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Author Topic: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ  (Read 4808 times)

Hammer

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Hi Everyone,

PLEASE USE THIS RELEASE
New Development Release 0.43.6 for Megamek, MegaMekLab, and MekHQ


It's new Development release time.

This is one of the biggest Development releases we have ever done. This will also mark the last Dev release as we go into a feature freeze and focus on Release Candidates for a New Stable in the first part of 2018.

So.....
1)   Make backups of your campaigns and customs.
2)   When you install this release DO NOT overwrite an existing install. IT MUST BE TO A NEW FOLDER
        One of the reasons for this is all the Dropships and Small craft files have been editted.
3)   Lastly use at your own Risk, this is likely to be one of more bug filled releases.

Megamek.
There is a huge amount new stuff in this release.  We have a new contributor (mkerernsky) that is a huge space based player and been working on implementing improvements to Space combat.  Princess has had some work as well, she can drop bombs from conventional fighters, Princess now supports simultaneous phases, and Princess can now take point blank shots with hidden units.

As part of the project to build Dropships and Small Craft they are now validated against construction rules.  Ammo configuration for large craft is improved.
All the Small craft and dropships have been remade and renamed to be in compliance with the Tech Manual construction rules. These ships will no longer match TRO 3057r and that is intentional.  In addition you’ll notice some new ships added that are mentioned in other sources.  Please consider these units inline with the intent of the Canon units.

MegaMekLab.
Megameklab has had lots of work, thanks to Neoancient. Numerous bug fixes, and the first phase of Mech Printing overhaul. The printing overhaul allows for the dynamic printing of all mechs (Bipedal, Quads, Super-Heavy, and Tripods). In the next development cycle work will continue to be able to improve printing for other unit types.

But the biggest addition is the Lab can know build Small Craft and Dropships. 

MekHQ.

DO NOT USE THE MekHQ FROM THIS RELEASE IT HAS GAME BREAKING BUGS WITH SCENARIO RESOLUTION.

MekHQ has had a few bug fixes and AtB has had a few tweaks.  As an extension of the Dropship and Small Craft work in Megamek and MegamekLab those units can be refit or customized.  It’s likely that all the changes to the Dropships and Small Craft names will break save games.  We’ve written a guide on how to fix them here

Name Issues with Units.

There is also work started on some planet data with the longer term goal being to generate out planet data for all systems.  Bloodwolf has been working on this project.

Also a reminder to drop into the Slack channel to meet other players and harass the devs that drop in and out.

The change log below lists all the changes.

CHANGE LOGS AND DOWNLOAD LINKS

Megamek.

