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


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#61 Wildstreak

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Posted 09 December 2013 - 06:27 PM

Just noticed dates on posts, is this still being worked on? I can understand a holiday break or RL got too busy.

View PostSkulgun17, on 26 September 2013 - 03:52 AM, said:

This is awesome. I really like it. Just wanted to point out though that ghost heat for 3 x PPC or ERPPC doesn't seem to be working. At least the number stays at 0 next to the ghost hit tick box. It works for 4+ but not 3. You might want to fix that and make this even more awesome ;)

As an example, I did a mock AWS-8Q, 3PPCs, 300 engine and 5 extra Heat Sinks. With and without Ghost Heat checked, I get roughly 40% when Alpha Striking. When checked, the number next to the Ghost Heat checkbox is always a red 0.
That is with Heat Containment and Elite Mech checked, without them average is 48% with and withouot Ghost Heat checked.

#62 Marthe Pryde

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Posted 16 December 2013 - 09:45 PM

@Merchant, @Skulgun17 : Yikes! This is embarasing, I mistyped the heat scale for PPC to 3 instead of 2 (https://github.com/k...4aa03f4daa99bfa)

there, the fix has been applied. thanks to your feedback!

Still working on it btw (Map temp effects), wedding preparation headaches got in the way.

#63 Cannibal713

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Posted 17 December 2013 - 07:27 PM

Awesome program. A very handy tool. Good job and thanks alot.

Edited by Cannibal713, 17 December 2013 - 07:28 PM.


#64 Marthe Pryde

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Posted 23 December 2013 - 05:23 AM

Bump! 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 sweat and blood

Please note that there is another theory on how environment heat affects dissipation and cooling rate http://www.reddit.co...heat_mechanics/

Edited by Marthe Pryde, 23 December 2013 - 05:46 AM.


#65 Mycrus

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Posted 02 January 2014 - 06:34 AM

hey nice!

can the coolshot be separated into 6 / 9 / 9by9

#66 Marthe Pryde

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Posted 10 January 2014 - 11:24 PM

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.

#67 Marthe Pryde

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Posted 11 January 2014 - 07:23 PM

update : added 'overheating' effect

#68 Bishop Steiner

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Posted 11 January 2014 - 09:44 PM

View PostMarthe Pryde, on 11 January 2014 - 07:23 PM, said:

update : added 'overheating' effect

thanks marthe! Use this with smurfys every time I am tempted to try a new build. Awesome tool.

#69 Mechwarrior807015

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Posted 16 January 2014 - 04:36 PM

nice work

#70 Marthe Pryde

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Posted 25 January 2014 - 03:19 AM

got a message about the 'overheat' effect not working on IE. :P yeah i am aware of that and unfortunately i'd rather not think about effects for IE at the moment >.>

#71 Bishop Steiner

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Posted 14 February 2014 - 01:25 PM

Hey Marthe, are you planning to add a feature to "autofire", so one can hit alpha, for instance, and as soon as the weapon cycles, it will refire?

#72 Ingga Raokai

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Posted 22 March 2014 - 12:45 AM

thumbs up, and keep it up :P

#73 XX Sulla XX

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Posted 18 April 2014 - 06:18 PM

Thanks for all the hard work on this. It really does help.

#74 Quintus Verus

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Posted 18 April 2014 - 06:23 PM

Thank you Marthe. Love your Calc! Appreciate you putting the effort into something we can all use.

#75 xCico

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Posted 20 April 2014 - 06:08 AM

Bump for this!

It also would be nice to mods pin this somewhere that mostly all player looks daily.

#76 Picone

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Posted 21 April 2014 - 12:08 AM

Sweet baby jesus this is amazing. Why the **** can't PGI implement this into the mechlab?

#77 YokiLin

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Posted 22 April 2014 - 03:44 PM

thanks. This really help me when I was building my Thunderbolt-9S. It's my one of my favorite mechs now. :angry:

#78 Ovion

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Posted 22 April 2014 - 11:02 PM

Nice work, I'll certainly play with it more later.

Would be good if it had a 'will cause damage' icon, or a 'will explode' notification too.

#79 Uthael

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Posted 23 April 2014 - 03:07 PM

My feedback: Really great tool, blah, blah... You got that already xD
Now to the point. It would help if you made the buttons with weapons a lot smaller so people don't have to scroll. Just beneath "Alpha strike" button. If you put ballistic, energy and missile all next to each other instead of beneath, it would use the empty space nicely. There's a decent chunk of space on the right side of each button and the word "Add" is kinda unnecessary. It's intuitive that you'd add it if you click it.

Also, I'd like to see 3 groups of 3 MLASs chain-fired at the same time. Same with the 6 AC2 and 5 PPC builds. How hard is it to implement?

Edited by Uthael, 23 April 2014 - 03:07 PM.


#80 Wildstreak

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Posted 22 May 2014 - 08:25 PM

Whenever you can get to it.
Had some time and remembered your site so I decided to do a comparison using 1 Mech between your site and in Training Grounds using Crimson Strait for both being heat Neutral.
Used loadout from this Awesome-8Q.
Here is the link to how I set it up on your site, nice add for the link, just change map to Crimson Strait.

Checked Cool Run, Heat Containment and Elite.
Checked Ghost Heat for Alpha.

Chain Fire single shots, 33% on your site.
In Training Grounds, I get 37% by holding the fire button, 36% by tapping.
Using your site, my reaction time may be slower than in game.
Is there a way to code Chain Firing a group and holding the fire button for the Chaned Group?

Fire a PPC Pair followed by the lone third shot, 38% on your site.
In Training Grounds, I get 42%.
Again reaction time on your site may be slower than in game.

Alpha without GH, 43% on your site.
No way to check in game blast it.

Alpha with GH, 55% on your site.
In Training Grounds, I get 62%.
Just a note, I will get the same 62% if I set 2PPCs in one group and the third in a second group then fire both together.

4 Medium Laser Alpha, 20% on your site.
In Training Grounds, I get 20%.





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