Griffin Missile Hardpoint Order Problem
#1
Posted 17 December 2013 - 05:27 PM
I would very much like it if the launchers didn't re-order themselves after I save the mech in mechlab, and I hope it's a bug and not working as intended! Is anybody else having this issue?
#2
Posted 17 December 2013 - 06:40 PM
Sorry to bear bad news.
#3
Posted 17 December 2013 - 06:41 PM
#4
Posted 17 December 2013 - 06:43 PM
Save the mech without the lrm 15, exit the game, then finish the build.
Hope this helps.
#5
Posted 17 December 2013 - 06:44 PM
Remove all launchers from the 'Mech. Sell all of those launcher types (in your case LRM15s and SSRM2s) from your inventory. Purchase new ones and put them in the order you wish.
That usually works. It can get expensive though, if you have multiple in your inventory.
#6
Posted 17 December 2013 - 08:25 PM
#8
Posted 17 December 2013 - 08:44 PM
Durant Carlyle, on 17 December 2013 - 06:44 PM, said:
Remove all launchers from the 'Mech. Sell all of those launcher types (in your case LRM15s and SSRM2s) from your inventory. Purchase new ones and put them in the order you wish.
That usually works. It can get expensive though, if you have multiple in your inventory.
I just tried this with the GRF-3M and I can confirm that it worked. Not sure if I needed to go through all of these steps but I did the following:
1. unmounted all launchers from the 3M
2. sold all of the launchers
3. saved mech.
4. exited game and restarted game
5. went to Loadout of the 3M, purchased the LRM15 and mounted it, then purchased and mounted 3 SRM2's.
6. saved mech and started game.
Thanks for the help. And thanks for costing me 200k to do what should have worked in the first place, PGI.
#9
Posted 18 December 2013 - 12:22 AM
#11
Posted 18 December 2013 - 06:32 AM
BrassyJack, on 17 December 2013 - 08:44 PM, said:
I just tried this with the GRF-3M and I can confirm that it worked. Not sure if I needed to go through all of these steps but I did the following:
1. unmounted all launchers from the 3M
2. sold all of the launchers
3. saved mech.
4. exited game and restarted game
5. went to Loadout of the 3M, purchased the LRM15 and mounted it, then purchased and mounted 3 SRM2's.
6. saved mech and started game.
Thanks for the help. And thanks for costing me 200k to do what should have worked in the first place, PGI.
Less C-Bills for players = more MC purchases! Cha-Ching!
#12
Posted 18 December 2013 - 12:14 PM
#13
Posted 18 December 2013 - 03:36 PM
#14
Posted 18 December 2013 - 04:29 PM
In other words.
With the Griffin 1N you have 3 energy on the right arm and 3 missile on the right torso. You could number them weapon slot 1-3 I I don't know if it takes section into account or not. It comes with a ppc and a lrm 10. So, the ppc would be assigned to weapon slot 1 and the lrm would be assigned to weapon slot 1. (confusing I know but remember that this is slot one in the arm and slot one in the torso).
For some reason this assignment stays with the weapons. This would explain why selling and buying them would work because then the weapon slot assignment isn't on the new weapon.
I don't know how accurate this is since it was a theory posited by another player and not something put forth by the devs.
#15
Posted 18 December 2013 - 04:46 PM
All pieces of equipment have a unique ID.
A piece of equipment's ID is sequentially assigned, in order of creation (it is created when you buy it).
When you drop in a mech, it loads the pieces of equipment in order of ID.
Therefore, if you have a stack of existing missiles, you have no idea of what their ID is - by selling all the missiles in your inventory, you are able to ensure the IDs of each of the items are in a specific order.
If further info can be gleaned, tricks could probably be worked out that do not involve the selling of all your missiles.
For example, it may well be the case that when you drag an item from the inventory to your mech, it grabs the item in order of ID. If that is the case, then by putting missiles on any old mech, you could work your way through the pile, to the "older" items below.
Edited by evilC, 18 December 2013 - 04:47 PM.
#16
Posted 18 December 2013 - 05:43 PM
You do not need to sell all your missiles, if you can store missiles on your mechs, you can juggle things around.
If you have a bunch of items in your inventory, and drag one off to place on your mech, it picks the newest item.
So what you have to do is play a sort of card game.
Think of items in your inventory (not on a mech) as a stack of cards. If you take an item off a mech, it places it into the deck.
If you take an item from the deck, you get the newest item.
So lets say you need to make an SRM load before an LRM.
You need a card from near the bottom of the SRM deck, and one from near the top of the LRM deck.
So take a bunch of your SRMs (The item that you want an "old" copy of) and pull them off your mechs, especially ones you built a long time ago.
Then start putting the SRMs on any old mech until you have one left. This is your oldest SRM.
Hopefully, you now have the top SRM card older than the top LRM card.
That's my theory anyway, I did some tests and it seemed to verify that each specific item had an order that it would follow regardless of the order that you drop them onto the mech.
For example, I have the same issue with a QKD-4H, with a 10,5 tube config that I wanted to load SRM6 and 4 into. It would work fine with 1xSRM6, but as soon as I added the SRM4, it would load into the 10 tube and put the SRM6 into the 5 tube.
Using the "card stack" technique above, I found my oldest SRM6, then left the SRM4s alone.
Using the SRM6, it always loads before any of the newer SRM4s, but will load in after the SRM4 at the bottom of my SRM4 stack.
Edited by evilC, 30 December 2013 - 05:39 AM.
#17
Posted 19 December 2013 - 12:33 AM
BrassyJack, on 18 December 2013 - 05:29 AM, said:
Read my post directly above yours. I detailed how I fixed this with the Griffin.
#18
Posted 19 December 2013 - 09:34 AM
Asmosis, on 19 December 2013 - 12:33 AM, said:
This is true when you launch all missiles at once. However, I have noticed in the Griffin-3M (the one with four launchers in the right torso) that I can fire them in chain-fire mode and they will have slightly altered launch points. I can tell that the lower in the list, the lower the launch point is. In 'Mechs that have multiple launchers, you can tell that same thing. It's more difficult to tell in 'Mechs that have launchers on both sides, like the Catapult.
The order also matters for energy weapons.
#19
Posted 30 December 2013 - 12:09 AM
evilC, on 18 December 2013 - 05:43 PM, said:
You are correct. I just try it out on my 3M and it works.
#20
Posted 30 December 2013 - 05:42 AM
Thanks for confirming Kohiro, I was thinking that if I am correct here, we need to get this info out there. If one or two more people could confirm, I reckon my technique is worth a new post in the workarounds forum.
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