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MWO Mechbay Program


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#81 Calmon

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Posted 12 November 2012 - 06:04 AM

There are some bugs in:

I managed to have far more tons on the ends than on the start even with far worse engine and far less weapons. There is a bug somewhere. My Atlas with 200 engine was at 135 tons on the end (nothing special loaded) and the stuff to set was set!

I also note that I was able to take out things and it took out the critical slots as well.

All on Mac with JRE 7

#82 Quicksilver Aberration

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Posted 12 November 2012 - 08:01 AM

View PostCalmon, on 12 November 2012 - 06:04 AM, said:

There are some bugs in:

I managed to have far more tons on the ends than on the start even with far worse engine and far less weapons. There is a bug somewhere. My Atlas with 200 engine was at 135 tons on the end (nothing special loaded) and the stuff to set was set!

I also note that I was able to take out things and it took out the critical slots as well.

All on Mac with JRE 7

What version of the program are you using?
The only known issue with tonnage is with the removal and addition of heat sinks from the engine (would take a significant while to produce 135 extra tons). The critical slot removal is also odd, I had heard a report of this before but have been unable to replicate such a thing.

#83 Crashingmail

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Posted 12 November 2012 - 08:56 AM

I only have one strange tonnage problem with this config:

From the Mechlab it shows 99 tons, but ingame 100 tons. This is also rebuild from the scratch, so no additional add or remove of heatsinks.

And i am using 5.3.18 release. But i know that u have much more to do at the moment :)

Spoiler


#84 Quicksilver Aberration

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Posted 12 November 2012 - 10:01 AM

Nice find, I had the tonnages incorrect for Reg Engines 340-375, I will probably be releasing an update tonight fixing that, the heat sink tonnage issue, and fixing some unconfirmed variants, as well as adding some.

#85 Quicksilver Aberration

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Posted 12 November 2012 - 02:58 PM

Alright, Mechbay is updated.

*Fixed the heat sink tonnage bug (read WM forums for full explanation of bug)
*Fixed Engine tonnages (hopefully all of them, didn't skim through, Im lazy what can I say)
*Removed field refit unconfirmed variants, added some new variants that I stumbled upon.
*Enabled the Drop Calculator, as it is functional
*Enabled the new Mechlab button, though keep in mind, it is a Work In Progress (thus it has WIP by it) so it is not fully functional at all. This was enabled more for those interested, to keep tabs on the progress of the new GUI, as well as to get any feedback on the design.

#86 Pikachar

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Posted 12 November 2012 - 04:33 PM

The Drop Calc closes straight to the Desktop. I dunno if this was intended or not, but the rest seem to close back to the launcher.
Also, is the Jenner JR7-A supposed to only have one energy hardpoint for it's entire load out?

Edited by Pikachar, 12 November 2012 - 04:35 PM.


#87 Quicksilver Aberration

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Posted 12 November 2012 - 07:40 PM

View PostPikachar, on 12 November 2012 - 04:33 PM, said:

The Drop Calc closes straight to the Desktop. I dunno if this was intended or not, but the rest seem to close back to the launcher.
Also, is the Jenner JR7-A supposed to only have one energy hardpoint for it's entire load out?

Yea, noticed the Drop Calc exits on close, it isn't a bug per se, just an oversight by me (forgot to change it to what it needed to be).

As for the JR7-A, it isn't in the game files or anything, but the JR7-A is a canon variant and was the precursor to the JR7-D (so it fits the timeline). It only has a Large Laser stock, and I don't postulate what it might have for hardpoints, only what it needs to fit its stock armament, thus the lone energy hardpoint.

Since it is canon and could have interesting possibilities for hardpoints (emphasis on could), I added it as an unconfirmed variant.

#88 Crashingmail

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Posted 12 November 2012 - 11:29 PM

Hey great job, this engine problem is now gone. ;)

#89 Atlasica

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Posted 13 November 2012 - 12:55 AM

Great program! ;) Now I can play around with setups without even opening MWO.

