[Mod Release] Tetsuhara Heavy Industries Mod Thread

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Lynx7725

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Apr 6, 2018
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Welcome to the Tetsuhara Heavy Industries (THI) mod release thread.

We are a small engineering firm based on Awano and we specialize in the refit of Battlemechs. We also have a small weapons development division that is working to bring new technologies to the modern battlefield of 3039.

We will be using this thread to document and announce mod releases, as well as to consolidate feedback.

28 Nov 2019. Happy Thanksgiving! Tetsuhara Heavy Industries have updated the Skunkwerks release to v1.6. This is a technical bridge to Battletech v1.8, and updated the technicals to use HBS Modloader framework -- it is now significantly easier for normal users to use our content. We have also updated the Marauder and Warhammer to use official HBS assets, and done testing in Campaign and Career saves.

24 Dec 2018. Merry Christmas! Tetsuhara Heavy Industries have updated the Skunkwerks release to v1.4; Two mechs have been added to bring the total to 95, with many mechs getting fixed equipment updates and some specific equipment updated with lance-wide effects. Additional backend work has also improved ease of installation and readability.

11 Dec 2018. Tetsuhara Heavy Industries has just released a small update to the Skunkwerks release, for compatibility with Battletech v1.3.2; files at the usual Nexus spot.

12 May 2018. Tetsuhara Heavy Industries is happy to announce the update to its Weapons Division release. Link to the Nexus page.

In this release, we have the technical implementation for:
  • Gauss and Light Gauss Rifle
  • Ammo for Light Gauss Rifle
  • LB-10X in cluster and slug mode
  • Ammo for LB-10X cluster rounds
  • LMG and HMG
  • Ultra AC5
  • ER Laser family
  • Heavy and Light PPC
  • Pulse Laser family
  • LRMs and SRMs with Artemis IV
  • MRMs
  • Ammo for MRMs
  • Rocket Launchers
  • Guardian ECM
  • 3025-era EW Equipment
  • Beagle Active Probe
  • Command Console
  • Target Acquisition Gear
  • Technical Implemnetation for Internal Heat Sink Upgrade
  • Technical Implementation for XL Engine
  • 1 Target Drone. Look, if you want to drive this deathtrap...

Remainder of post is the old mod release thread from the HBS Forums over. I'd spoiler tag it for now, for record purposes.

Release Links
24 Aug 2017. Please read the next post down. Then if you really want, download the THI-SSW mod pack here.

For today (09 Jul 2017), Tetsuhara Heavy Industries is happy to announce the update of its Release 1 pack.

Release 1.2 (Updated!)

Release 2.1

Weapons Division Release

Tetsuhara Mod Releases Page

In Release 1, the focus is on providing Mech variants found in BattleTech Record Sheets 3039 Unabridged that can be used with the game client. All variants here are compliant to both the record sheets and to MWO’s hardpoint system, unless necessary to workaround the client’s peculiarities.

In this Release 1 Version 2, 12 additional variants are added:

  • Locust LCT-1E
  • Commando COM-1D
  • Commando COM-3A
  • Vindicator VND-1R Vong
  • Vindicator VND-1X
  • Trebuchet TBT-7K
  • Griffin GRF-1E
  • Quickdraw QKD-4H
  • Catapult CPLT-A1
  • Catapult CPLT-C4
  • Awesome AWS-8V
  • Victor VTR-9A
In the case of Victor VTR-9A, the model itself has a bit of issue, but overall is not very noticeable. As such it is included in the Release 1 schedule.

The full list of mechs included is as follows:

  • Commando COM-1D
  • Commando COM-3A
  • Urbanmech UM-R60L
  • Jenner JR7-F
  • Panther PNT-8Z
  • Vindicator VND-1R Vong
  • Vindicator VND-1SIC
  • Vindicator VND-1X
  • Centurion CN9-AH
  • Trebuchet TBT-5J
  • Trebuchet TBT-5S
  • Trebuchet TBT-7K
  • Griffin GRF-1E
  • Shadow Hawk SHD-2K
  • Quickdraw QKD-4H
  • Catapult CPLT-A1
  • Catapult CPLT-C1 Jenny
  • Catapult CPLT-C4
  • Orion ON1-VA
  • Awesome AWS-8R
  • Awesome AWS-8V
  • Victor VTR-9A
  • Battlemaster BLR-1D
  • Battlemaster BLR-1S
  • Atlas AS7-RS
In Release 2, the focus is on providing Mech variants found in BattleTech Record Sheets 3039 Unabridged that can be used with the game client. All variants here are compliant to both the record sheets and to MWO’s hardpoint system, unless necessary to workaround the client’s peculiarities.