MegaMek v0.43.5 (Development)
Code: [Select]
+ Tech Progression Fixes.
+ PR #686: Large Craft Advanced Point Defense Rules from Stratops p96
+ PR #686: Expanded AMS functionality. Now works against Arrow IV Homing and LAA/AAA/AS missiles per the rules for
    large, single missiles in TW.
+ PR #686: Santa Anna S2S nuclear missiles now correctly deal *10 damage to SI on a successful cap missile roll.
+ PR #691: Princess controlled conventional fighters will now drop bombs
+ Bug - TP wrong for AP Mount (Inner Sphere)
+ Cleaning up the Docs folder, and adding some other files.
+ Issue #684: Alternative Proto-AC ammo in the process of Implementing the Proto-AC Ammo,
    I noticed the Clan Improved AC's didn't have them implemented
+ PR #693: Show unit roles in summary view.
+ Bug: Infantry weights calculated wrong, due to double adding of AntiMek training.
Fixing unit files to include standard Foot infantry and AntiMek Trained one.
+ PR #699: Errata: Mechs should not become stuck in mud
+ PR #701: Space stations now require 2 pilots, which fixes issues in MHQ
+ Issue #680: Updated startup.sh to handle Java 9
+ PR #706: Fixed several quirk-related NPEs. Implemented display of partial repairs on unit info card.
+ Issue #704, #299: Bot units will now scamper out of disabled transports.
+ Issue: Last man standing victory could fire even when checking for victory is disabled
+ Feature: Adds ASEW missile functionality
+ Feature: "OUR WORDS ARE BACKED BY NUCLEAR WEAPONS" -Mahatma Ghandi (adds Alamo, Santa Anna and Peacemaker warheads)
+ Issue #530: MegaMek Help->Contents now points at Readme.txt
+ Issue #711: Aeros and spacecraft with destroyed fire control system or combat information center now count as crippled
+ Issue #716: Targeting a non-Entity with Arrow IV Homing Missile no longer causes NPE
+ Issue #666: Linked equipment now works with bay weapons
+ PR #740: Optional cargo/transport bay damage on cargo critical hit for large craft
+ Issue #205: Airborne dropships can now fire Arrow IV artillery from weapon bays (as long as there's only one artillery weapon per bay)
+ Issue #743: Skidding Vehicle freezing Client(s)
+ Issue #738: CamoChoiceDialog.valueChanged NPE
+ Issue #521: Submarine cannot pass under bridges in a turn when their elevation changes.
+ Issue #725: BattleMech Mechanical Jump Boosters not working correctly.
+ Issue #702: Unable to deploy ASF over Woods
+ Issue #631: Show quirks in the Unit view when in the mech selector
+ PR #749: Added client GUI option to display a mini armor status visual in the boardview mouse-over tooltip.
+ Data - New Sprites and unit file fixes.
+ Issue #697: Over verbose princess
+ Issue #548: View > Round Report Does Not Allow Copy & Paste of Text
+ Issue #519: Fuel cells producing heat in Battlemechs
+ Issue #727: Sniper and Range Master SPAs now work with Line of Sight range
+ Issue #460: Field of Fire/firing arc sprites not cleared when unit finishes movement
+ Issue #758: Princess doesn't check for ownership when deploying units
+ Issue #759: Princess won't move units with a move index of 0 or less
+ PR #760: XCT Infantry implemented
+ PR #772: Make tooltips disappear when mouse is over the Status Display / buttons
+ PR #771: Improved bot mobile unit deployment effectiveness and speed (faster and less deploying in completely inaccessible holes)
+ PR #775: RISC Hyperlaser Implemented
+ Data: New Sprites and Removing extra files.
+ PR #757: Caseless ammunition Implemented
+ Data: Rat fixes
+ Easier ammo configuration for large craft.
+ Validation for Small Craft and Dropships.
+ Changed infantry bay capacity to match transport weights of platoon
  type rather than treating all infantry as foot.
+ Specialized cargo bays treat value in unit file as capacity rather than
  tonnage to be consistent with all other bay types.
+ SF Issue #4115: Princess now supports simultaneous phases
+ Issue #644: Fix potential invalid turn packets in simultaneous phases
+ Track older unit names so changing the name will not break MekHQ campaign files.
+ Fixed LAM conversion gear cost calculation.
+ Princess can now take point blank shots with hidden units
+ Naval C3 (space, not water)
+ Board editor hex preview indicates if hex is invalid, tool tip lists why
+ Board view in board editor shows invalid terrain and adds the reason why to the tooltip
+ Board editor now has validate button which will report all of the errors on the board
+ Board editor sorts terrains by alphabetical order, supports terrain type tooltips
+ Data: RAT fixes, New Sprites, Unit file fixes.
 

