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#873 Right Torso location cannot be replaced without salvaging...

Stable
closed
Taharqa
None
Fixed
2015-08-05
2015-04-22
pfarland
No

To replace the RT on the Timber Wolf you have to scrap the engine and salvage all the parts out of the RA that has been blown off.

1 Attachments

Related

Bugs: #854
Bugs: #875
Bugs: #895

Discussion

  • pfarland

    pfarland - 2015-04-22

    Savegame

     
  • pfarland

    pfarland - 2015-04-22

    Wrong log from original, correct one attached.

     
  • pfarland

    pfarland - 2015-04-22

    Also, it lists a DHS for salvage, but it has no listed location.

     
  • scjazz

    scjazz - 2015-05-04

    There is a bug since 312 which behaves like this...
    If the fight and resolution happens during the same MHQ session (almost always)
    If the unit is a BattleMech
    If any location needs to be replaced and even though all viewable items are salvaged.
    You will need to save and reload in order to replace the destroyed location.
    It counts for Hip/Shoulder as well as just plain destroyed.
    An Engine will appear in the location but doesn't need to be salvaged. You just need to reload.

     

    Last edit: scjazz 2015-05-04
  • pfarland

    pfarland - 2015-05-04

    Could this possibly be related to the bug involving extra engine hits showing up?

     
  • BLOODWOLF

    BLOODWOLF - 2015-05-06

    I updated all three programs with the latest dev releases last weekend and now I have this bug as well. I think my mekhq was version 3.6 which worked fine and automatically listed parts to salvage before replacing a location while the mech was still listed as "repair" status. Now 3.13 you have to save and reload.

     
  • Taharqa

    Taharqa - 2015-08-01

    OK, I have been able to load the file and see the problem. I believe this is the same underlying problem as bug [#875] and may be related to bug [#854]. The engine is not showing up as destroyed but in the actual file that unit has a MissingEnginePart associated with it. The engine should be destroyed on loading due to the MissingEnginePart but instead or at least it should have 3 hits due to what is showing in the MUL file.

    There is also the issue of the blown-off limb preventing replacement. That is separate but also should be fixed.

     

    Related

    Bugs: #854
    Bugs: #875


    Last edit: Taharqa 2015-08-01
  • Taharqa

    Taharqa - 2015-08-01
    • assigned_to: Taharqa
    • Resolution: None --> Accepted
    • Milestone: Undetermined --> Stable
     
  • Taharqa

    Taharqa - 2015-08-01

    Ok, I have been able to track down the specific problem here. MekGyro.updateConditionFromPart was mistakenly repairing the engine before applying gyro hits. That probably goes a long way to explaining the various engine shenanigans users have noted.

    However, trying to fix this brought up a bigger issue. The reason that code was there was as a clumsy way to handle the problem of assigning too many hits to a system because the existing hits are not taken into account. There is no such code like this on most parts however which is probably why engines with a few hits are accumulating more hits with each successive save/load, ala Bug [#854]. So, I am going to try to fix this problem before closing this bug. It should be as simple as collecting the number of existing hits to the system and then only adding more if that number is short of the required amount, however my first attempt at this on MekGyro was not successful. Investigating further.

     

    Related

    Bugs: #854


    Last edit: Taharqa 2015-08-01
  • Taharqa

    Taharqa - 2015-08-01
    • Resolution: Accepted --> Fixed
     
  • Taharqa

    Taharqa - 2015-08-01

    Ok, this has now been fixed for the next release. I ended up changing the Unit.damageSystem to keep track of existing hits before applying new ones. The changes to the code were pretty significant so we may want to keep an eye on this to make sure I didn't create more issues.

     
  • Dylan Myers

    Dylan Myers - 2015-08-05
    • Status: open --> closed
     

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