Release 2 Mechs are usually based off almost completed HBS assets that are included in the client, but with some patched-around support content. As a result, these Mechs can have some problems that may not be visually appealing, but are generally ok and stable.

In this Release 2 Version 1, the following mechs are newly included:

  • Firestarter FS9-A
  • Firestarter FS9-H
  • Firestarter FS9-K
  • Firestarter FS9-M
  • Raven RVN-2X
  • Raven RVN-4X
A bugfix with the Spider files and background updates to conform to Record Sheets standards are also included.

The following mechs from earlier releases are included:

  • Spider SDR-5D
  • Spider SDR-5K
  • Spider SDR-5V
  • Blackjack BJ-1
  • Blackjack BJ-1DB
  • Blackjack BJ-1DC
  • Enforcer ENF-4R
  • Catapult CPLT-2K
  • Thunderbolt TDR-5S
  • Thunderbolt TDR-5SE
  • Thunderbolt TDR-5SS
  • Cataphract CTF-1X
  • Cataphract CTF-2X
The Raven, Spider and Thunderbolt assets in game are incomplete and don’t have some animation and parts. However the Spider brings fast, jump-capable recon ability, and the Thunderbolt has so. much. firepower. that they can bring a different gameplay experience.

The Firestarter and Cataphract has some minor model issues with glowing weapons. These Mechs brings unique capabilities to the battlefield, so the problem is smaller than the value it brings.

In Weapons Division Release, the focus is on equipment not found in the Beta release. Things like Ultra, LBX, Artemis, XL engine, etc. etc.

These are at best "imperfect solutions" and almost certainly will be obsoleted when eventually HBS gets around to it.

Weapons Division Release is *NOT* meant for the casual modders. It is assumed you know something about how to mod stuff and just want to save some time.

Instructions for Refit
In each Release pack there is a README file. Please read the file before refitting your client.

All files in THI releases have a THI_ prefix. The files included are already in their correct directories.

What you need to do:

  1. Download and Unzip the Release, from the links above.
  2. Go to your client’s data directory. Typically, this would be: [STEAM_INSTALL_PATH]\steamapps\common\BattleTech – Private Beta\BattleTech_Data\StreamingAssets\data\
  3. *BACK UP* your VersionManifest.csv, found in the \data\ directory above. this is the only file that needs to be modified in this Release, so save a copy just in case.No other existing original files are modified, unless specifically mentioned in the README file.
  4. Copy the files from the Release into the matching directory in your client.
  5. Copy and paste the stated lines from the README file into your VersionManifest.csv at the end of the file, just before the trailing comma.
    1. IMPORTANT: Leave the trailing comma in the last line in place, on its own line.
    2. DO NOT leave blank lines inbetween anywhere.
That is all that is needed to be done. You can start up the Beta client now.

In Case of Emergencies
If your client refuses to run and you suspect the Releases to be the culprit, you can turn off the release by doing the following:

1. Replace the modified VersionManifest.csv with your original backup, OR

2. Delete the lines introduced from the VersionManifest.csv.

The files are safe to leave in the subdirectories, but if you feel particularly threatened by them, just search by the THI_ prefix and delete the files.


Edit History
24 Jun 2017: Updated Links to Release 1.0 and Release 2.0

28 Jun 2017: Updated Links to Weapons Division Release.

03 Jul 2017: Updated Release 1.1 with new standards, and Release 2.1 with Firestarter and Raven mechs.

09 Jul 2017: Updated Release 1.2 with new variants.

24 Aug 2017. THI-SSW Release 1 out.
 
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Tetsuhara Heavy Industries - Solaris Skunkwerks Release
I'm releasing this, as sort of beta.

Tetsuhara Heavy Industries - Solaris SkunkWerks Release version 1.1

Also, Nexus link.

WARNING: There are risks involved in installing this mod.