MegaMekLab.
MegaMekLab v0.43.5 (Development)
Code: [Select]
+ PR #81: Armor allocation view: rewrite of the armor allocation panel for mechs, vees, and fighters, with
          more convenient controls for patchwork armor. Also fixes patchwork armor weight calculations per
          TacOps errata.
+ Bug: Filter out bulky armor and structures for LAMs.
+ Bug: Set superheavy engine flag for superheavy mechs.
+ Bug: Superheavy mixed tech units cannot use Clan structure, since superheavy and standard structure are
       different and there is no Clan superheavy Endo-Steel.
+ Issue #93: Conventional Fighter Heat Sinks
+ Issue #90: Conventional infantry not showing support weapons.
+ Issue #95: Vehicle fusion engine weight calculated inconsistently
+ Issue #98: Changing MP on VTOL causing chin turret to disappear
+ Issue #91: Print multiple recordsheets to the same file as multiple pages?
+ PR #110: Added XCT specialization for infantry.
+ Build and customize Small Craft and Dropships.
+ Mech printing overhaul
  o Printing for superheavies and tripods
  o Stats for additional crew for tripods and command consoles
  o Unit-specific sheets for LAMs and QuadVees
  o Move layout info into the svg files to allow for custom record sheets without need to alter code.
  o Show quirks and SPAs on record sheet (SPAs require printing from a mul file which contains the pilot data).
+ Issue #22: Can't print Superheavy 'mechs 
+ Issue #106: LAM landing gear not placed correctly with compact engine or gyro.
+ Issue #117: VTOL Jet Booster not showing
+ Issue #116: Vehicle Grenade Launcher not being applied to mechs.
 

MekHQ:
SEE ABOVE.
Code: [Select]
+ Issue #490: NPE with campaign.universe.RandomFactionGenerator.addBorderEnemy
+ Issue #494: Regenerate LAM Pilot selects from the Mechwarrior pool.
+ Issue #488: Select bombs throws "index out of bounds" errors in particular campaign file
+ Feature #280: Role folders now supported for random portrait assignment
+ PR #440: Track & report time in service
+ PR #502: Edge use for non-combat personnel
+ Issue #416: Base Attack scenarios fail to generate turrets
+ PR #439: Calculate DropShip rental costs based on untransported units only (and also take into account mothballed units)
+ Issue #452: Actually limit contract search based on contract search radius
+ Issue #429: Switching ammo now updates the UI
+ Bug: vehicle and conventional fighter refits not accounting for possible change in heat sinks.
+ Issue #514: Feature Request: Building Conventional Fighters
+ Issue #496: Possible Packaging issue for releases with MekHQ
+ Issue #507: Artillery skill no longer limited to 7 when initiating battles from within MekHQ
+ Feature: Updated planetary location and ownership data, including two new systems. To revert to the old data, replace planets.xml with data\universe\planets_43_4.xml
+ PR #528: Can add or remove arbitrary amount of XP using via right click on person -> GM Mode
+ Issue #321: New context menu option to randomize portraits for selected personnel.
+ PR #533: New AtB option to prevent unit founders from retiring.
+ PR #526: New option to auto-randomize portrait on job change if no portrait present.
+ PR #530: Greater op-for variety in AtB scenarios (may spawn additional hostile aircraft, infantry and turrets)
+ PR #543: New splash and loading screen art by Spooky!
+ Issue #510: Ratings calculations no longer count dead/retired/missing personnel for support requirements
+ Issue #519: Dragoons rating renamed unit rating
+ Data: New Loading Screens.
+ Customize Small Craft and Dropships in MekLab.
+ Track aerospace bays and doors as repairable parts.
+ Issue #554: Mass Repair/Salvage Button Broken during active campaign.
+ Post-battle scenario resolution now features the ability to explicitly declare whether an individual was KIA,
replacing the implicit determination from "number of hits". Personnel manually brought back from death will
no longer stay dead as a result.
 

Enjoy everyone.

« Last Edit: 22 December 2017, 19:48:26 by Hammer »
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New Units and RAT's aren't added until after the 2 month release moratorium is passed.


Andras

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #1 on: 17 December 2017, 22:25:43 »
In MegaMekLab, please check the weight of the battle armor LRM5(os) as it should weigh less then the standard LRM5

Also, can you fix the repeating decimals on the BA LRM4 ammo weight?

Thanks for fixing the IS BA APWM.

