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but they fire like a normal laser.
i think it would be cool to get assault pulse lasers, or maybe a pulse firing mode added to them?
just think it would be cool is all no real problems with em
Minor visual issue with the rapid fire ACs the default ammo kinda appears behind the mech/gun? other ammo types dont seem to have t his clipping issue.
Mod is great though.
Please stop spamming messages all over the place and spreading misleading information. If you can communicate on Nexus, just stick to Nexus.
Anyone downloading YARW for the first time: Your previous YAW settings will be imported into YARW's applicable setting options. Otherwise it will set everything to their default values on first bootup.
until I checked mod options and found Projectile heat set to 2.5x
<CrashType>Assert</CrashType>
<ErrorMessage>LowLevelFatalError [File:Unknown] [Line: 3146]
Could not find SuperStruct AITimerEvent to create AITimerEvent
Works fine when swapping to vanilla yet another weapon/clan weapon with current mod list. I am running relatively large mod list with a number of questionable compatibility mods like YAW Emporium however. I'll see if I can get it to work without all the other YAW dependent mods enabled. I'm thinking it's some niche YAW dependent mod that got upset that something minor got changed.
Seeing a Direwolf one-shot was funny though
Again, the bug has been noticed and known for several days now. Just took a while to figure out exactly what was causing it due to it being the least likely reason and my work schedule. Everyone reporting it to be at least some of the pulse lasers narrowed it down fairly well though.
Patch might take a while as I'm having to purge a lot of stuff in order to make a "clean state" to continue from. I cannot really do anything with YARW until this process is complete. It's a really obscure issue and there's a lot of unknowns still.
(Article on Nexus)
This or a similar issue has been previously reported and actually from a Youtuber's stream. However, if it is an issue from YARW, it should be fixed within the latest 4.7.2 version. So make sure you are using the latest version of YARW (4.7.2 or later).
The more likely issue is a bad load order which was a known thing when this issue was previously observed. I recommend reading through this guide: https://www.nexusmods.com/mechwarrior5mercenaries/articles/114
Other thing is: Did this issue occur in single player or co-op? If the issue persists after following the guide, post your load order in the [Yet Another MW5 Server] Discord in the troubleshooting channel.
This paired with Revamped Quirks and I honestly think it’s the de facto way to play MW5Mercs.
i still have access to the other rf ac's
ill just try to troubleshoot
RF-AC/2s spawn just fine so either you are very unlucky, or u still have a FUBAR load order.
That said, i dont even know how u could cause such a specific issue to occur this from a bad modlist/load order.
everything else seems to be spawning and restocking but every hub i buy them from never seems to get new ones
Any ideas what i could do to fix that?
https://www.nexusmods.com/mechwarrior5mercenaries/articles/92
Then I do another 3-5 Missions with it and it happens again.
One of my friends had the same issue as well with LBX 20
Well, this issue isn't hardware related for sure then. I and other people have tested this with no success in replication, so i'm just gonna have to hope that next update fixes this?
That or Steam is doing its normal Steam business and not updating/downloading mods correctly after hitting subscribe.
I still can't replicate this issue, so either i accidentally fixed it in my current unreleased build, or something else is causing this to occur. Since your mod list is so short, I would assume the load-orders weren't messed around with at all. (Regardless, they should be kept at default anyways)
That said, i rarely get time to really sit down and just play the game. This also means time for play-testing/bug-hunting is limited. I do have a theory that PC performance may induce bugs if the users PC is too slow. Many "files" have to load before or after in a certain way so that they integrate with the various settings and YAML mechanics just fine. I'm not sure if a slow PC would mess with this at all?
I'd recommend installing Mod-Options, as it is practically required but it's not on Steam. (Found on nexus)
Are you still using YAML though, and not literally just YARW?
If you remove the AC20 weapon and you put it back in the load out it works fine until
you restart the game and you go back to that mech.
After a while the AC20 will fire on it's own (Automatically) Like it's out of sync, Without consuming any ammo. I am just using your weapon mods and noting else. It only happens with 20s noting else.
and make special LRMS it also increases the challenge as you might
face opponents with those special indirect fast LRMS.
So I would like to lower the LRM speed, but due to technical reasons, it messes with their very difficult to fine tune flight path. They worked well and had a slower velocity pre-DLC 6, but for whatever reason had to be adjusted afterwards.
Making LRMs have at least a velocity of 450 m/s fixed many issues of them not being able to hit their targets, regardless of minor tweaks to their flight path. Basically, LRM flight path logic = confusing nonsense XD.
The only thing that bothers me a little bit is the extreme LRM speed.
You can't even see them flying around blink and you will miss it kind of thing xD
I don't mind having some lrms variants with some speed tweaks but not all of them.
The arrow somehow works and works well I was using YAW before and it
would always miss!
All the other Multi Optional Weapon are Fantastic and exciting to use!
As for weapons that cant mount in arms/torsos/restricted to mech weights, this is all intentional and derived from YAW/YAWC anyways. I will update the Artillery weapons descriptions some more to notify players of such restrictions on the next release/official release.