One unpleasant game client behaviour is that in Skirmish and Mechlab, the game client will scan all saved mech builds for integrity. This is fine as long as all the files needed are present, including from mods. It is not fine when the files have been deleted or otherwise not found. The system behaviour is to lock up.

Thus, if you want to remove this mod, you would need to first go into Mechlab (at least) and remove all builds involving the Mechs here or the weapons. ALL must be removed before you can deregister the items from the VersionManifest.

Otherwise:

There's 146 mechs here. Not much more to say. Well actually...

These are converted from Solaris Skunkwerks save files, and makes use of existing, known, working prefabs to bring the loadouts into the client. It doesn't have new 3D models but abuses the existing ones pretty badly. You do get a crapload of mechs.

These mechs are primarily meant for stock Skirmish battles and are NOT integrated into the sim game. They also tend to have fairly restrictive hardpoints, so customizing is not always an option.

You also get the THI WD weapons and equipment, mostly because some of the 3039 records sheets actually have those equipment. At this time they have been tuned with PROD weapons value as a guide but there's always room for improvements.

In Weapons Division (WD), the focus is on equipment not found in the release. Things like Ultra, LBX, Artemis, XL engine, etc. etc.

These are at best "imperfect solutions" and almost certainly will be obsoleted when eventually HBS gets around to it.

Weapons Division Release is *NOT* meant for the casual modders. It is assumed you know something about how to mod stuff and just want to save some time.

In this Release Version, the following items are included:
  • Gauss and Light Gauss Rifle
  • Ammo for Light Gauss Rifle
  • LB-10X in cluster and slug mode
  • Ammo for LB-10X cluster rounds
  • LMG and HMG
  • Ultra AC5
  • ER Laser family
  • Heavy and Light PPC
  • Pulse Laser family
  • LRMs and SRMs with Artemis IV
  • MRMs
  • Ammo for MRMs
  • Rocket Launchers
  • Technical Implemnetation for Internal Heat Sink Upgrade
  • Technical Implementation for XL Engine
  • 1 Target Drone. Look, if you want to drive this deathtrap...
Although HBS has some "lostech" in the game files, they are specifically locked out from the skirmish. In other to preserve the integrity of the files, THI WD has implemented our own versions of the equipment, and made them available to Skirmish.

Having said all that, there's no way I can QA 146 mechs in the time I have. Some of these will have errors, so please report them here.

As much as I'd like to make this as painless as possible, you do need a basic level of mod competency to figure out some problems that might occur. I have tested that the client would load all the files and run, but individual mechs can have oddities.

Also.

The game client is not meant to load over 200 mechs. There WILL be a bit of lag when entering Skirmish or Mechlab, depending on your system. It's still workable currently, but it's hard to say what direction things would go.

There is also an oddity in that sometimes the loading will have problem. In such a case, please update the ApplicationConstants.json file with the following, in the PrewarmRequests section below the existing item.

{
"ResourceType": "AmmunitionDef",
"ResourceID": "All",
"Priority": "Background"
},
{
"ResourceType": "AmmunitionBoxDef",
"ResourceID": "All",
"Priority": "Background"
},
{
"ResourceType": "HeatSinkDef",
"ResourceID": "All",
"Priority": "Background"
}

====================================================================
INSTRUCTIONS
====================================================================

All files in this release have the THI_SSW_ or the THI_WD_ prefix, with one exception. The files included are already in their correct directories.

What you need to do:

1. Download and Unzip the Release.

2. *BACK UP* your VersionManifest.csv, found in

[STEAM_INSTALL_PATH]\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\data\

This is the only file that needs to be modified in this Release, so save a copy just in case.No other existing
original files are modified.

3. Go to the [STEAM_INSTALL_PATH]\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\
directory. Note that this is one directory above where the VersionManifest is stored.