Hammer

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #2 on: 17 December 2017, 22:43:49 »
In MegaMekLab, please check the weight of the battle armor LRM5(os) as it should weigh less then the standard LRM5
I thought I had fixed this, but looks like I missed a spot. The rounding error I'll have to look into, pretty sure the issue comes from them weighing 33.3kg a shot.
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Liam's Ghost

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #3 on: 17 December 2017, 23:38:45 »
Hey, first bug! In Megameklab,  removing a weapon or piece of equipment from a mech doesn't give back any tonnage.
And second bug, attempting to print a mech to pdf (using windows 10 print to pdf) results in a blank one page pdf. 
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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SCC

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #4 on: 18 December 2017, 04:48:45 »
Does the thing with Princess ASF dropping bombs apply to VTOLs as well?

Stormforge

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #5 on: 18 December 2017, 10:36:59 »
Haven't had a chance to play with it too much, but...

The opening art is looking good for MekHQ  8)

"+ PR #691: Princess controlled conventional fighters will now drop bombs:o HAHAHA fun times, Just needs artillery now.

"+ PR #772: Make tooltips disappear when mouse is over the Status Display / buttons" Very nice, too many times has this gotten in the way over the years.
 
"+ PR #530: Greater op-for variety in AtB scenarios (may spawn additional hostile aircraft, infantry and turrets)" Awesome, questions though. Does 5 /6, current default setting, mean opfor needs to roll a 5 or greater to field those units? Curious what determines if Infantry, BA, and Turrets are selected, other than defensive scenarios, i.e. I assume turrets are not selected without buildings present? Is this available to the employer also for Base Defense and other defense scenarios? Will I possibly see Infantry/BA and turrets on Base Attack scenarios?
« Last Edit: 18 December 2017, 10:43:07 by Stormforge »
If the enemy is in range most likely so are you.

NickAragua

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #6 on: 18 December 2017, 10:59:19 »
Haven't had a chance to play with it too much, but...

The opening art is looking good for MekHQ  8)

"+ PR #691: Princess controlled conventional fighters will now drop bombs:o

"+ PR #772: Make tooltips disappear when mouse is over the Status Display / buttons" Very nice, too many times has this gotten in the way over the years.
 
"+ PR #530: Greater op-for variety in AtB scenarios (may spawn additional hostile aircraft, infantry and turrets)" Awesome, questions though. Does 5 /6, current default setting, mean opfor needs to roll a 5 or greater to field those units? Curious what determines if Infantry, BA, and Turrets are selected, other than defensive scenarios? I assume turrets are not selected without buildings present? Is this available to the employer also for Base Defense and other defense scenarios? Will I possibly see infantry/BA and turrets on Base Attack scenarios?

The intended functionality was originally documented in github. We'll probably wind up updating the AtB documentation.

The setting gives the odds of encountering the units in question, meaning that if you have it at 5/6, the AI will spawn that type of unit with a 2+ on a 1d6, assuming the other conditions are met. I encourage folks to tweak those settings and report what feels right and what doesn't, as we're still working on "tuning".

Conventional aircraft are deployed by the opfor if the opfor is one of the planet owners.

Aerotech units are deployed by the opfor if the opfor is *not* one of the planet owners, at half the odds of deploying conventional aircraft.

Extra infantry or battle armor have a chance to show up if the opfor is defender, aka if the scenario name is "whatever (attacker)", and the terrain is some kind of wooded or features buildings (so, the urban and town terrain types).

Extra turrets have a chance to show up if the opfor is defender and the terrain features buildings.

These extra units only show up for the opfor at the current time.

Stormforge

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #7 on: 18 December 2017, 11:18:41 »
Awesome, thanks for the reply and the link. Interesting how you have it set up if the opfor is the planet owner or not. On conventional fighters, would it not be better to deploy these in pairs as they are weaker overall compared to aerospace? Not a lot of experience with them so I may be off.

