#121
Posted 24 May 2014 - 12:53 PM
#122
Posted 29 May 2014 - 05:24 AM
For example i have 2 PPCs and 4 med lasers on a mecha nd i want to see what the heat is like for 2 ppcs OR 4 med lasers...not both. Its getting annoying having to remove and re-add weapons repeatedly just to see a weapon group's heat data instead of everything at once.
#123
Posted 03 June 2014 - 12:14 PM
You're basically asking for: https://github.com/E...lsml/issues/243 and https://github.com/E...sml/issues/275.
It's quite high up on the priority list but I still have clans etc and frequent XML changes from PGI. As it is right now, I don't have enough time, sad panda.
The math or code is not difficult to do per say. However the presentation is a bit more tricky, where should I display all this extra info without breaking lower resolution displays etc, it takes some thought.
Any help with code or UI proposals are greatly appreciated.
In unrelated news:
Parsing breaks since 2014-06-03, I'm aware of it.
The patch on 2014-06-03 brought unannounced XML changes. Parsing broke, again.
Depending on how much work it is, I might delay a fix until clans are out which is in two weeks, as I said I have my hands full at the moment. Your current install will work with data prior to this patch. Any new installs will use data from a few weeks back. I'll be taking time off from work on "clan-week" to test clans but also in order to deliver a quick update to LSML.
If you like LSML, please consider giving that green flattr button some love on the main webpage: http://li-soft.org.
Tired Li, out.
Edited by Li Song, 03 June 2014 - 12:15 PM.
#124
Posted 15 June 2014 - 07:19 AM
!!CAUTION!!
Backup your garage, an automatic, one-way upgrade will be performed. Worst case, you may loose all builds if you don't backup.
This is an alpha build. Things are broken and I'm aware of it and working on it. This release is for those who wish to perform omnimech/clan customization for the upcoming PTS and are prepared to go through hoops to do so.
Please report any issues that are not on the known issues list on GitHub.
Also, READ ALL INSTRUCTIONS CAREFULLY!
https://github.com/E...g/1.6.0-alpha-1
#125
Posted 15 June 2014 - 08:18 AM
whenever i try to open any chassis type of a kit-fox or nova there is a java-related error about no such thing as kfx-c. or nva-a, starting with the following headers:
java.lang.IllegalArgumentException: No chassi variation named: kfx-c !
....
...
java.lang.IllegalArgumentException: No chassi variation named: nva-a !
...
...
one more thing... AMS contributes to the sustained DPS (the number is above 100) and alpha damage.
clan active probe missing?
Edited by Navid A1, 15 June 2014 - 08:56 AM.
#126
Posted 15 June 2014 - 09:50 AM
#304 Can't open kit fox or nova
#303 Clan AMS contributes to weapon stats
And fixed them, they will be in alpha 2.
(The clan active probe missing was solved as a sideeffect of #304).
#127
Posted 15 June 2014 - 02:29 PM
The most urgent bugs from alpha 1 have been fixed. Same disclaimer as for alpha 1 applies.
https://github.com/E...g/1.6.0-alpha-2
#129
Posted 16 June 2014 - 01:34 PM
#130
Posted 17 June 2014 - 06:53 AM
This alpha is looking to be the last alpha release prior to the release candidates. Most things are there some stuff is still missing.
https://github.com/E...g/1.6.0-alpha-3
#131
Posted 18 June 2014 - 08:44 AM
I do not have any clan mechs myself, but I talked a team mate through setting up my Fire Control macro, and from these tests it seems that the C-UAC5 takes 250ms to fire it's volley.
The "double tap" window seems to start from the time the LAST projectile clears the breach.
In other words, firing 3xUAC5 in chain fire @ 550ms will cause jams. You need to fire @ ~700ms to avoid jams.
I am currently not sure about when the Ghost Heat window kicks in (ie timed from first or last shot).
I guess this may be relevant for your "Weapon Lab".
#132
Posted 19 June 2014 - 01:46 PM
LSML 1.6.0 Beta 1
This beta release is feature complete with some known bugs. I'm releasing this in the hope that all alpha users will upgrade to have a feature complete release without the teething problems the alpha had.
Download at the usual location: https://github.com/E...ag/1.6.0-beta-1
New users, please follow us on G+ or FB for update notifications:
G+: https://plus.google....882187005/posts
FB:https://www.facebook.../lisongmechlab/
Edited by Li Song, 19 June 2014 - 01:49 PM.
#133
Posted 20 June 2014 - 04:55 PM
It's been happening since alpha 2 from memory and no amount of reinstalling, resetting the software to default or making new garages avoids the issue.
