MWO Mechbay Program
#281
Posted 05 February 2013 - 11:34 PM
#282
Posted 06 February 2013 - 01:52 AM
When I wanna start the .jar it gives me a Java Virtual Machine Launcher error: "Could not find the main class: MWOMechbay.Main. Program will exit."
I have jre7 x64 installed and the path seems to be correct since I can call java from anywere in the console.
All help appreciated
#283
Posted 06 February 2013 - 09:15 AM
Crashingmail, on 05 February 2013 - 11:34 PM, said:
What all did you have loaded?
An export of the variant would work best if you sent me the variant file, then I could actually tell what went wrong.
#284
Posted 06 February 2013 - 11:33 AM
My colleague has got the same problem for his Catapult files. But maybe with them u can already figure out the main cause.
Edited by Crashingmail, 06 February 2013 - 11:34 AM.
#285
Posted 06 February 2013 - 03:16 PM
#286
Posted 06 February 2013 - 03:27 PM
Remarius, on 06 February 2013 - 03:16 PM, said:
What mech is this happening with, what section, what type (Compact or Normal Mechlab), and did it happen with a stock mech?
Normally, if it happened because the limits weren't adjusted correctly on the spinners, all you have to do is reset the mech and redo all your stuff. It can be a little funky adjusting the limits (because I avoid brute force approaches when I can).
Btw, if you are still having errors loading mechs, it is because of Artemis Ammo. I recently changed it so that these are separate ammo types, and unfortunately forgot to add the code to adjust for it into the main Mechlab (the Compact Mechlab has the code). So until I get the fix up, use the Compact Mechlab for Artemis designs. Should have the hotfix for both that and the disabled Info button (Compact Mechlab) tomorrow.
Edited by majora incarnate, 06 February 2013 - 03:30 PM.
#287
Posted 06 February 2013 - 11:30 PM
Hope this ticket get also pinned.
#288
Posted 07 February 2013 - 10:21 AM
Poldi, on 06 February 2013 - 01:52 AM, said:
When I wanna start the .jar it gives me a Java Virtual Machine Launcher error: "Could not find the main class: MWOMechbay.Main. Program will exit."
I have jre7 x64 installed and the path seems to be correct since I can call java from anywere in the console.
All help appreciated
^ this
also happens to me, after Java updates yesterday...
some suggestion?
Thanks
#289
Posted 07 February 2013 - 12:23 PM
#290
Posted 07 February 2013 - 12:34 PM
Pikachar, on 07 February 2013 - 12:23 PM, said:
This, make sure both 64-bit Java and 32-bit Java are updated, just in case.
A hotfix for the Artemis not saving correctly and the info button issue is uploaded now as well.
#291
Posted 08 February 2013 - 01:34 AM
Thanks
#292
Posted 11 February 2013 - 10:33 AM
Mr 144
#293
Posted 12 February 2013 - 07:43 PM
#294
Posted 14 February 2013 - 01:46 PM
I set up a 3xmedium laser and 3x srm 6 variant. 320 standard engine and double heatsinks 16.
When i save the built and then change to artemis it deducts 9 tons of weigth,
Something to look into.
The link to the setupfile: https://dl.dropbox.c...y%20Brawler.mbv
Edited by Insane Lobottomie, 14 February 2013 - 02:02 PM.
#295
Posted 14 February 2013 - 05:32 PM
#296
Posted 15 February 2013 - 07:48 AM
Insane Lobottomie, on 14 February 2013 - 01:46 PM, said:
I set up a 3xmedium laser and 3x srm 6 variant. 320 standard engine and double heatsinks 16.
When i save the built and then change to artemis it deducts 9 tons of weigth,
Something to look into.
The link to the setupfile: https://dl.dropbox.c...y%20Brawler.mbv
Okay found out why. it removes the srm's from the build instead of changing them into asrm's. It does however keep the stock of srm ammo. Wich can't be done on the ingame mechlab.
#297
Posted 15 February 2013 - 09:53 AM
Insane Lobottomie, on 15 February 2013 - 07:48 AM, said:
Okay found out why. it removes the srm's from the build instead of changing them into asrm's. It does however keep the stock of srm ammo. Wich can't be done on the ingame mechlab.
Yea, it is ugly, and I need to switch the ammo now that I have separate entities.
#298
Posted 15 February 2013 - 09:57 AM
Vercinaigh, on 14 February 2013 - 05:32 PM, said:
Range is an algorithm that uses your firepower to calculate your effective range, ie where you are doing the majority of your damage. So if I stick an AC2 on my 4 ML Cicada, your effective range will still be with the Medium Lasers which is your main weapons load. I felt it was more accurate/useful than just giving you which weapon had the longest range.
It also does not factor in the falloff ranges, just the range where it does full damage.
#299
Posted 19 February 2013 - 12:59 PM
May actually release the source code for whoever wants it because I just havnt had time to work on it and I have trouble working on any new features because I would prefer redoing this in a more apt language now that I know more than just Java.
Granted my source code is so ugly and disjointed that I would suggest to others just to start from the ground up, but meh, we will see.
Edited by majora incarnate, 19 February 2013 - 01:00 PM.
#300
Posted 19 February 2013 - 01:14 PM
I could almost see this code get ported to android app.
EDIT: hell... I might be tempted to work on it too. Which IDE did you used?
Edited by Nacon, 19 February 2013 - 01:17 PM.
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