MechWarrior 5: Mercenaries

File information

Last updated

Original upload

Created by

Maxim2016 and SankaraSamsara

Uploaded by

SankaraSamsara

Virus scan

Safe to use

Tags for this mod

28 comments

  1. sleepyhead777
    sleepyhead777
    • member
    • 0 kudos
    Hi, I just noticed a small oversight in version 1.1. The armor of the center torso is damaged (Maybe preexisting battledamage).

    Just one last minor bug I found in the amazing new Warhawk Mech. There´s somethhing strange going on with the heatsinks. I run "heatsink restriction mod" by trueg that continiously showed an issue. The heatsink kit clan and the heatsinks clan are correct. I had to test a bit. I stripped the Mech and rebuilt it with the exact same components but I ended up with 3 tons underweight. Looking at the datasheet I found, that it seems there are 3 invisisble heatsinks somewhere on the Mech. And my guess would be that these heatsinks are Inner Spere Double Heatsinks. This would explain why truegs mod is complaining.

    Thanx alot for all your great Mods and these amazing models.
    1. SankaraSamsara
      SankaraSamsara
      • premium
      • 72 kudos
      Heatsink are clan in the YAML version so I don't know. If you're using vanilla, then yes, they won't be clan double heat sink
    2. sleepyhead777
      sleepyhead777
      • member
      • 0 kudos
      No, actually I use the YAML version. Everthing is fine with the type of Heatsinks and the type of heatsink kit. It´s just that the number of heatsinks don´t add up. The BattleMech chart tells me that the Mech has a cooling value of 4 (2 for the clan heatsink kit and 0.2 for each of the double heatsinks. So there should be 10.). But I can only find 7 double heatsinks allocated in the Mech. Suspciously there are no heatsinks allocated to the engine heatsink slots. My guess was, that there are 3 "invisible" inner sphere double heat sinks in these engine heat sink slots. Which would explain why truegs mod is complaining because the "invisble" heatsinks would be inner sphere models and wouldn´t be compatible with an clan double heatsink kit.

      As I said, it´s pretty strange.

      When I strip the Mech completely and rebuild it with the same components everything works fine, but I actually can put 10 clan double heatsinks in the Mech.

      PS: Just noticed something else. The Warhawk has the symbol for a heavy Mech (triangle with two dots) not an Assault mech (triangle with 3 dots) on the maps.

      Thanx again for your amazing work :-)
    3. Neobushido221
      Neobushido221
      • member
      • 0 kudos
      Are you actually using YAML itself?
      I test out a lot of YAML only mechs to see if i can make em work in vanilla ( i use the YAW/C series itself tho since that works fine in vanilla tho i recently switched to the excellnt giga-WOP ver.) and they almost always lack any visible heatsinks in engine slots themselves when u first get em.
      Its also best to fully strip some if not most YAML mechs before fitting em in vanilla due to "invisible" components.
    4. sleepyhead777
      sleepyhead777
      • member
      • 0 kudos
      Of course I use YAML and YAW and YAWC and Harjel and Heatsink restictions.
    5. QuirkyTurtler
      QuirkyTurtler
      • supporter
      • 0 kudos
      I'm also using truegs Yet Another Heatsink Restriction mod and I can confirm that there is an invisible Double Heatsink(s) in the Warhawk. Yet Another Heatsink Restriction mod prevents mixing of different Heatsink Types in a mech by introducing a requirement for a Heatsink Kit to allow installation of a compatible Heatsink Type. In the screenshot you can see that the mechlab thinks that there is an IS Double Heatsink in the mech which is not compatible with the installed Clan Double Heatsink Kit. 

      I'm using the latest version of your Classic Mech Collection(YAML Lore Version).
    6. zgrillo2004
      zgrillo2004
      • member
      • 0 kudos
      Can confirm this, as well.
    7. 80smetaldude
      80smetaldude
      • premium
      • 2 kudos
      Did this ever get fixed?   I have the same exact problem... you can't edit the loadout without a full mech strip due to the game thinking both DOUBLEHEATSINK and DOUBLEHEATSINK (C) kits are installed at the same time.... so the only fix is you do a full strip of the mech, and the sad thing is the ER PPC (C) do not go in your inventory they go into limbo... bah bye... :( /cry.

