MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Mechlab
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Update: 26 Aug, 2023 @ 2:51pm

0.60 Yet Another Mechlab
Added: MW5's builtin thermal vision mode which looks exactly like in MWO (gray-white). Does not show mech heat level. Use the YAML Thermal Vision key input to switch between normal / IR / predator vision.
Added: Navid's NightVision as a second mode. Now Night Vision has the following modes: 1. vanilla (may be modded by others) 2. Navid A1's (used to be YAML default) 3. copy of vanilla (so it can be used even if a mod overrides the default)
Added: Mod Options: Difficulty: Enforce Mech Destruction - if enabled, Mechs with destroyed CT cannot be repaired. Rest in pieces.
Added: Mod Options: Difficulty: Mechlab Permission Levels. If enabled, all planets have an Industrial Rating (0-7) and a Mechlab Permission Level based on faction standing and merc company level. If permission is lower than required, equipment (engines, structure, etc) cannot be removed or installed. In that case, using Repair can replace destroyed items from inventory, but not by manually removing then adding. Readme_MechlabLevels.txt. Equipment and weapon json can now have a "requiredMechlabLevel" property. Weapon assembly is required level for weapon + intended tier. Salvage Assembly is mech weight /20 +1
Changed: Mech Tooltip now shows the used assets (mda, mdl, loadout, unitcard), chassis name, custom name, and the equipment / weapons are in 3 columns (right - center - left side of the mech)
Changed: work order text for mech part destruction. No more "XL Engine Repair", it's "(part name) Replacement" for all components
Fixed: arm slot counts for non-YAEC users, Hatchetman dual wielding
Fixed: COR-PVT default loadout, King Crab duplicate right torso BH2, Marauder left and right torso EH3 PPC
Fixed: mod icons (CI, etc) fallback to old method if modicon128.png or modicon128c.png are missing fron /Resources folder (need both!)
Fixed: YAMLUAV warning when language is set to Russian

Update: 22 May, 2023 @ 9:53am

0.52 Yet Another Mechlab

Added: remote toggle headlights on targeted mechs (default: Ctrl-L) -Bl00dyDruid
Added: AI UAV timer settings via Mod Options -Kayer
Added: Mod Options for disabling internal engine heatsink capacity, heatsink capacity and 'Mech base heat -Se1fD3struct1on
Added: VTOL Warrior H-7 (AC2, 2x SRM2), H-7A (AC5) and H-7C (2x SRM2, LRM10) variants. Renamed vanilla to H-7B. Changed the Jet version to AC2 and renamed to H-7J
Added: AS7-SP(OOKY) :) 2x AC5, 2x LRM15, Stealth.
Added: support for custom Mod Icons (put modicon128.png (equipment, weapons) and modicon128c.png (mechs) to /Resources)
Added: Mod Options: Cheat: Critical Slot Multiplier (yamlCritSlotMult float 1.0-5.0) - increases crit slots (rounded integer * float)
Changed: honor mechs.json "salvageInto" when scrapping mechs from cold storage
Changed: Archer, Firestarter, Griffin, Vindicator HPS to include Mace24de's new hardpoints
Changed: removed (duplicate) quirks for Classic Timber Wolf (Celestial)
Changed: Targeting Computer Mk. 1-8 variants salvage share costs from 1 to 1+Mk (2-9)
Changed: cooperated with Coyote to improve AMS on non-Mech units. Now it has audio and visuals
Changed: increased YAML DerivedMech setup random delay from 0-0.2s to 0-0.5s (to hopefully deal with mech swarm spawn stutter / crash)
Changed: updated some HPS files to support mace24de's mod (Locust, Marauder, Rifleman)
Fixed: minor updates to Raven, Commando hardpoints and paints -NasumiRayne
Fixed: Changed headlights to offer better support for mod mechs like Mad Cat Mk.II and Direwolf (lights spawn a bit farther out so they don't conflict with cockpit geometry). Mechs: MW5: KGC 3rd person, YACM: DWF, MCII
Fixed: RunOnce functions running multiple times (improved load times)

Update: 9 Mar, 2023 @ 8:54am

0.51 Yet Another Mechlab
Updated for 9th March patch (game version 1.1.338)
Changed Stealth Armor ECM requirement to accept other ECMs (Equipment.ECM)

