MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Mechlab
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Update: Jan 11, 2022 @ 11:02am

Update: Jan 10, 2022 @ 9:16am

0.8.3 Yet Another Mechlab
Added: Navid A1's Thermal Vision! Once again, kudos goes to the author of the Reloaded mod - I'd never have been able to do this without his code. Default keybind: PageDown, can be changed in Controls.
Note: for this to work, I have to override Tank, VTOL, Turret and SocketedTurret assets (otherwise they won't show up properly on thermals). If you use mods that modify these assets (such as Scary Tanks), you have to set their load order higher than YAML.
Note: some mechs seem to have extra cockpit components, that might act weird when in 1st person view and Thermals active (example: Marauder 2, Annihilator - thermal postprocess might flicker over cockpit inside surfaces when firing). Some are perfectly fine (Atlas). Still working on it.
Added: Navid A1's Night Vision filter - its just better in all ways :)
Added: Navid A1's Predictive Targeting Computer (TC: Ballistic Predictive) - it'll draw a crosshair based on currently selected projectile weapon's stats and targeted enemy unit's movement. Had to remove some functions (arm offset, advanced zoom mode) since they referenced Navid's now defunct HUD mod.
Added: A new, more HBSBT-like Salvage system by @trueg (optional). So you can have the original Salvage Items, or mech-specific items. Existing (general) Salvage Items will be converted to a random specific 'Mech variant's Salvage. You can now salvage parts of specific variants. To build a specific variant from the salvage one needs a few parts for the CT and the rest can be any variant of the mech (exception: Hero mechs). First run will take a bit, until the existing salvage items are calculated
Added: config option to use only Partial Salvage (meaning you can't salvage complete 'Mechs)
Added: Cheat XL config option - if the XL side torso pops, the mech does not immediately die
Added: Mech Extension/Plugin system which allows mods like Harjel to work without overriding AbstractMech
Changed: GUI polish
Fixed: bogus warnings popping up for mechs (underweight, etc)
Fixed: MASC / SuperCharger HUD fill bar behavior, MASC + SC stacking stats
Fixed: ZEU-5T double heatsinks (really this time)

Update: Jan 3, 2022 @ 12:56pm

0.8.2 Yet Another Mechlab
Added: more quirks to more 'Mechs (such as Rugged, Easy To Maintain, etc)
Added: support for vanilla game saves - at first startup, YAML will check if the savegame has any internal equipment items (checks active and cold store mechs). If none is found, all internal eqipment (engine / structure / armor) missing from all your owned mechs will be added to inventory. Example: savegame only has one mech in total (including active and stored mechs), say it's an AS7-BH: an "XL400" engine, and an "ENDO A" equipment will be added to the inventory, Panther 9R - you'll get a "STD 140" engine, etc. When possible, these items will be installed on the active bay Mechs (observing equipping rules).
Added: 'Mech Quirks to tooltips etc - now you know what you are buying or salvaging
Added: Weapon tooltips now calculate the modifiers from 'Mech Quirks or equipment (if in Mechlab), and also add all global modifiers from Yet Another Weapon.
Added: Yet Another Mechlab version and activated mods details to main screen
Added: mech scaling via mechs.json
Changed: Moved most of the financial balancing settings into the save game. This means that each campaign/career can have its own difficulty settings. When starting a new game or loading an existing one for the first time the new game settings dialog is shown.
Changed: UI cleanup / polish
Fixed: Melee weapons attacking at the same time / breaking animation
Fixed: controller users in Mechlab being able to use Start work button
Fixed: back armor bonuses
Fixed: ZEU-5T and KTO-19B double heatsinks

Update: Dec 22, 2021 @ 5:16am

0.8.1 Fixed new Campaign causing being stuck with a black screen

Update: Dec 21, 2021 @ 3:12pm

0.8.0 Yet Another Mechlab
Added: MWO-like Mech Quirks. For now, all Hero Mechs have similar bonuses as in MWO (armor, structure, cooldowns, etc). Also, some chassis have quirks (Archer LRM, Awesome PPC, UrbanMech armor.) Can be turned off in ModOptions. The quirks are in Mod/Resources/mechs.json and quirks.json
Added: lots of new equipment properties. From now on cost and time multipliers are: Endo: 2x, Ferro 1.5x, LFerro 1.25x. Clan Endo and Ferro cost 2x of IS versions.
Added: config for Garbage Collection
Added: main screen shows if YAML is active, its version, build number and origin (Steam/EGS/etc icon)
Reworked sensor upgrades
Unmodified Mech default sensor FOV set to 300 (apparently PGI changed it to 360 in one of the patches)
Improved a lot of code, UI and other under-the-hood stuff
Improved invalid items code, now it recognizes weapons installed in missing hardpoints (not present in MDA), and missing equipment slottypes. It should now recognize: invalid weapon and equipment assets (missing mods), invalid equipment SlotType assets (missing mods), DLC1 equipment (MASC, SC, Active Probes, ECMs) installed in non-General_SlotType (legacy savegames), and weapons installed in non-existing hardpoints
Fixed MAD-II MH2 side torso hardpoint visuals
Fixed MAD-9M hardpoints and loadouts to be MWO-equivalent - if you encounter problems (removed weapon hardpoints), strip the mech. No more cheat mech.
Fixed ZEU-SK loadout
Expanded AS7-K3 hardpoints (added 2nd Ballistic to torso and Energy to arms) and fixed default loadout

