MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

MercTech - Lite (Test)
21 Comments
MagnumForceGB  [author] 11 Jul @ 1:13pm 
If you have discord, can you hop on there and post a save file in the bug forums.

https://discord.gg/TFeVMnnXvs
stanislav_sh 11 Jul @ 12:33pm 
Ok. I miss requirements to remove destroyed module from the mech. All correct thanks.
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One more example reproduceable bug about mechlab.
I have flea with destroyed head module.
I enter to loadout menu. I remove destroyed head module. I push "repair all" button. I choose "queue on the planet" (only this option, it is important).
After i cancel the repair in "planet work order".
In result i receive fully repaired mech with installed head module for free.
MagnumForceGB  [author] 11 Jul @ 11:34am 
That sounds like it is working correctly. I changed it to where mech repairs can still happen with a destroyed part or even removed except for the center torso. Was a request since you couldn't remove parts off 1 mech to put on another.
stanislav_sh 11 Jul @ 11:29am 
Mech with destroyed part (right arm for example) can be repaired in hangar via "q" button, even if you have no suitable spare parts in store. Meanwhile after mech repair, the destroyed mech part remains destroyed
MagnumForceGB  [author] 10 Jul @ 5:04pm 
The hand one I will definitely look at.

for the repair damaged mech parts, is it repairing the parts when repaired in the hanger view?
stanislav_sh 10 Jul @ 10:14am 
If i have no spare main mech components(arms, legs etc) i CAN repair damaged mech (with destroyed mentioned components) via general hangar view (comand "q" - repair mech), but i CANT repair mech via lodaut menu - mechlab report me about lack of the main spare mech components which is required for repair.
stanislav_sh 10 Jul @ 9:50am 
FOV now works fine.
And one more thing which i encounter during last mission: mech with destroyed hand still can do mele damage by this hand. My javelin with destroyed right hand in prev. mission after repair (but destroyed hand was not replaced due to lack of spare hand part) still can do mele damage by destroyed right arm during the next mission.
(if you have a some bugtracker for MT, let me know. i will report bugs in the right place, not in a steam comment)
MagnumForceGB  [author] 8 Jul @ 8:16pm 
Updated the FOV when you start the mech. If you change it during missions, zoom in and then out and it should update. When you zoom, I update the FOV of the second camera instead of just using some zoom factor.
MagnumForceGB  [author] 6 Jul @ 12:44pm 
I'll take a look at this tomorrow to see whats going on with the FOV.
stanislav_sh 6 Jul @ 8:38am 
I cannot understand the root of this, but i cant change fov via regular game options. FOV everytime looks like a 90 or 60 degree notwistanding with slider in regular game options. Moreover, if i will use MT-lite (default load order 1) with camera and animation mod, cam&animation (default load order 2) then slider of MT mod option "pilot view->camera offset" will not work. But menwhile mod looks cool. Mechwarriors deserve a least one sim-like big mod:)
MagnumForceGB  [author] 27 Jun @ 7:00pm 
Uploaded new version, has the parts requirement test in it that will require a lot of testing. So far the "Break Mechs Into Salvage" option causes all mechs to be salvageable no matter what, so that will get fixed tomorrow.
MagnumForceGB  [author] 25 Jun @ 6:50pm 
next update will have the parts requirement for testing, this will be "You lost an arm, better find a new one" type update. The new options screen will also be available when you create a new career/campaign.
MagnumForceGB  [author] 20 Jun @ 7:54pm 
All uploaded, had a last minute bug that was a pain to find and fixed. Going to be a lot of testing to find the bugs from this new method.
MagnumForceGB  [author] 19 Jun @ 12:11pm 
Tomorrow this mod page will be updated with the test version of 0.90. It will have ammo and armor management systems with options for what can be delivered and not. The parts requirement update will come soon after, the primary goal for this test is to make sure the ammo management works in both single player and co-op.
MagnumForceGB  [author] 19 Jun @ 7:21am 
Lite doesn't touch the weapons, but there will be an add-on mod to add the weapons from V2/V3 into this that will add the insane stuff that MercTech had. Ammo swapping, rate of fire changes, pulse lasers gimbal, rear firing weapons.
Travis "Lonely" Miles 18 Jun @ 9:50pm 
I know this is a big stretch but is it somehow compatible with YARW and other weapon mods? I'm honest-to-god installing this solely for the startup sequence, and replacing YAML's might hurt but does stuff like YARW's ammo-switching work with MercTech lite or no?

Also, is there any possibility for a standalone startup sequence mod? I saw it once and now I can't get over how cool it is.
stanislav_sh 7 Jun @ 5:43am 
Man, i wait a full version of your great mod more than any another game on this planet:)
Marcel 13 May @ 8:11pm 
figured but i thought id ask
MagnumForceGB  [author] 13 May @ 8:06pm 
Impossible to make since this is a full conversion of the mechlab
Marcel 13 May @ 7:26pm 
any chance youll make a yaml version? just curious
MagnumForceGB  [author] 7 May @ 3:10pm 
Version 0.80b, mainly contains bug fixes and new startup animations.
Working on fixing the doors for mechs and why the target box disappears for mechs with destroyed arms.