MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Mechlab
over tonnage error prevents mission launch
i'm running only mod options, YAML, YAW, and YAWC. Since the 7/3 update, i can't launch any missions because the mission launch screen says my Atlas Boar's Head mech is over tonnage when it isn't. I haven't had time to see what other chassis might be affected; the update screwed up all of my loadouts on all of my mechs, and haven't had time to fix them.
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Showing 1-14 of 14 comments
I've got the same issue with the TimberWolf-Prime now.
BlightSyndicate 4 Jul, 2022 @ 8:55pm 
Similar problem.. Double engines and XL engines lost the heat syncs and are now all overweight. I would just use some Xtech but now the slots to install them are gone as well. :( The only engines that work correctly are the standard engines.
cszolee79  [developer] 5 Jul, 2022 @ 3:44am 
Fix will be up in a sec.
Double engines will need specific mechs with two Core slots from now on. They are meant only for superheavies anyway :)
CitizenFive 5 Jul, 2022 @ 3:52am 
Originally posted by cszolee79:
Fix will be up in a sec.

Thank you!
Brother Calidus 5 Jul, 2022 @ 1:48pm 
Charger still has the overtonnage on missions, CGR-1A1 with latest update.
cszolee79  [developer] 6 Jul, 2022 @ 1:41am 
It's the red (blocking) warning on drop screen that disables mission launch?
CitizenFive 6 Jul, 2022 @ 4:15am 
yes. the screen where you can see the mechs and pilots you've chosen for the mission, the last screen before the mission launches. Big red letters say that all the mechs are overtonnage even though their tool tips say that they are at or under tonnage (and they also appear to be at or undertonnage when viewed in the mechbay. All of the mechs in my specific circumstances are Atlas variants with super chargers and clan xxl 400 engines.
cszolee79  [developer] 6 Jul, 2022 @ 6:37am 
That overtonnage bug should be gone now.
CitizenFive 6 Jul, 2022 @ 6:58am 
It is fixed, as far as I can tell. Thank you!
cszolee79  [developer] 6 Jul, 2022 @ 10:52am 
Whew. That was a bit stressful.
When I add up the numbers, weights, it should be all good, yet... anyway, brute forcing a -1000t hidden item on all mechs works :D
methusselah 9 Jul, 2022 @ 7:34pm 
While I like the new YAML engine core/accessory rules, it breaks just about every 3rd party clan mech mod.

The new engine rule requires more torso slots than the original engine model. So when adding an XXL option to a core engine, it now needs 12 slots in the side torsos - six on each side. For mods like the Timberwolf (YAML ed.), this new system causes the engine upgrade to dismount and results in an overtonnage mech with no way to fix it -- there are not enough slots to add the engine upgrade.

It seems to dismount the engine upgrades because structure, armor, and weapons take priority when there are not enough slots for everything.

It also seems that the core doesn't handle extra heat sinks the way the old method did as the Timberwolf also dismounts the extra heat sinks from the center torso.

I know that the author for YAML isn't responsible for other mods compatibility, but I will say that changing a core function radically and dropping it on the community without any prior notice or testing is a fast track to breaking a lot of things others have made in support roles.
for me the error is still there, the mech when in the lab says my highlander is at 89.56 tonnes, but the mission launch screen still says that its over-tonnage, it has an XL engine in it, would that have anything to do with it? Its also the Heavy Metal highlander, should that help.
Last edited by ThreeRippersInATrenchcoat; 10 Jul, 2022 @ 7:17pm
DemonicPan 30 Jul, 2022 @ 10:09pm 
Issue is still there for me on Crab-27SL. When it's on 50/50 tons it's overtonnage, but the issue appeard for me after i put Endo on it. So i drop the weight to 47,5/50 and it was good to go.
Lawndart 3 Aug, 2022 @ 5:52pm 
Black Knight Star League variant was giving overtonnage on mission launch screen with either xxl engine, but not xl, even though it said 75/75.
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