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Author Topic: Quirks in Megamek v. 35.24  (Read 3261 times)  Share 

Cannonshop

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Quirks in Megamek v. 35.24
« on: September 21, 2011, 05:54:05 AM »
Aerospace fighter squadrons:

Don't expect to load rockets, bombs, specialist missiles, etc. in these-whether you load the external ordinance by fighter or not, when you put them into a squadron, you lose the extra gear.

To work around that, it is advised that (if your faction has access to weapons like the AntiShip missile, Alamo, Light AA missile or AAM missile), you keep your 'heavy attack squadron' separate entries-that is, one fighter alone at a time. 

Doing this, when you USE your external ordinance, it'll all go at once if 'Capital Scale fighters' is a selected option.

Also: Squadrons can't make use of vectored (realistic) movement in 35.24, but individual fighters can.  In fact, if Vectored movement is toggled in the options, squadrons can't move at all, if you want to make use of whole squadrons as single movement/fire entities (cap scale squadrons) then you're stuck with 'basic' movement similar to the rules for moving in atmosphere, but without much in the way of maneuvering.


Any other quirks worth noting?

Dave Baughman

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Re: Quirks in Megamek v. 35.24
« Reply #1 on: September 21, 2011, 11:47:05 AM »
I've actually solved the external ordnance problem. You have to add it to the fighters before you squadron up. Apparently, it calculates the squad weapons when you add the ship, not when the game starts.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

chaosxtreme

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Re: Quirks in Megamek v. 35.24
« Reply #2 on: September 21, 2011, 02:08:07 PM »
You can do that.

You still end up with a problem that it will fire all the external ordinance in one go rather then having the option to fire only some of them at once.

Still I recommend Squaddies but I like the realistic movement so I may stick to 35.23 where possible in the interim.

Dave Baughman

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Re: Quirks in Megamek v. 35.24
« Reply #3 on: September 21, 2011, 02:11:51 PM »
You can do that.

You still end up with a problem that it will fire all the external ordinance in one go rather then having the option to fire only some of them at once.

Still I recommend Squaddies but I like the realistic movement so I may stick to 35.23 where possible in the interim.

The squadron movement this, at least if Google is telling me the truth, has been a recurring problem for a long time so it might also affect some of the older versions - but if 35.23 works definitely let me know so I can keep a copy handy for aero battles.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Cannonshop

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Re: Quirks in Megamek v. 35.24
« Reply #4 on: September 21, 2011, 02:27:48 PM »
35.23 huh?
I'll have to take a look at that.

Fatebringer

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Re: Quirks in Megamek v. 35.24
« Reply #5 on: September 21, 2011, 02:39:59 PM »
God, don't get me started on all the Aerospace bugs in 35.23, just trust me, Chaos will back me up, stick with 35.24!

chaosxtreme

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Re: Quirks in Megamek v. 35.24
« Reply #6 on: September 21, 2011, 05:15:21 PM »
Oh yeah...I don't know why I keep forgetting about those other bug's.

Fatebringer

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Re: Quirks in Megamek v. 35.24
« Reply #7 on: September 21, 2011, 05:33:16 PM »
Yeah, I like my Krakens to work :P

chaosxtreme

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Re: Quirks in Megamek v. 35.24
« Reply #8 on: September 21, 2011, 05:38:41 PM »
Oh yeah Kracken's f those guys. :-)

Dave Baughman

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Re: Quirks in Megamek v. 35.24
« Reply #9 on: October 12, 2011, 12:52:57 PM »
35.25 is out now and seems to address at least some of the bugs in the last version. If you continue to encounter bugs in 35.25, make sure you report them on the Sourceforge Bug Tracker. I ran into a bug in the last version and reported it here, and it got fixed very quickly.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.