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Li Song Mechlab - 2.0.9

LSML mechlab smurfy

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#181 Li Song

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Posted 01 July 2015 - 01:49 PM

LSML 1.6.6 Mad Masc
This is a maintenance/bugfix release to 1.6.5

Found a BUG? Have a great idea?
Please report any bugs/issues/feature requests here: https://github.com/E...eporting-Issues. Please do take the time to register and post, I can't fix what I don't know about.

Download from the main site: http://li-soft.org

Changes since 1.6.5
* MASC module is now properly parsed and available.
* Parsing errors are fixed.
* DPS calculations have been updated to include the delay between projectiles/missiles for Clan AC and Clan LRM. New DPS numbers are slightly lower but more accurate.
* UAC Jamming chance and jamming time quirks are now taken into account in DPS calculations.
* The IPC port is now configurable and LSML will offer to auto-try for a new port if it fails. Should help people who have programs already using the local port.
* Moved the "what's this" button on the sustained DPS graph so that it isn't in the way.
* Updated the colours of the DPS and Sustained DPS graphs to reflect weapon type.
* Fixed drawing of the selected row in the weapon's table. It is now legible.

Bugs ?!
Please report any bugs here: https://github.com/E...eporting-Issues
I can't fix what I don't know about!

#182 J0anna

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Posted 03 July 2015 - 10:43 AM

thanks for the update, I was going through withdrawal symptoms :D. Great program, easily the best.

#183 Kmieciu

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Posted 08 July 2015 - 04:04 AM

View PostLi Song, on 01 July 2015 - 01:49 PM, said:


Thanks for all of your hard work!

#184 Nothing Whatsoever

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Posted 09 September 2015 - 12:36 PM

This is a great tool, thank you!

#185 Li Song

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Posted 11 September 2015 - 12:08 PM

I know the last patch b0rk things (PGI failed at being consistent when they split **** into more pak files). I have a working fix just going to see if I can add some other small fixes and then put up a new release in the weekend.

#186 Li Song

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Posted 15 September 2015 - 10:46 AM

LSML 1.6.7 Pretty Paks
This is a maintenance/bugfix release to 1.6.6

Found a BUG? Have a great idea?
Please report any bugs/issues/feature requests here: https://github.com/E...eporting-Issues. Please do take the time to register and post, I can't fix what I don't know about.

Download from the main site: http://li-soft.org

Changes since 1.6.6
  • Parsing updated after patch.
  • The preferences dialog now has the option to change the game directory that is parsed.
  • An error where certain omni-mechs couldn't load their stock configuration has been fixed.
Bugs ?!
Please report any bugs here: https://github.com/E...eporting-Issues
I can't fix what I don't know about!

Edited by Li Song, 15 September 2015 - 10:47 AM.


#187 SirLankyIII

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Posted 15 September 2015 - 05:05 PM

Much thanks! Looking forward to the super duper upgrade version!

#188 Scandinavian Jawbreaker

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Posted 17 September 2015 - 02:29 AM

Thanks Li, much appreciated as always.

View PostLi Song, on 15 September 2015 - 10:46 AM, said:

LSML 1.6.7 Pretty Paks

Changes since 1.6.6
  • Parsing updated after patch.
  • The preferences dialog now has the option to change the game directory that is parsed.
  • An error where certain omni-mechs couldn't load their stock configuration has been fixed.


Does this mean we can use the rebalance values from PTS?

#189 Li Song

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Posted 18 September 2015 - 10:12 AM

@Ugrakarma

Unfortunately no, they have added new quirks which LSML doesn't reckognize yet.If it weren't for that, then yes.

#190 Nori Silverrage

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Posted 18 September 2015 - 10:52 AM

Thank you for updating this! I use this pretty much every day (yeah yeah I know...) and love it!

#191 Li Song

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Posted 22 September 2015 - 10:53 PM

LSML 1.6.8 Quite Quick
This is a maintenance/bugfix release to 1.6.7

Found a BUG? Have a great idea?
Please report any bugs/issues/feature requests here: https://github.com/E...eporting-Issues. Please do take the time to register and post, I can't fix what I don't know about.

Download from the main site: http://li-soft.org

Changes since 1.6.7
  • Fixing issue where omnipods couldn't be changed on clan mechs.
Bugs ?!

Please report any bugs here: https://github.com/E...eporting-Issues
I can't fix what I don't know about!

#192 Li Song

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Posted 27 September 2015 - 10:08 AM

Sneak peak of what's cooking for 1.7.0:

Posted Image

#193 Kmieciu

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Posted 27 September 2015 - 10:28 AM

This is great!

#194 Li Song

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Posted 08 October 2015 - 12:18 PM

A common problem has surfaced with recent Java/Windows updates:

java.lang.error:The operation completed successfully.
at.com.sun.jna.native.open(Native Method)
at.com.sun.jna.NativeLibrary.loadLibrary(NativeLibrary.java:171)
at.com.sun.jna.NativeLibrary.getInstance(NativeLibrary.java:398)
at.com.sun.jna.Native.register(Native.java:1396)
at.com.sun.jna.Native.register(Native.java:1156)
at.lisong_mechlab.view.ProgramInit.main(ProgramInit.java:193)


Solution:
Please uninstall all Java versions you have. Then download and install the latest 64bit Java. You can download the 64bit installer from here: https://java.com/en/...load/manual.jsp

Cause:
LSML has a feature where it can be pinned to the task bar by right clicking on the LSML icon when it is running a choosing "pin to taskbar". This feature requires LSML to identify itself to windows by calling SetCurrentProcessExplicitAppUserModelID in c:\windows\system\shell32.dll.

