Jump to content

[Bug] Armor Addition/subtraction Improperly Affecting Listed Tonnage

v1.0.134

3 replies to this topic

#1 V1king

    Member

  • Pip
  • Elite Founder
  • Elite Founder
  • 10 posts
  • LocationWinona, MN

Posted 01 November 2012 - 11:17 AM

In the mechlab for my Founders CPLT-C1, my tonnage bar read 64.5, but I still couldn't equip the half-ton CASE. in an open slot. I had just finished adding armor points. When I had 354 armor on the mech, the tonnage bar said 64.5 but wouldn't let me add the CASE. I removed two ticks of armor (total now 352) and was then able to mount the CASE, even though having the armor at both 354 and 352 showed the same tonnage.

#2 Firefun

    Member

  • PipPipPip
  • 61 posts
  • LocationDenmark

Posted 01 November 2012 - 12:47 PM

Because of rounding, imo not really a bug. The tonnage display first changes after you strip or put on some armor e.g. armor points.

#3 Derek Icelord

    Member

  • PipPipPipPipPipPipPip
  • The Ankle Biter
  • The Ankle Biter
  • 550 posts

Posted 01 November 2012 - 12:53 PM

Yeah, this is a rounding issue. Just remember that every 16 points is 0.5 tons. If your armor value isn't evenly divisible by 16, you need to add or remove a few points to make it an even 0.5 ton. I wish they'd go back to displaying two decimal places, or at the very least make the display always round up to the 0.5 ton.

#4 V1king

    Member

  • Pip
  • Elite Founder
  • Elite Founder
  • 10 posts
  • LocationWinona, MN

Posted 01 November 2012 - 03:25 PM

Yeah, I suppose maybe it isn't a bug per se, but it's still a potential problem. You shouldn't have to individually count up the armor on each section of your mech and divide by 16 to see whether or not you can fit a part. If it says X, it should be X, not X.1





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users