013, 15:50:44
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 18 March 2013, 13:14:17
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 18 March 2013, 14:41:16
    Real life has delayed the release of the `Mech files just a little bit.

    Should hopefully be soon, I might try to cram the redone 3075 file as well.
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 18 March 2013, 16:49:33
    No worries.

    It'll get done when it gets done.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BATTLEMASTER on 19 March 2013, 10:26:07
    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.

    Looking forward to someone working on this in the future.  I'd love to create my own stats for the Ancestral Home and Perigard Zalman :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Notsonoble on 19 March 2013, 11:16:39
    Odd, when I go to print I get the no print service error. when I run from a terminal so I can see any extra output I get :

    WARNING: gnome-keyring:: couldn't connect to: /run/user/noble/keyring-hlzhUl/pkcs11: No such file or directory

    Kubuntu 12.10
    OpenJDK Runtime Environment (IcedTea7 2.3.7) (7u15-2.3.7-0ubuntu1~12.10.1)
    OpenJDK 64-Bit Server VM (build 23.7-b01, mixed mode)
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 20 March 2013, 19:18:00
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 20 March 2013, 19:52:23
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ABADDON on 20 March 2013, 21:21:23
    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.

    SSW doesn't even give you a start menu entry, not to mention that SSW and SAW are in the same Windows folder. Why would it be any different with future variants? And even if not, nobody is stopping you from doing the latter manually.
    Title: Re: Solaris Skunkwerks And Me
    Post by: TigerShark on 23 March 2013, 20:46:15
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 25 March 2013, 16:35:48
    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.

    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.  :)

    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.

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 25 March 2013, 17:21:14
    got a buddy of mine I am trying to talk into helping out.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LightGuard on 26 March 2013, 15:14:23
    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.

    My knowledge of coding is limited to BASIC or HTML, but after spending three weeks with Linux compiling various programs I'm reasonably comfortable with compiling and testing your changes...
    Title: Re: Solaris Skunkwerks And Me
    Post by: ABADDON on 07 April 2013, 18:38:57
    Gotta questions concerning SAW.
    When I click "Trailer" it shows the "correct" final engine size of 10, but doesn't count any weight for it (that should be 1 ton). Also it doesn't show any tons for control equipment.
    Comparing that to the TRO 3145 Merc entry for the Gun Trailer that seems kind of awkward since the canon design obviously shows an engine weight of 1 ton and 2 tons of control equipment.
    Is the implementation of Trailers in SAW just noch correct as of yet?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 08 April 2013, 16:09:34
    Some of you have noticed/commented on the Mad Cat Mk IV's splittable HAG 30 in various forums.

    At the moment, SSW can't handle that split.

    On the plus side, due to the way that LostinSpace set it up originally, that fix doesn't require coding, just me going through and manually changing a setting in the equipment folder.

    Which I did last night.*

    What I hope to do is release the various equipment .DAT files online for people to test them, once I've managed to go through the rest of the TechManual and TacOps errata and update the equipment file. Hopefully I haven't screwed anything up, and some of the recent errata does clear up a few issues.

    *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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kommando on 09 April 2013, 09:09:10
    is the print preview in SSW permanently broken?
    I havnt been able to use print preview for several releases now.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 09 April 2013, 09:17:51
    it works for me, have you tried changing the sheet type?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Xotl on 09 April 2013, 14:21:21
    *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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 09 April 2013, 16:41:13
    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.

    TechManual PDF reprint?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 09 April 2013, 17:00:25
    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:
    http://bg.battletech.com/forums/index.php/topic,12145.msg514880.html#msg514880 (http://bg.battletech.com/forums/index.php/topic,12145.msg514880.html#msg514880)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cambo on 10 April 2013, 20:20:35
    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.

    So I downloaded the above projects, fought with eclipse for a while before realizing I needed NetBeans, got SSWLib to compile, but can't get the other ones to build... What are the references between projects supposed to look like?

    Can you maybe post a guide on how to build the projects... It seems like you've overly simplified them into separate projects instead of having one compiling project.  (ie. you can't build SSW without first building SSWLib)

    (Sorry If this is a stupid question, but I'm a .Net dev with limited java exp, but I really want the c3 bugs I've filed to be fixed, and can see where the problem is)

    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 10 April 2013, 20:45:59
    c3 bugs?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cambo on 10 April 2013, 21:07:31
    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... 
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 10 April 2013, 22:28:01
    Ah, a BFB issue. Beyond my paygrade :)

    I'll make sure to tell Skyhigh to check the forums next time I see him.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BritMech on 11 April 2013, 11:35:36
    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.  :)

    Sounds like the most elegant solution would be a program (Launcher) with buttons that call the SSW or SAW jar, and closes itself. Then SSW and SAW would just need a modification to call the Launcher when they close, and the Launcher would be easily updated when a new program is released.

    -------------------------------
    | SSW     |  SAW    |  SFW |
    |------------------------------
    | BFB      |  SGT     | SQP  |
    |------------------------------
    |             Exit                   |

    Fabulous ASCII art because I don't know Java. :(
    Title: Re: Solaris Skunkwerks And Me
    Post by: Lorcan Nagle on 11 April 2013, 15:57:47
    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.

    I'm pretty sure SSW does this too.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 22 April 2013, 14:07:37
    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... 


    Correct, the coding I did for C3 is used in SSW, BFB, and SAW and I never did handle multiple networks (hasn't been an issue in my games yet so no motivator to date.  :)  )
    Title: Re: Solaris Skunkwerks And Me
    Post by: VincentDegrassa on 24 April 2013, 07:40:57
    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))
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 24 April 2013, 14:42:17
    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))

    SGT (Solaris Game Tracker) was intended to be used during games to track each 'Mechs damage, heat, TH etc. like (http://blog.flechs.net/2010/04/12/c3-digital-record-sheets/) but in Java.

    SFW (Solaris Fighter Werks) would be for Fighters...there's a fairly empty project created that just hasn't had anything else added to it.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Luciora on 24 April 2013, 15:00:09
    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. :)

    Love to see the new master list when it's up!
    Title: Re: Solaris Skunkwerks And Me
    Post by: manticore72 on 28 April 2013, 16:43:32
    I am having a problem placing weapons in the arms of an Omnimech I'm designing.  I have locked the chassis with endo steel and FF crits in the arms as well as the torsos and legs. I want to place a Gauss Rifle in the RA and LB -5X in the left but the lower arm and hand actuators are removed when I place these weapons even though there is enough room for them. The ER PPC does the same thing, in fact all the AC's and Gauss Rifles do this.  Other weapons work fine such as missile packs, lasers, and MG's .

