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(0.45.1) Large amounts of weapons overtax warship creation #237
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The left/right is a duplicate of #234, and should be fixed for the next release. |
Ah, ok, I thought as I didn't even have a general hull section that could have been different. Edit: Aerospace.zip |
That pointed me in the right direction. The Point Defense Bay never had a bad intro year that was generated from the tech level data by the conversion process when the IO tech advancement dates were added. So when the year is changed to anything earlier than the tech level sample date of 3071, the point defense bay is removed because MML's data says it wasn't invented yet. I double-checked the rest of the bays and this was the only one affected. |
This was generated by a utility I wrote to convert the previous tech level data to IO format. Since the equipment didn't have an intro date given it used the earliest available date, which was 3071. The tech advancement is now inherited from WeaponBay, and the dates coincide with JS/WS tech advancement. Fixes MegaMek/megameklab#237: Large amounts of weapons overtax warship creation
Environment
0.45.1
Java 8
Windows 10
Description
Using very large amounts of weapons, f.Ex. small arms, on warship designs periodically confuses the software.
F.Ex. a bay of 200 machine guns might suddenly be 200 singular guns, with the ammo somehow still allocated in the correct arc even though there's no bay left.
Even if that doesn't happen, with large amounts of weapons MML insists that the left and right side do not match when checking for validity.
Checking for that, clan MGs also have 2 different ammo items.
Files
The log seems completely unaware of any problems. I might try to catch a different file later.
I didn't manage to reproduce the "bay suddenly disintegrating" issue today for a picture, I'll try again later.
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