      I got all this stuff setup right been playin with YAML for years....  something wrong with this...
    8. SankaraSamsara
      SankaraSamsara
      • premium
      • 72 kudos
      i think it should work in the collection, i'll update this when i have time
  2. DirtyAmericanDevil
    DirtyAmericanDevil
    • supporter
    • 0 kudos
    I noticed that the v1.0 version of this mod doesn't include a quirks.json file in the resources folder. Also, in the mechs.json file, shouldn't the Warhawk also have the "clan-mech" quirk from YACM?  
  3. BrainP
    BrainP
    • member
    • 0 kudos
    Hi again,

    version 1.1 from 10th August YAML Version folder name does not have the YAML suffix. Does this mean the mech is just packaged as WarhawkClassic for both Vanilla and YAML versions or is this a mistake? 
    I now have two versions of Warhawk Classic installed, one in the WarhawkClassicYAML folder and one in the WarhawkClassic folder...

    Thanks for your great work!!
    1. zgrillo2004
      zgrillo2004
      • member
      • 0 kudos
      worse is that the quirks.json isnt included in this zip file. Sankara might have missed it when he was updating the Warhawk.
    2. CapnTytePantz
      CapnTytePantz
      • member
      • 0 kudos
      I noticed the same problem. This same discrepancy pops up on these other "classic" mods: Timberwolf, Hellcat, Mad Dog, Summoner, Hellbringer (not Ultimate), and Marauder.
  4. JiyuKishiParn
    JiyuKishiParn
    • member
    • 0 kudos
    Changelog says quirks were fixed, but there are no quirks in the file.

    Edit:  Just noticed something, looks like the quirks are actually there, but just aren't displayed.
  5. Neobushido221
    Neobushido221
    • member
    • 0 kudos
    Really love it now that i got it i even set up my vanilla one in the Alternate config T but with 1 of each weapon on each side cuz muh ocd symmetry and yeah i'm enjoying it along the omni mech dire wolf from another mod as my go to imposing assault  mech duo.
    I noticed that ppl have already reported issues i found but i think i got another one tho not yet sure but i though i should make you aware of it.
    For me the mech tops at 57km an hour but i'm pretty sure its going faster then that given the animation. Not using any upgrades outside armor and torso/turning speed.

    Next is more of a personal quirks
    I do wish the torso missile slot was large cuz i know some setups have LRM-15, 20 and ATM-12. Even if its not a remodel to the big chunky model i would really love to just have that slot so i can try more baseline configs.
    Another is the lack of the right torso missile slot i hope if you ever update the model it gets that unless i'm wrong and confusing it with another similar mech.
    Correction this last one is just on one apoc. version as a friend informed me.

    Again just my personal quirks i really love that this is finally in a really good model, it and the blood asp addition were really nice and i'm having stupid fun playing with both.
  6. BrainP
    BrainP
    • member
    • 0 kudos
    Thank you for this great mod!!

    I would like to point out some possible bugs, though:

    The unit code for the Warhawk prime is just "Prime", when all your other mods have proper unit-codes, is this intentional?

    The MDA quirk isn't being assigned to the model
  7. anotheraccount555
    anotheraccount555
    • member
    • 0 kudos
    Like your other Mechs, a great-looking and very welcome addition. Having fun with it already.

    I've noticed several issues with the legs: 1, the issue someone mentioned below where armor damage shows as structure damage; 2, sometimes when armor is breached, a "phantom" leg will show up intermittently over the armored leg (so I'm seeing both an armored and a structure-only leg stacked/clipping over each other); 3, when a leg is damaged it will sometimes flip upside down, flutter in and out of view, or one section (such as the thigh) will become invisible even as the lower leg/foot continue moving normally. None of these are ruining the gameplay and I'm still having fun and thank you, just letting you know.
    1. SankaraSamsara
      SankaraSamsara
      • premium
      • 72 kudos
      Thank you, this is golden feedback. I'll look into it for the next update.
  8. thecallender
    thecallender
    • member
    • 0 kudos
    Is the YAML version not meant to have quirks? Thought maybe it would like the Hellbringer does.
  9. krazyivanjohn
    krazyivanjohn
    • premium
    • 0 kudos
    the warhawk conflicts with the bloodasp im not sure why but i like the warhawk more so i diabled the bloodasp. good job ive always loved this omnimech
    1. SankaraSamsara
      SankaraSamsara
      • premium
      • 72 kudos
      The conflict is just that they both share the same testmode that isn't even used in the game, so it doesn't matter at all. You can have both activated at the same time without any issue :)
  10. Toddapederson
    Toddapederson
    • member
    • 0 kudos
    I think I found a "bug" with the damage indicator in the bottom left. On the image of the front (facing) the right leg is always completely filled with whatever color of damage it obtained. It doesn't show the armor damage first, then the structure damage. I hope that makes sense. It could also be my mod order but I'm not sure.

    But aside from that the mod is awesome! Bringing a classic to the MW5 game!
    1. SankaraSamsara
      SankaraSamsara
      • premium
      • 72 kudos
      Thank you, yes, that's a bug that I'll work on fixing. It's just the right arm armor that needs its proper texture referencing.