    Using version 6.81 in windows 7, widescreen mode.

    Any thoughts?
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 28 April 2013, 17:10:42
    On Omni's when installing Gauss Rifles, Autocannons and PPC's in the arms the hand actuators must be removed
    Title: Re: Solaris Skunkwerks And Me
    Post by: Pa Weasley on 28 April 2013, 17:11:02
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: manticore72 on 28 April 2013, 19:26:29
    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.

    Well that explains it pretty plainly. Just needed to be sure. Thanks for the prompt replies.
    Title: Re: Solaris Skunkwerks And Me
    Post by: GOTHIK on 07 May 2013, 11:25:04
    I'd like to make a suggestion for SFW if it hasn't already been made:

    * Please include functionality for printing sqaudron record sheets with both standard and capital scale options.
    Title: Re: Solaris Skunkwerks And Me
    Post by: OpacusVenatori on 07 May 2013, 15:57:14
    Any chance for an updated masterunit, and so, for the SQP. after all, we will have alphastrike really soon
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 08 May 2013, 05:06:32
    I hope to have the new .dats up for people to test...tomorrow sometime (at this point I'm not sure if tomorrow is going to be Wednesday or Thursday...before Friday, how's that). I need to test them a bit to make sure that I didn't break anything major (always fun to see all sorts of weird errors pop up when you magic wand the master list file).

    After people have had a chance to play around with them, make sure nothing broke and nothing too egregious is wrong (I know some of the ammo stuff changed that I haven't attended yet), I'll be releasing the new Master List, but since that Master List has been done partially with the new .dats I want to make sure they're working before something gets completely screwed up.

    And yes. I've done the Mad Cat Mk VI. The HAG does split as intended :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: OpacusVenatori on 08 May 2013, 11:16:29
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 08 May 2013, 11:44:38
    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?

    No it won't.  SQP uses an excel sheet of BF data.  I'll see if nckestrel has an updated version or not but you can always replace /data/BattleForce_Stats.csv with updated information for yourself.
    Title: Re: Solaris Skunkwerks And Me
    Post by: SteveRestless on 08 May 2013, 12:12:45
    I was wondering if it would be feasible to request a "import from MTF" option, and seperate from that, an "Unlock Omnimech Chassis" option.

    There's been a lot of times that I've had a mech that I entered into my mechpack forever ago, have the MTF, lost the source file, and would love to tinker with it, but since I dont have the original hmp file or ssw file, I have to punch it in by hand all over again. if I could just import a design from a .mtf file, that'd be much easier.

    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 08 May 2013, 12:25:15
    Looks like my programmer buddy will not be able to help as he has just landed a new job back in england.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 08 May 2013, 13:12:58
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: mighty midget on 08 May 2013, 17:32:51
    This exists, actually. It's buried under the "Tools" tab up top, but it exists.

    Huh, I never knew that option existed.  Thanks for sharing.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 09 May 2013, 01:17:37
    Alright, here we go, the new .dat files for people to play with.

    They go in the Data\Equipment folder.

    You'll want to rename the old files so these don't overwrite them, just incase something goes wrong (and something always does, doesn't it?)

    So change your "equipment.dat" to something like "oldequipment.dat" and then put the new "equipment.dat" in the folder. Then open SSW and the changes will automatically load. You won't see much. There isn't a whole lot of noticeable changes, but lots of little bits of data have.

    Let me know what y'all find, or if you have any questions.
    Title: Re: Solaris Skunkwerks And Me
    Post by: RyuWanderfalke on 09 May 2013, 07:20:31
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 09 May 2013, 08:40:42
    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?

    Not exactly; remember that if you ever do completely lose the shield, all associated movement penalties go away. So while this thread (http://bg.battletech.com/forums/index.php/topic,20302.0.html) indicates that you do in fact lose 1 jump MP while carrying a medium shield, that's deducted from however many jets you're actually mounting -- the maximum number you can install doesn't change.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Shatara on 15 May 2013, 11:30:11
    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.

    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).
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 15 May 2013, 11:46:14
    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).

    Yeah. For instance, SSW will simply show your configurations in the order they're listed in the source file when it comes to such things as the variant selection list or TRO-style text output, so tweaking that to taste is a relatively simple matter of judicious cutting and pasting.
    Title: Re: Solaris Skunkwerks And Me
    Post by: VhenRa on 15 May 2013, 23:31:38
    What sort of new equipment are we talking about in this file?
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 15 May 2013, 23:59:02
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 16 May 2013, 02:31:49
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 17 May 2013, 12:36:32
    Was that a HAG?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 17 May 2013, 13:03:43
    There isn't any new equipment really. its mostly updating the data for alot of errata that had come down the pipe. Like the fact that the Snub-Nose is now available during the Star League period (though to be honest, I think I messed that one up, so it might not show up properly, I'll have to play with it).

    Additional changes include things like the Clantech finally getting dates and factions of introduction instead of having the same intro-date as the Star League equivalent.

    One or two of the HAGs did become splittable, but it wasn't just them, one or two of the larger missile launchers did as well (the errata states that anything with 8 or more crits can be split).

    Finally, the Remote Launcher no longer has any ammo.

    For more of the changes, you can look at CGL's released errata :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 17 May 2013, 13:29:31
    (the errata states that anything with 8 or more crits can be split).

    Well, any ranged weapon, so no splitting that mace of yours between the arm and side torso. (Awww...) ;) It also states that you can't put any slots from a split weapon into the legs anymore (did anybody ever actually do that, considering the obvious confusion with regard to the resulting firing arc?); SSW still seems to allow that, although I'm not sure whether that's even something the equipment data files could address or something that would need to be hardcoded into the program itself.

    But yeah, that expands the list of splittable items by a bit.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 18 May 2013, 00:51:47
    Yeah, the Leg think is a bit of a twist. I might be able to do it via the data files, but I'm not sure.

    If I set all the splittable weapons to not be allowed in the legs, that might work, but I'm not sure if the split code checks for allowable locations, or if its hard coded to always allow swapping to an adjacent location, no matter what.