And just to clarify. If I set these options to 6/6 I should be guaranteed Conventional Infantry/Fighters in every (defensive for infantry) scenario on an opfor's planet, and the opfor will get BA/Conventional Infantry/Aerospace on an employer's planet on a 4+?

Oh, and thank you, I look forward to testing and using this.
« Last Edit: 18 December 2017, 11:38:11 by Stormforge »
If the enemy is in range most likely so are you.

NickAragua

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #8 on: 18 December 2017, 11:48:07 »
And just to clarify. If I set these options to 6/6 I should be guaranteed Conventional Infantry/Fighters in every (defensive for infantry) scenario on an opfor's planet, and the opfor will get BA/Conventional Infantry/Aerospace on an employer's planet on a 4+?

I believe that's correct. If the opfor doesn't have access to battle armor, it will substitute conventional infantry.

Wrangler

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #9 on: 18 December 2017, 20:03:25 »
I've started dabbling with this, thanks for doing this for the community guys!
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CDAT

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #10 on: 19 December 2017, 14:00:25 »
Now this was in 0.43.4 so not sure if it is still in effect or not, but I was playing with air support and had two issues (not sure if it is operator error or what). First one, I was at the same level as the enemy fighter but still ended up with a dead zone, I did not save any logs or anything as after the game I had to go into the rule books and look up dead zones, if I am reading them right there should not have been one as we were at the same level. Second one, again with fighters I have not found the rules for this in the books yet so could just be operator error but it feels odd. That is a fighter flies over my mechs and does a ground attack, but when it come to shooting back it is acting like I am shooting to the rear as I can only get one arm into arc to shoot, but the fighter did not start or end in my rear arc, some times it started in the front and ended in the side, other time started in the side and ended in the side.

I will have to download this new version when I get home and try things out, thank you for all you do.

NickAragua

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #11 on: 19 December 2017, 21:06:19 »
With regard to "unexpected dead zones", the most common cause is when an aircraft does a "strike" or a "dive bomb" against a ground unit. That immediately drops its altitude by one (two for dive bombing). Thus, any aircraft that was attacking it at the time  suddenly finds its target in the dead zone.

As for mech firing arcs, you have to remember that you're always targeting the point in the aircraft's flight path that's closest to the mech. So, if the aircraft flew around behind one of your mechs, then you'll be firing at it from the rear arc.

CDAT

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #12 on: 20 December 2017, 10:22:56 »
With regard to "unexpected dead zones", the most common cause is when an aircraft does a "strike" or a "dive bomb" against a ground unit. That immediately drops its altitude by one (two for dive bombing). Thus, any aircraft that was attacking it at the time  suddenly finds its target in the dead zone.
This is 100% what happened, thank you it was driving me nuts and I could not figure out what was happening. I am so used to everything being simultaneously that I figured we start shooting at the same altitude so we are good as the altitude drop would happen at the end of shooting seeing as it is an effect of the shooting, so must be either a way codeing is done or I misread the rules, either way now that I know I can try and figure out ways around it.

As for mech firing arcs, you have to remember that you're always targeting the point in the aircraft's flight path that's closest to the mech. So, if the aircraft flew around behind one of your mechs, then you'll be firing at it from the rear arc.
I will have to pay attention next time, but do not think that was the issue. One of the issues was with my JagerMech who if he flipped his arms could not shoot as was out of arc, but if I torso twisted I could get one arm to shoot. But as I did not save anything I may be mixing different issues up in my mind, so will just have to pay attention in the future.

elf25s

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #13 on: 20 December 2017, 12:44:28 »
doing a happy dance  O0
you sure cannot out run death...but sure as hell you can make that bastard work for it!

BATTLEMASTER

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #14 on: 20 December 2017, 22:08:46 »
Aerospace unit movement on space maps seems very off.  When I add thrust from a standstill, it starts counting how many hexes I can move.  For an example, I accelerate a Nightlord with three thrust points, yet I can only move two hexes.  If I try to move three hexes, I get the "This unit has not used all of its velocity." error.  I can only move two hexes at the most.

