Merctech Version requires it, uses their assets and mechlab.
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File credits
Special thanks to Alex Iglesias from PGI for making the engine and gryo icons.
Thanks to Oraeon1224 from Discord (he makes the TT AI mods) for the logic behind determining physical attacks. Together we were able to get it implemented into MercTech.
Thanks to 42and19 (maker of the 42's Mechs of Beauty mod) for the artwork of the commendation medals.
Donation Points system
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Changelogs
Version 2.22
Sperry MG sounds fixed after I screwed up and didn't set the spatial part to position
Cockpit glass breaks may work better, was in the middle of fixing it up when this emergency patch had to come out
New careers should have the correct number of mechs
After your coolant level drops below 20%, it should no longer make noise and show coolant venting
Version 2.20
Moving files over to the MercTechComp to help PirateTech Team (mainly the Asset Manager)
Adding ammo explosions to the MercTechComp so the Niagara can play special effects during explosions (I have a lot of good ones)
Minor adjustments to some HUD files for new 3d HUD
LRM's will now have 4 modes of operation. Default is Auto (Safety) which will have the safeties engaged (if the launcher has a min range) and will auto-select between direct and indirect based off the line of sight. Indirect(Safety) and Direct(Safety) are as their names suggest, and Hot-Loaded will be as current, but can not be activated on LRM's with no min range (Clan LRM)
Bug found with non-Mech projectile weapons having the wrong max range set, fixed
Thumper Cannon and Thumper Piece now deal 5 and 15 damage respectively no matter what damage model. Currently looking at having them apply gyro stability damage when fired unless you are stopped
More performance fixes with removing constant quality checks during combat
Vehicle salvage is now based off how the vehicle is destroyed and ammo can be salvaged from it now
Lock and Loaded mission had a few errors with the MAD-3R boss and a plain UAC/5 ammo as a reward - FIXED
MercTech Niagara updated with more FX and will have more variety
Thanks to Timberwolf for the minigun sounds, the Sperry now has a new sound when firing with a full hopper.
Venting coolant will now remove 2 points of heat per second, but vents 5% of your coolant per second.
Version 2.17
Integrated Combat Turns implemented
Market tab in the Mechlab will now show the correct ammo for weapons you have loaded
Hellion and Javelin fixed (Requires MW5CAB 1.9)
Micro lasers fixed
Salvage screen will show the value and how much ammo you have for salvage items
Possible to sell cold storage mechs
Repairs to armor reduced by 75% when using time vs ICT
Machine guns now give Autocannon Dampeners when disassembled
Camera shake from incoming damage can be adjusted in the options menu
Fixed MASC equipment not installing
You can only upgrade weapons that are 100% quality and undamaged now.
AMS adjusted to fire more rounds
Rocket Launcher damage fixed
Sounds adjusted again
LRM and SRM launch sounds made new
Attempt to improve performance
Mod size reduced by not including some texture files not needed
Version 2.15.2
Fixed ammo depots
Version 2.15
Prevent AI from saying "Nice Headshot" when the enemy pilot ejects. Currently they are saying it because when the pilot ejects, I'm destroying the head, and this is triggering that dialog.
MW5 and MW5V2 should now ignore AC cooldown modifier completely with regards to heat
Legging mechs should now cause both their legs to fall off
Disable Heat Effects should now work again
Deadfire missiles have limited tracking now
Switching mechs will no longer cause sound bugs with clip reload sounds
Limited clip reload sounds to 1 sound globally
Adjusted multiple sounds to balance them, and added fade outs on some AC sounds to prevent a sudden cut-out
New mechs added
Auto-Mech switch on ejection added FINALLY
Vehicle BV is adjusted based off the vehicle armor modifier you select for non-authored missions. From Armor Modifier 100% to 200%, it will scale up the BV 1% for every 2% of armor, so at 200%, the BV will be increased by 50%. It will not go below the regular BV value to prevent mass spawning of vehicles.
