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Dynamic Vs. Undynamic Structure Slots

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#1 Elder Thorn

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Posted 06 November 2012 - 02:56 PM

How does it recognize which slot is dynamic and which is not?

It just doesn't make sense to me, i even heard on voicecomms, that someone added Endo Stell before adding an Engine and it filled the center torso with NOT DYNAMIC Slots.

wat?

#2 GL Chozo4

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Posted 06 November 2012 - 03:06 PM

From what I can gather through experience is that the slots are based off the overall count of open slots (White=Global count, dynamic,usable / Orange=Non-Dynamic+Cannot be used). Lets say for example you have endo, ff, and an XL engine in there to boot. You're going to be limited as it is so..

1) You look on a right torso section and see 2 open white slots from the structure - you think you have plenty of room on the others.
2) You now look on the left side and see 2 open slots with [structure] in white.
3) You fill one slot in the right torso expecting to use the other 2 on the left (as you think there is)
4) You look on the left and see only 1 slot open as a white [structure] and the other as an orange.

Put simply: the open structure slots you see are a shared count and are global across all the slots. If you have 4 open slots left you will see 4 open slots no matter where you look (excluding other prohibitive restrictions such as cockpit, gyro, arm/leg actuators, etc). Use them and you see less slots left no matter where you look.

Basically, the situation the other player had was that they filled everything else before the engine leaving them with a limited slot count already. Once they switched to endo-steel it consumed 14 of their last 14 slots lleaving them no room left overall for anything.

Edited by GL Chozo4, 06 November 2012 - 03:26 PM.


#3 twibs

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Posted 08 November 2012 - 04:27 AM

I'm pretty sure this should be easy to workaround.

Just take of enough stuff to free the structures to dynamic, and then add the XL-motor. You will probably have to remove stuff anyway if you don't have the dynamic structures to shift around for it.

#4 Snatch

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Posted 08 November 2012 - 09:54 AM

View PostElder Thorn, on 06 November 2012 - 02:56 PM, said:

How does it recognize which slot is dynamic and which is not?


I also want to know how this works, or more specifically, is there a fix on the way for its pure randomness in how it sets a slot to be fixed even though i have at least 5 free slots in my mech that are unused.

e.g. I cant fit 1 extra DHS in a side torso as 2 of the remaining 4 slots are fixed, but both my legs and my head are empty.

long story short, its broken.

I think they should allow us to place them where ever we want, manually, and just dont let the mech launch unless all required criticals are in the mech.

#5 Kobura

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Posted 08 November 2012 - 12:54 PM

I think it's trying to pre-emptively evaluate places where you cannot possibly avoid X number of structure slots consumed due to the current crit layout and just telling you so

Not totally sure, but I have noticed a slight method to its' madness, don't immediately consider it bugged.

#6 Bo0G

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Posted 13 November 2012 - 11:22 PM

The current system is bugged, no question.

>Strip down mech.
>Pay 1.5mil for Endosteel structure.
>Realize non-dynamic structure FILLS CT leaving no room to install an engine.
>Pay .5mil to switch back to standard structure.
>Use 3rd party mechlab application to layout mech.
>Pay 1.5mil again for Endosteel now that everything else is in place already.
>Sigh

I really hope it gets sorted.

Posted Image

Edited by Bo0G, 13 November 2012 - 11:34 PM.


#7 twibs

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Posted 13 November 2012 - 11:40 PM

View PostSnatch, on 08 November 2012 - 09:54 AM, said:

e.g. I cant fit 1 extra DHS in a side torso as 2 of the remaining 4 slots are fixed, but both my legs and my head are empty.


Were your legs and head empty-empty, of just filled with dynamic slots? The system had never bugged for me.

Assuming you have 3 actually empty critical slots(say 2 in left leg and 1 in right leg), every part of you mech has (up to) 3 dynamic structure parts. Fill one of those up and you will be left with 2 empty slot (wher ever they are) and 2 dynamic slots.

In short, those dynamic slots will migrate to the empty critical slots once you put something over them.

Coud some one put a screen shot of each of their struture points so we can verify if this is bug or just a misunderstanding about the function of the slots?

#8 skoot

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Posted 13 November 2012 - 11:46 PM

View PostBo0G, on 13 November 2012 - 11:22 PM, said:

The current system is bugged, no question.

>Strip down mech.
>Pay 1.5mil for Endosteel structure.
>Realize non-dynamic structure FILLS CT leaving no room to install an engine.
>Pay .5mil to switch back to standard structure.
>Use 3rd party mechlab application to layout mech.
>Pay 1.5mil again for Endosteel now that everything else is in place already.
>Sigh

Hit Cancel

Fixed that for ya!
Agreed, it's a bit rando and weird, but it beats manually placing criticals...

I really hope it gets sorted.

Posted Image


#9 twibs

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Posted 13 November 2012 - 11:53 PM

That's only pic of your torse. Without seeing the other parts we cannot say for sure if you actually have the empty slots else where. If you have DHS also installed I could very well see you running out of slots.

Well seeing your heat efficiency I doubt you have that many HS installed, unless you sport a quad ERPPC to boot.

Edited by twibs, 14 November 2012 - 12:01 AM.


#10 Greers

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Posted 14 November 2012 - 01:24 AM

I'd interpret that picture, that you have 3 Slots free. 2 are filled with Lasers, one is unfilled and therefore "dynamic". If you'd look e.g. at your legs I would think you would see 1 dynamic and one static structure slot, cause you have filled up anything except 1 slot.

#11 Zyllos

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Posted 14 November 2012 - 06:36 AM

I am 100% certain you placed all your equipment in before your engine so you filled up all your slots before adding FF or ES. Upon adding one of those, you left no room for those 5 Dynamic Slots so they became Permanent Slots.

This system is working 100% correct. You have 100% control of where the Permanent Slots go.

#12 Mawai

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Posted 14 November 2012 - 06:49 AM

Hi,

Without seeing the rest of your mech it is impossible to figure out whether it is bugged or not.

However, the number of "Dynamic" structure or armor slots is equal to the number of EMPTY slots on your mech.

Go through all the sections of the mech ... find how many empty ones you have ... the ones that actually say "EMPTY" ... these are the spaces available for moving criticals around. If you have filled the mech with weapons, heat sinks, ferro-fibrous and endo-steel and forgot to put in the engine before these upgrades then it is quite possible to run out of the critical slots you need for the engine. Perhaps the mech lab should warn you when you are going to run out of slots for the engine ... on the other hand, maybe you are in the middle of changing things around so a warning would not be useful. In any case, my guess would be that you have only one slot labeled "EMPTY" on your mech ... this is most likely in the head since it is the last one usually filled.

Dynamic slots appear to be allocated as CT -> RT -> LT -> RA -> LA -> RL -> LL -> H ... so check the head and legs for empty slots first unless you have specifically put equipment there (note: the order could be Left first instead of right in the above order ... I didn't check). I believe that structure slots are added before armor slots as well.





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