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Post by mausgmr on Aug 12, 2020 13:00:20 GMT -4
Hi guys, So messing around with bombs a little today, I can't seem to get certain ones added to units in Mekhq, which are able to be added in Megamek. I looked on the internet and found the following thread ; 165.22.36.162/showthread.php?tid=2399However, after editing the date and advancing time forward, it still shows most of the bombs as grey as per the image in the thread. Any thoughts on this folks and how to get around it?
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Post by catfishkailen on Aug 12, 2020 19:16:39 GMT -4
What specific bombs are you trying to load. Aircraft are limited to 1 bomb ton per 5 tons of aircraft. Certain bombs cost 5 bomb tons.
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garyp
Junior Member
Posts: 71
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Post by garyp on Aug 13, 2020 0:15:09 GMT -4
I can confirm the same issue with only a limited variety of bombs able to be loaded onto aircraft in MekHQ. The issue was present in games with dates set to both 2020 and 3220, so mausmgr seems correct that it isn't a date issue.
I remember having this issue in an AtB campaign a while back, but I also know it doesn't occur my current AtB campaign which I am using to try out a recent development release. I loaded my current campaign save game into the development release and all the bombs except the Alamo nuclear missile were available. I suspect that the code in MekHQ for the 0.46.1 release only had a limited subset of the bombs available for use and whatever was needed for the full range of bombs to be usable has been added to the version currently being tested. I don't have the time to search through the change logs right now but there is probably an entry for it in there somewhere.
Two work arounds to the issue immediately occur to me, but there might be better ideas. One is to limit the campaign to the bombs types able to be loaded in 0.46.1 for the time being and expanded the choices available when the campaign transitions to a later stable release. Players who have already purchased unusable bomb types would presumably be able to use GM edit to replace their unusable bombs with an equivalent value of usable bombs or delete them and refund the purchase price. Alternatively players wanting to use unmountable bombs could be allow to hang a "dummy load" of equivalent weight available bombs in MekHQ and when the aircraft gets into a battle swap those bombs to the real load in the MegaMek game lobby. After the game the player would delete the expended unmountable bombs from their warehouse and adjust the remaining dummy load on the aircraft in MekHQ.
Comparison screen shots of the bomb loading window from the current stable and development versions is attached.
Attachments:
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Post by mausgmr on Aug 13, 2020 1:40:04 GMT -4
Yep that's exactly what I'm experiencing garyp, thanks for checking it out.
I suspect the dummy load may be the best option. I wasn't aware however some bombs weighed more than others, so if someone could post up a table or something of bomb weights that'd be great.
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garyp
Junior Member
Posts: 71
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Post by garyp on Aug 13, 2020 2:17:32 GMT -4
Hopefully this helps. While typing this up I realised what the mountable bomb types in 0.46.1 all have in common, they are the bomb types available when using the Total Warfare Rules and anything from additional rule books are greyed out.
Total Warfare Bomb Slots Source High Explosive 1 TW p.246 Cluster 1 TW p.246 Laser Guided 1 TW p.246 Rocket Launchers 1 TW p.246 TAG Pod 1 TW p.246
Tactical Operations Bomb Slots Source Air-to-Air Arrow Missiles 5 TO p.357 Anti-Ship Missiles 6 TO p.358 Anti-Ship Electronic Warfare Missles 6 TO p.358 Arrow IV Homing (Air Launch) 5 TO p.359 Arrow IV Non-Homing (Air Launch) 5 TO p.359 Inferno Bombs 1 TO p.359 Light Air-to-Air Missiles 2* TO p.359 Thunder (FASCAM) Bombs 1 TO p.360 Torpedo Bombs 1 TO p.360 Recon Camera 1** TO Errata p.67
* Some printed editions of Tactical Ops had the Light Air-to-Air Missile at only 1 slot, this was corrected to 2 slots in the errata. The current development version is using the corrected value.
** The errata for recon cameras introduced an option for them to be carried on bomb pylons in a similar way to TAG pods, but this hasn't be implemented in Megamek yet. Included here in case the option does become available in the future.
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Post by mausgmr on Aug 13, 2020 7:53:34 GMT -4
So are we missing a mekhq setting which is screwing with this? I had a look and couldn't see anything that could cause it myself.
Also a bit off topic, do those recon cameras actually do anything?
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garyp
Junior Member
Posts: 71
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Post by garyp on Aug 13, 2020 8:23:00 GMT -4
I tried to find such a setting without any success when I had the issue in the AtB campaign and I haven't noticed a setting since then either. For megamek recon cameras only have a very limited implementation for units in flight at this time and nothing yet for use by ground units ( github.com/MegaMek/megamek/issues/1709 ). If they were fully implemented this is the current errata rules for them -
Recon Camera (p. 338) Under “Game Rules”, replace the entire entry with the following: This ruling has changed from previous errata versions.
An aerospace unit with a Recon Camera that is between Altitudes 5 and 10 on the Low Altitude map gains the ability to either spot for LRM indirect fire or artillery, or attempt to reveal hidden units. In either case, it may not make any other attacks while attempting to do so.
For an aerospace unit to spot, the base to-hit number to designate a target is the pilot’s Gunnery Skill +2. The target must be on the ground mapsheet that corresponds to the camera unit’s atmospheric hex.
If the aerospace unit is attempting to reveal hidden units (see p. 259, TW), during the Movement Phase of any turn where the camera unit passes over a ground mapsheet that corresponds to its atmospheric hex and contains a hidden unit hostile to its force, the hidden unit may be revealed. The hidden unit’ s controlling player must roll 2D6 for each such hidden unit. The target number is 9, plus any applicable terrain modifiers; for submerged units, apply a +1 terrain modifier per depth past 1. Rolling equal to or higher than the target number immediately reveals that hidden unit to the camera unit.
Recon Cameras can be mounted on external hardpoints as a bomb type, as described on page 246 of TW. A pod-mounted Recon Camera occupies the same space as one bomb.
For ground units, a Recon Camera instead allows the unit to act as a spotter for LRM indirect fire (see p. 111, TW) against a single target per turn and still make a weapon attack or spot for artillery (at normal visual ranges) with no additional to-hit penalty. To spot for LRM indirect fire, the unit must ‘hit’ the target using the same rules and ranges as TAG as appropriate for that unit.
Regardless of the unit type it is mounted on, a Recon Camera can never designate targets for TAG-guided weapons, such as semi-guided LRMs, laser-guided bombs or Arrow IV artillery missiles.
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Post by Admin on Aug 13, 2020 12:34:11 GMT -4
I have also poked around with the dates, versions of MegaMek and current settings. It isn't working for 0.46.0 either. We are indeed going to wait for another stable release before moving forward with version updates. I would accept both player purchase swapping and the "dummy" loadouts for now as a workaround. I can easily track player finances through the megamek hq file, and watch the logs on GM edits.
I don't mind players using GM mode to fix mistakes, and make minor tweaks. In fact some units start with missing armor or parts and need to be "repaired" when you start the program each time, an example is the Gienah-Durapaq Elite Land Train (Trailer) Series 3T that always requires manual restoration before deployment. At least in current versions. One player so far as an issue like this I pointed out.
We haven't had any serious incidents so far in terms of cheating, and I have been working with at least half the player base for over a year, so I think we can work with the temporary bomb fix well enough.
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