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Changing tech base or tech level resets armor points per ton to 16 #138

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crazys1 opened this issue Jan 30, 2018 · 0 comments
Closed

Changing tech base or tech level resets armor points per ton to 16 #138

crazys1 opened this issue Jan 30, 2018 · 0 comments

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@crazys1
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crazys1 commented Jan 30, 2018

Environment

What version of MekLab does your issue apply to? Note whether it is the stand alone MekLab or HQ's MekLab.

Version: 0.43.7-RC1
Standalone MegaMekLab

What operating system are you using? Windows, Mac, or Linux?

Windows 10

What java version are you using? If unsure it will state your java version at the top of the megameklablog.txt file.

8 Update 161 (build 1.8.0_161-b12)

Description

If a 'Mech has an armor type that has armor points per ton other than 16, such as ferro-fibrous, if you change the tech base or tech level, the points per ton gets set to 16.

To reproduce:

  1. Load a 'Mech that has has an armor type that has armor points per ton other than 16. As an example, open the Mad Cat (Timber Wolf) Prime.

  2. Change the Tech Level to any other value. As an example, set it to "Advanced." Notice that the points per ton gets set to 16 and the unallocated armor points becomes -38. This issue also occurs if you change the tech base.

Workaround:

After changing the tech base or tech level, re-select the armor type. The points per ton gets reset to the proper value.

Files

megameklablog.txt

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