#134
Posted 22 June 2014 - 02:31 AM
You're encountering issue 319 https://github.com/E...lsml/issues/319).
I have completed the fix, it'll be in the next release.
#135
Posted 24 June 2014 - 11:02 AM
Only a few known issues left, almost there. This fixes the very annoying garage corruption bug among others.
https://github.com/E...ag/1.6.0-beta-2
#136
Posted 05 July 2014 - 12:16 PM
Steps Iv taken
Go to Garrage and click "Import from Smurfy"
Click the link to get to the API page on Smurfy's site
Copy pasta the API into the white box.
Get the fallowing error
"Unable to retrieve mechbay from Smurfy's."
"Error: Server returned HTTP Response code 401 for URL: https://mwo.smurfy-net.de/api/data/user/mechbay.xml"
further clicking import button brings up the same error message .
Yes I have omni mechs in my mechbay
any help would be great.
an update....updating the API key agian I get an error message now stating that their are no LSML links and that smurfy may have disabled them.
Edited by Tuku, 05 July 2014 - 12:19 PM.
#137
Posted 16 July 2014 - 09:25 AM
I'm unable to reproduce your issue. I'm able to import my IS mechs (and clan import is still waiting for action from smurfy). The error message suggests a (temporary?) issue with mwo.smurfy-net.de.
For faster help, please consider using the github issue tracker which I monitor daily and gives me notifications (instructions here: https://github.com/E...eporting-Issues )
Request for help
If any one would be so kind as to look over the clan weapon numbers in the "weapons" tab and report any issues with them, I would be very thankful.
Edited by Li Song, 16 July 2014 - 09:28 AM.
#138
Posted 16 July 2014 - 09:54 AM
For Actuator support for the clan mechs, it seams i was stupid and it only works with the json interface. (i'm a idiot and choose an integer as key. i will fix it soon and give you an update on github.com)
#139
Posted 16 July 2014 - 11:35 AM
Download: https://github.com/E...ag/1.6.0-beta-3
Known Issues:
* Smurfy export works sans actuator state.
* Smurfy import is technically complete as soon as smurfy supports V3 LSML links. Until then it will fail.
Fixed since Beta 2
* Fixed an issue where some omnipods didn't show jump jets in legs.
* Fixed an issue where internals were shown in the equipment panel when no loadout was open.
* Fixed an issue where C-TAG was not coloured the same way as IS TAG.
* Fixed startup crash and parsing errors. Hopefully the crash will not happen again.. *sigh*
* Updated all range based calculations to take non-linear falloff of C-LRMs into account.
* If lower arm actuator is toggled off, hand actuator will now also correctly be removed.
* Targeting Computer applies bonuses to weapon ranges in all parts of LSML. Crit chance and projectile speed are not shown as they don't affect any visible stat. Command Console doesn't affect any visible stat.
* Fixed an issue where the garage filter bar would break for omnimechs.
* Fixed an issue where automatic armor distribution would not round off armor to half tons when quarter ton items were equipped, notably C-MG.
* Improved detection of impossible placement for auto-place. Will now correctly show more items as being unplaceable when they are trivially impossible.
* Fixed an issue where LSML wouldn't use cached data.
#140
Posted 10 August 2014 - 09:28 AM
This is the first live release of the clan support for LSML. Sorry for the delay, there was a barrage of breaking changes the weeks after the patch which delayed the release.
Download from the main site: http://li-soft.org
Changes since 1.6.0 Beta 3
* Actuator state is now saved properly to garage.
* Smurfy import and export is working with all bells and whistles.
* All LSML link formats had a portability issue, V1 and V2 are left untouched but the V3 format that was in the beta releases has had breaking changes to fix this. Old links will no longer work. I'm sorry for the inconvenience.
* Fixes parsing of new game files again.
* Updated to match the new module system.
* Battlemech quirks for all mechs are now taken into account. The Awesomes bonuses to heat are calculated into stats. A new "quirk summary" linkythingie has been added on the mechview.
Short summary of changes since 1.5.3
* Clan mechs are fully supported.
* Pilot modules can be added to builds.
* Improvements to smart-place.
* Critical hit/item destruction calculation accuracy have been improved.
* Improvements to handling of DHS toggling on/off.
* Command Console/Targeting computer affects stats.
* Lots of behind the scenes fixes.
If you find any bugs or issues or have ideas for improvements...
Please submit them as tickets on the git hub issue tracker: https://github.com/E...erk/lsml/issues
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users