Comments (2)
There is a minimum sprint distance setting in vanilla, and ME is using that to calculate the minimum engine you have to install. I think just reducing the minimum sprint distance to 0 would allow all engine types. Dont know the exact name, but must be inside a constants json file under the streamingassets folder from ME. I also dont allow all engine ratinga anyway, only those that mech are already using. Mainly to avoid cluttering the mechlab with a huge list of engines. But there is an autofix setting I believe to allow all engine ratings to appear in the mechlab. (Note that minsprint setting mentioned before still takes precedence)
from mechengineer.
Yep, changing the minSprint from 120 down to 90 solved the issue. Looks like the specific mech's movedef file that sets the chassis speed limits the engine rating as well. So dropping the minimum sprint distance inside the mechstat constants file to 90 and not 0, sets the correct ranges for mechs.
Testing on the Stalker and Awesome I was able to slot their default engine rating w/o being able to drop the mech below its min speed for the chassis. The Awesome was able to drop all the way down to a 200 rated engine instead of the 240 stock. So that bulky guy can get even slower if you really wanted, but the stalker's lowest engine rating is still in default. So yea, set it to 0 and you can slot anything you want, but the mech's sprint just zero's out if you select it.
Also, quick suggestion on mechlab clutter. Check out the Custom Filters mod as it really helps to clean up the mechlab. Might be something you want to look into for your default release outside of RT.
from mechengineer.
Related Issues (20)
- NRE caused by specific hardpointdatadef HOT 4
- infinite loading with customised base game mechs HOT 10
- BLR-1Gb LA hardpoint lacking model HOT 4
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- Gauss Rifle++ misses out on critical slot adjustment HOT 1
- Better MechLab Vehicle support HOT 2
- Weapon Damage Immunity HOT 3
- Introduce Expanded Critical Damage HOT 1
- CASE not working if CustomUnits loads first HOT 1
- AttackSequence might be null and throwing exceptions
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- Head destruction -> Cockpit destruction
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from mechengineer.