Quality level on weapons in mechlab will no longer change the background color, but instead lower the tech level pips
BUGS:
There is a weird bug with Voelkers not following the arm reticle in MWO hardpoints. Fixed in new version, but still don't understand why it happens
If you repair a weapon on the mech and then remove that weapon (in the same work order), it will not repair the weapon and will still deduct the parts from your inventory. Do not do this for now until a solution can be found
Version 1.6.4.0
Added Oraeon's new TableTop rescale version (V2) to the game
Ammo explosion chances reduced for better gameplay
Ammo explosions will now cause damage over time instead of at the end of the final explosion.
The paperdoll from mechs will now update very 1 second in Ironman mode, and in co-op the client will have it updated every 0.5 seconds.
Version 1.6.3.0
Universal Socio-Industrial Index Rating now displayed on the System information page. This is for future use
RAC/UAC jamming chances have been reduced
HFB effects should work better now
Shockwaves have been added back to ammo, so AC20 rounds should destroy buildings easier.
Commendation Medals will now have a tool tip that will show you how much XP they are worth and the stats for it. So for weapons, it will show you the total weapon damage done and then break out for each weapon.
AI will now start out with max Rate of Fire for their UAC/RAC weapons
AI will now swap their LBX AC's to Cluster/Solid based off certain conditions. If they are targeting a VTOL, they will use cluster ammo. If they are targeting a mech that has exposed structures, they will use cluster. If the mech has no structure exposed, they will use solid rounds, if during that time the structure opens up, they will then switch to cluster rounds. If shooting at tanks and turrets, they will use solid rounds.
Version 1.6.2.0
Thermal Vision fixed (not overhauled yet)
Weapons have a 25% chance of being repairable after being destroyed
Gyro meter will now fill up from any impulse (running into buildings). Gyro meter has been reworked to be a little more accurate also
In the Gameplay Options menu there is now an option to flip your mech's paper doll.
In the Gameplay Options menu, there is now a rescale option also. MW5 is stock, TableTop is Oraeon's TT Rescale values, and Comical is 20% of that (for fun).
Arrow IV Cluster Missiles have been completely reworked and now let off 30 submunitions above its target, showering the target with explosions.
New "Extreme Munitions" damage model added. Autocannons' have their damage increased by 300% over tabletop values, but keep the limited ammo. Missiles also have a 50% boost in damage.
Story missions should now give the proper mech rewards even if your mechbays are full.
Salvage screen no longer adds random numbers to the mechs you own.
Repair Bays will now refill and repair armor correctly in missions.
MercTech Advanced - PPC damage has been put back to normal, LRM's now do splash damage.
Version 1.6.0.0
Damage handler has been updated to use the primary method. Before it was using a backup method due to performance issues, this has been corrected.
Mech Work orders will now work in co-op mode.
Improved performance when mechs spawn, reducing the amount of stuttering during game play.
Dirt will now appear on mechs the longer the walk in combat. This will be cleaned off when a mech work orders is complete.
Quality of the mech will now show up on the mechs exterior. Armor will have paint chips, grime will come out of joints, etc.
Mech Salvage chance has been updated to use the correct setting in the options menu.
Mech upkeep has been updated to use the mech weight to determine how many hours are required to maintain it, multiplied by 1000 for labor. The mech quality now effects the cost you pay, as well as the "Difficult to Maintain" and "Easy to Maintain" quirks
Pilot salaries are now modified based off the pilots skill. An elite pilot will command 3 times the normal rate.
Market has been updated to use availability codes for equipment seeding. Some Star League era equipment can now appear before 3040 (CASE, Double Heat Sinks, BAP)
Beagle Active Probe has gained the ability to ping the entire map for targets for 10 seconds with a 120 second cooldown (use the '[' key to activate)
LRM and SRM missiles have had their spread radius reduced
Going slower will reduced Autocannon's spread radius, and your gunnery skill will reduce jamming chances on UAC/RAC.
