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TLRoff

Captain
5 Badges
Sep 13, 2018
303
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  • BATTLETECH
  • BATTLETECH: Flashpoint
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  • Crusader Kings II
right, just put it up on Nexus moments ago.

My Sandman mech has gone through some changes. The file now requires the CAC and mech resizer is recommended but not absolutely needed as the mech and its variants use the models for the Rifleman and Rifleman IIc (60 and 65 tons respectively) to represent a 55 ton mech. Not a whole lot of difference in size.

If you decide to go for it I do NOT recommend the use of the "fake" engine double heat sinks in your home brewed variants as the chassis files use the "heatsinks" entry to reflect the use of internal engine heat sinks, and for this mech they are doubles. only additional heatsinks (doubles) are required to be placed in any variants you choose to field.
the SND-1 has 11 internal double heatsinks for a total heat dissipation of 66, while the SND-1A and 1X have 13 for 78 total cooling. All three variend pack an additional 2 heat sinks externally for a total of 78 and 90 cooling respectively.

the -1 and -1A have the same weapons loadout of 3 large lasers and 2 medium laser with the 1A surrendering a 1/2 of armor to make it all work (2 energy hard point in each arm and the center torso) The -1X however changes the load out but adding 2 support weapon hardpoints in each arm and all 3 torso location (total of 10) and go with a mix of 2 large lasers and 8 small lasers. it also gains the 1/2 ton or armor back. The -1X also incorporates a the Starcorp Dalban com suite (+4 resolve) and freidhof sparrow gyro (3 defence) and still has a couple tons of payload for you to play with.. (I'm sure you'll come up with something to stuff in there should you acquire one.)

Permission is explicitly granted to incorporate the Sandman and it's variants in any mod. Please just mention my name (ya know fame if not fortune)

Rarity of the mech is set to 6 so you shouldn't run into them to often and you'll never ever find one for sale or parts available (assuming I did everything right).

I'd worked up some variants and had managed to figure out what meant what a bit more in the games files and this represents that.

There is no mech engineer version, sorry. More work then I really want to deal with. But she's good to go with any vanilla mods.

Enjoy!
 
UHG! Found a mistake.. syntax error of course.. fixed it, up dated the file on Nexus and added one additional variant which is the 1B which is the 1X without the extra goodies. And of course realized I have another error.

(spends a moment face planting keyboard)

All of the versions should now be working but the 1X will likely not work unless you have a mod installed that has the Stealth ECM. I am soo sorry I will fix! Just not right now. The main reason is the 1X does use the Stealth ECM module from Hyades Rim.. I of course realized this, this am after coffee and parsing the forums.. OOPS... Sorry! Will fix, just use the -1B, that is why it was added.

I may have to toss in an upgrade folder and a few other odds and ends. Do not consider revision 4 the final, especially now that I'm working on making a mesh for the silly thing (some scary results so far and I'm just kit bashing from existing! Ewwwww!) I'll take a look later today and see about cleaning thing up a bit more and reducing the need to depend on other mods.

Of course the next revision which may or may not have the new mesh which is slow going... will include a few other odd and ends and expect and additional variant or two with custom weapons that I'm going to lift from Weapon Diversity 3025 (which I simply have not been able to get working again...And I have been trying! I'd tear my hair out over it, but I got a buzz cut last year and can't do that any more. )

One thing I want to do is add year of appearance to the mechs. The the SND-1 rolls onto the stage in 3022, the 1A in 3026, the 1B and 1X in 3028, but production number are very very low. The -1 is the easiest to field as its a non XL engine and around 3 per month are produced. the 1A and B, use the 330 XL and production is also at 3 per month with which sub type
being manufactured dependendent of the customer selection. The 1X is simply a customer variant of the 1B (Hey YANG mount this!) and not a manufactured version. But year entering service have no clue on how to do .. yet. Flavor text will be updated..

And yea this is exactly the same stuff DEV teams go though and that's why you have play testers and QC. My QC team is.... me.
 
Right..
UPDATED AS OF RIGHT NOW and on Nexus for patch 1.8 and and a "Heavy Metal" weaponized version to follow soon.

Changes:
stock game equipment only.
4 versions
SND-1X has lost its Cloak ECM and gained armor in it's place. It still has it Star League weapons. ALL the other version have no significant changes, and the modified "internal" heat sinks still work as intended so your going to have a MUCH cooler running mech than any stock medium in the game.

All versions now use the games stock Rifleman to represent the mech.

Other then the above noted no other significant changes.

As stated a Heavy Metal weaponized version should be up soon adding the 2A and 2X variants in the near future that uses COIL weapons. When that happens I'll post here.
 
ARGGGG!

ok, should have been simple.. shows up in the mech bay and in skirmish but I'm getting an endless load when trying to use the mech.. investigating.. will fix!
 
Haven't figured it out yet. I know it's something I missed.. not sure what. Have edited down the def files to a bare minimum and deleted the dependencies on other mods (resizer)
The mechs show up in the mech bay and I can mod their load out there but on launching a mission.. no mech, no pilot... I wonder if I need to add a collections entry.. anyone gotta clue toss it at me. Game code could give a crap about my pride.. if it aint right it aint right. More interested in finding a solution that worrying about. Going to sleep on it right after a slug down a beer or I'll never get to sleep!
 
FIXED, go get it, all is good..

And for the curious. The mech used the HBS rifleman art. the mod referenced chrprfmech_riflemanbase-001 for the artwork.. The correct file to reference is chrPrfMech_riflemanBase-001.

That's right, three silly letters being capitalized... Getting a flat spot on my forehead from slamming my palm into it. See this is why you don't want to become a programmer!
 
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ya know.... @bloodydoves might be able to give ya pointers on doing a mashup of the shd and rfl.

he did an awesome job doing the longbow that way
 
You could probably hack the Shadow Hawk and Rifleman together, but hacking mechs together is a real hack job and pretty tricky. If you want to talk about it more seriously, come find me on Discord and we can talk it over and I can tell you what needs to happen for it to be done. I'd drop you a link to the BTA server (where I can be found at all hours of the day basically) but they don't like links here, sorry.

Also, sorry I didn't see this until today, I don't check these forums much.