4. Create a "mods" directory, with lowercase "m". This is important!

Copy all the folders in the zip file over to the Mods directory. It should look like this:

[STEAM_INSTALL_PATH]\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\Mods\THI\SSW\data\chassis
[STEAM_INSTALL_PATH]\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\Mods\THI\SSW\data\hardpoints
[STEAM_INSTALL_PATH]\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\Mods\THI\SSW\data\mech
[STEAM_INSTALL_PATH]\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\Mods\THI\SSW\data\movement
[STEAM_INSTALL_PATH]\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\Mods\THI\WD\data\ammunition
[STEAM_INSTALL_PATH]\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\Mods\THI\WD\data\ammunitionBox
[STEAM_INSTALL_PATH]\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\Mods\THI\WD\data\chassis
[STEAM_INSTALL_PATH]\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\Mods\THI\WD\data\heatsinks
[STEAM_INSTALL_PATH]\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\Mods\THI\WD\data\mech
[STEAM_INSTALL_PATH]\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\Mods\THI\WD\data\weapon

Note that there is no need to copy these files into the data directory. Step 5 will take care of most Manifest issues.

5. Go to the folder:

[STEAM_INSTALL_PATH]\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\Mods\THI\

There are three files here:

ModInfo.json
ModManifest.csv
THI_SSW_11_README.txt (this file)

If you are interested just to have these mechs and the basic client mechs, just copy everything in the ModManifest file into your VersionManifest.csv; REMEMBER TO BACK UP THE ORIGINAL FIRST!

If you are looking for only specific mechs, look them up in the ModManifest file. Each mech has either 3 or 4 rows: chassis, hardpoints (optional in some cases), mech and movement. Just copy the rows into your VersionManifest.csv as per normal modding.

====================================================================
IN EVENT OF EMERGENCY
====================================================================

If you are looking to remove the mod, REMEMBER TO:

Delete all related mech builds you have in the Mechlab, as well as any Mech builds that uses the weapons here, and possibly the saved Skirmish lances and save files, BEFORE you remove any lines in the VersionManifest.

(Look, I'm not happy about this either.)

If your client refuses to run and you suspect this Release to be the culprit, and you are fortunate enough not to have any mech builds, you can turn off the release by doing the following:

1. Replace the modified VersionManifest.csv with your original
backup, OR

2. Delete the relevant lines from the VersionManifest.csv.

The files are safe to leave in the subdirectories, but if you feel particularly threatened by them, just search by the THI_ prefix and delete the files.

====================================================================
FEEDBACK
====================================================================

Please feel free to leave feedback here
 
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Lastly, some considerations for the above mods.

Technical Talk
This post is a small technical discussion for the modders who are interested in these things.

The mechdef/ chassisdef here are, as closely as possible, record-sheet accurate, and as hardpoint compliant to Mechwarrior Online (MWO) as possible. There are a few issues where it wasn’t always possible to be 100% the same.

Engine Heat Sinks

Battletech’s implementation of Engine Heat Sinks is a flat, default 10 for everyone. Anyone who’ve done Mech creation would know it’s not the case; small engines need to provide critical space for heat sinks that can’t fit into in, and big engines can swallow extra heat sinks.The principle I approached this problem is to ensure all criticals are represented; the approach I chose was:

For small engines, the heat sinks on the record sheets were added as per normal, but marked as destroyed. This is to preserve the in-game heat dissipation rate as per design specs, Otherwise you’d have overcooled designs.

For big engines, I would add any heat sinks to CT only, meaning in some cases there will be more crits in the CT than is possible. This isn’t as common as it sounds in 3039, but does happen. Again, this has to be done to preserve heat-dissipation rate, otherwise these designs would be undercooled
Antipersonnel Weapons

Battletech classify certain weapons as “Antipersonnel”, such as MGs. Small Lasers and Flamers. In MWO, where the art assets come from, these are classified as “Ballistics” and “Energy”.For stock builds this isn’t a big issue, but if you start customizing, the issue become whether there are art assets for the alternative weapons; also in some cases, you can no longer swap in a big-bore AC where MGs used to be.

Costs of Battlemech

On the question of costs, I took Master Unit List‘s C-bill listing; Battletech’s internal values appears a bit high. This does have the effect of making my variants cheaper than the Beta mechs….

Currently, SSW is compatible up to pre-MP Beta. R1 and R2 are a bit dated but still usable, just need to watch out for those AC10 headshots.
 
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Great work!

I recommend that you balance everything according to the vanilla game. I think it will mesh better with the game's other mechanics and you will ultimately get a better result that way.

Would be happy to give more feedback once I can dive into the game proper. :)
 
Great work!

I recommend that you balance everything according to the vanilla game. I think it will mesh better with the game's other mechanics and you will ultimately get a better result that way.