Physical combat can now be turned on. You can charge or do a Death From Above attack on any mech. If you have Friendly Fire turned off, you will deal nor receive damage but your Gyro will be maxed out and will need to recovery. Damage done from physical attacks is spread out between several locations based off the hit location.
Version 1.5.1.3
Fixed availability dates for weapons
Version 1.5.1.2
Fixed mech salvage
Version 1.5.1.1
Fixed crashes due to 1.5.1.0
Version 1.5.1.0
Added clan weapons to the weapon table
Fix projectile weapons not hitting correctly.
Version 1.5
Damage handler has been overhauled for future use
Critical Hits are now determined by the damage done to the structure and any modifiers the ammo has. LBX Cluster have a 200% modifier, while Machine Guns have a 150% modifier
Mission Results screen for pilots have been changed
Market will now seed weapons based off their availability codes
Salvage has been updated and fixed
Friendly Fire option has been added to the options menu (not compatible with the Friendly Fire mod)
LRM/SRM will now fire deadfire type if they do not have a lock on a target. If LRM's can see the target, they will fire at the target, if not they will go vertical to hit from above.
Ally pilots should no longer be killed easily
Lancemates should no longer say you got a headshot all the time
Mechs that were in vanilla cold storage should now be removed properly into the new cold storage system.
Pulse Lasers will now stay on the location hit if they hit a mech on the first hit
TAG system will now stay active and on target up when activated if they are over a target and the aim is within 10 degrees.
Weapons loadout in HUD now reflects where your weapons are. Press F9 to switch back to the classic view.
Added Clan weapons to the main weapons table, they should work now.
Fixed projectile weapons not hitting their target.
Version 1.2.0.0
Added FLAK ammo for 30mm, 60mm, 120mm, and 180mm Autocannon's.
Weapon table in the editor will now allow all weapons in it to be loaded into Instant Action
Version 1.1.8.0
Fixed cooling systems not showing up again because I forgot to hook up a pin
Fix for co-op work order test again.
Version 1.1.5.0
Fixed cooling system swaps not showing up
Cored mechs in Ironman mode now go with the cored mech salvage chances (before it defaulted to 0%)
Minor fixes to salvage while refining it
Version 1.1.2.0
Fixed armor not costing c-bills to repair
Tabletop damage model should now work correctly
ALT Firing keys will now go off the HUD weapon groups to swap ammo / change rate of fire.
Version 1.1.1.0
Fixed compatibility issues with the MW5 Compatibility pak
Added support for after-modded structures and armor types. Due to this you may see the same type of structure that you have on your mech for now in the mechlab.
Added ammo counter to the slots in the critical slot view (F10)
Version 1.1.0.0
Scenario Generator bug fixed, enemy mechs should use advanced tech units when available.
Cold Storage now has unlimited storage. If you are playing Ironman mode, then the mechs can only be stored in Industrial Systems, and must be retrieved from the same place.
Salvage System Revamp
Version 1.1
Standard Markets will now only seed tier 1 through 4 weapons. Rare weapons will always be tier 5 and can be lostech.
Version 1.0.0.1
Fixed machine gun sounds not stopping.
Version 1.0.0.0
Gyro Damage now effects the recovery rate (33% less for first critical hit, 66% for the 2nd critical hit)
Medium Range Missiles added
Heavy Machine Guns added
Light Machine Guns added
Advanced Tactical Missiles added with all 3 ammo types (Extended Range, Standard, High Explosive)
Mech Quirks have been added (Ironman mode only)
Mechlab has been updated for correct critical slots being used when weapons are installed, so a Machine Gun in an AC20 slot will no longer take 10 slots.
Weapon Crit Splitting has been implemented, any weapon that has 8 or more slots can be split to the adjacent location, but 7 must be in the original location
Hero Mechs now have full MWO style mechlab, while regular mechs will need to be kept in balance to avoid penalties (Ironman mode only)
SRM and LRM carriers have had their cooldown reduced from 10 and 12 seconds respectively, down to 6 seconds. This prevents them from having overpowered alpha damage.
