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Mordel Mordel.Net Administrator

Joined: 03-Feb-2002 00:00 Posts: 6223 Location: United States
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Posted: 29-Nov-2025 10:38 Post subject: ProtoMech and Combat Vehicle Construction Modules |
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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. _________________ Mordel Blacknight - Site Administrator
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Jade_Dragon 8th Sword of Light Sho-sho

Joined: 05-Feb-2002 00:00 Posts: 1351 Location: United States
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Posted: 01-Dec-2025 20:24 Post subject: ProtoMech and Combat Vehicle Construction Modules |
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I truly appreciate the continued development on this already fine establishment. _________________ The JadeDragon
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Mordel Mordel.Net Administrator

Joined: 03-Feb-2002 00:00 Posts: 6223 Location: United States
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Posted: 01-Dec-2025 21:58 Post subject: ProtoMech and Combat Vehicle Construction Modules |
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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. _________________ Mordel Blacknight - Site Administrator
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chihawk Clan Blood Spirit Master Bartender

Joined: 04-Feb-2002 00:00 Posts: 8117 Location: United States
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Posted: 02-Dec-2025 06:46 Post subject: ProtoMech and Combat Vehicle Construction Modules |
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Hobby? Ha!
You have more gray hairs from this site than you do from your kids.  _________________ www.210sportsblog.com
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Ruger Lyran Alliance Kommandant-General

Joined: 04-Feb-2002 00:00 Posts: 2648
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Posted: 02-Dec-2025 07:33 Post subject: ProtoMech and Combat Vehicle Construction Modules |
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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 Mordel.Net Administrator

Joined: 03-Feb-2002 00:00 Posts: 6223 Location: United States
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Posted: 02-Dec-2025 09:33 Post subject: Re: ProtoMech and Combat Vehicle Construction Modules |
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| 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. _________________ Mordel Blacknight - Site Administrator
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Ruger Lyran Alliance Kommandant-General

Joined: 04-Feb-2002 00:00 Posts: 2648
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Posted: 02-Dec-2025 13:49 Post subject: Re: ProtoMech and Combat Vehicle Construction Modules |
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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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Mordel Mordel.Net Administrator

Joined: 03-Feb-2002 00:00 Posts: 6223 Location: United States
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Posted: 02-Dec-2025 14:02 Post subject: Re: ProtoMech and Combat Vehicle Construction Modules |
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| 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? _________________ Mordel Blacknight - Site Administrator
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Ruger Lyran Alliance Kommandant-General

Joined: 04-Feb-2002 00:00 Posts: 2648
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Posted: 02-Dec-2025 14:18 Post subject: Re: ProtoMech and Combat Vehicle Construction Modules |
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| 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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