MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Weapon
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Update: May 27, 2022 @ 9:05am

Update: May 22, 2022 @ 10:23am

0.99.14 Yet Another Weapon
Note: config settings have been moved to Mod Options (game.ini). You will have to set them to your liking. From now on, you'll need Bobbert's ModOptions mod to edit them in-game. Most options can be changed in-mission. Some settings need game restart. This will need YAML 0.9.4 or newer to show on YAML tooltips.
Note: new default settings are based on MWO (projectile velocity, weapon ranges, ballistic damage falloff).
Added mod-specific persistent actor to make some functions possible. Added tag replacement code from trueg, so now weapons can have completely custom tags and link those to existing weapon tags so they appear with their correct models by appending the tag maps to the HPS files. Example: ATM9 missile, want to look like an existing LRM10: Weapon.ArtemisMissile.ATM.ATM9 -> map to Weapon.ArtemisMissile.LRM.LRM10 so it always appears as an LRM Artemis 10 on the mechs.
Changed MMLs, ArrowIV, Advanced SRMs to Artemis (tags) so they work correctly with Artemis bonuses from other mods.
Changed MagShot Gauss model to AC2.
Added options: no artillery (artillery weapons intro date set to 9000), missile drop vs destruction at max range
Fixed Silver Bullet Gauss long name

Update: May 12, 2022 @ 8:02am

0.99.13 Yet Another Weapon
Changed missiles so they always self-destruct at max range. No more SRM-lobbing at 700m (projectile.uasset).
Decreased Snub and Light PPC cooldown to 4s
Fixed ballistic weapon (gauss, ac) damage drop not applied properly (from ini).
Minor fix to Clan burst fire and all Ultra AC sounds in weaponemitter. The AK will be stopped after 0.4s, thus not overload the audio system and go mute for a few seconds if too many sounds are played. Now all burst weapons should have all their fire sounds.
Added spread quirk to all Cluster LB-X cannons (T2-T5: -10, 15, 20, 30%) like vanilla LB10X
Minor fixes to various weapon descriptions.

Update: May 5, 2022 @ 6:06am

0.99.12 Yet Another Weapon
Added visual feedback for Ultra ACs (IS and Clan from YAW/YAWC) for remaining shots before CD
Fixed global overrides stacking on missiles (damage, heat etc) depending on tube count
Updated config - now it's possible to turn off cooldown sound events with a bool (DisableCoodownWoopWoopYesNo(bool):1) - the other mod (Disable Cooldown Sounds) is no longer needed as long as the weapon(s) use the base weaponemitters or are children of them (trace, projectile, missile)
Updated some weapon sounds
Mod plugin needs YetAnotherWeaponClan source to pack successfully in the editor now (probably?) due to reference to Clan Ultra cooldown component

Update: Apr 24, 2022 @ 6:36am

0.99.11 Yet Another Weapon
Added support for Coyote's Missions in ClusterToiLogic.uasset - now the mod load order (YetAnotherWeapon and CoyoteMissions) does not matter, both include the same fixes
Hopefully fixed the Rare Equipment (ECM) bug, where the starmap / homescreen shows equipment but it's not in the market (added intro date check to vanilla logic) into the same asset
Added Opt|Max range to RANGE on HUD Weapon
Changed RAC heat bar ramp down to half of ramp up (takes twice as long to cool down as it takes to heat up)
Improved RAC numeric heat % (no longer jumping to 0% randomly), repositioned to the left of the CD bar, now shows H: 0%
PPC Capacitor charge is shown as C: 100% like RAC heat %
Fixed Machine Gun Array sizes - x2 is 3slots, x4 is 5slots. After years, they are now the correct size (thanks Silby :) ). Warning: this might invalidate some builds. Size=number of mgs (1slot each) + 1slot for the array itself
Fixed Arrow IV share cost
Changed Arty weapons - all have the same min/max range now (Artillery: 200/5000m, Cannon: 100/1000m), changed prices
Changed weapon range feedback: if target is in optimal range, it's white, if within optimal-max it's yellow, below min or over max range it's grayed out (like MWO) (Silby's idea, I dig it)

Update: Jan 21, 2022 @ 2:23pm

0.99.10 Yet Another Weapon
Added: override HUD_Weapon widget, to support new features (RAC heat bar).
Added: Inverse Cooldown Bars. Now weapon bars are empty when ready to fire, cooldown goes from 100% to 0%
Updated Artemis missile paths - now they are back to vanilla, always with high trajectory
Updated / re-made MML logic and weapon stats. They should behave much nicer now, both on GUI and with stats. Removed GUI widget - now the weapon entry in the HUD shows the actually selected ammo. AI will switch ammo depending on target range. MMLs require SRM or LRM Artemis ammo now. Spread stats for Artemis are already included in the MML weapons. Will auto-switch ammo if the currently selected is depleted (if alternate ammo is available)
Updated / re-made RAC logic. Now it has a heat bar plus a heat % instead of Cooldown, once it reaches 100% (5 seconds of constant firing) it'll get an increasing chance to jam for 3s (depending on RAC class - /2 /5 /10 /20. When not firing (or jammed), the heat bar cools down to 0%. AI will shoot RACs in 10-shot bursts, player can singleshot

Update: Jan 21, 2022 @ 2:14pm

Update: Jan 21, 2022 @ 2:13pm

Update: Oct 30, 2021 @ 5:40am

0.99.9.3 Yet Another Weapon
Fixed MML Ammo Switching. Default key is K, can be re-bonded now if YetAnotherMechlab or Bobbert's ModOptions is active. Probably won't work for coop players.
Disconnected projectile weapon muzzle effects from fire emitter (Projectile.uasset override). Now they don't stick to the barrel. If experiencing problems with other weapon mods that manipulate Projectile.uasset, set their load order higher.

Update: Oct 9, 2021 @ 10:38am

0.99.9.2 Yet Another Weapon
Fixed RACs having 0 range
Fixed Heatbanks and Compact Heatsinks not appearing on markets