    The first way would be better, but I'm not sure if i was ever necessary to do it that way.
    Title: Re: Solaris Skunkwerks And Me
    Post by: mike19k on 18 May 2013, 03:37:16
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 18 May 2013, 04:10:13
    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.

    They're probably not implemented yet (or at least they're not in Solaris Armor Werks 0.1.2, which is all I have); I had a similar issue with vehicle superchargers not so long ago, and the program doesn't even export to a MegaMek-compatible file format thus far either (good thing I'm already long used to editing BLK files by hand ;)). The whole thing is very much still in alpha and says so in its "About" dialog, too -- I haven't run into any actual major bugs, mind you, the whole planned functionality just isn't there yet.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Dragon Cat on 25 May 2013, 12:27:54
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 25 May 2013, 12:41:13
    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"...
    Title: Re: Solaris Skunkwerks And Me
    Post by: Dragon Cat on 25 May 2013, 12:45:48
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 25 May 2013, 13:20:33
    :-[ and now it works sure I had it set up right... thanks

    Think nothing of it. I'm just glad it was something I actually could help with. :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 25 May 2013, 22:08:17
    What is going to be interesting is when we get the new stuff in FM:3145..
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 26 May 2013, 00:28:17
    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 :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 26 May 2013, 00:43:37
    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!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 26 May 2013, 01:51:05
    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!!!!
    Title: Re: Solaris Skunkwerks And Me
    Post by: StCptMara on 26 May 2013, 02:23:52
    as my ancestors used to scream from their longships... Herde fernde wernde JA!!!!

    So, Cowdragon..you work for the I.R.S.?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Cowdragon on 26 May 2013, 04:00:43
    So, Cowdragon..you work for the I.R.S.?

    Well played, StCptMara. Well played.  8)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Akalabeth on 29 May 2013, 05:18:43
    Can anyone tell me what's wrong with my SSW?
    I recently had to reformat and reinstall everything. I've installed Java 7 or whatnot about a half dozen times. Thinking I might have the wrong installer, I recently tried to put in some other JRE that turned out to be a bunch of stupid spam addons for my browsers. I don't get why this program isn't working.

    It loads the logo but nothing else.
    Thanks for any help

    EDIT - Hmmn, it may be a bug. I tried .673 instead and it seemed to work fine. Though it was my system. Anyway I emailed the bug to the dude, but I'll leave this here as well. Should have tried an older version earlier but this gets a bug report out there anyway if nothing else.

    Code: [Select]
    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)
    Title: Re: Solaris Skunkwerks And Me
    Post by: RyuWanderfalke on 30 May 2013, 07:53:25
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 31 May 2013, 07:42:56
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: jskinny on 05 June 2013, 18:20:05
    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.

    Thanks
    Title: Re: Solaris Skunkwerks And Me
    Post by: TigerShark on 05 June 2013, 23:16:19
    MTF Output Notes:

    Current: ISMekTaser Ammo
    Correct:
    MekTaserAmmo

    Current:
    CenturionWeaponSystem
    Correct:
    Centurion Weapon System

    Current: CLHarjel
    Correct:
    Clan Harjel

    Current: Mech UMU
    Correct: CLUMU / ISUMU
    Title: Re: Solaris Skunkwerks And Me
    Post by: RyuWanderfalke on 06 June 2013, 18:17:08
    BoostedC³ is also incorrect when you export it to MegaMek.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 07 June 2013, 12:48:39
    BoostedC³ is also incorrect when you export it to MegaMek.

    If you know it's wrong...do you know what it needs to be to make it right?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 07 June 2013, 13:25:45
    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.

    It's not you doing anything wrong.  The display isn't changing when you select from the dropdown...working on fixing it now.
    Title: Re: Solaris Skunkwerks And Me
    Post by: OpacusVenatori on 08 June 2013, 19:49:48
    In case someone is interested, I updated the battleforce stats to 3085 for use QSP:
    http://bg.battletech.com/forums/index.php/topic,30217.0.html
    Title: Re: Solaris Skunkwerks And Me
    Post by: RyuWanderfalke on 09 June 2013, 09:27:31
    If you know it's wrong...do you know what it needs to be to make it right?

    Well, yeah.

    That here "ISC3BoostedSystemSlaveUnit" is the correct line instead of "ISBC3SlaveUnit"

    Just replace that line everywhere it occurs in the exported file using windows text editor and you should be fine.


    The correct Master designation is "ISC3MasterBoostedSystemUnit"
    "C3 Master Boosted with TAG" will probably also work.
    Title: Re: Solaris Skunkwerks And Me
    Post by: RyuWanderfalke on 09 June 2013, 09:35:13
    Patchwork armor also didn't work, the correct structure is this:

    Code: [Select]
    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

    numbers/armor type of course just examples.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Notsonoble on 10 June 2013, 09:10:48
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 10 June 2013, 09:38:16
    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?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Notsonoble on 10 June 2013, 10:03:26
    SVN: Subversion, used to keep up with changing files and such
    Eclipse: JAVA programming IDE

    The point of doing so would allow pulling code and building based on Skyhigh's most recent changes. (And help in debugging/writing, if I wasn't already up to my ears in projects).

    I had this setup once in ssw's beginnings, but i've replaced computers since then and the only programming I'm trying to do now is with a C++/Qt stack.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 10 June 2013, 10:05:07
    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?

    Yes, I plan on doing up a new build this week once we've had a chance to test out the dev build to make sure I didn't break anything else while doing the changes. =)
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 10 June 2013, 10:05:55
    Not to be nosey, but what heck is svn and eclipse?

    A Subversion (version control system) client and a (multi-language including) Java IDE respectively. svn is what I use to check out the latest repository versions of MegaMek from Sourceforge myself, though when it comes to compiling and occasionally tinkering with the source code I got that way I use NetBeans rather than Eclipse. (No great personal preference, actually, it's just that when I visit Sun's own website for a Java update once or twice a year it's easy to get the latest NetBeans version bundled right with it while for Eclipse I'd have to "shop around" a bit...and I'm lazy that way. ;))

    See also Apache Subversion (http://en.wikipedia.org/wiki/Apache_Subversion) and Eclipse (software) (http://en.wikipedia.org/wiki/Eclipse_%28software%29) on Wikipedia.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sagittaire on 10 June 2013, 13:26:20
    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!
    Title: Re: Solaris Skunkwerks And Me
    Post by: TigerShark on 10 June 2013, 13:30:35
    You need to export the file to MTF format. File > Export Mech > To MTF
    Title: Re: Solaris Skunkwerks And Me
    Post by: SteveRestless on 10 June 2013, 13:32:00
    file, export mech, to mtf(Megamek), and then point ssw at megamek/data/mechfiles/ or a subfolder within mechfiles/
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 10 June 2013, 13:44:32
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sagittaire on 10 June 2013, 14:13:13
    Great thanks for all your help!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sagittaire on 10 June 2013, 18:52:37
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Hammer on 10 June 2013, 19:52:05
    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.

