#141
Posted 20 August 2014 - 10:17 AM
This is a bugfix release following 1.6.0.
Download from the main site: http://li-soft.org
Changes since 1.6.0
* Fixes import of LSML links that had arms packed full of equipment and arm/hand actuators set to off. Also fixes import from smurfy.
* Fixes an issue with corrupted loadouts on garages.
* Fixes formatting in quirk summary.
#142
Posted 13 September 2014 - 12:32 PM
This is a bugfix/maintenance release to 1.6.1.
Download from the main site: http://li-soft.org
Changes since 1.6.1
* Mastery slot changed to hybrid slot type.
* Cooldown weapon modules are introduced and they affect weapon stats.
* Radar deprivation was missing and has been added.
* Smart place would previously fail when arm/hand actuators were toggled off and it was a tight fit to get the wanted item in.
#143
Posted 13 September 2014 - 01:51 PM
If you are unable to start LSML please download and install 1.6.2.1, otherwise you do not need to do anything.
Edited by Li Song, 13 September 2014 - 01:52 PM.
#144
Posted 23 September 2014 - 01:24 PM
#145
Posted 24 September 2014 - 08:41 AM
#146
Posted 24 September 2014 - 09:37 AM
#148
Posted 12 October 2014 - 06:17 AM
This is a bugfix/maintenance release to 1.6.2.
Download from the main site: http://li-soft.org
Changes since 1.6.2
* Improved error handling and robustness when importing from mwo.smurfy-net.de. Can now import even if the mechbay contains invalid mechs.
* Fixed a bug where the mechlab would bugger up if more than 12 weapons in the same ghost heat group was equipped (mainly Nova with 13 lasers).
* Artemis versions of missile launchers are now correctly affected by weapon modules.
* Changed colour of C-ECM to match IS ECM.
* Improved handling of Artemis toggle. Doesn't corrupt the loadout anymore.
* Garages that contain invalid loadouts now load properly again (related to the above)..
* Pilot modules are now correctly saved to loadouts when saving to garage.
* Only show weapon modules that affect currently equipped weapons.
* Damage graph now correctly updates when modules affecting weapon range are equipped.
* Updated parsing of game files for latest changes from PGI.
#149
Posted 21 October 2014 - 05:19 PM
Edit: Nevermind, since they're treated as champions at the moment they're hidden by the "Hide Mech Variation" option.
Edited by SirLankyIII, 21 October 2014 - 05:50 PM.
#150
Posted 22 October 2014 - 03:59 AM
SirLankyIII, on 21 October 2014 - 05:19 PM, said:
Edit: Nevermind, since they're treated as champions at the moment they're hidden by the "Hide Mech Variation" option.
There is a checkbox on the mech tab for hiding and showing the special variants of chassis. You can uncheck it if you want to see them. Edit: I realise now that this is what your edit referred to. Let that be a lesson kids, don't answer support tickets after coming out of the gym. Lol
On another note, the fixed jump jets from the patch are not correctly added. I'll fix that soon in 1.6.4
Edited by Li Song, 22 October 2014 - 04:15 AM.
#151
Posted 22 October 2014 - 12:53 PM
Edited by Li Song, 22 October 2014 - 12:56 PM.
#152
Posted 15 November 2014 - 02:41 PM
As with all pre-releases always backup your garage!
Download from main site: http://li-soft.org
This is a beta release. There have been major behind the scenes changes and while my test suite runs correctly it doesn't cover everything. Please report any issues by following the steps here: https://github.com/E...eporting-Issues
Changes since 1.6.3
* A few performance improvements. Should feel "snappier" for most users.
* Updating to make omnipod jump jets be fixed as per upstream.
* Fixed a bug where you could remove the engine XL sides of omni mechs.
* Protocol handling for LSML links is more careful now, should minimize the risk of being falsely detected as a virus by avast.
* Ammo table didn't update seconds field when cooldown modules were equipped.