RAC and UAC now fire in burst modes when their rate of fire has been changed. The jam chance is now done on the cooldown, so it will work more like table top.
Changed how the emitters are handled in the mod
Parts of MercTech were moved to the MW5 Compatibility mod
Max Armor button now works
Ironman mode now only has 1 save file, so you can't go back.
Version 0.9.9.9
CTF-1X Center Torso and Right Arm slots have been fixed
Fixed Weapon Groups 4, 5, and 6 could not change ammo or rate of fire
Rate of Fire modifier added in the options menu for Autocannons. Can select between a 1 and 4 multiplier.
Machine Guns are now burst fire weapons, they fire 12 times with 0.08 seconds between rounds. This should help the AI use them.
Multi-Missile Launchers have been added
Deadfire Missiles have been added for SRM and LRM. They deal 50% more damage for SRM, 100% more damage for LRM, but have a high spread radius.
Fixed the Stalker floating on the title screen
Adjusted CASE availability date from 3040 to 3036
Gryo Effects are now enabled with the Heat Effects. As your mech takes damage, a gauge next to the heat gauge fills up, the higher this gauge, the slower your torso twist and turn rate is. Your gyro size and current mech power (how fast your mech is going) controls how fast this gauge goes down. Stopping will increase the recovery rate by 3 times, while full speed will make it 0.
Heat no longer effects the mechs turn rate, only its speed (Gyro now takes care of turn rate)
Version 0.9.9.8
Ammo will now show up for weapons that are being sold in industrial hubs
Tier 5 UAC20 had its jamming rate reduced from 100% to 10%.
Version 0.9.9.7
Snub PPC should now be the correct damage
AS7-S Atlas now has the correct number of center torso slots for shielding
Typo of "Kreuss PPC" fixed
Ammo explosions are fully implemented now (Critical hits and Heat), they follow the location propagation like the rulebooks say unless you have CASE in that location. If you have ammo in your left arm and CASE in your left torso, the ammo explosion will destroy your left arm and your left torso, but stop short of the center torso.
Inventory filter now recognizes Streak SRM's.
Clan SRM's can now use Inferno ammo
Clan Streak SRM's now show valid ammo
BAP doubles the sensor range from 800 meters to 1600 meters, and doubles to FoV of sensors
Version 0.9.9.6
Added the ability to skip Act 1 when starting a new campaign.
Version 0.9.9.5
Armstrong 150mm LBX10 does the correct damage now
Version 0.9.9.4
Fixed pilot kill stats not updating
LBX ammo now updates with damage per ton correctly
Fixed tooltip showing incorrectly for Enemy AI Damage Modifier
Version 0.9.9.3
LBX weapons now calculate their damage correctly when firing, no longer do LBX20 deal 210 damage per shot
Heatsinks will now be restricted in Ironman mode to the cooling system type.
Version 0.9.9.2
Added the ability to skip the tutorial mission
Atlas Kraken has the hero re-enabled
Version 0.9.9.1
Clan UAC10 should no longer crash the game
LBX-2 should allow ammo switching
LAC5 tier 1 should show as the correct tier now
KNOWN ISSUE: Custom PPC's, Gauss Rifles, and Machine Guns are not showing up in instant action
KNOWN ISSUE: Only Tier 0 RAC5 is showing up in Instant Action, all others are missing.
Version 0.9.9
Mechlab work orders revamped and should work better now
All weapon short names no longer have brackets in there name
Equipment filters have been added to the mechlab inventory panel, you can now filter Engines, Gyros, Internals, HeatSinks, Ammo, and Jump Jets
Campaign Starts can now select which year they wish to start, 3015, 3025, 3034, 3039.
Damage Models have been added. You can now select how much DPS each class of weapon does based off of Mechwarrior 5, Tabletop, or MercTech. Future versions can be made easily.