    Try checking the options for:
    Game Options-Allowed Units and Equipment make sure you have disabled Canon Units and enabled Allow advanced units and allow invalid designs.

    Delete the unit.cache file in the data\mechfiles folder.

    Restart and see if it shows up.  If that doesn't work could you attached the MTF file here and we can see what is missing. 
    Title: Re: Solaris Skunkwerks And Me
    Post by: A. Lurker on 11 June 2013, 02:17:21
    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.

    Then you're doing it backwards from how I suggested, actually. The "unsupported" subdirectory is specifically for designs that you want to keep in the same general location as all the others but that MegaMek isn't supposed to see -- say, particular units you just never want to see in your games (the unofficial ones that come with the game, perhaps), or ones somebody's written up but the game isn't equipped to handle yet.

    And by "by hand" I mean opening the file with any old plain text editor, making the necessary changes yourself, and saving it again. Under Windows, Notepad should do if that's even still there -- or use any office program as long as you remember to save as plain text rather than whatever fancy format it may "natively" default to. Just what the "necessary changes" are is going to depend on the individual case, and I'll admit that I've been used to just hacking my own unit files together that way before finding SSW (still do that for vehicles since SAW doesn't export them yet), so where I'm not seeing any big problems others may feel they've run into a roadblock. That said, MTF files are pretty human-readable (so are BLK ones, just in a different format), so for most cases it shouldn't take more than comparing the listed names for advanced/experimental gear to the respective ones in docs/equipment.txt to see where things might have gone wrong and then changing the faulty lines to "legal" ones(*). Or adjusting the rules level of exported intro-tech designs from 5 to 1, as I already mentioned.

    (*) In some cases it can get confusing. For instance, SSW exports partial wings as "PartialWing", which MegaMek understands perfectly...as the Clan version only at the moment, so Inner Sphere designs with partial wings will have to have that changed to "ISPartialWing" to work. As I said, lookup names are finicky; reading docs/equipment.txt takes a bit of practice because the format's not particularly human-friendly, but it's IMO worth it for finding out little things like that once one gets used to it.

    (Of course, the ultimate in deducing "what might be going wrong here?" is learning Java, getting the source code, and becoming familiar with at least the unit design-related parts of that, but that may be a bit much to ask of most users who just want to get That One 'Mech to work straight. :) )
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 14 June 2013, 09:17:08
    Found a bug with shields on omnimechs. If I have fixed shields on the mech, and fixed them when the lower arm and hand actuators were removed, I can't add the actuators back in later configurations, however the check boxes for the actuators show check marks and are greyed out. The reverse also holds, if I fix them I can't remove them late.

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 14 June 2013, 09:44:43
    Found another bug with Omnis. If I have CASE II fixed on the base chassis it works for the first variant, but every one after that it doesn't count the tonnage of the CASE II (meaning I have an extra ton of pod space), but the CASE II crit still shows on the layout.
    Title: Re: Solaris Skunkwerks And Me
    Post by: dayanx on 14 June 2013, 10:54:39
    The artwork for the game counters looks very simple. For noncanon mechs is it possible to create your own counter for them?
    Title: Re: Solaris Skunkwerks And Me
    Post by: misterpants on 14 June 2013, 18:40:07
    Anyone know a good way to sub in sponsons in SAW?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maingunnery on 16 June 2013, 07:40:10


    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.

    Title: Re: Solaris Skunkwerks And Me
    Post by: Maingunnery on 16 June 2013, 07:40:51

    Here is the ammo file.

    Title: Re: Solaris Skunkwerks And Me
    Post by: mighty midget on 16 June 2013, 11:26:03

    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.

    I'm working on the files for you but I'm running into some issues.  If I can get them figured out I'll post the .dat files for you.

    MM
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 17 June 2013, 07:49:56
    I haven't been able to get custom weapons/equipment to work either. The binconvert.jar program gives me the following error when I try to convert the .csv files:

    "1java.lang.ArrayIndexOutOfBoundsException: 1" (without the quotes)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 17 June 2013, 14:28:54
    0.6.82 is now available for download @ http://www.solarisskunkwerks.com/downloads (http://www.solarisskunkwerks.com/downloads)

    This is a "getting back into the groove" build with a number of small updates and fixes as listed below.  When working on changes I use the lists from https://sourceforge.net/p/sskunkwerks/bugs/ (https://sourceforge.net/p/sskunkwerks/bugs/) so please post there if you find something wrong.

    SSW Fixes ('Mechs)
     - Fixed Claws
     - Fixed M-POD to be Explosive
     - Errata changes
     - Fixed Armored Command Console
     - Fixed Scale for Movement
     - Fixed issue with VGL BV calcs
     - Fixed UMU MTF naming

    BFB Fixes (Force Balancer)
     - None

    SAW Fixes (Combat Vehicles)
     - Fixed Fuel Cell engine not adding Power Amplifiers
     - Fixed Force dialog to reformat the stats into the type requested (BF, Info, TW)
     - Fixed issue where weapons could not be allocated to Rear when they are normally allowed
     - Fixed Trailer checkbox to uncheck if chassis is changed to a non-trailer type
     - Fixed Open Dialog Motive filter. NOTE: You will need to refresh the unit list
     - Set the Heat Sink spinner min to the HS needed for the weapons/equip loaded into the vee

    SGT Fixes (Game Tracker [Alpha])
     - None

    SQP Fixes (Quickstrike Printer)
     - None
    Title: Re: Solaris Skunkwerks And Me
    Post by: Dragon Cat on 17 June 2013, 19:01:51
    Excellent stuff thanks for your work Skyhigh
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 17 June 2013, 22:34:46
    Awesome O0
    Title: Re: Solaris Skunkwerks And Me
    Post by: YingJanshi on 18 June 2013, 00:45:50
    Yaaaaaaaaaay!!

