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[0.49.17] Critical slot display issue #1418

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gsparks3 opened this issue Feb 7, 2024 · 2 comments
Open

[0.49.17] Critical slot display issue #1418

gsparks3 opened this issue Feb 7, 2024 · 2 comments
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GUI User-interface related issue

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@gsparks3
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gsparks3 commented Feb 7, 2024

Environment

Java Vendor: Eclipse Adoptium
Java Version: 11.0.13
OS: Windows 10
Standalone MML

Reproduction Steps

  1. Launch MML and open a "New Aero Fighter"
  2. Add a weapon and move it between locations in the Assign Criticals page. Observe normal behavior.
  3. Switch the Type dropdown to Conventional. Observe that the unit name in the top bar changes to "null null" (although it will update if you click into and out of the Chassis or Model boxes). Not sure if that particular issues is related.
  4. Add a weapon and move it into a location. Notice that the item nameplate does not display in the location, although the weapon is still present (per the Weapons 1 / 5 note, which properly updates as you move the weapon) and can be click-and-dragged out of that location into a new location or back into Unallocated Equipment.

Screenshot of issue:
image

After click-and-dragging the "Empty" box in the Nose back to Unallocated Equipment:
image

No log entries observed.

@Nikarus2370
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Additional information from playing with this bug. My testing is on 49.15

From a fresh design window (either opening MML to the aerospace designer, changing unit type to aerospace, or reloading current unit).

Leave type as Aerospace>add weapons to locations>change type to conventional>add weapons. (specifically, different weapons than used in Aerospace) Instead of showing "Empty", the different critical slots will show the same weapons in the same order as had been equipped to the Aerospace type. Weapons are correct in the preview tab but show wrong in the assign tab.

Starting fresh again, going Aerospace>Conventional and swapping from IS>Clan tech, each weapon added in a location on the assign criticals tab, Some weapons (ATMs, lasers, LB-X ACs) behave the same way as above however adding a Gauss Rifle acts different, adding a pair of "empty" slots. Top being the weapon itself, and the bottom being a "CASE" equipment that can be moved separately or removed causing some more weird behavior.

CASE: with both clan ASF and clan conventionals, as well as mixed Clan units (however not mixed IS in my testing). After adding a Gauss, AP Gauss, or HAG/20-30-40, a CASE is added to that location on the unit, adding other weapons of any type to that location (nose/tail) creates another CASE. Adding to the wings does similar behavior, however seems to randomly add the CASE to the opposite wing sometimes. I haven't been able to figure out a pattern to this at this time. Additionally these erroneous CASE modules are present in Preview>TRO.

Am going to play around some more and see what else I can find.

@gsparks3 gsparks3 changed the title [0.49.17] Critical slot display issue after switching to Conventional Fighter [0.49.17] Critical slot display issue Feb 11, 2024
@gsparks3 gsparks3 added the GUI User-interface related issue label Feb 11, 2024
@gsparks3
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I managed to produce a similar issue while editing the Ontos (Light Gauss) design into a custom design. I think this may be a more general critical slot display issue, and have edited the title accordingly.

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