Added Enemy AI Mech Damage Multiplier that stacks with the Global Damage Multiplier
Added Damage Per Ammo Ton to the options menu, you can select how much damage each ton of ammo can do, it will get as close as it can based off the damage modifier, global modifier, and weapon. REQUIRES GAME RESTART AFTER CHANGING
Fixed tutorial mission not being able to kill the legged mech if Legging is disabled
Fixed various mechs that did not have the correct slots for center torso, like the Dragon FLAME and FANG
New weapons have been added to the game that replace the stock weapons
KNOWN ISSUE: When replacing a standard gyro with a compact gyro, you do not gain the extra 2 slots. The compact gyro has a 10% damage rate vs the 25% of the standard gyro though.
Engine Critical Hits in Non-Ironman mode now only increase heat 0.25 per second
Engine Critical Hits in Ironman mode will destroy the engine after just 3 hits, vs the 4 in Non-Ironman mode. Heat still increases 0.5 per second in Ironman Mode
Version 0.9.8.2
Updated Campaign Rewards again to give new weapons, see if it works this time
Added Thermal Vision (Black and White) by pressing the 'M' key
Added action keys for controlling weapon grouping and thermal vision, this will allow future version to customize those key bindings
Max Legged Speed option should work now
Version 0.9.8.1
Pilot kill tracker should now work
Version 0.9.8
Fixed critical hit calculations
Added ALT+ Group Number as a keyboard shortcut for swapping ammo/rate of fire changes
Kills are now tracked throughout the campaign, in the barracks page you can see how your lancemates are.
Increased machine gun damage from 0.3 DPS to 0.6 DPS, just behind small laser DPS
Shorted all Artemis missile systems to just a plus sign at the end, so instead of '[SRM 6 + Art IV]' it is now just [SRM 6+]
Decreased SRM spread radius from 10 meters to 7.5 meters, with Artemis equipped launchers staying the same at 5 meters.
Decreased LRM spread radius from 15 meters to 9 meters, with Artemis decreased from 7.5 meters to 6 meters.
Version 0.9.7.6
Fixed marketplace not showing information or models
Version 0.9.7.5
Added the 3 general slots to the SHD-2H ShadowHawk to fix the shielding issue when installing engines
Marketplace showing wrong weight
Version 0.9.7.4
Installing engines that require new shielding will now successfully create the work order
All paint schemes have been added to the new mech variants
Repairs of actuators will not show up twice now
Version 0.9.7.1
Increased mech speed calculation from 10.67 to 10.8. New formula is (Engine Rating / Mech Weight) * 10.8 to get the walking speed, multiplied by 1.5 for running speed
Fixed issues with the work order system failing when doing armor, structure, or cooling system changes. Also fixed bug with repairing head components
Version 0.9.7
Armor swapping added to mechlab
Armor, Internal Structure, Cooling system upgrades can now only happen in repair systems
Implemented Ironman mode, can only issue work orders while in a repair system. Cored mechs can not be repaired or salvaged
Fixed issues with work orders failing
Version 0.9.6ia
Nearly full functional Mechlab. Engine, Internal Structure, and Cooling system swapping.
LBX can swap ammo between Cluster and Solid rounds, SRM can swap between Inferno, Standard, and Artemis rounds. SRM + Artemis can not swap.
Version 0.9.6
Engine swapping in Campaign mode complete. Endo-Steel comes out in 3034, but is disabled since I'm working on getting Repair Clusters to work correctly.
Added Damage Multiplier to the options menu, will modify the damage of all weapons used in the game when fired. Default is 100%
New Campaign must be used so all mechs have their loadouts correct. If you want to use in a previous save, you will need to sell all your old mechs and by new ones 10 jumps away (refreshes the market)
Known Issue: When starting a campaign, Actuators and other equipment is seeded, you can sell these. Working on removing it from start.
Version 0.9.5hf
Patch to fix the Clan ER PPC not showing up, was missing its custom slot type.
