New MekHQ release 0.1.13

A new MekHQ release is available in the downloads section. This release includes several important bug fixes, some fixes to equipment costs and tonnage (but not all), an exciting surprise, and features the inclusion of vessel crews for large craft (dropships, jumpships, warships, and space stations). I should note a couple of things about the composition of these vessel crews.

  • The crew requirements calculated using the TechManual and StratOps are not the same as those listed in the TROs. In general, the crews in the TROs are much larger, especially with heavy tonnage vessels. We have decided to use the crew requirements listed in the TechManual and StratOps rather than the TROs for a couple of reasons. First, we prefer calculable figures to arbitrary ones where we have them. Second, since these crew sizes are typically smaller, it will lead to less bloated personnel rosters.
  • Aside from the number of gunners, the exact composition of large craft crews has not been specified in the rulebooks. We had to decide how many crew members to make pilots and how many to make "general crew." After consulting the old BattleSpace rulebook, we decided to set the number of pilots at 3 for small craft and dropships, 2 for jumpships, and 6 for warships. These numbers are somewhat arbitrary but are roughly consistent with fluff. For jumpships/warships, we have also allocated one crew spot for a navigator who has a navigation skill.
  • General crew members have a tech/vessel skill. The average skill across all crew members is used to determine target numbers for repairs for that vessel.

I should note that not all of the repair items for large craft are implemented yet, so I would discourage people from actually deploying these units in scenarios. Those changes will come a few releases down the road.

Here is the full change log:

+ added campaign reference to all parts (should fix NPE refit bug)
+ bug: campaign reference not set for refit shoppingList on load
+ limit refit kits by tech limits
+ correct calculation of engine tonnage and costs
+ updated MM.jar
+ Bug 3466916: Damaged Mech does not appear in Repair Bay
+ mekhq-load.png
+ correct costs and tonnage for physical weapons, MASC, and targeting computers and EquipmentPart set-up to make further additions easier
+ Bug: negative engine costs
+ subfolder for equipment parts in preparation for subclassing of variable ton/cost equipment
+ MASC suptype for EquipmentPart
+ Bug: equipTonnage is double when loading XML
+ Bug: need flag for MiscType when checking whether equipment type is MASC
+ Bug: NPE when loading refit and newArmorSupplies are null
+ don't add BA equipment and tank chassis modifications to parts store
+ Bug 3470231: Campaign refuses to advance day.
+ Bug: spare equipment parts all had zero tonnage
+ mission type field
+ crew assignments for large craft
+ Bug 3469928: Cannot repair damaged limbs after replacing
+ set missing status of critical slot and mounted to false for non-hittable items when replacing locations
+ set missing status of equipment parts to false when fixing and replacing
+ color understrength infantry units red in unit table
+ record date of scenario resolution
+ simplified gui code for tech task targets
+ large crafts fix themselves (sort of)
+ Bug 3470457: Negative time destroys Astech mins
+ Bug 3470662: Actuators listed in system components in warehouse
+ Bug 3469248: Mech sensors in warehouse - No Tonnage
+ Bug: aero sensors must be matched to unit tonnage since cost is variable by tonnage
+ Bug 3468357: Setting Edge to Multiple People
+ Bug 3468387: FRR Faction Typo
+ Bug 3468374: Green Techs roll like Astechs
+ MM listener starts resolution after victory screen not before
+ Bug: mission description getting cut off in missionviewpanel
+ updated MM.jar and MML.jar
+ Bug: small craft aren't repaired by own crew
+ set number of pilots on small craft and dropships to be 3
+ contributors doc
+ update MM.jar to 0.35.27
+ mekhq-splash.png
+ advanced search in unit selector
+ fluff images in unit selector
+ Bug: refits shown as costing nothing

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