Would be happy to give more feedback once I can dive into the game proper. :)
The choices aren't so straight forward. While keeping with the game mechanics is always an ideal, factually the game's designers deviated from the original TT specs in some key ways that made some of the legacy mech designs play differently. For example:

Engine Heat Sinks -- Assault Mechs like the Battlemaster are effectively undercooled as compared to TT, while Light mechs are overcooled to some degree. That has a significant impact on play style and unit capabilities.

Crit space in ST and Legs -- HBS appears to be sticking to the 10/4 arrangement, different from the original 12/2. This makes it more practical to store ammo in the leg, where it's harder to hit and crit; combined with the heat dissipation rules in water (in this game, you get a flat bonus; in TT, you only get bonus for HS in the legs), some designs aren't as "optimal".

In addition to that, because (as far as we know) HBS didn't intended to include engine/ gyro crit slots (the damaged engine/ gyro effects are there, just not the crit slots themselves), CT crit space actually has changed significantly; instead of the safe, well armoured and crit-padded place to put ammo, a lot of legacy designs with ammo in the CT now has that as a drawback, especially since the game (at least in BETA) had no ammo ex damage transfer (effectively, free CASE).

Having said all that....

... the practical effect of the differences isn't going to be that visible. HBS' choices for streamlining tend to be on the very subtle side. The cooling problem is only if you have a frame of reference, which most won't; the crit space issue is only if you have an in-depth understanding of how the crit system works, which again, most won't. Most people who use the mods, won't likely see any difference in handling. The ones who would notice would mostly be people who had a favourite chassis that somehow didn't translate well into the game.
 
So, as of D-day, after taking a quick look through the files, some thoughts on how the Tetsuhara mods will evolve.

Firstly, there will be releases. There are enough gaps in the Mech lineup that my previous work, particularly the Skunkworks conversions, would be useful.

Secondly, there are some changes that HBS did that requires substantial reworkings of the mod files. Aside from the technical changes, where for example HBS added new tags to weapons that I suspect should be added to mod files, and changes to the hardpointdef file format, there is also the issue of balance, where any additional weapons I add have to be adjusted for any changes HBS has made in damage values etc.

Thirdly, some long forgotten decision points have to be revisited. Particularly, HBS has stuck to their.... jsons on the issue of critical space in side torsos and legs, and rolling the short and medium ranges into the same bucket. I’m not likely to change the previous decisions, but a review is still warranted.

Not to mention, I need to go figure out how to get the releases incorporated into the system, potentially both multiplayer and single player.

So how does this all work out for the mod releases?

Well, the first release would likely be the weapons releases. These would let me get back into modding with a bit of a cushion and make me have to do some weird stuff necessary for QA work. I’m thinking this weekend for that release.

Then the focus will shift to the Skunkworks conversions releases. This is because this fills a hole that pretty much no one else want to fill, so it’s more logical for me to sort that one out first. That one has significant rework effort involved and some QA, but I do have a holiday coming up early May, so I’m targeting that period.

As for the old Release 1 and 2, I’m likely to retire them. This is as they were meant to add 3025 variants to existing chassis, and there are considerable efforts to do that by other modders. I don’t expect to be able to meet the timeline to release if I want to work on the Skunkworks files too, so those get de-prioritised. They also need even more tweaking because they were for Beta 1, not even Beta 2 (though compatible), so more work has to be done to tweak them inline.

So that’s the plan. Onwards and Forwards.
 
Wish I had been around when you were doing your earlier iterations, they look fantastic :)

Not sure if the mod files I have posted will be of use to you, but they may save you time as a starting point for the variants. I created files for anything that the MUL showed as active at this time (along with a few that had gone 'extinct' by this point). I checked each 'Mech in Skirmish mode and they are all viable. There are 2 that show up a bit light (due to maxing out armor and having some tonnage left over) and there is at least 1 'Mech that should only have a half ton of MG ammo (I had made a file for that too, but I didn't want to make things too complicated for the first mod load up).

I did some preliminary adjustments of the MechTags, but haven't adjusted the costs / battlevalues. I tried to be faithful to the stat sheets, but had to add in heat sinks on a number of occasions. I also tried to be fair with the hard point allotments.