Update: 4 Mar, 2023 @ 4:34am

0.50 Yet Another Mechlab
Added: a check to check for YetAnotherWeapon presence and change mech loadouts to comply canon weapons. Example: with YAML only, the Flea 20 has ECM and a ER LL. With YAW active, it is changed to an alternative canon loadout (LPPC, ERML, Stealth Armor).
Added alternative, canon loadouts (MRM, RAC, etc) for the following: ANH-1P, ANH-MB,
Added: Stealth Armor. Requires ECM and 2-2 slots on all components except CT and head. Stealth Armor disables thermal overlay, is invisible on map, can't be locked on (missiles)
Added: much improved stealth. Now TAG and NARC disables Stealth (Mech becomes visible in thermals and targeing) for 3s / NARC lifetime. PPC hits disable stealth for 10s.
Added: Ammo pickups now add one UAV and one Cool Shot (the latter only if the mech has Coolant Pod).
Changed: allow 0 as max armor
Changed: updated filter for Clan Invasion, as their name changed from TP to PP.
Changed: updated Crusader and Victor HPS
Changed: completely reorganized DerivedMech BP while tinkering with Stealth.
Fixed: mem leak: Garbage Collection during mission + DerivedMech random 0-0.2s delay for yaml setup means no more crashes during missions due to mem leak, much better performance when mech swarms spawn
Fixed: CRD-6T torso blank hardpoints

Update: 19 Feb, 2023 @ 10:08am

0.43 Yet Another Mechlab
Added: Mod Options FPS Limiter. No more screaming GPUs
Added: Engines with 70, 80, 90 rating
Removed: PGI Debug Menu. Apparently it caused too many problems
Fixed: Omni mechs refit time, fillers colors, ARMOR_PRIMITIVE weight
Fixed: MAD-4L loadout/mda, ANH-1G, 1P, MB, CHP-3N, INV intro date

Update: 12 Feb, 2023 @ 7:47am

0.42 Yet Another Mechlab
Added: kill key (CTRL-ALT-F8) that kills any unit currently targeted. For tanks and mechs fallen under the map, turrets spawing in the ground etc. Use with care, might break the mission (noticed with raid target buildings)
Added: PGI Debug Menu toggle (default: CTRL-ALT-F10) in mission. Use with care, not officially supported
Added: Engine Heatsink efficiency and capacity properties
Changed: Improved Upgrade function - should find viable items by short or long weapon name (AC2-BF and LRM20-ST)
Changed: Armor handling in Mechlab. Now negative armor quirks lower max armor, instead of magically removing 2 installed armor. Some loadouts were broken because of this, fixed (Locusts, Cicada X5).
Changed: various UI fixes and polish. Weapon Tooltip / TAG max range. Targetting typo
Fixed: Pilot Death % at ejection / ejection logic cleanup. Manual ejection has a base 5% chance to kill the pilot plus modifiers.
Fixed: Annihilator arm hardpoints, KGC-001 loadout
Fixed: Salvage V2 checks for invalid loadouts to avoid broken mech salvage parts, min gravity scale and min refit cost multiplier, intro date for some equipment items not showing (TCs, Engine DHS, etc)

Update: 3 Feb, 2023 @ 8:15am

0.41.2 Yet Another Mechlab
Fixed: armor overweight when using cantina armor upgrades
Fixed: changed Thunderbolt left arm BH1 default weapon model from machinegun to AC10

Update: 3 Feb, 2023 @ 2:20am

0.41.1 Yet Another Mechlab
Added: Crusader Salvage item (for V1 salvage)
Changed: removed primitive items from market (market rarity 0)
Fixed: Cantina armor upgrades causing increased weight
Fixed: Urbanmech constantly rotating when controlled by a player

Update: 2 Feb, 2023 @ 10:22am

0.41 Yet Another Mechlab
Added: Mass Weapon upgrade - now the default setting (right click - space) will upgrade the max amount of possible weapons at once
Added: New property "maxArmorComponent" which allows to change the max armor of the component the equipment is installed in
Added: New property "componentArmorWeightMulti" which allows to change the weight of the armor in the component the equipment is installed in
Added: Separate properties for yaw and pitch twist angle and rate for torso and arms (the old ones still work)
Added: New cheat options "Allow removal of fixed equipment"
Added: Blocking mechlab warning in case of too much armor installed
Changed: Improved Weapon Upgrade performance / logic. Now non-upgradeable weapons wont open the dialog. SSRM2-ST-Stream can be upgraded now (Lvl0, Lvl1)
Changed: Tank Crush death so it turns off the collision now. Mechs wont yeet into the stratosphere when stepping on tanks now. Thank you Coyote for that info.
Changed: UI polish, ECM spawn via console
Changed: warnings logic - now destroyed engine should allow to bypass engine and heatsink requirements and apply changes in mechlab
Fixed: Weapon Upgrade mem leak / game crash
Fixed: Manual Eject pilot death % (testing required)
Fixed a bug in the F10 console's listEquipment where not all was listed

Update: 28 Jan, 2023 @ 2:51am

0.40.2 Yet Another Mechlab
Fixed: internals duplicating when slot is empty / vanilla mech fix code re-running all the time
Fixed: Coolant Flush level multiplier added to heat recalculation (capacity and efficiency) after equipment damage (so it's not reset to 100% if there is missing coolant due to previous flush)