     O0
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 18 June 2013, 02:57:13
    Trailers are still mucked up, looks like worse than before
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kommando on 18 June 2013, 05:05:38
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 18 June 2013, 09:23:16
    Thanks again SkyHigh, your supporting my area's survival with ability to build BT units with the computer!
    Title: Re: Solaris Skunkwerks And Me
    Post by: TheLaw on 18 June 2013, 10:10:34
    Hooray, praise the maker!
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 18 June 2013, 17:14:02
    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.

    I PM'd him to see about getting that integrated.
    Title: Re: Solaris Skunkwerks And Me
    Post by: atlask on 19 June 2013, 13:35:33
    Tried loading some trailers in SAW.. When I do. I get a -2 nothing else & nothing in the log to show what is wrong.. when I try to add an engine it defaults back to No engine as well when I try to rebuild the ones I am having Issues with..
    Title: Re: Solaris Skunkwerks And Me
    Post by: calendraug on 21 June 2013, 13:14:03
    hi just upgraded to the newest version, worked fine the first time I loaded it then java updated itself to newest version and now cant get ssw or saw to open. which version of java works best with this program  :(
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 21 June 2013, 13:18:34
    I am running Version 7 Build 21 (build 1.7.0_21-b11)

    Check the /logs directory to see what it says in there.  BTW, we are going to post a minor update build today (0.6.82.1) with some equipment fixes and 1 or 2 other things.
    Title: Re: Solaris Skunkwerks And Me
    Post by: calendraug on 21 June 2013, 14:32:08
    java is on 7 version 25 now will have to look for an older version.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 21 June 2013, 14:39:32
    0.6.82.1 Released
    Minor update today as most of the changes are to the equipment files but one fix in SAW for cargo.

    https://sites.google.com/a/solarisskunkwerks.com/site/downloads/SSW_0.6.82.1.zip?attredirects=0&d=1 (https://sites.google.com/a/solarisskunkwerks.com/site/downloads/SSW_0.6.82.1.zip?attredirects=0&d=1)

    SSW Fixes ('Mechs)
     - None

    BFB Fixes (Force Balancer)
     - None

    SAW Fixes (Combat Vehicles)
     - Fixed Cargo so that vehicles can carry more then 88 tons.

    SGT Fixes (Game Tracker [Alpha])
     - None

    SQP Fixes (Quickstrike Printer)
     - None

    General Fixes
     - Re-added Recon Camera
     - Fixed MMName for Mek Taser
     - Fixed MMName for Centurion Weapon System
     - Fixed MMName for Clan Harjel
     - Fixed MMName for Mech UMU
     - Fixed MMName for ER Pulse Lasers
     - Fixed MMName for Enhanced ER PPC
     - Fixed MMName for Inferno Ammo
     - Fixed MMName for INarc and Pods
     - Fixed BV for Electronic warfare Equipment
     - Fixed BV for Claws
     - Fixed PPC Capacitor to allow addition on Mixed Tech 'Mechs
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 22 June 2013, 00:20:12
    Another update?  YAY Skyhigh's back to SSW.

    Thanks man.
    Title: Re: Solaris Skunkwerks And Me
    Post by: TigerShark on 22 June 2013, 00:22:17
    Yeah, way to go Skyhigh! :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: calendraug on 22 June 2013, 06:39:36
    Rolling back to an earlier version of java got everything working again  O0
    Title: Re: Quick Strike at Origins and GenCon
    Post by: jskinny on 22 June 2013, 09:45:43
    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.

    Thanks
    Title: Re: Re: Quick Strike at Origins and GenCon
    Post by: jskinny on 22 June 2013, 09:52:37
    Sorry, accidently posted the above in the wrong thread.  Too many windows open and not enough coffee  [##]
    Title: Re: Solaris Skunkwerks And Me
    Post by: jskinny on 22 June 2013, 09:54:19
    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.

    Thanks
    Title: Re: Solaris Skunkwerks And Me
    Post by: OpacusVenatori on 23 June 2013, 09:33:35
    new QS/AS "battleForce stats" file at
    http://bg.battletech.com/forums/index.php/topic,30217.msg700739.html#msg700739
    Title: Re: Solaris Skunkwerks And Me
    Post by: dayanx on 23 June 2013, 11:30:00
    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
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 23 June 2013, 22:15:16
    For ATMs make sure the Tech Base is set to Clan or Mixed and that the era is set to Clan Invasion. For Rifles(Cannons) make sure the rules level is set to experimental
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sagittaire on 24 June 2013, 10:19:38
    Have the 'Mech files been updated to include the RS3067U?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 24 June 2013, 16:26:48
    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.

    Hey jskinny, can you email me your force list (skyhigh at solarisskunkwerks.com) so I can try it out...I don't have any problems doing vehicle BF cards when I try it.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 25 June 2013, 12:17:05
    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

    For which program? I'm seeing ATMs and `Mech Rifles at the moment (in both programs). To have ATMs, make sure your tech base is set to Clan, and Era has to be Clan Invasion or higher.

    `Mech rifles are a bit more complicated. The rule has to be set to Experimental, the tech to IS and you'll need to select either Age of War/Star League, Succession War, or All Eras.

    `Mech Rifles are kind of an oddity. TacOps lists them as B/C-F-X. Which means they aren't available during the Clan Invasion Era. But CGL keeps designing units with them, but never changes the X (for eXtinct) value for the Clan Invasion. Since SSW and SAW use those values to determine what's available in that Era, SSW thinks the `Mech Rifles are extinct, and so doesn't list them when you're in the Clan Era. The workaround for this is to select "All Eras" the sort of catch all for when CGL makes weird designs with Tech that isn't available.

    Have the 'Mech files been updated to include the RS3067U?

    They will be hopefully tonight, though I'm not sure vehicles are going to be. I meant to have this done over the weekend but I wound up house sitting.

    For those wondering about the cargo change Skyhigh recently added, I think its worth mentioning. Vehicle cargo is handled in a much different manner than `Mech cargo obviously. There isn't a limit like `Mechs have due to critical spaces. The only limit is the size of the vehicle.

    So what SAW does now is auto calculates how much free tonnage is left in the design, and then sets that as the max cargo tonnage for the design (this is for variable weight cargoes, not the fixed cargo containers). So if you're building a hovercraft, and you have 5 tons left, the program will set the maximum for the cargo as 5 tons.