Also, the space battle report is still being somewhat truncated, but is still improved from the last development release.  A Leviathan II let loose a dozen weapon bays on a drop ship and only one of the bays showed a to-hit resolution in the attack report:

Code: [Select]
Weapon Attack Phase
-------------------

Noruff (3056) (Harold) rolls a 7 for ECCM (target 5): ECM will be reduced by 2.
Noruff (3056) #2 (Harold) rolls a 7 for ECCM (target 5): ECM will be reduced by 2.
Noruff (3056) #3 (Harold) rolls a 4 for ECCM (target 5): ECM will be reduced by 0.
Noruff (3056) #4 (Harold) rolls a 8 for ECCM (target 5): ECM will be reduced by 3.
Nightlord Battleship (Standard) (Harold) rolls a 7 for ECCM (target 4): ECM will be reduced by 3.
Nightlord Battleship (Standard) #2 (Harold) rolls a 6 for ECCM (target 4): ECM will be reduced by 2.
Leviathan II Battleship (Standard) (Princess) rolls a 6 for ECCM (target 5): ECM will be reduced by 1.
    AR10 Bay at Noruff (3056) (Harold); needs 12, rolls 7 : misses


    Capital Laser Bay at Noruff (3056) (Harold); needs 12, rolls 6 : misses


Weapons fire for Noruff (3056) (Harold)
    Pulse Laser Bay at Leviathan II Battleship (Standard) (Princess); needs 12, rolls 10 : misses

Something is up with the Aerotech Damage Sanity Mod option as well.  My Noruff's Streak SRM-6 is dealing 12 points of damage per missile!  Streak tactical nuke warheads?

Code: [Select]
Weapons fire for Noruff (3056) #4 (Harold)
    Pulse Laser Bay at Leviathan II Battleship (Standard) (Princess); needs 6, rolls 3 : misses


    Laser Bay at Leviathan II Battleship (Standard) (Princess); needs 8, rolls 7 : misses


    SRM Bay at Leviathan II Battleship (Standard) (Princess); needs 8, rolls 8 :  - Glancing Blow -
        Streak SRM 6 at Leviathan II Battleship (Standard) (Princess);
hits.

        Leviathan II Battleship (Standard) (Princess) takes 12 damage to FLS.
            9384 Armor remaining.

        Leviathan II Battleship (Standard) (Princess) takes 12 damage to NOS.
            8585 Armor remaining.

        Leviathan II Battleship (Standard) (Princess) takes 12 damage to NOS.
            8573 Armor remaining.

        Leviathan II Battleship (Standard) (Princess) takes 12 damage to NOS.
            8561 Armor remaining.

        Leviathan II Battleship (Standard) (Princess) takes 12 damage to FLS.
            9372 Armor remaining.

        Leviathan II Battleship (Standard) (Princess) takes 12 damage to NOS.
            8549 Armor remaining.
« Last Edit: 20 December 2017, 22:44:02 by BATTLEMASTER »
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Hammer

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #15 on: 20 December 2017, 23:19:25 »
Aero Sanity is so buggy we actually have a warning about using it. Taharqa implemented it, never fixed any of the bugs, and has since left the project. 

As for the first stuff we need save games, logs, and a ticket opened on the tracker.
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SCC

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #16 on: 21 December 2017, 04:00:32 »
I've not read up on the details of space movement, but my understanding is that it is Newtonian, so you might only be supposed to get half your velocity on the first turn

Legendslayer

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #17 on: 21 December 2017, 06:37:49 »
Will there be a hotfix or something alike for the issue of unresolveable scenarios? Or is there some kind of workaround?
I'd pretty much like to test out all the cool new features, but since I can not resolve any scenarios and continue my atb-campaigns it is not making any sense for me to play with the current version at all.

