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Mwo Loadout Sim Update

General Loadout Weapons

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#1 fat4eyes

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Posted 20 September 2017 - 04:55 PM

I've updated the MWO Loadout Simulator. Here's some of the changes:


Skills

Skills are now supported using kitlaan's skill planner. To bring up the skills tab, click a mech's details link and click the skills tab. Then click load skills and paste a kitlaan permalink into the popup dialog.


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To hide the details panel, just click details again.

As expected, skills have a pretty dramatic effect on a mech's dps. With the simulator, we can now see by how much. Preliminary tests seem to show that going all-in on the weapons tree gives about 10% additional sustained DPS, and about 5% with going all-in on the heat in the ops tree :
KDK skills comparison (first KDK has no skills, 2nd kodiak is all-in weapons tree, 3rd kodiak is all-in on ops tree)
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(Note: your results may vary due to UAC jamming randomness. Go to settings->UAC Jam Method and set it to Expected Value to get the same results)


Quirks/Skill UI

I've also updated the quirks and skills display on the mechs so it displays the quirks/skills that have an actual effect first, and grays out which skills/quirks do not apply to the mech.

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This makes it easier to see which skills are actually taking effect, and which ones aren't. It sure would be useful to see something like this in-game *wink wink nudge nudge*.


The app should now also have the latest patch data (2017 Sept 19), so you can check how your loadouts perform with the latest patch.

I hope the changes are useful, and if you find any problems, let me know.

Edited by fat4eyes, 20 September 2017 - 04:56 PM.


#2 Appogee

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Posted 20 September 2017 - 11:50 PM

Super work, mate!

#3 kesmai

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Posted 21 September 2017 - 12:57 AM

Thx.
Good work.

#4 Red Shrike

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Posted 21 September 2017 - 04:40 AM

I tried this out, and I find it marvellous. I have found two things, though.
For starters, mechs seem to fire their rotaries to a fault (jammed) rather than maybe let them cool. I guess this is a sim limitation.
Second, if you turn off UAC double tap, you also prevent rotaries from firing continuously.

My own personal little pet peeve is that they keep firing until 99% heat, although that's more a fault of PGI.

#5 AJBennett

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Posted 21 September 2017 - 07:14 AM

Nice work, love it!

#6 Athom83

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Posted 21 September 2017 - 09:39 AM

Suggestions;
Able to change individual mech behaviors (max dps, alpha, etc).
Set up firing groups to simulate actual in match firing instead of each weapon basically having a mind of its own (also so I can get an AC/20 in a mech to fire instead of it alternating between 2 ERMLs when at higher heat).
Individual ranges, so each mech can close or open distance to their ideal range (and make speed a useful stat as the faster you go the better you control your range to target).
Priorities. It makes more sense for a mech to switch targets from that mech 600m away with a mid-range loadout that is shooting something else to the mech that closed to 200m with a brawling loadout that is focused on it (essentially a danger level. Larger mechs with higher alphas that are closer in is more important to take out than a smaller mech at distance)(of course that also assumes each mech has their own range).

As a programmer myself, I understand the difficulties some of my suggestions impose. They're just suggestions to add a bit more accuracy to what happens in game.

#7 Athom83

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Posted 08 November 2017 - 06:41 AM

Found a bug. When using RACs with the "Maximum fire rate" setting, occasionally the jam bar will rise even if the RACs aren't firing (not talking about initial spin up, but it looks like it stops firing but keeps the weapon spinning up). Other firing patterns don't do this. Found this when testing my two Atlas builds against eachother. Interesting outcomes. http://www.4eye-labs...43617f26dba3e59





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