    The only issue we have with it right now is that cargo weights above 88 tons will be reduced to 0.5 tons when you load the design, but that's been fixed in the next release. So feel free to play around with it, let us know how it works out.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 25 June 2013, 16:30:20
    Speaking of which, the SSW Master file has been updated (along with the Clan.zip if you prefer Clan names first).

    As usual you can find them at

    http://www.solarisskunkwerks.com/downloads (http://www.solarisskunkwerks.com/downloads)

    in the Recordsheets section.

    Let me know if you have any comments, issues or questions about them.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ColonelCody on 26 June 2013, 11:42:49
    This might be a question that's been answered already, But i was goen for a long time, so....Will we be seeing something that can add the SPAs added to SSW and SAW I knowwe have the Design Quirks already...??
    Title: Re: Solaris Skunkwerks And Me
    Post by: GreekFire on 26 June 2013, 22:22:37
    *nvm*
    Title: Re: Solaris Skunkwerks And Me
    Post by: Skyhigh on 27 June 2013, 14:14:07
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: bblaney on 27 June 2013, 20:23:32
    Did they ever work to begin with? lol.  I see the -2 thing and will see what I can do.

    Would love to see them work, I got plans for many trailers and my math skills and patience suck
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 28 June 2013, 05:09:47
    With the previous version I'm not getting the -2 thing.

    Actually apart from allowing you to set a speed of greater than 0 and using engines of rating greater then 10 they worked in the last version, oh and no control tonnage in the last version
    Title: Re: Solaris Skunkwerks And Me
    Post by: VhenRa on 28 June 2013, 21:12:42
    Er. Fission engines don't seem to add reactor shielding on Combat Vehicles?
    Title: Re: Solaris Skunkwerks And Me
    Post by: SCC on 29 June 2013, 00:28:17
    Er. Fission engines don't seem to add reactor shielding on Combat Vehicles?
    Are they supposed to?
    Title: Re: Solaris Skunkwerks And Me
    Post by: VhenRa on 29 June 2013, 01:38:41
    Are they supposed to?

    Quote
    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).

    Yes...
    Title: Re: Solaris Skunkwerks And Me
    Post by: captainjohn on 29 June 2013, 19:20:12
    my record sheets are printing out twice as wide as normal.
    help. please
    Title: Re: Solaris Skunkwerks And Me
    Post by: ColonelCody on 29 June 2013, 22:46:23
    my record sheets are printing out twice as wide as normal.
    help. please
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 30 June 2013, 09:11:04
    Has the problem with Mat Cat Mk IV's engine displacement been resolved?  I remember it was some sort of rule change that SSW can't handle.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 30 June 2013, 17:08:02
    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).
    Title: Re: Solaris Skunkwerks And Me
    Post by: ColonelCody on 30 June 2013, 17:53:00
    Has the stuff from TRO:Prototypes been added yet?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diamondshark on 30 June 2013, 19:45:51
    Prototypes is listed as 3090.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 30 June 2013, 21:43:22
    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 just put one together. I'm only amature at using SSW, but i find the locked chassis feature little annoying when your trying replicate placement of the crits when they differ in different configurations. 

    I hope the rule changes can somehow be reflected in building the mech. I had to list Mad Cat IV as experimental instead of Advance due to 3090 reclassifications of some experimental equipment to Advanced.  Also, some reason the bv2 for the mechs i did don't match the TRO's bv2..I'm looking over things again see if i missed something.  I think there something not clicking with new changes.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 01 July 2013, 13:20:13
    Yeah, that's one thing I sort of wished work, was that items locked in a location were moveable within the location, but when LostInSpace started it, the rules said things were completely unmovable, so that's how it was coded. I think Skyhigh's brain would explode trying to fix it t this point.

    An ability to handle the rules change would be nice as well.

    As for BV, please let us know any specifics.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 01 July 2013, 20:48:28
    Oh god, not the fixed crit thing  #P That is opening an old wound about a question I never wish I'd asked ...

    Although at some point I guess the old wound needs to be opened up so it can be properly repaired.

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 02 July 2013, 15:19:52
    So we're looking for someone that's relatively familiar with Battleforce to kind of spot check, let us know where we're going wrong with both SAW and SSW (I think we missed a large chunk of errata, but frankly sorting it all out is a bit tough since neither of us are experts on it).

    So if you want to help, and have good knowledge on it, let us know :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: nckestrel on 02 July 2013, 16:05:24
    Hey! I know something about Battleforce conversions.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 02 July 2013, 16:57:12
    Hey! You should stop by the channel more often! :)


    So (for everyone, not just NC) is SSW/SAW doing anything wrong at the moment? I think I've heard some rumblings about the Overheat values on `Mechs, but between not really knowing it in the first place, and all the errata changes and the rumors of changes, I haven't really been keeping track. I know SAW is missing its turret (not anymore!), but is there anything else we're messing up on?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kommando on 06 July 2013, 05:25:00
    I havnt been able to render a print preview in SSW for about a year now. This goes across multiple versions.
    previously the print preview button would spit out a window looking similar to the BFB print dialog, rendering a sheet. Since a year ago it does nothing.

    On my laptop, it does work. So is there a log file i can find that might shed some light on this rather specific one instance error.

    A feature request: Can we have an option in the print dialog or settings to set a default paper size. I know you guys are north american and use Letter, but the rest of the world uses ISO 216 and its bothersome to change it every single time i load the program. And set my printer to 'resize to A4' because somehow SSWs A4 is not an acceptable A4 size. Its weird.

    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...
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 06 July 2013, 07:56:04
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 06 July 2013, 10:22:28
    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.

    Of course it's possible. We've already done it in MM/MML/MekHQ. ;)

    SSW is just lagging a little behind.
    Title: Re: Solaris Skunkwerks And Me
    Post by: BeeRockxs on 06 July 2013, 10:40:42
    To be honest, MML does not yet handle cockpit type tech level changes.
    Title: Re: Solaris Skunkwerks And Me
    Post by: ralgith on 06 July 2013, 11:36:25
    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 ;)

    Though, I had thought you were totally done, so that was just my mistake.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Wrangler on 06 July 2013, 15:20:28
    Thanks guys!  I with i had skills to help you!   :'(  Thanks for keeping me sane with your efforts!  :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: BeeRockxs on 06 July 2013, 20:58:27
    Well, the support is there, you're just not finished with all the per-item techs yet ;)

    Though, I had thought you were totally done, so that was just my mistake.
    The thing is that we don't actually track cockpit as MiscType objects. That's why MML needs more adjustments for that.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 08 July 2013, 17:38:17
    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...

