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Mw5 Bugs That Have Been Smashed (From Discord)


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#21 Eurystheus

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Posted 07 December 2019 - 10:16 AM

View PostLordNothing, on 06 December 2019 - 07:48 PM, said:

yea the in-game control mapping is very rudimentary at best. cant handle conflicts very well. if you unmap something you cant re-map it because it thinks its already mapped, even though you just explicitly unmaped it. and it only lets you map buttons, not axes. might be one of those things requiring finishing touches. of course all mappings can be configured in the ini files. you can even support multiple sticks simultaneously apparently.


Which .ini files???

#22 Rorik Thrumsalr

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Posted 07 December 2019 - 11:07 AM

View PostNesutizale, on 07 December 2019 - 02:21 AM, said:

That pretty much confirms it. DHS are only shown when you uncheck "Valid". So that mean they are unvalid on that given mech, theirfor its either SHS or DHS not both together.


I think what she is getting at is that the "bug" is that DHS only show as invalid equipment. She then states that "being able to equip both DHS and SHS onto a 'Mech is as-designed". That seems to clearly state that PGI wants us to be able to mix heat sink types. (I'm fine with that, there is a maximum tech rule allowing such a thing, and it makes sense when you factor the rarity of DHS)

#23 Nesutizale

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Posted 07 December 2019 - 11:19 AM

Well in a few days we will know ^_^

#24 LordNothing

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Posted 07 December 2019 - 11:54 AM

View PostEurystheus, on 07 December 2019 - 10:16 AM, said:

Which .ini files???


GameUserSettings.ini has a long string in it for key/mouse/joy button bindings. input.ini contains nothing by default. however it is an important file where you can stick control settings. for examples, see surn's github.

one thing joystick users can try to get their sticks to work is to copy one of the line's starting with "InputRemapping", the whole line. and replace the values for DeviceName, VendorID, and ProductID with the ones from your own device, which you can find on the input tab of dxdiag.

though at this point its probably moot, as pgi said they were still working on input mapping and thats gonna drop in 3 days.

Edited by LordNothing, 07 December 2019 - 12:07 PM.


#25 Dee Eight

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Posted 07 December 2019 - 12:45 PM

View PostNesutizale, on 07 December 2019 - 02:21 AM, said:

That pretty much confirms it. DHS are only shown when you uncheck "Valid". So that mean they are unvalid on that given mech, theirfor its either SHS or DHS not both together.


Instant action unlocks everything right away and ignores where the campaign "timeline" might be as far as technology goes., and gives you access to EVERYTHING available in the game. Every weapon, mech and piece of equipment with no costs or time delays. In Battletech rules (the actual tabletop game) the prototype double heat sinks could be mixed with standard heat sinks and fit into the timeline of battletech from the early 31st century until the discovery of the Helm memory core returned true star league era double heat sinks to production. We already know that MW5 kicks off in 3015 and goes at least as far along as war of 3039 / pre-clan invasion as many of the weapons we see in the beta demo, didn't re-enter production until then.

Thus we could be seeing something that's going to appear in the game as the timeline moves along like those video files in the content movies folder that show refit/repair times measured in weeks... which suggest this is NOT going to be a game that revolves around a few short years of the battletech universe like previous mechwarrior titles did. There could be some stage in the game where you get the ability to field refit prototype double heat sinks or double strength heat sinks into existing mech chassis as external to the 10 free ones that come with the engine as per the tabletop game construction rules for those allowed.

https://www.sarna.ne...ouble_Heat_Sink

Edited by Dee Eight, 09 December 2019 - 04:33 AM.






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