Version 0.9.5
Merged Heat Galore and Weapons Galore to MercTech
Options menu will now allow you to configure options for the Heat Galore parts
Added Clan ER PPC
Fixed issues with the Light Gauss Rifles and Harpoon SRM6
Version 0.9.2
Includes mechs from cszole's Yet Another Mech mod
Added Clan pulse lasers and SRM's
Version 0.9
Fixed market TOI logic to not load every ammo asset per weapon you have.
Added Federated Autoloader 10/B, 10 round burst fire 80mm
Added Clan LRM's
Fixed the Mauler having an incorrect loadout
HEAT AND CRIT have been merged. All mechs have had their heat capacity increased by 50% (40 to 60) and everything over 40 now induces the negative effects.
HEAT - At 100% heat, the mech will gradually slow down and your aim will start to sway
HEAT - At 112% heat, you will have a 10% chance to trigger a shutdown event every 5 seconds, in which case you have 3 seconds to hit override. Override only lasts for 20 seconds or until your heat goes below 100%
HEAT - At 123% the shutdown chance increases to 20% and ammo explosions have a 10% chance of happening every 10 seconds
HEAT - At 135% the shutdown chance increases to 40% and ammo explosions have a 20% chance
HEAT - At 142% the shutdown chance increases to 60% and ammo explosions have a 40% chance
HEAT - At 150% the reactor shuts down even with the override engaged. The reactor will be turned off a minimum of 5 seconds but can take longer depending on your chances. Reactor will automatically retart below 100%.
Side Torso's with XL engines that are destroyed will cause the heat cooling to be reduced by 0.25 heat per second.
Head crit hits will now remove the targetting reticle and target information.
Version 0.8.5
Added all Tiers for Streak SRM4 and Streak SRM6
All autocannon's now decrease their spread by 10% per tier level
Markets in Industrial Hubs should now supply ammo you need
Version 0.8.4
Fixed LBX and UAC spread and optimal ranges
Defiance 1001 ER PPC has its range and heat reduced. It is in between the regular PPC and the ER PPC.
Version 0.8.3
Fixed impulse of projectiles
Removed the heat component and made it seperate that can be used in vanilla games.
Version 0.8.2
Fixed mission rewards, with the final mission giving an ER Large Laser from a weapons factory on Ashton
Added the 37mm ZeusBolt, a 3-burst fire AC2.
Version 0.8.1
Instant Action now allows all tier weapons to be used
Added Tier filter in mechlab
Implemented codiene42's "Mechlab Detail View by Default" into the mod sinces our conflicted.
Fixed various spelling errors.
PPC's had the wrong range, increased from 460 to 540 meter optimal with 920 meter falloff.
Version 0.8
Market Screen will now have filter buttons to filter based on classes. You can now filter based off of AC2, AC5, etc
Markets will no longer show advanced tech before their introduction date.
Markets should no longer show stock weapons
Stock weapons should no longer be salvageable and AI mechs should not be using advanced tech before
Heat over 50% now reduces movement up to 80% @ 100% heat. The hotter you run past 50% heat, the slower your mech moves and turns.
Smoke rises from mechs over 80% heat, this simulates grease and oils burning off like the novels say.
A legged mech should be limited to 20% throttle and turn speed now.
Moobtech Advanced Systems released their version of the Medium and Large Pulse lasers, they generate more heat but can do more DPS if you can stay on the target constantly.
Series 1, Series 2a, Series 7Ja ER Lasers will now appear after 3049. They are teir 5 only so they will be extremely rare, but they are Clan tech salvage.
Version 0.7.2
All Autocannon muzzle velocity has been increased by 100 m/s. Damage has increased as a result.
Added - Victory Throb: Small Pulse Laser with high cooldown
Added - Magna 900P: Large Pulse Laser with short cooldown
Added - Magna Mk IX: ER Large Laser with a short cooldown
Added - Pontiac 100-BF: 10 round burst fire 151mm Autocannon. High damage but twice the heat and a 6.7 second cooldown
Added - Whirlwind 120-BF: 3 round burst fire 120mm Autocannon. 4.5 second cooldown
Added Experimental - Moobtech P300: Small Pulse Laser that can fire constantly but produces nearly twice the heat as a regular small pulse laser
Version 0.7.1
Added filtering function for weapon classes in mechlab
Removed stock weapons from being salvage
Fixed various bugs
Version 0.7
Added LRM's and SRM's.
