Li Song, on 13 May 2016 - 06:29 AM, said:
This is a frequently requested feature which I understand is wanted by many. However the amount of information that you have to input is quite large when you consider Omni'Mechs, you have to input all the pods, armor max values, the fixed items, actuators, gyros, and other internals, the quirks, the upgrades the chassis variants. The UI for inputting this kind of data necessarily becomes quite big and while it is doable, it is a lot of work. Not to mention that LSML gets its data directly from MWO meaning that any user input data would be overwritten after each patch, meaning that I'd have to develop an alternative way of storing and merging the user inputted data and the game data and make sure they don't clash. And what happens when the user has built a 'Mech with a given name and all of a sudden it is available in the game?
All in all this is a big and desirable feature, but I'm estimating about 100-200 man hours to get something done here. I currently don't have that kind of time but if someone wants to take on the task and contribute the necessary code against the development branch of LSML I'm more than happy to accept the patch given that it meets reasonable quality standards.
Thanks for the answer, and yeah definitely a lot more time than I thought. I'm no programmer but a couple of things come to mind.
Omnipods- could you just make it so the theory mech changes omnipods by the user simply changing the hardpoints allowed. Or even just don't limit the hardpoints and we can just restrict ourselves?
omnipod quirks- basically the same as above, don't even worry about setting quirks for individual omnipods, a spot for quirks across the whole mech would be fine. The user can worry about changing them when setting up the mech. Or just leave them out entirely since we only find out about quirks a few days before the mech comes out and others like Smurfy don't even calculate them.
armor- I thought armor was based on weight (ignoring quirks). Would we have to set max armor for all mechs? Or just tell it the weight of the mech.
data being overwrote- (again I'm not a programmer) but could you just have everything separate? Like if a user makes a mech and calls it the Night Gyr could you just have it saved in another spot than the real Night Gyr (which I guess it would have to if the Night Gyr is not saved in LSML and is always pulled from the game) when it comes out. Or just make theory mechs be saved as "theory name" so for example "theory Night Gyr".
Or just have a totally different install of LSML for theory mechs, basically a copy of LSML but one that only works on theory mechs so that it doesn't mess with the regular version. Something that pulls all the equipment values from the game but not the mechs themselves. I'm sure its easier said then done but just throwing out some ideas.
Input- Similar to the link above there is the home version of
Solaris Skunk Werks, which has a feature that lets you build generic mechs for theory crafting in TT, and it also has a database of just about every mech in TT. Have you ever worked with those guys? Would it be feasible to add a inport from SSW to LSML? There is of course some differences between TT and MWO but if it just brought over the basics the user could then edit the differences and the values for heat, dps, etc could be calculated with MWO values. Or would that be even more work than adding a generic mech builder to LSML?
Just some thoughts. But really I would be ok with just about anything. Doesn't need to be perfect, just something that would keep track of number of crits and tons used and then tell the dps and heat and speed of the mech. If we the user have to keep track of the restrictions (like fixed armor/sturcture slots and equipment) then thats fine. As it is now I've been cross referencing a Boars Head and Dire Wolf to come up with accurate Kodiak builds so basically anything would be better.
edit:
Li Song, on 13 May 2016 - 11:28 AM, said:
Guess I should of read the last page before writing all that out
Edited by dario03, 13 May 2016 - 01:55 PM.