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Mechwarrior Online Heat Simulator (+Ghost Heat, Ambience Temp Effects)


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#1 Marthe Pryde

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Posted 13 September 2013 - 07:40 AM

Sept 25, 2015 : New version is up for testing here http://keikun17.github.io/mwo-viewer

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Hey guys, I built an online heat simulator for MWO during my spare time, you can check it out here http://keikun17.gith...heat_simulator/

May 14, 2015 update:
- Import from smurfy fixed after API changes
- Weapon data updated

January 25, 2015 update:
- You can now import builds from smurfy
- You can now simulate effects of heat and cooldown quirks

September 20, 2014 update:
- Clan weaponry!
- Updated with the latest weapon stats, now pulls data from Jon's API

January 11, 2014 update:
- You can now share your loadout
- Mapped weapon groups to '1','2','3'
- DPS meter is in, You can now play this heat sim like "how much dps can i get before I overheat" minigame of some sort.

December 23, 2013 update :
- Effect of map's ambient temperature is now in. Select the map from the left hand side and everything should be computed automatically based on the info from this thread http://mwomercs.com/...s-heat-and-you/ thanks to scJazz's sacrifice of sweat and blood
- Please take note that there is another theory on how map heat works http://www.reddit.co...heat_mechanics/
- If you have a better idea of how it does work or if you can confirm the computation is close/far to what you're getting in-game, please leave a comment :)


September 16, 2013 update :
- Ghost heat added

Upcoming features :
- import loadout from smurfy
- Environmental Heat -- still figuring out the 'per map' computation for this

suggestions are welcome (just to add a bit of context, this is my first javascript thingy, I'm actually using this project to learn how javascript works)

Edited by Marthe Pryde, 26 September 2015 - 07:03 AM.


#2 N a p e s

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Posted 13 September 2013 - 08:00 AM

This is pretty awesome. Good job man.

#3 FupDup

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Posted 13 September 2013 - 08:12 AM

The current thing that irks me is that clicking the fire button for rapid-fire/full auto weapons like the AC/2 and Flamer is kinda hard, so maybe add some sort of continuous fire button for each group to simulate those weapons? (Automatically fire them when ready).


Also, it doesn't seem to count the pilot tree bonuses for capacity and cooling.

Edited by FupDup, 13 September 2013 - 08:22 AM.


#4 orcrist86

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Posted 13 September 2013 - 08:15 AM

This, Is awesome. This makes identifying good builds that survive combat conditions much easier.

#5 Shadey99

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Posted 13 September 2013 - 08:54 AM

I like the idea, however my in game results and your page don't quite agree. This could be a lag issue or maybe an issue due to the fact that even group fired one weapon usually fires before the other? For example I tested a 2 PPC Cicada build this morning so I could update the concept over in the medium mech forum and in game I will overheat firing 3 times back to back. On your page it can fire 4 (and hit 105 heat).

#6 General Taskeen

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Posted 13 September 2013 - 09:11 AM

It identifies the inherent stupidity of current heatsink programming.

#7 Marthe Pryde

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Posted 13 September 2013 - 09:20 AM

@fupdup : I'll see what i can do about that. maybe a checkbox beside the weapon for continuous fire。。。

@Shadey : I actually forgot to account for the varying internal heatsinks for the engine! thanks for catching this, this is important。For now I shall add this note to the top : "Engine Selection not yet implemented (affects heatsink count. for now it's first 10 heatsinks are automatically counted as internal heatsinks)" (should show up in a few mins)。

#8 The Boz

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Posted 13 September 2013 - 03:50 PM

Awesomeness!

#9 Gozer

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Posted 13 September 2013 - 04:57 PM

*Applauds*

Well done, I think sims like this can really drive home some of the problems and tricks of the heat system to those without hundreds of drops. :D

#10 Xtrekker

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Posted 13 September 2013 - 05:04 PM

Aw, I can't blow up my web.

#11 Angel of Annihilation

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Posted 13 September 2013 - 08:27 PM

I can put in the weapons and assign groups but no matter where I click or what I do, it does nothing. Also I regularily use 4 groups so 3 really isn't enough to simulate my builds.

#12 Tezcatli

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Posted 13 September 2013 - 08:43 PM

Nice work.

#13 Bishop Steiner

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Posted 13 September 2013 - 09:51 PM

wow.

Nice work dude, and a VERY useful tool. Thank you very much!

#14 Marthe Pryde

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Posted 14 September 2013 - 03:15 AM

@Shadey : There, i did the engine related fix and the webapp should properly overheat when using your cicada's 2 pcc thing。
@Drake : Ok, gotcha! i'll put that in the pipeline. thanks

#15 Cybermech

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Posted 14 September 2013 - 03:20 AM

looks solid, be very interesting to see how staking penalties effect this.
+15 cookies for you :(

#16 Shadey99

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Posted 14 September 2013 - 03:30 AM

Not to sound nitpicky, but at engine sizes of 275 onward you can have extra internal HS and your app suggests 10 for everything at or above 250. You may be figuring these in using the external entry box, but visually if you do that doesn't show. You could use an extra field next to the internal heatsink count with a range check (based on engine size - 250 / 25) that allows you to enter these.

Edited by Shadey99, 14 September 2013 - 03:30 AM.


#17 Marthe Pryde

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Posted 14 September 2013 - 04:03 AM

Oh cool. so the engines that you mount on the engine are counted as internal heatsinks as well (so DHS mounted on that gives x2.0 instead of 1.4)? let me read up on that

edit :
ok , i tried it in smurfy and it seems that the heatsinks you mount on your 275+ engine are still counted as external heatsink (this the multiplier for the DHS is still 1.4 for those). can anyone else confirm that this is the correct case?

Edited by Marthe Pryde, 14 September 2013 - 04:15 AM.


#18 Marmon Rzohr

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Posted 14 September 2013 - 08:57 AM

Awesome piece of kit. Thanks a lot ! :(

Really gives a feel for the heat efficiency that bare numbers can't.

#19 Shadey99

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Posted 14 September 2013 - 09:05 AM

Ok, it took a bit... But I found this thread: http://mwomercs.com/...w-do-they-work/ that may help solve the issue.

#20 Marthe Pryde

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Posted 15 September 2013 - 12:53 AM

hmm yeah, I've just finished reading through it all but nothing there says that engine mounted heatsinks count as internal heatsinks





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