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(0.45.1) Large amounts of weapons overtax warship creation #237

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UB-JM opened this issue Dec 20, 2018 · 4 comments
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(0.45.1) Large amounts of weapons overtax warship creation #237

UB-JM opened this issue Dec 20, 2018 · 4 comments

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@UB-JM
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UB-JM commented Dec 20, 2018

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.

capture2
capture3
I didn't manage to reproduce the "bay suddenly disintegrating" issue today for a picture, I'll try again later.

@HammerGS
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The left/right is a duplicate of #234, and should be fixed for the next release.

@UB-JM
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UB-JM commented Dec 20, 2018

Ah, ok, I thought as I didn't even have a general hull section that could have been different.
I'll try to get a picture and or log of the main issue later, takes forever to juggle that many items.

Edit:
Ok, I just downloaded a fresh 0.45.2 on a laptop.
I've attached files from before and after it decides the sides don't match. Of note, I could fill every arc of the warship with weapons without any problems, until on a whim I decided to add an extra 200 machine guns to the fore arcs. Just a few dozen worked, so from the outside it at least doesn't look like it's connected to the dropship issue in #234.

Aerospace.zip
Edit2:
My log shows multiple
"Error loading XML for entity verifier: data\mechfiles\UnitVerifierOptions.xml (Das System kann den angegebenen Pfad nicht finden)
java.io.FileNotFoundException: data\mechfiles\UnitVerifierOptions.xml (Das System kann den angegebenen Pfad nicht finden)
at java.io.FileInputStream.open0(Native Method)
at java.io.FileInputStream.open(Unknown Source)
at java.io.FileInputStream.(Unknown Source)
at megamek.common.verifier.EntityVerifier.getInstance(EntityVerifier.java:104)".
I'm not sure if this is connected to the validation failing on large amounts of small arms, or to the freeze when I just tried to add 1200 medium lasers to se if I can replicate the "weapon bay disintegrating" issue I originally started this thread for. Wish I got a log a month ago when I had that more often.
I did manage to unequip the entire nose and aft arcs by changing the ships size, though. Or maybe it was adding 50 years to the production date.

@UB-JM
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UB-JM commented Jan 30, 2019

I managed to recreate my original problem.
I created a warship, around 2400s, with machine guns, saved it, then changed the date.
Turns out at least the bays disintegrating might not be connected to large amounts of guns.
image

@neoancient
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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.

neoancient added a commit to MegaMek/megamek that referenced this issue Jan 30, 2019
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
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