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ProtoMech and Combat Vehicle Construction Modules
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Mordel
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PostPosted: 29-Nov-2025 10:38    Post subject: ProtoMech and Combat Vehicle Construction Modules Reply to topic Reply with quote

I just pushed out some code which merges the two construction modules I had been using for ProtoMechs and Combat Vehicles. Previously I had separate modules for each unit type. While I still have unique modules for BattleMechs and IndustrialMechs, my intent is to merge them all into a single code base. CV and PM unit types were the first to happen and the others will happen in time.

I mention it here only because any kind of update of that size can introduce some bugs. For those of you who use the construction modules, if you encounter any issues what-so-ever please report them to me as soon as you can. I'll keep an eye on server error logs as well, but that won't alert me to anything that happens client side.
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PostPosted: 01-Dec-2025 20:24    Post subject: ProtoMech and Combat Vehicle Construction Modules Reply to topic Reply with quote

I truly appreciate the continued development on this already fine establishment.
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PostPosted: 01-Dec-2025 21:58    Post subject: ProtoMech and Combat Vehicle Construction Modules Reply to topic Reply with quote

Thank you. Always fun to have a hobby that allows me to do what I enjoy, and also allow others to enjoy it as well.
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PostPosted: 02-Dec-2025 06:46    Post subject: ProtoMech and Combat Vehicle Construction Modules Reply to topic Reply with quote

Hobby? Ha!

You have more gray hairs from this site than you do from your kids. Laughing
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PostPosted: 02-Dec-2025 07:33    Post subject: ProtoMech and Combat Vehicle Construction Modules Reply to topic Reply with quote

Apparent error: ProtoMech designer: changing ground speed does not appear to alter engine mass?

IOW’s, I can take a design, alter the ground speed up or down, and it does not change the amount of mass left over for other items?

Update: this error does not appear to be present on the combat vehicle designer.
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Mordel
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PostPosted: 02-Dec-2025 09:33    Post subject: Re: ProtoMech and Combat Vehicle Construction Modules Reply to topic Reply with quote

Ruger wrote:
Apparent error: ProtoMech designer: changing ground speed does not appear to alter engine mass?

IOW’s, I can take a design, alter the ground speed up or down, and it does not change the amount of mass left over for other items?

Update: this error does not appear to be present on the combat vehicle designer.


Verified and will add a bug for this and fix it.
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PostPosted: 02-Dec-2025 13:49    Post subject: Re: ProtoMech and Combat Vehicle Construction Modules Reply to topic Reply with quote

Another error, this time with the combat vehicle construction system:

Was just modifying the base Ares medium tank, and added a half ton of armor. Placing 95 and 96 points of ferro armor on the design both said that zero points were left to be allotted. When I added that 97th point, it changed over to another half ton used and 8 points remaining in the allotment.
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PostPosted: 02-Dec-2025 14:02    Post subject: Re: ProtoMech and Combat Vehicle Construction Modules Reply to topic Reply with quote

Ruger wrote:
Another error, this time with the combat vehicle construction system:

Was just modifying the base Ares medium tank, and added a half ton of armor. Placing 95 and 96 points of ferro armor on the design both said that zero points were left to be allotted. When I added that 97th point, it changed over to another half ton used and 8 points remaining in the allotment.


I don't believe this bit of code changed, which makes me think it's always been this way. So I'm assuming 96 points is correctly 5 tons? If so then 95 should say there's a point left?
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PostPosted: 02-Dec-2025 14:18    Post subject: Re: ProtoMech and Combat Vehicle Construction Modules Reply to topic Reply with quote

Mordel wrote:
Ruger wrote:
Another error, this time with the combat vehicle construction system:

Was just modifying the base Ares medium tank, and added a half ton of armor. Placing 95 and 96 points of ferro armor on the design both said that zero points were left to be allotted. When I added that 97th point, it changed over to another half ton used and 8 points remaining in the allotment.


I don't believe this bit of code changed, which makes me think it's always been this way. So I'm assuming 96 points is correctly 5 tons? If so then 95 should say there's a point left?


Correct with clan ferro: 5.0 tons armor * 16 points * 1.2 (ferro) = 96 points total.

Also had the same issue at 7.5 tons of armor, which should provide 144 points when using clan ferro, but at both 143 and 144 points, it said 0 points remaining.
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PostPosted: 02-Dec-2025 15:07    Post subject: Re: ProtoMech and Combat Vehicle Construction Modules Reply to topic Reply with quote

Yeah, just checked and this code never changed. Also confirmed it works this way for BattleMechs as well. Digging a little deeper and I was using the fractional accounting numbers for some of this math. For this purpose, that is NOT the same as it's off my a few thousands, which leads to round issues.

So, it's not related to this change, but I'll add a bug for it anyways as I'll need to fix it across BM and IM unit types as well.
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