Update: Dec 11, 2021 @ 9:45am

0.7.0 Yet Another Mechlab
Added: Mechlab now remembers Details setting and will open with the last layout (details or overview)
Added: "Remove Invalid" button to Mechlab. It should find all invalid weapons, equipment and slots, and remove them, thereby fixing the Mech's loadout (such as missing equipment slots like TC, Sensors if invalid item is equipped)
Added option: to use MASC equipment with dynamic fillers (as it was, until now). Option is default off now, making MASC canon-compliant, single item with fixed size (1 slot per class). If this breaks your preferred loadouts, set the option to Enabled in ModOptions or game.ini (toggle)
Added option: cost scaling for engine and structire installation (based on mech weight) (scale)
Added option: upkeep cost for Cold Storage mechs (if true, pay 1/10 of their normal upkeep cost) (toggle)
Changed Supercharger weight to be relative to engine weight. SC Class 5 (100t assault) for a Light 300 engine is 1.5t now. 400 STD - 4.5t
Nerfed some really OP Gyros (+20% speed... :) ) as part of ongoing balancing
Fixed Stalker 5M and 5S intro date
Fixed a lot of code including network replication for certain settings and variables. Should have less problems especially in coop.
Fixed tooltips mem leak by bruteforcing Garbage Collection every 10s except in missions (should apply to every screen) - waiting for PGI to solve this in the locked code
Fixed empty work order for repairs, armor and struct tooltip details
Fixed tooltip widget scrolling. Now it should be fixed max size, and scroll equipment list if too long
Expanded EquipmentProperties for Silby

Update: Dec 6, 2021 @ 5:55am

0.6.4 Yet Another Mechlab
Fixed Salvage screen flickering (and memory leak, somewhat) when tooltip is constantly resizing the overlays.
Fixed Mechlab UI scaling / many-slot large item size.
Removed equipmentdata overrides for DLC1 equipment (ECM, BAP, MASC, SC), change supported slot types and equipment size on-the-fly with code now (like JumpJets) to make them general slot installable. This should also make all such equipment (even from mods) YAML-compatible without any changes to the assets.
Improved Mechlab equipment tab filtering - now it will only show equipment classes that are compatible with the Mech (MASC, SuperCharger, Endo, Armor, etc).
Fixed NSR-9S loadout, AS7-D-Y Sensor and TC slots, PNT-10K BattleValue
Fixed engine / fillers uninstall problem when jump jets are installed.
Added Default Loadout button to Mechlab (loads the vanilla default loadout for the mech variant).
Fixed MechlabWidget controller callouts, should allow to start repairs with XBox controller now.
New equipment props for arm twist.
Fixed equipment prop load order.
Un-nerfed Turrets (all that had negative 15-25% accuracy penalty are set to 0 now).

Update: Dec 2, 2021 @ 2:07pm

Update: Dec 2, 2021 @ 2:06pm

Update: Nov 28, 2021 @ 9:37am

0.6.3 Yet Another Mechlab
Temp fix for the mechlab crashing after a longer session (the equipment tooltip widget causing memory leak, that's vanilla code). PGI is aware of the problem now and working on a fix. Until then, we have a forced garbage collection in Mechlab every 30s, so the memory is reclaimed.
Added config setting for Salvage parts that unsalvageable mechs drop.
Added God Mode option. There, you have it.
Removed Archer CT missile slot - was completely broken (PGI models missing / incorrectly positioned)
Most of the code in this update by trueg:
Jumpjets are general use now - any mech can take jumpjets. Max nr. you can install is based on mech speed. They can go to any torso and legs. In the config options, they are default limited to mech chassis that already has support for JJs (unrestrictedJumpJets off) (visuals, sounds, etc). Examples: Cataphract, Nightstar, Crab. Installing JJs to chassis variants that do not have JJ support will result in graphical glitches while the JJ is active. Examples: Flea, King Crab, etc.
Updates and polish to GUI, stat widgets, etc
Fixed Struct upgrades causing sparks in the cockpit.
Gixed Gyro weight calculation.