Today is a good day as progress was made, more so than anticipated;I was quietly dreading the amount of work needed to get the JSON formats updated from Beta to PROD, but that turned out to be rather fast and quite pleasant.
The upside to that is that we were able to move towards testing much faster than I'd thought. So much so that we ran into an unanticipated problem -- apparently, it's possible for a mod to load in Mechlab, but fail to load in the actual skirmish. The root cause of this was that I was using an older map of the assets used in the Quickdraw model, and the PROD engine had some disagreements with. Once I sorted out the issue, the mod was able to load.
So what do we have today? How about a.. reimaged Unseen?
A Phoenix Hawk in a Vindicator shell. The fun part is that I never handled the AP mounts properly, but the MGs still showed up, and in game they still function as MGs, even though they weren't on any AP mounts -- those were Ballistics mounts. The game did complain about it, but ultimately let it pass.
The one causing the problem turned out to be my Beta Grand Dragon, seen here posing with the Prod Grand Dragon:
Yup, that's a Quickdraw posing as a Grand Dragon. Come to think of it, my campaign game Quickdraw probably can be refitted to the same standards...? Anyway, the problem turned out to be that some of the blanks and hardpoint asset files had changed between Beta and PROD, and I was using Beta calls; once I adjusted, the model worked fine.
Not everything in the mod turned out great, but the whole point of the mod was to get functional, decent looking models of unknown variants into play. One ugly but working model is the Crusader:
Can't really say that looked good and yes, those are K-Cat arms merged in. The Hunchback missiles look good merged into the Jager legs though. I might explore using the Thunderbolt's shell as an alternative now that the Thud is available to me, but for the moment, I can release as is.
On the back end, because the game UI cannot display my preferred 12/2 critical slot, I sort of realign the system back tot he 10/4 critical setup. This would mean I need to go back and adjust my weapons so that the big ones can fit. Not too sure about that one. Incidentally all these are adjusted for Engine Heat Sinks, so these are performing more to book; some would run hotter, others cooler.
A minor issue is that I left the option for full back armour, and since the Mechlab doesn't appear to check armour allocation split fore and aft, it is possible to go beyond book limits on armour.
So what's outstanding? Well just a couple of minor things. First I need to update the blanks and hardpoints maps I'm using, nothing too serious but better to do for safety. The second is that annoyingly, HBS is using pre-equipment weight as a balancing tool in the Mechlab, and that information is surprisingly hard to get... I'm having to re-engineer the values, and with my datum of mech designs stretching the full width, that can get into somewhat exotic designs. I'm still working on that. I also *might* want to sort the AP mount problem out, simply to get it more in line.
But we've came close enough that the question of
should I release this mod, even with the obvious risk to save games? These are variants that can be used in Skirmish, so it's obvious people would want to modify with weapons loadout (even though the hardpoints are
quite restrictive), so the savegame problem will definitely occur. I'm leaning towards release, but I do have concerns about the problem.