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Incorrectly implemented technologies masterlist
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Mechworks
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PostPosted: 17-Jan-2026 12:56    Post subject: Incorrectly implemented technologies masterlist Reply to topic Reply with quote

I noticed a few things (that are admittedly somewhat niche) that aren't implemented correctly, so decided to start a masterlist for that. So far, we have two big standouts, and one minor "no check for Illegal"


First: Extended Fuel Tanks appear to be calculating their weight somewhere? This is not how they work, they're a simple one-ton-lot added mass - this isn't an issue for smaller units where it appears to be a half ton or the correct mass, but is a significant issue for larger units, as it prevents saving the design with the desired fuel tank size. Also important that on vehicles, all Extended Fuel Tanks occupy only one slot.

Second: Additional crew seats for vehicles are correctly massed, but should not be occupying weapon slots as they currently do; they're not valid for Critical Hits either.

And lastly, on a related note, any unit other than a BattleMech or ASF requires 1 extra crewman per ton of Communications Equipment, but the designer doesn't seem to be checking for that.
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PostPosted: 18-Jan-2026 11:26    Post subject: Re: Incorrectly implemented technologies masterlist Reply to topic Reply with quote

OK, let me tackle each of these...

Mechworks wrote:
First: Extended Fuel Tanks appear to be calculating their weight somewhere? This is not how they work, they're a simple one-ton-lot added mass - this isn't an issue for smaller units where it appears to be a half ton or the correct mass, but is a significant issue for larger units, as it prevents saving the design with the desired fuel tank size.


Per TM pg 244: "Each extended fuel tank adds up to 600 kilometers of operating range for ICEs, or up to 450 kilometers of range for Fuel Cell engines, and weighs 10 percent of the unit’s engine weight (rounded up to the nearest half ton). There is no special limit to the number of tanks that may be added."

According to those rules there is a weight per tank and that's where my weight calculations are coming from.

Mechworks wrote:
Also important that on vehicles, all Extended Fuel Tanks occupy only one slot.


This is correct and I'll put a bug in for this. I'll need to re-work it somehow. Probably allow just one to be added and ask something similar to how Ladders or other pieces of equipment that are variable work. Then asking how much extended range is required, and that will dictate the number of "tanks" worth of weight to add.

Mechworks wrote:
Second: Additional crew seats for vehicles are correctly massed, but should not be occupying weapon slots as they currently do; they're not valid for Critical Hits either.


Per the Quarters/Seating Table on pg 244 of TM, the 'Seat, Combat Crew' takes up 1 Equipment Slot Space. Combat vehicles also don't use critical hits table, so placement in the distribution table is irrelevant.

Mechworks wrote:
And lastly, on a related note, any unit other than a BattleMech or ASF requires 1 extra crewman per ton of Communications Equipment, but the designer doesn't seem to be checking for that.


Per TM pg 236 - "’Mechs, fighters, ProtoMechs and Combat Vehicles ...and incorporate their required minimum crew seating automatically with their design (including drivers, gunners and such)."

There's no need for me to do anything here as the number of seats are already part of the design, so nothing to check.
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