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Really hoping 1.5 of the game fixes most (if not all) of them ;) Then I'll just be left with Cosmetic / Canon stuff, which BTML/ModTek would handle

I find your optimism to be adorable. :p
 
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(in honor of @Hatchy 's love of GIFs)
 
Would anyone be interested in a Tabletop legal (albeit using Fusion engines) version of the 50 ton Sleipner and 65 ton Vargr - while trying to keep them as close to the stats presented as possible?
 
Would anyone be interested in a Tabletop legal (albeit using Fusion engines) version of the 50 ton Sleipner and 65 ton Vargr - while trying to keep them as close to the stats presented as possible?
Are these the thoughts that keep you up at night? ;)

I have no opinion on this. I'm not that big of a lore nut to weigh in on such things.
 
Would anyone be interested in a Tabletop legal (albeit using Fusion engines) version of the 50 ton Sleipner and 65 ton Vargr - while trying to keep them as close to the stats presented as possible?

The more the merrier, IMHO.

Of course you are just doing what HBS should have had ready to roll on launch, as most of us would have been happy with them saying "We are using MWO's base models, so only the primary variant will be graphically correct, but the rest are there to play and if the game is a big enough a success we will fix the appearance down the road" and had a bunch more mechs to play with
 
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Of course you are just doing what HBS should have had ready to roll on launch, as most of us would have been happy with them saying "We are using MWO's base models, so only the primary variant will be graphically correct, but the rest are there to play and if the game is a big enough a success we will fix the appearance down the road" and had a bunch more mechs to play with
With the group of people that had a shitfit just because there was a third option in character creation? No, there would be threads about terrible quality control and "unacceptable" missing wepon models, etc.

I like the extra variants, and I used Lynx's SSW mod to add in a bunch of extra mech variants, but HBS did the right thing by only using variants whose models they had put through QA.
 
With the group of people that had a shitfit just because there was a third option in character creation? No, there would be threads about terrible quality control and "unacceptable" missing wepon models, etc.

I like the extra variants, and I used Lynx's SSW mod to add in a bunch of extra mech variants, but HBS did the right thing by only using variants whose models they had put through QA.

Non sequitur much?
What does having a fit about a 3rd gender option have to do with mech models?
 
Yeah, I'm not sure that the two groups of people who'd be upset about the two different things share the same motives really... and that's probably more than we need to discuss any of that on this thread.
 
You have no idea ;) I spent a ridiculous amount of time contemplating how best to implement the Light Rifle for the J Edgar variant (settled on using a variable damage value and was playing with the Armor Damage Modifier) - but, with the wonky rarity, I'm not even bothering to add it, as I don't want dozens of these things driving around as target practice :p

Yeah, my ultimate hope is that this 'mod' is no longer needed in a couple of patches :)

Playing with MegaMekLab, I was able to generate the Sleipnir almost matching the stats in the game (using a Fusion engine) - but this leaves an extra 4 points of unassigned armor for the vehicle. So this is just a simple adjustment of +10 armor to the left and right sides.

The Vargr was much more difficult to rectify - even with Fusion or Fuel Cells. This is largely due to its weight class of Heavy combined with the 6/9 speed and the vast amount of armor.

Sadly, to make the Vargr work, one of those factors needs to be adjusted.

The weight really should stay as Heavy, as that is part of the logic on calling these sturdier vehicles into play for scenarios. Similarly, the increased armor is needed to help it survive those higher level missions. The least impacting stat to adjust is the Speed (ie: the Engine) - in fact, with the slower 'Mechs we have at the higher levels, reducing the speed of the vehicles may actually be a benefit in making those scenarios less frustrating. In reducing the speed to 5/8 (instead of 6/9) we can have a transport that is pretty close to the stats - though it will also have excess unassigned armor (2 points in this case) - which could either be +5 armor to each side, or +10 to the rear.

Thoughts?
 
Non sequitur much?
What does having a fit about a 3rd gender option have to do with mech models?

Yeah, I'm not sure that the two groups of people who'd be upset about the two different things share the same motives really... and that's probably more than we need to discuss any of that on this thread.

It shows how people will look for a reason to complain about any game. Giving them models that don't even have the right weapons displayed would have given them more ammo. That's what I meant by my post, sorry it came out unclear.
 
You have no idea ;) I spent a ridiculous amount of time contemplating how best to implement the Light Rifle for the J Edgar variant (settled on using a variable damage value and was playing with the Armor Damage Modifier) - but, with the wonky rarity, I'm not even bothering to add it, as I don't want dozens of these things driving around as target practice :p

Yeah, my ultimate hope is that this 'mod' is no longer needed in a couple of patches :)

Playing with MegaMekLab, I was able to generate the Sleipnir almost matching the stats in the game (using a Fusion engine) - but this leaves an extra 4 points of unassigned armor for the vehicle. So this is just a simple adjustment of +10 armor to the left and right sides.

The Vargr was much more difficult to rectify - even with Fusion or Fuel Cells. This is largely due to its weight class of Heavy combined with the 6/9 speed and the vast amount of armor.

Sadly, to make the Vargr work, one of those factors needs to be adjusted.

The weight really should stay as Heavy, as that is part of the logic on calling these sturdier vehicles into play for scenarios. Similarly, the increased armor is needed to help it survive those higher level missions. The least impacting stat to adjust is the Speed (ie: the Engine) - in fact, with the slower 'Mechs we have at the higher levels, reducing the speed of the vehicles may actually be a benefit in making those scenarios less frustrating. In reducing the speed to 5/8 (instead of 6/9) we can have a transport that is pretty close to the stats - though it will also have excess unassigned armor (2 points in this case) - which could either be +5 armor to each side, or +10 to the rear.

Thoughts?

Sides, it's giving up some speed so it will shoe it's flanks more. (Not that 1 points gonna make a huge impact)
 
Ok - so here are the new Vargr and Sleipnir files.

They include replacements for both Vargr files and the vehicledef Sleipnir file.

TECHNICALLY, the Vargr should have a new movement profile - but this would mean that the users would need to adjust the VersionManifest.csv file to add in this new movedef.

In order to provide a simple workaround/fix (as that is the goal of this mod) the vehiclechassisdef_APC_Vargr points to the movedef_STRIKER for its reduced 5/8 style movement.

That being said, I am including the movedef_APC_Vargr for anyone who wants to do that method instead (along with an Alt_vehiclechassisdef_APC_Vargr file)
 

Attachments

  • Vargr_and_Sleipnir.zip
    3,1 KB · Views: 10
So did 1.1 make this mod obsolete like hoped? Partially obsolete?
Sadly, no :( - and I actually found some more issues in the MetadataDatabase.db and a few more - mostly just missing/extra comma issues.

What I am doing, however, is adding all of the Vehicle, 'Mech and Weapon fixes (including the Vargr/Sleipnir reworks) into my JK_Variants mod - so at least all of those get translated into the corrected versions when playing.
 
Is it just my imagination, or did the Tonnage / Space values on the Actuators flip flop?

Are the new ones the 'correct' version, or are the old ones 'correct'?
 
With 1.1 do I have to reapply this patch?