MoleMan

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #18 on: 21 December 2017, 07:12:09 »
Will there be a hotfix or something alike for the issue of unresolveable scenarios? Or is there some kind of workaround?
I'd pretty much like to test out all the cool new features, but since I can not resolve any scenarios and continue my atb-campaigns it is not making any sense for me to play with the current version at all.
I'm not the only one having this problem then? Quite frustrating.

Stormforge

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #19 on: 21 December 2017, 07:42:41 »
+ Issue #106: LAM landing gear not placed correctly with compact engine or gyro.

May need to reopen this issue. The LAM Side Torso Landing Gear critical slots are disappearing when adding a Compact Engine, Compact Gyro, Heavy Duty Gyro, or Small Cockpit. The CT Landing Gear crit is also moving from the #1 critical slot down to the first open slot after adding one of the above items.

Ex. in the case of the Small Cockpit/Heavy Duty Gyro, Landing Gear moves from the #1 CT slot to the #11 CT slot; with a Compact Gyro, Landing Gear moves from the #1 CT slot to the #9 CT slot, etc.

I added the above to the closed issue on Github.


In the process of testing the above I noticed Super-Cooled Myomer (What book is this in? First I have heard of this item.) is not removed from the crit table when unselecting it from Enhancements. Though all crit slots disappear after unselecting it if you go to the assign crit tab and delete it that way. Only one crit needs to be deleted for them all to disappear.
« Last Edit: 21 December 2017, 08:02:05 by Stormforge »
If the enemy is in range most likely so are you.

BATTLEMASTER

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #20 on: 21 December 2017, 08:04:45 »
Aero Sanity is so buggy we actually have a warning about using it. Taharqa implemented it, never fixed any of the bugs, and has since left the project. 

As for the first stuff we need save games, logs, and a ticket opened on the tracker.

Thanks for the feedback.  I've updated one issue and submitted another :)

Quote
I've not read up on the details of space movement, but my understanding is that it is Newtonian, so you might only be supposed to get half your velocity on the first turn

That's actually an optional rule that I don't prefer to play with.  If I remember my rules correctly, regular aerospace movement hasn't changed going from AT2 to TW, so immediate thrust should make immediate movement possible to however many hexes as thrust points expended, neglecting turning the unit.
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Stormforge

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #21 on: 21 December 2017, 08:56:19 »
That's actually an optional rule that I don't prefer to play with.  If I remember my rules correctly, regular aerospace movement hasn't changed going from AT2 to TW, so immediate thrust should make immediate movement possible to however many hexes as thrust points expended, neglecting turning the unit.

I was just testing this, Standard Aerospace rules, not the Advanced Newtonian movement. I'm not exactly up on my Aerospace rules, but it seems that it is counting spaces moved, gained by thrust points, as thrust points themselves. Though the Accelerate/Dec. Next seems to work correctly.

Spend 3 thrust on that Nightlord, then when moving it into the first and second spaces it is showing a 4 then a 5 in yellow as overthrust. Then thrust greying out in the third space at 6, with the green spaces moved overlayed at (3/3)
« Last Edit: 21 December 2017, 09:13:00 by Stormforge »
If the enemy is in range most likely so are you.

Dr. Banzai

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #22 on: 21 December 2017, 09:13:38 »
I'm not the only one having this problem then? Quite frustrating.
Quite a few, and they have a pull request going, but no word on a release.

FYI, the Resolve Scenario works fine if you don't control the battlefield at the end. :P

CDAT

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #23 on: 21 December 2017, 10:02:36 »
Hey, first bug! In Megameklab,  removing a weapon or piece of equipment from a mech doesn't give back any tonnage.
And second bug, attempting to print a mech to pdf (using windows 10 print to pdf) results in a blank one page pdf.
I have been playing around a bit with this, and so far it looks like it does not work on vehicles either, but does work for the dropships.

