How to use QuickMech
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Right-Click items in the trees on the right to add them to the mech.  Only valid locations for a given item will be offered.
Right-Click items in the crits on the left to move or remove items. Only valid locations for a move will be offered.  Clicking the equipment list on the far left will do nothing.
Tech base, era, number of legs, tonnage and omni controls will all start a new mech. The mech will be cleared of all items and other options; the lock button is provided to prevent accidents.
The "Save" button saves an image of the Record Sheet, a .txt file with a short summary, and an .mtf file compatible with MegaMek, if the mech design is valid (all use the mech name + variant as the file name).  The "Load" button allows an .mtf file to be loaded.
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If a location doesn't have enough space for the selected item to be mounted, but has sufficient TSM, armour and endo steel crits to make enough space if they were removed, you will see the option force mount ("F-Mount") the item in that location, displacing enough TSM, armour or endo steel crits to make space.  Note it is not possible to force mount a splittable weapon.
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Click the button in the bottom right corner of the window to extend the weapons tree and hide the heat and damage diagrams.
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When manipulating a split-mounted weapon already on the mech you must click on the primary section (the section with the name in bold). Clicking the secondary section will do nothing.  
Note that "primary" and "secondary" have no relationship with size: the primary section can be smaller than the secondary section (even just a single crit).
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A fluff image can be loaded into the empty box on the record sheet. Click the box to load. Image size is 167x175; the selected image will be scaled down to fit, with aspect ratio being preserved.
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QuickMech has been tested on Windows 7, XP, and Ubuntu 11.10.  You should be able to start it by double-clicking on QuickMech.jar, but just in case someone needs to use the command line, it's: "java -jar QuickMech.jar" (without speech marks, of course)
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== Heavy Gauss Rifle ==
The Heavy Gauss Rifle can be mounted in a single torso location, or split between two torso locations (splitting into arms or legs is illegal). 
Select either the left or right torso. As many crits as possible will be placed there, the remainder will be mounted in the centre torso. If necessary you can manipulate the exact number in each location by increasing/reducing the number of empty crits in the side torso before mounting it.  
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== AC/20 Variants ==
All variations of the AC/20 may be mounted in split locations: a side torso and any adjacent location. The menu will present pairs of locations, e.g. "Mount LA (split LT)".  QuickMech will install as many crits as possible in the first location, and then install any remaining crits in the second location.  If necessary you can manipulate the exact number in each location by increasing/reducing the number of empty crits in the first location before mounting it.  
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== Eras/dates ==
You can select one of the three major eras, and QuickMech will restrict available equipment according to the three-letter Availability Ratings in the TM.
The year field is only present because .mtf files have a year saved in their Era field.  By default the year will be set to the last year of the selected era (is "the present"=3085 correct?), but it can be changed to any year in the selected era, and this will be saved in the .mtf "Era" field.  The year has no effect in QuickMech.
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== Availability Rating ==
"Availability Rating" is not present in .mtf files, or on the standard record sheet, so is not calculated by this program.



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== Tech Rating ==



"Tech Rating" is not present in .mtf files, or on the standard record sheet, so is not calculated by this program.
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== Rules Level ==
MegaMek .mtf files have a "Rules Level" field.  QuickMech will automatically calculate and record in the .mtf file the highest Rules Level of any part of the mech design. Most designs will be Rules Level 2; only some missile ammunition (in its own sub-category) is MegaMek Rules Level 3.




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== Heat Capacity Diagram ==
The heat capacity diagram shows whether or not the design has enough heat sinks for sustained fire at all ranges.
It includes 2 heat for running (or 1 per jump jet, if greater), and does not include heat for a weapon inside its minimum range. Heat for operating stealth armour is included.
Rotary AC are assumed to fire 6 shots.
Ultra AC are assumed to fire 2 shots.
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== Average Damage Diagram ==
The damage diagram show the average damage done by firing all weapons at a given range, except those inside minimum range. 
Weapons that roll on the cluster table use an average cluster value for their column, with weapon bonuses/penalties applied, to reduce total damage. Average damage is the damage from the weapon multiplied by the probability of a hit. Assuming a gunnery skill 4 for all mechs. Targeting computer modifiers are applied. 
All damages for the diagram are calculated using the damage listed for the weapon - ammo is ignored (i.e. assumed to be standard, and available), regardless of what ammo is included in the design.
The exceptions to this are MMLs and ATMs: they will use data for whatever ammo is mounted (note MMLs will still assume all ammo is standard SRM or standard LRM [or Artemis-capable]) - if multiple ammo types are mounted they will use whichever gives a higher average damage for a given range (i.e. they use a mixture).  If no ammo is mounted for them they will have no effect on the diagram.
Artemis IV *is* taken into account when calculating missile damage. All Artemis IV equipped launchers are always assumed to be using Artemis-capable ammunition, regardless of ammo mounted.
LB-X AC are always assumed to be shooting standard ammunition.
Rotary AC are assumed to fire 6 shots.
Ultra AC are assumed to fire 2 shots.
Narc launchers are assumed to do 0 damage.
Pulse lasers receive their -2 toHit bonus.
Heavy Lasers, Rocket Launchers, and MRMs all receive their +1 toHit penalty.