    Civil War and Jihad won't happen. There isn't anything to distinguish equipment between those eras (and you can use the production era dropdown to distinguish between various times in the Clan Invasion. Not to mention the date). What we do hope to do in the future is use the Dark Age era that's already there to take into account the equipment rules changes that happened in the TRO Prototypes.

    A couple of things holding it back at the moment.

    1) Its alot of coding. Not only taking into account rule changes, but handling it all and making sure nothing breaks.
    2) Its ALOT of data entry. We'd have to add a new rule level for every single piece of equipment, not only for `Mechs, but also for vehicles.
    3) If we're doing all that, we might as well add in the new Availability ratings (actually, I think we'd have to the way SSW handles things) for the new Era..which we don't have yet (4 letter availability codes are hinted at in ER3145). We'd have to do this for both Clan and IS equipment. And we'd probably have to go through and change it all later if CGL publishes data on it.

    We're working on it and trying to figure out how to do it best without breaking everything completely, but I'm not sure when it will be done.

    So hopefully we an
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kojak on 09 July 2013, 02:54:42
    Uh oh, looks like a ROM agent got Maelwys mid-sentence.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Diplominator on 09 July 2013, 08:19:25
    Uh oh, looks like a ROM agent got Maelwys mid-sentence.
    Are those cheeky bastards still around?

    ...

    Who am I kidding? ROM will always be around.

    Watching.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sagittaire on 09 July 2013, 20:04:44
    How do I move the Supercharger to a different torso location? Or can it not be done in SSW.

    Thanks.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kojak on 09 July 2013, 20:06:00
    How do I move the Supercharger to a different torso location? Or can it not be done in SSW.

    Thanks.

    There's a drop-down menu next to the little check-box where you add the supercharger, which allows you to switch it between the three torso locations.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sagittaire on 09 July 2013, 20:14:23
    Thanks! O0
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 10 July 2013, 15:07:21
    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.

    The rest of the points seem to stand on their own :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: martian on 10 July 2013, 15:22:46
    Man. Not only did they get the sentence, they also got the memory. I have no idea where I was going with that.

    Yeah, the ROM is very proficient at hypnosis. You remember what they did to Colonel Fritz Donner or Margrave Richard Steiner, don't you?
    Title: Re: Solaris Skunkwerks And Me
    Post by: blitzy on 19 July 2013, 12:07:22
    I might've found a bug.  You can't mount a C3 Remote launcher in a turret.  Small bug, but a bug I think.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 20 July 2013, 01:24:17
    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).
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 20 July 2013, 09:59:54
    How do i add a fixed weight turret to an omni-mech (quad)
    Title: Re: Solaris Skunkwerks And Me
    Post by: blitzy on 20 July 2013, 15:29:13
    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).

    In SSW.

    How do i add a fixed weight turret to an omni-mech (quad)

    I just found this out, don't include the turret in the base configuration, add it afterwards and it works fine.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kommando on 20 July 2013, 18:46:49
    words on new eras

    Hence why it was an 'it would be nice'. I really just want ISO paper settings to stick. And a million dollars.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 20 July 2013, 22:11:54
    Cool, thanx blitzy
    Title: Re: Solaris Skunkwerks And Me
    Post by: nckestrel on 21 July 2013, 15:56:06
    In SSW.

    I just found this out, don't include the turret in the base configuration, add it afterwards and it works fine.

    Partially true.  If your config ends up with not using the full turret tonnage, it won't block off the wasted turret tonnage that way.
    Title: Re: Solaris Skunkwerks And Me
    Post by: beachhead1985 on 04 August 2013, 21:26:28
    So I have recently noticed that the latest 3145 TROs feature super-heavy VTOLs, any chance we could get that feature included in the next SAW build?

    I love me some VTOLs
    Title: Re: Solaris Skunkwerks And Me
    Post by: Maelwys on 10 August 2013, 02:41:21
    I might've found a bug.  You can't mount a C3 Remote launcher in a turret.  Small bug, but a bug I think.

    I'm actually not sure if this is a bug.

    The rules for BattleMech turrets state specifically that you can add "weapons" to the turret. The construction rules state weapons as well. So it seems like you can only add weapons, and not equipment.

    Of course, since its 2:30am my brain finally kicked in and I now realize that the c3 launcher is labeled as M,E. Which implies it might be a weapon AND a piece of equipment. And the weapon aspect might allow it to be mounted on a turret.

    Ug. Well then. I guess I'll have to take a second look at it :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: BirdofPrey on 10 August 2013, 08:42:42
    You should check, I've been told you can fit a C3M in the turret, and TAG goes anywhere despite not being a weapon per se.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sabelkatten on 10 August 2013, 10:16:35
    What's the latest SSW and SAW versions? Not sure where I am on the version ladder...
    Title: Re: Solaris Skunkwerks And Me
    Post by: Snake Eyes on 10 August 2013, 23:11:55
    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  :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sabelkatten on 11 August 2013, 04:18:55
    OK, I've definitely missed updating...

    Where can I find it?
    Title: Re: Solaris Skunkwerks And Me
    Post by: martian on 11 August 2013, 04:29:49
    OK, I've definitely missed updating...

    Where can I find it?

    Here:
    Solaris Skunk Werks (http://www.solarisskunkwerks.com/)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Sabelkatten on 12 August 2013, 07:13:20
    Thanks! :)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Bismarck on 16 August 2013, 20:41:08
    what is the appropriate proper procedure, to save some custom design from SSW... and then to import it into MM ?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Kojak on 16 August 2013, 20:47:03
    There's an "Export MTF" button at the top of the window. It looks like a piece of paper with a little blue arrow in the lower right corner. Just export that file into your "Mechs" folder in MM and you should be good to go.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Bismarck on 18 August 2013, 07:03:15
    folder hierarchy =

    MM ----> data ----> mechfiles

    worked well, appreciate the pointer towards the appropriate place
    Title: Re: Solaris Skunkwerks And Me
    Post by: Bismarck on 18 August 2013, 08:19:28
    can SSW accommodate custom rules ?

    e.g. i think engines should come equipped w/ "full hot boxes" i.e. HS = ER / 25, not always 10 HS, free

    and i think gyros should have fractional masses, = ER / 100, e.g. 280 engine => 2.8t gyro

    could SSW accommodate such personal preferences ?
    Title: Re: Solaris Skunkwerks And Me
    Post by: monbvol on 18 August 2013, 10:22:52
    Currently it can only accommodate custom weapons and equipment.
    Title: Re: Solaris Skunkwerks And Me
    Post by: LastChanceCav on 18 August 2013, 11:48:59
    I just found a BF bug in the latest version of SSW. It seems to be treating IS and Clan Endo-composite as Composite structure, halving the structure value in the BF stats for mechs. In one case it seems to have halved it twice -> on this mech (http://bg.battletech.com/forums/index.php/topic,32313.0.html) it cut the structure from 8 to 2.