Hammer

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #24 on: 21 December 2017, 10:30:32 »
I have been playing around a bit with this, and so far it looks like it does not work on vehicles either, but does work for the dropships.

This has been fixed for the next release.
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New Units and RAT's aren't added until after the 2 month release moratorium is passed.


Hammer

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #25 on: 21 December 2017, 10:31:11 »
Will there be a hotfix or something alike for the issue of unresolveable scenarios? Or is there some kind of workaround?
I'd pretty much like to test out all the cool new features, but since I can not resolve any scenarios and continue my atb-campaigns it is not making any sense for me to play with the current version at all.

Yes, I'm hoping to have a new release out by the weekend.
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New Units and RAT's aren't added until after the 2 month release moratorium is passed.


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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #26 on: 21 December 2017, 12:21:48 »
+ Issue #106: LAM landing gear not placed correctly with compact engine or gyro.

May need to reopen this issue. The LAM Side Torso Landing Gear critical slots are disappearing when adding a Compact Engine, Compact Gyro, Heavy Duty Gyro, or Small Cockpit. The CT Landing Gear crit is also moving from the #1 critical slot down to the first open slot after adding one of the above items.

Ex. in the case of the Small Cockpit/Heavy Duty Gyro, Landing Gear moves from the #1 CT slot to the #11 CT slot; with a Compact Gyro, Landing Gear moves from the #1 CT slot to the #9 CT slot, etc.

I added the above to the closed issue on Github.


In the process of testing the above I noticed Super-Cooled Myomer (What book is this in? First I have heard of this item.) is not removed from the crit table when unselecting it from Enhancements. Though all crit slots disappear after unselecting it if you go to the assign crit tab and delete it that way. Only one crit needs to be deleted for them all to disappear.
I obviously didn't pay enough attention to the side torsos when I was testing the fix. The movement of the landing gear in the center torso is intentional. Before the change it was fixed in the #11 spot, which is correct for standard engine and gyro. If you select a compact version it has to move to keep from splitting the available space into two sections, preventing you from sticking a single piece of equipment there.

Super-cooled myomer is in the Dark Age RISC section of Interstellar Operations, which is all experimental tech produce by the Republic Institute of Strategic Combat.

2ndAcr

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #27 on: 21 December 2017, 13:28:25 »
 Any way to speed up or get a Dropships extra Techs to help with adding or removing bays? Example, Lion add 4 Mech Bays and increase light vehicles to 20...................almost 500,000 minutes and using 1 tech for 480 minutes a day is a seriously long time to complete. We are talking years of out of action. Unless I do some creative GM action, which I am not above doing if need be.

 Just wondering. I do love the ability to actually modify my Dropships now though.

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #28 on: 21 December 2017, 14:31:44 »
Modifying bays (changing the cubicle type) is much quicker than adding or removing bays. Changing the size of bays is a major undertaking. I think the base time given in SO is six months. The rules apparently understand this as a major refit, requiring significant internal changes to the unit, and is best done in a shipyard (cuts time in half; I don't think this is implemented in MekHQ yet) and with the yard personnel working on it rather than it being handled by the crew (I don't remember if SO even covers this). If I remember correctly the way I implemented it (and assuming it works as intended), you should even be able to resize bays without invoking the massive rebuild time as long as the total bay space does not change. The rules don't give details and I took the radical step of using what I thought to be common sense.

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Re: New Development Release 0.43.5 for Megamek, MegaMekLab, and MekHQ
« Reply #29 on: 21 December 2017, 16:24:21 »
 No biggie, I can handle a 6 month or so downtime on a Dropship...............because I would assume it was being done at a shipyard. Currently it is years to add 4 Mech bays and 12 more light vehicle bays to a Lion. Oh well, find a garrison contract for a couple years, sell and rebuy my customized Dropship towards the end of the contract to simulate the shipyard refit.

 I am happy for just being able to modify Dropships.............now I can say, customize my ships to carry my force a lot easier. Thanks for the hard work.

 

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