One strange problem though...

Before you separated the Statlab and Mechlab, the Mechbay worked fine on Macs as well. Since the last update, the programs refuse to open on OSX (Lion), and I have to boot up Windows in order to play around with configurations.

Edit: Updated Java, everything works now.

Edited by Atlasica, 13 November 2012 - 06:22 PM.


#90 Pikachar

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Posted 13 November 2012 - 01:35 AM

The number of criticals taken up out of the total seems to be off. I have a HBK - 4H with all but two slots taken up and it says that I have 3 open.

#91 John MatriX82

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Posted 13 November 2012 - 07:17 AM

pretty neat program, extremely useful.. thanks for sharing this with the community!

#92 Kaldor

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Posted 13 November 2012 - 07:47 AM

Great program! I used an older version for quite awhile, but downloaded the new one this AM to use the newer items that were added.

However, using the most current version of Java, 6 update 37, I get an error that says:

"Could not find the main class: MWOMechbay.Main. Program will exit."

Am I screwing something up?

#93 Kaldren

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Posted 13 November 2012 - 07:58 AM

View PostKaldor, on 13 November 2012 - 07:47 AM, said:

Great program! I used an older version for quite awhile, but downloaded the new one this AM to use the newer items that were added.

However, using the most current version of Java, 6 update 37, I get an error that says:

"Could not find the main class: MWOMechbay.Main. Program will exit."

Am I screwing something up?



I have the same error since the Java update.....

#94 John MatriX82

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Posted 13 November 2012 - 08:04 AM

you need JRE 7.

#95 SixstringSamurai

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Posted 13 November 2012 - 08:24 AM

I have request for Drop Calc. Is it possible to get Roles as something we can edit along with Pilots and Groups? The current Roles list is a bit off of the terms we use and have heard used in clans/guilds/corps etc.

#96 Kaldren

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Posted 13 November 2012 - 08:40 AM

View PostJohn MatriX82, on 13 November 2012 - 08:04 AM, said:

you need JRE 7.


I just installed JRE7u9 and if i try to start Mechlab (SA) nothing happens. I tried reinstall of Jave and the MWO Tool but nothing works.

grrrrr :P

#97 Quicksilver Aberration

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Posted 13 November 2012 - 08:49 AM

View PostSixStringSamurai, on 13 November 2012 - 08:24 AM, said:

I have request for Drop Calc. Is it possible to get Roles as something we can edit along with Pilots and Groups? The current Roles list is a bit off of the terms we use and have heard used in clans/guilds/corps etc.

It is possible, but it might be a little bit before I make it happen, simply because there are a lot of things I want to do with the Drop Calc (and Im lazy).

View PostKaldren, on 13 November 2012 - 08:40 AM, said:


I just installed JRE7u9 and if i try to start Mechlab (SA) nothing happens. I tried reinstall of Jave and the MWO Tool but nothing works.

grrrrr :P

Is your Java 32-bit and not 64-bit?

#98 SixstringSamurai

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Posted 13 November 2012 - 09:06 AM

Thanks man. As always good work and no rush intended.

#99 Kaldor

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Posted 13 November 2012 - 09:38 AM

Will try Java 7 64 bit a sec...

Edit:

64bit was indeed my issue. The old version was 32 bit. Uninstalled, installed 7 64 bit and all is good.

32 bit: http://www.java.com/en/
64 bit: http://www.java.com/...load/manual.jsp

Thanks again for a handy little app!

Edited by Kaldor, 13 November 2012 - 09:46 AM.


#100 WM CyberWolf

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Posted 13 November 2012 - 11:52 AM

Hey all All,
If you find this application useful and we all know you do :)
Donate to the program...this will also encourage him to maybe do a Android
version ^_^

See his Donate button on the 1st post of this thread or go to WidowMakers.com and find his most up todate code with a donate button.

Edited by WM CyberWolf, 13 November 2012 - 12:00 PM.






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