    Cheers,
    LCC
    Title: Re: Solaris Skunkwerks And Me
    Post by: Bismarck on 19 August 2013, 01:00:27
    SSW questions / comments:

    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) ?

    double HS -- i made a 'Mech, w/ Clan, and then w/ IS, DHS... and exported the file, from SSW, to .mtf... but MM cannot interpret "heatsinks: 10 Double (Clan)" or "heatsinks: 10 Double (IS)"... i only got credit, for 10 SHS... i had to manually edit the file, to read solely & simply "heatsinks: 10 Double"

    MASC / SC -- i made a 'Mech, w/ MASC + SC... but whenever i moved more than Run MP, i got charged, for utilizing BOTH systems... i had wanted to alternate, one one round, the other the next...  seems as if MM ought to use the "freshest" system, for 1.5xWalkMP < MP < 2.0xWalkMP... and only employ both, for 2.0xWalkMP < MP < 2.5xWalkMP
    Title: Re: Solaris Skunkwerks And Me
    Post by: martian on 19 August 2013, 01:14:15
    standard sprinting -- how can you make 'Mechs sprint (w/o MASC, SC) ?

    Go to the Upper Toolbar → Game Options → Advanced Ground Movement tab → check TacOps Sprinting

    quad side-stepping -- how can you make 'Mechs side-step (2MP, maintain facing forward, whilst moving laterally) ?

    The MegaMek does it automatically for Quads, although it externally looks like the 'Mech is changing directions and moving.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Bismarck on 19 August 2013, 06:30:28
    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)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Bismarck on 19 August 2013, 06:43:54
    Currently it can only accommodate custom weapons and equipment.

    for 3025 designs, you can switch to E-S IS, use the tonnage to install the extra SHS i was suggesting...

    first you use fractional accounting, and add an extra few tenths of a ton of (standard) armor => cost
    then you add the extra SHS (you're over tonnage at this point in the process) => BV
    then you switch to E-S IS => savable w/ SSW

    seems to work well enough
    Title: Re: Solaris Skunkwerks And Me
    Post by: martian on 19 August 2013, 07:09:39
    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)

    If I may advise:

    It may be better to post questions about the MegaMek into dedicated MegaMek thread, instead into the Solaris Skunkwerks thread.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Bismarck on 19 August 2013, 07:30:47
    can SSW do ammo in half tons ?
    Title: Re: Solaris Skunkwerks And Me
    Post by: martian on 19 August 2013, 07:37:07
    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).
    Title: Re: Solaris Skunkwerks And Me
    Post by: Bismarck on 19 August 2013, 08:30:14
    could half-ton ammo be an optional rule ?



    could you (or someone) please provide a pre-formatted file for custom (range) weapons ?  i tried adding a "Clan Improved Large Pulse Laser" (2 crits vs. 3), and wound up with a java error "102.java...." "array out of bounds" or some such
    Title: Re: Solaris Skunkwerks And Me
    Post by: DarkSpade on 19 August 2013, 08:59:04
    Last week I finally got around to installing SSW on the new computer.   I got the latest version and the recommended Java.  Program runs really slow.  To the point where I can't tell if it's froze or not sometimes. 

    I'm running windows 8 and I've heard microsoft put some heavy restriction on java after that security scare awhile back.
    Title: Re: Solaris Skunkwerks And Me
    Post by: wantec on 19 August 2013, 12:01:09
    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.
    Title: Re: Solaris Skunkwerks And Me
    Post by: martian on 19 August 2013, 12:10:18
    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.

    Thanks.
    Title: Re: Solaris Skunkwerks And Me
    Post by: arlith on 19 August 2013, 12:14:29
    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)

    That sounds like a bug.  If you report it here: http://sourceforge.net/p/megamek/bugs/, someone will look into it.  Try to be as detailed as you can in the report, and including a screenshot could help.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Bismarck on 20 August 2013, 06:30:08
    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.

    that's what i wanted to know, let's me do a Dragon w/ PPC + AC-5 + 1.0@ + 0.5@ + 12.5tons armor
    Title: Re: Solaris Skunkwerks And Me
    Post by: Bismarck on 20 August 2013, 09:45:26
    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 ?
    Title: Re: Solaris Skunkwerks And Me
    Post by: Jayof9s on 20 August 2013, 10:37:52
    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 ?

    Edit the localclient_mechset.txt in the data/images/units folder.
    Title: Re: Solaris Skunkwerks And Me
    Post by: Bismarck on 20 August 2013, 12:45:39
    wow works well

    i'll upload my custom pix for sake of argument
    Title: Re: Solaris Skunkwerks And Me
    Post by: Bismarck on 21 August 2013, 03:17:08
    what is the way to create custom weapons w/in SSW ?
    Title: Re: Solaris Skunkwerks And Me
    Post by: mighty midget on 21 August 2013, 04:09:02
    Here's the link to that explains how to add new weapons & gear.  If you run in to problems search this thread, there are quite a few posts regarding it.
    http://www.solarisskunkwerks.com/custom-weapons (http://www.solarisskunkwerks.com/custom-weapons)
    Title: Re: Solaris Skunkwerks And Me
    Post by: Bismarck on 21 August 2013, 09:45:11
    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

    that is the answer, simply quickly copy & paste from "Equipment.ods" ----> "Custom Equipment.ods"...
    Title: Re: Solaris Skunkwerks And Me
    Post by: Charlie Tango on 21 August 2013, 10:06:43

    Thread locked for page limit reached. 

    New thread here: http://bg.battletech.com/forums/index.php/topic,32391.0.html (http://bg.battletech.com/forums/index.php/topic,32391.0.html)