* Better error reporting when loading or importing a loadout fails.
* Fixed a bug where the wrong feedback cursor was displayed during item drag and drop.
* Fixed a bug where the equipment panel would render in a broken fashion with some items outside of their section.
* Totally revamped handling of efficiencies, targeting computers and quirks. Now matches PGI's new system for accuracy. * Quirks are applied correctly.
* Fixed parsing of data files again.
* New reward Atlas and Centurion mechs are no longer treated as champions and hidden by filter.
* Quirks summary now shows modifiers from chassis quirks (standard mechs), omnipod quirks (omni mechs), equipment (targeting computers) and weapon modules. (Some are still missing)
Edited by Li Song, 15 November 2014 - 02:49 PM.
#153
Posted 23 November 2014 - 12:38 PM
As with all pre-releases always backup your garage!
Download from main site: http://li-soft.org
This is a beta release. There have been major behind the scenes changes and while my test suite runs correctly it doesn't cover everything. Please report any issues by following the steps here: https://github.com/E...eporting-Issues
Changes since 1.6.4 Beta 2
* Fixing issue with range quirks not applying correctly
* Improved armor distribution algorithm slightly
* Fixed an issue with importing clan mechs from a smurfy garage.
* Fixed an issue with Command Console and some other items not being restricted to the correct slots.
* Some behind the scenes cleanups.
Please report any bugs here: https://github.com/E...eporting-Issues
Edited by Li Song, 26 November 2014 - 12:27 AM.
#154
Posted 26 November 2014 - 02:21 PM
#155
Posted 27 November 2014 - 12:23 PM
I was trying out your mechlab trying to get some info about torso yaw speed and i couldn't.
I saw the mechlab tells us the torso yaw speed for a given engine, but it dooesn't seem to update once efficiencies are marked
#156
Posted 28 November 2014 - 10:06 AM
Vercinaigh, on 26 November 2014 - 02:21 PM, said:
Well that's a bug. Hence the "beta" label... lots of stuff changed behind the scenes so I'm not surprised I mucked something up... Thanks for the report, I would appreciate if you could post future bugreports on github (see link above). Every minute I save by not having to do that myself is a minute I could be fixing bugs instead.
Urdnot Mau, on 27 November 2014 - 12:23 PM, said:
I was trying out your mechlab trying to get some info about torso yaw speed and i couldn't.
I saw the mechlab tells us the torso yaw speed for a given engine, but it dooesn't seem to update once efficiencies are marked
LSML has not implemented any of the efficiencies that affects yaw speed yet. I'm hoping to have a more complete analysis of mech mobility for 1.7.0 (january/february timeframe).
#157
Posted 29 November 2014 - 05:46 PM
Li Song, on 28 November 2014 - 10:06 AM, said:
Didn't realize such a thing was there and I do not have an account there but I'll keep it in mind, further that I have no idea if the DPS and DOT figures are based on triggering ghost heat or not...probably best to be either or selectable.
#158
Posted 30 November 2014 - 04:44 AM
Vercinaigh, on 29 November 2014 - 05:46 PM, said:
That's all too common... Do you have any ideas on how to make it more visible?
They do not include ghost heat, they assume that the player is good enough to avoid triggering ghost heat, I will update tooltip.
Edited by Li Song, 30 November 2014 - 04:44 AM.
#159
Posted 30 November 2014 - 05:19 AM
#160
Posted 02 December 2014 - 11:14 PM
Li Song, on 30 November 2014 - 04:44 AM, said:
That's all too common... Do you have any ideas on how to make it more visible?
They do not include ghost heat, they assume that the player is good enough to avoid triggering ghost heat, I will update tooltip.
Upon looking no, was fairly easy to find once I knew to look for it at all. Just had not occurred to me at all to look in the first place. As for ghost heat, you sometimes may WANT to trigger it, like thew 4 ASRM6 builds more often than not the ghost heat is entirely negligible etc.
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