This pertains to the Firebrand model of the JM6 only. I've yet to experience it on any other variant. This has been here for a while, and I've seen others complain about it, but it has not been resolved or even explained (to my knowledge).
I've tried many different builds on the JM6-FB, some work, but the ones that attempt to make use of every structure slot do not. All I get is "ALERT: ERROR" (how descriptive...) Usually taking one or two 1-Slot items off my build works. But why should I have to do this, why does the Loadout Error give me zero information about what is actually wrong (if it ISNT a bug, that is).
Does anyone else get this error/is there a reason for this??
Here's a picture:
https://www.dropbox....B%20Loadout.PNG


Firebrand Unknown Loadout Error - Still Broken
Started by xeromynd, May 11 2014 11:50 AM
4 replies to this topic
#1
Posted 11 May 2014 - 11:50 AM
#2
Posted 11 May 2014 - 02:08 PM
xeromynd, on 11 May 2014 - 11:50 AM, said:
Does anyone else get this error/is there a reason for this??
Yes EVERYONE can get that error/ the reason is faulty programming.
It's possible to "overload" your 'mech by using one or two criticals more than you actually have available, adding double heatsinks does that sometimes. 'Mechs with ferro-fibrous armor AND endor-steel structure are especially vulnerable to that because hey have very few criticals to work with.
Also the mechlab sometimes adds stuff you just took out back on your 'mech when saving the loadout, wich leads to the same result, more criticals used than available (sometimes even more hardpoints used than available).
If you can't find what's wrong with the built (stuff can sit ontop of each other so you can't see it) just use the "Strip Mech"-button, remove all equipment and modules (sometimes you need to do it twice) and redo the 'mech.
Annoying but it works.
You can also send in a support ticket, there's never enough of those.
#3
Posted 11 May 2014 - 02:43 PM
Yeah, otherwise, check every location. Some location may show the extra crit slots (I usually find them in the legs).
#4
Posted 12 May 2014 - 06:49 AM
Ironwithin, on 11 May 2014 - 02:08 PM, said:
Yes EVERYONE can get that error/ the reason is faulty programming.
It's possible to "overload" your 'mech by using one or two criticals more than you actually have available, adding double heatsinks does that sometimes. 'Mechs with ferro-fibrous armor AND endor-steel structure are especially vulnerable to that because hey have very few criticals to work with.
Also the mechlab sometimes adds stuff you just took out back on your 'mech when saving the loadout, wich leads to the same result, more criticals used than available (sometimes even more hardpoints used than available).
If you can't find what's wrong with the built (stuff can sit ontop of each other so you can't see it) just use the "Strip Mech"-button, remove all equipment and modules (sometimes you need to do it twice) and redo the 'mech.
Annoying but it works.
You can also send in a support ticket, there's never enough of those.
Seems the mechlab was adding one medium laser back to my side torso at random, which is what caused this. I would think it wouldn't take too much to just make the loadout error display something like "Error: Side Torso Critical Slots Exceeded" or something to that extent.
#5
Posted 12 May 2014 - 07:37 AM
xeromynd, on 12 May 2014 - 06:49 AM, said:
Seems the mechlab was adding one medium laser back to my side torso at random, which is what caused this. I would think it wouldn't take too much to just make the loadout error display something like "Error: Side Torso Critical Slots Exceeded" or something to that extent.
Or just get it right in the first place and not allow actions that invalidate 'mech-builds, but such is life in MWO...
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