MWO Mechbay Program
#81
Posted 12 November 2012 - 06:04 AM
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
Posted 12 November 2012 - 08:01 AM
Calmon, on 12 November 2012 - 06:04 AM, said:
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
Posted 12 November 2012 - 08:56 AM
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
#84
Posted 12 November 2012 - 10:01 AM
#85
Posted 12 November 2012 - 02:58 PM
*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
Posted 12 November 2012 - 04:33 PM
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
Posted 12 November 2012 - 07:40 PM
Pikachar, on 12 November 2012 - 04:33 PM, said:
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
Posted 12 November 2012 - 11:29 PM
#89
Posted 13 November 2012 - 12:55 AM
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
Posted 13 November 2012 - 01:35 AM
#91
Posted 13 November 2012 - 07:17 AM
#92
Posted 13 November 2012 - 07:47 AM
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
Posted 13 November 2012 - 07:58 AM
Kaldor, on 13 November 2012 - 07:47 AM, said:
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
Posted 13 November 2012 - 08:04 AM
#95
Posted 13 November 2012 - 08:24 AM
#97
Posted 13 November 2012 - 08:49 AM
SixStringSamurai, on 13 November 2012 - 08:24 AM, said:
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).
Kaldren, 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
Is your Java 32-bit and not 64-bit?
#98
Posted 13 November 2012 - 09:06 AM
#99
Posted 13 November 2012 - 09:38 AM
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
Posted 13 November 2012 - 11:52 AM
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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