Rebalanced weapons, every weapon received a 50 damage reduction, after that all Autocannons got a 50% increase (so 25% debuff for them)
AC's now deal more damage but requies you to be on target more, so it rewards players with a steady aim.
All mech loadouts have been updated to use the new weapons.
Version 0.5
Added PPC's, Heavy PPC's, Light PPC's, Snub-Nose PPC's
Added Lasers, ER Lasers, and Pulse Lasers
Created new muzzle flash for the RAC5 to include sparks like a M61 and GAU-8 does. This is experimentation
New Machine gun called the M100 is in, it doesn't use trace like stock, it fire projectiles and does low damage. It can hit targets further than 90 meters, but tickles them.
Fixed Inferno SRM 4 firing in weird directions
Version 0.4
Added Gauss, Light Gauss, Heavy Gauss Rifles. Only tier 1 weapons for now, balancing will be needed.
Added Inferno SRM's and Streak SRM4 and SRM6. Inferno SRM's deal 0.1 damage (so the AI will use them) and deals 1 heat per missile. They also fire in a staggered pattern.
Fixed typos
Version 0.3
Added Class 20 Autocannons
Reworked all autocannons, the higher DPS versions in their respective class will do less damage per ton of ammo, while lower DPS will do more damage per ton of ammo.
Version 0.2.1
Fixed Mech Lab equipment tab to show the correct ammo when "Valid Only' is checked.
Version 0.2
Added AC10 Variations
Increased damage of all autocannon variations by 50%
Heat fixed on RAC2
Removed the "Shell" model on the projectiles to improve framerate. Trail is still present.
Install: Unzip the FOLDER "MercTech" into your "MW5Mercs\MW5Mercs\Mods" directory. If you have a previous version of MercTech, delete the old folder and unzip the new one to the Mods folder. The following are required to run:
Mechs now have a "Knock-Down" feature. When the gyro is over 80% saturated for 5 seconds, the mech will stop and crouch while the reaction wheels spin back up. This takes 5 seconds, afterwards your mech will stand and you will be immune to gryo damage for 15 seconds.
Unlocked Mechlab - Fractional tonnage rules have been implemented, so you can put 0.001 tons of ammo in 1 location if you want. There is only 1 jump jet equipment (and improved jump jet) that will weigh more on bigger mechs, and they use general slots. The only limit is the engine size.
Ammo Management- Ammo is now tracked, so if you use 100 rounds of autocannon ammunition in a mission, you must refill that ammo bin with those rounds. Ammo can be purchased by the ton in the market at any industrial zone. This option can be turned off/on when starting a new campaign.
Armor Management - Armor is also tracked like ammo. Is purchased in 5 ton lots and can be salvaged.
Resource Delivery - Ammo and Armor can be delivered to you if you have resource management set to "Limited". If you do not have the required amount when putting in a work order, a time delay will be added when creating the work order.
Overhauled Missiles - Missiles now individually track a target vs a group that flies together. With these changes, Swarm ammo has become a reality, each missile can target a random target within 180 meters of the primary target. If they miss their first target, they will go into pitbull mode and can target any target in front of it. Missiles have an acceleration and deceleration part in their life cycle. When first launched, the missiles are traveling around 100 m/s, but will quickly accelerate to their max velocity, during this time they have the highest turn rate. Once they reach max velocity, their motors will still burn and have good turn rates to track the target. Once the motor is out, their turn rate and velocity will begin to decrease while still tracking the target.