For some reason, when a 32bit Java is installed on a 64bit system, as of late it is using the wrong version of shell32.dll. It loads a (apparently quite old) 32bit bit compatibility version of the dll which is located in c:\windows\syswow64\; Instead of the wanted dll under c:\windows\system32\.

As of yet, I'm not sure if it is a recent windows update that has broken the shell32.dll under syswow64 or if it is the 32bit Java that has changed behavior in recent versions. All I know is "it used to work" on 32bit Java too.

For the next release, I will disable "pin to taskbar" if loading the dll fails. Meanwhile I'll try to find a better solution for the next LSML version.

Edited by Li Song, 08 October 2015 - 12:19 PM.


#195 Li Song

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Posted 09 October 2015 - 09:37 AM

LSML 1.7.0 Development Preview 1
This is a development preview. This means that:

* There will be bugs.
* Not all features are implemented.
* Nothing is final.
* Your garage may crash and burn.
* You are supposed to report bugs you find on the issue tracker, here: https://github.com/E...eporting-Issues

So if you value your garage, please make a manual backup before installing.

Changes since 1.6.8
* A new statistics tab has been added to the 'Mech loadout that shows detailed statistics per weapon group. Arm and torso movement arcs and damage graphs in-line.
* Twist speed, Twist X and ArmReflex quirks have been added and taken into account on the statistics tab.
* Added a "Strip only equipment" option under the "loadout" menu of the loadout window.
* UI colours are updated to match in-game 'Mechlab.
* Fixed a bug where strip mech on omni 'Mechs wouldn't remove artemis status.
* Will quietly squash errors when it was not possible to interface with shell32.dll. Fixes startup crash for some users on 32bit java (hopefully).
* Lots of code cleanups and refactorings behind the scenes.

Bugs ?!
Please report any bugs here: https://github.com/E...eporting-Issues
I can't fix what I don't know about!

#196 Li Song

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Posted 17 October 2015 - 01:35 PM

LSML 1.7.0 Development Preview 3
This is a development preview. This means that:

* There will be bugs.
* Not all features are implemented.
* Nothing is final.
* Your garage may crash and burn.
* You are supposed to report bugs you find on the issue tracker, here: https://github.com/E...eporting-Issues

So if you value your garage, please make a manual backup before installing.

Changes since 1.7.0 Development Preview 2
* Alpha heat was missing from weapon groups in the new statistics tab.
* Engines were not shown after for Standard 'Mechs after having had an Omni 'Mech selected.
* Damage calculations now take spread of SRMs into account, assuming the target is the size of an atlas side torso.
* Weapon impulse added to the weapon table tab.
* Adding support for drop ship planning. Right click on the new drop ships folders in the garage to create a new drop ship, or use the "Garage" menu.

Changes since 1.7.0 Development Preview 1
* Better internal error reporting.
* Automatic update checker.
* Items that couldn't be directly placed but that smartplace might be able to place were wrongly coloured in the equipment panel.
* Ammunition wouldn't be shown on the equipment panel.
* Fixing a bug where the contents of the equipment panel wouldn't show properly without a manual resize after changing 'Mechs or omnipods on 'Mechs.

Changes since 1.6.8
* A new statistics tab has been added to the 'Mech loadout that shows detailed statistics per weapon group. Arm and torso movement arcs and damage graphs in-line.
* Twist speed, Twist X and ArmReflex quirks have been added and taken into account on the statistics tab.
* Added a "Strip only equipment" option under the "loadout" menu of the loadout window.
* UI colours are updated to match in-game 'Mechlab.
* Fixed a bug where strip 'Mech on omni 'Mechs wouldn't remove artemis status.
* Will quietly squash errors when it was not possible to interface with shell32.dll. Fixes startup crash for some users on 32bit java (hopefully).
* Lots of code cleanups and refactorings behind the scenes.

Bugs ?!
Please report any bugs here: https://github.com/E...eporting-Issues
I can't fix what I don't know about!

#197 Li Song

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Posted 01 December 2015 - 12:21 PM

In case you're wondering:

"*G* I wonder how that buff to SRM spreads will affect my effective DPS?"

I have gone ahead and made a comparison, here:
Posted Image

This is calculated using statistical modeling of how many of your missiles will hit on the component you're aiming (assumed to be the size of an atlas side torso).

Edit: I also did the same comparison for Artemis enabled:
Posted Image

Edited by Li Song, 01 December 2015 - 12:45 PM.


#198 InspectorG

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Posted 01 December 2015 - 12:31 PM

View PostLi Song, on 01 December 2015 - 12:21 PM, said:

In case you're wondering:

"*G* I wonder how that buff to SRM spreads will affect my effective DPS?"


This is calculated using statistical modeling of how many of your missiles will hit on the component you're aiming (assumed to be the size of an atlas side torso).


Tighter spread is nice but the velocity helps me more i think.

I try not to fire over 150m anyhow.

Edit:
How much do the Clan pods with missile spread quirks affect this?

Edited by InspectorG, 01 December 2015 - 12:32 PM.


#199 Li Song

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Posted 01 December 2015 - 12:39 PM

@InspectorG I did not check, but I can do that.

Or you can see for your self how all the quirks affect your DPS in my mech lab proggie (link in my signature).

#200 InspectorG

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Posted 01 December 2015 - 12:44 PM

View PostLi Song, on 01 December 2015 - 12:39 PM, said:

@InspectorG I did not check, but I can do that.

Or you can see for your self how all the quirks affect your DPS in my mech lab proggie (link in my signature).


OOOHHHHhh!!!!!

Interesting!

Im running Summoners with the missile quirks and have no idea if an 8%(or whatever it is) spread quirk will matter much.
I will play with your software and see if i can figure it out.





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