Also, I noticed there is a field in the Chassis files called 'Heatsinks' (under the line for BattleValues) - I wonder if this is meant to represent built in Heat Sinks (free with the engine)? They are all set to "0" - would be interesting if that represented "10", then it could be modded to negative numbers to require more mounted heat sinks, or to a positive number to account for extra built in heat sinks.
 
Also, I noticed there is a field in the Chassis files called 'Heatsinks' (under the line for BattleValues) - I wonder if this is meant to represent built in Heat Sinks (free with the engine)? They are all set to "0" - would be interesting if that represented "10", then it could be modded to negative numbers to require more mounted heat sinks, or to a positive number to account for extra built in heat sinks.
I remember noticing that and thinking the same thing... it didn't seem to do anything in the beta, though.

As far as I can tell, there has not yet been any attempt by HBS to remove options from the JSONs in cases where the code has moved on and they no longer do anything.
 
Yeah, in BETA that option did nothing. I’d need to do testing on some other items though, and can always test that. If it worked it’s usually entertaining to watch Lolcusts melt themselves.
 
Yeah, in BETA that option did nothing. I’d need to do testing on some other items though, and can always test that. If it worked it’s usually entertaining to watch Lolcusts melt themselves.
I'll bring the marshmallows then ;)
 
Wish I had been around when you were doing your earlier iterations, they look fantastic :)

Not sure if the mod files I have posted will be of use to you, but they may save you time as a starting point for the variants. I created files for anything that the MUL showed as active at this time (along with a few that had gone 'extinct' by this point). I checked each 'Mech in Skirmish mode and they are all viable. There are 2 that show up a bit light (due to maxing out armor and having some tonnage left over) and there is at least 1 'Mech that should only have a half ton of MG ammo (I had made a file for that too, but I didn't want to make things too complicated for the first mod load up).

I did some preliminary adjustments of the MechTags, but haven't adjusted the costs / battlevalues. I tried to be faithful to the stat sheets, but had to add in heat sinks on a number of occasions. I also tried to be fair with the hard point allotments.

Also, I noticed there is a field in the Chassis files called 'Heatsinks' (under the line for BattleValues) - I wonder if this is meant to represent built in Heat Sinks (free with the engine)? They are all set to "0" - would be interesting if that represented "10", then it could be modded to negative numbers to require more mounted heat sinks, or to a positive number to account for extra built in heat sinks.

I just tried this tonight.

I set the UM R60 chassis to have "-8" for that Heatsink value and it didn't do anything. I was hoping to find that UM would be undertonned by 8, but nope... I am drawing a complete blank on how to get each Mech to have its proper internal heat sink count unless we create fake internal heatsinks that add negative tonnage and negative heat and take up no crit space so they can't be hit and are invisible, and then simply add the regular heat sinks where they should be on the chassis per each record sheet.
 
Heatsinks that dissipate 0 heat and weigh 0 tons - that would be a solution. But, honestly, I don't know that it is worth all that - could just accept that the rules for 'this' BTech universe has 10 HS as a flat rate for engines.
 
I am drawing a complete blank on how to get each Mech to have its proper internal heat sink count unless we create fake internal heatsinks that add negative tonnage and negative heat and take up no crit space so they can't be hit and are invisible, and then simply add the regular heat sinks where they should be on the chassis per each record sheet.
Basically? Yes.
 
Unlike in the beta, though, we also have an internal Mech Lab program. And if you fight the changes that were made, there are going to be times that your workarounds will have problematic interactions with it.

Like being able to dismount "equipment" that allows more heat sinks to be counted as being in the engine and mount it in a different mech.
 
Unlike in the beta, though, we also have an internal Mech Lab program. And if you fight the changes that were made, there are going to be times that your workarounds will have problematic interactions with it.
Now that you mentioned it, I did spend the last few hours fighting a particular set of problems. The funny thing is, the problems were the precursor to the one you are highlighting.

But first.

upload_2018-4-26_23-1-40.png


See what I see?
 
Let's go through this one a bit...
  1. Custom-named Beemer
  2. DHS in CT
  3. Gauss ammo in LT
  4. Gauss Rifle in LA
  5. MRMs in inventory
  6. RLs in inventory (and also HMG, LMG, LB10X (by accident), various HS (by accident)
What you don't see, is 12 ST slots, or 2 CT/ Legs slots. The Chassis is coded that way. The Mechlab UI however is hard-locked to 10/4 config.