

How Do Weapons Get Allocated To Locations On A Mech Model?
#1
Posted 02 July 2014 - 01:56 AM
Okay to explain a little further ...
I place an LRM5 in the right torso of my TBR-prime (S pod) and a missile pod 5 appears on my right shoulder. Great
Then I place an LRM10 in the right shoulder and a 10 pod appears left of the cockpit. Great!
Then I place an LRM 5 in the LEFT torso ... and the same happens
Then an LRM10 in the left and again the same.
Then I hit save...
And the left torso locations change!
the 10pod jumps to the shoulder. and the 5pod goes next to the cockpit. but the right torso stays the same.!!?!?!? Destroying the symetry of the mech!!!!
The same happens with PPCs and my thunderbolt SE
I place them in first so they ride higher in the left torso but when i save they drop to a lower hardpoint position. WHY???
Woodstock (Rick)
#2
Posted 02 July 2014 - 01:58 AM

#3
Posted 02 July 2014 - 01:59 AM
You can work around it (expensively) by removing and selling off all your offending weapons and buying new ones.
Edited by stjobe, 02 July 2014 - 02:01 AM.
#4
Posted 02 July 2014 - 02:09 AM
has this been proven or urban myth?
#5
Posted 02 July 2014 - 02:12 AM
Woodstock, on 02 July 2014 - 02:09 AM, said:
has this been proven or urban myth?
Follow the link in my post above and you can see that I solved the problem on my Griffin by selling all my LRM-15s and SRM-6s and buying new ones. Expensive, but it works.
#6
Posted 02 July 2014 - 02:31 AM

#7
Posted 02 July 2014 - 02:54 AM
stjobe, on 02 July 2014 - 01:59 AM, said:
You can work around it (expensively) by removing and selling off all your offending weapons and buying new ones.
The bug arises because each weapon has an individual identifier code (that we don't see) that allocates it to a particular slot. This identifier is set the first time the weapon is mounted and that particular weapon will thereafter always try to go to that particular slot if it has freedom to do so.
IIRC, you can fix this by taking your misbehaving weapon and mounting it in another mech. Then, buy a new replacement weapon and put it where you want it to go in your intended mech. Save the build. This allocates that slot to that weapon. It should stay there. You can then remove and reuse the original weapon that you had to move, there is no reason to sell it.
#8
Posted 02 July 2014 - 03:10 AM
The oldest weapons will go into the first slots, seniority rules.
If you want one weapon to sort in a specific way, then you may have to install the first one you want, but the 2nd weapon will need to be a new weapon you bought today.
#9
Posted 02 July 2014 - 03:37 AM
Woodstock, on 02 July 2014 - 01:56 AM, said:
Okay to explain a little further ...
I place an LRM5 in the right torso of my TBR-prime (S pod) and a missile pod 5 appears on my right shoulder. Great
Then I place an LRM10 in the right shoulder and a 10 pod appears left of the cockpit. Great!
Then I place an LRM 5 in the LEFT torso ... and the same happens
Then an LRM10 in the left and again the same.
Then I hit save...
And the left torso locations change!
the 10pod jumps to the shoulder. and the 5pod goes next to the cockpit. but the right torso stays the same.!!?!?!? Destroying the symetry of the mech!!!!
The same happens with PPCs and my thunderbolt SE
I place them in first so they ride higher in the left torso but when i save they drop to a lower hardpoint position. WHY???
Woodstock (Rick)
Generally speaking from the identifier code for weapons problem. The oldest weapons will take up the first hardpoints.
For my BLR-1G I wanted to mount 2LPLs in the highest energy mounts. My problem was that one of my LPLs was from way back. So it always tried to go to the first hardpoint, which is the lowest one. I removed it, and then bought a fresh one and slapped that one in.
If you're curious. The BLR hardpoints fill out from the closest to the cockpit, to the farthest, and then up.
#10
Posted 02 July 2014 - 04:18 AM
Because a solution exsists, a solution that just happens to increase the grind, which just happens to motivate someone spending MC.
#11
Posted 02 July 2014 - 04:24 AM

#12
Posted 02 July 2014 - 04:34 AM
PGI uses a "location" code that in part keeps a 'Mech from shuffling it's guns randomly between hardpoints when it's loaded up. The problem is that location code is linked to the WEAPON, not built into the 'Mech's loadout data.
This means if an LRM starts life in "hardpoint 2" on one 'Mech, it'll always end up in #2 even if it's stuck on ANOTHER 'Mech instead- it carries that over. Worse, we don't get to see that info.
The only fix is buying fresh weapons- which will then get hardpointed in the order they're installed- and then carry THAT over if you install them into another one. It's bad coding.
#13
Posted 02 July 2014 - 05:29 AM
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