Overhauled Projectiles - Autocannons, Gauss, and machine gun rounds can now deal damage at any range as long as they can reach their target. When they contact an object, the round may bounce off and hit something else while still dealing damage to the first object. The primary damage factor is the velocity of the round when it hit the object, the secondary factory is the angle of incident, which can only lower the damage by 80% with a glancing shot
Weapon Critical Hits - With the addition of the workbench, weapons now have parts that can be damaged in combat. Weapons can be knocked out of alignment, so your laser that was hitting the crosshairs may now hit below it instead. Your emitter may be damaged which can cause the laser to generate more heat when fired than normal. Weapons that are damaged this way will show up yellow in the mechlab, but can be repaired on the mech. Weapons are damaged by hits to their individual meshes on the outside.
Ammo Explosion changes - Ammo explosions will now cause ammo to come flying out of the mech or vehicle. These rounds are live and can cause damage, so be careful.
PPC Safety and Overcharge - PPC's that have a minimum range (Inner Sphere PPC's) will have a safety to prevent them from firing if they detect a target under their minimum range. You can disable this safety, but doing so can cause the PPC to be damaged from feedback. The closer the object that was hit, the greater the changes for feedback. PPC's can also be overcharged now, you hold the trigger down and release when ready. The weapon will automatically fire after 5 seconds of being charged. The longer the trigger is held down, the greater the damage and heat generated, but at the risk of damaging the PPC.
Autocannon changes - Single fire regular autocannons can now enter double fire mode, but they have a 20% chance of jamming and damaging the autocannon. Burst fire autocannons can now toggle between Single, Burst, and Accelerated modes. Accelerated mode will fire twice the rounds as burst fire does in the same amount of time, but the chances for jamming are 20%. Projectile spread is also increased in these modes. New ammo includes FLAK and Armor-Piercing for all calibers. New Caseless Autocannons have been added, they are lighter, less bulky, higher damage than regular autocannons, but they generate twice the heat and can damage the weapon on jamming.
Missile Launcher changes - Missile launchers will now fire their missiles at random intervals based off the tier of the weapon. They will also only fire as many missiles as their are tubes before doing a quick reload in 0.5 seconds to fire the next salvo. LRM's can have their missiles hot loaded in the tubes, which if the LRM takes a critical hit while the missiles are hot loaded, the weapon and ammo will explode. LRM's that are not hot loaded take a high arc to the target, while hot loaded missiles are direct fire.
Through Armor Criticals - Autocannons, Gauss, and Missiles can penetrate armor and damage internal components. This chance increases with the projectile caliber. TAC's can not begin until the armor is at least 25% damaged, and the chances for a TAC will increase as the armor is removed.
Thermal Vision updated - Thermal vision now uses a combination of the white/black vanilla thermal vision for the backgrounds, and use color for mechs/vehicles. Each weapon on mechs are tracked with their own heat, so you will see lasers glowing red on a mech that is still green. Thermal vision will get worse for the user as their heat increases.
VTOL and Tank upgrades - These units now have armor facings and a shared internal structure hit point pool. Though this makes them tougher to deal with, they are subjected to critical hits at twice the rate as mechs.
ECM - ECM can now act as a passive anti-missile system. When a missile is targeting a vehicle with ECM, the missile will see the target as much larger and can veer off its course.
Rocket Launchers - These weapons may now be fired in single, ripple, or salvo modes.
Laser model update - Lasers installed on mechs will have their lens color match the beam. So a small laser will have a red lens, medium green, large blue.
Shell Casings - Shell Casings will be ejected during autocannon fire (for non-caseless ammo). This can be turned off/on with the lifespan of the casings.
Infantry will now fire real SRM's and Inferno SRM's.
Along with the changes to MercTech, I have updated the MW5 Compatibility Pak with the ability to change your keybinding for mods. Currently it is limited to a select number of keyboard keys, but future will have joystick and mouse support.
If you get a FATAL ERROR after updating the mod, delete the MercTech and Compatibility mods from your mod directory, start up MW5 and close it, then reinstall the mods. This clears out the mod cache so the assets are correct.
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