Jump to content

Mechdb Reference/mechlab Beta Release


80 replies to this topic

#41 Josh Seles

    Member

  • PipPipPipPipPip
  • 164 posts

Posted 14 June 2018 - 11:13 AM

Even though I haven't tried it it yet, this looks nice. But I don't have access to my computer at the moment.
One thing I did notice from the screenshots earlier in the thread is the full quirk list.
Do quirks of similar type but of different origin combine with each other? Ex, stock armor quirks vs skill tree armor quirks.
If they don't, could you add a difference between stock quirks and those from skill tree? Like having skill tree quirks in Italics or something. PGI doesn't do that in-game.

#42 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 15 June 2018 - 06:45 PM

View PostJosh Seles, on 14 June 2018 - 11:13 AM, said:

Even though I haven't tried it it yet, this looks nice. But I don't have access to my computer at the moment.
One thing I did notice from the screenshots earlier in the thread is the full quirk list.
Do quirks of similar type but of different origin combine with each other? Ex, stock armor quirks vs skill tree armor quirks.
If they don't, could you add a difference between stock quirks and those from skill tree? Like having skill tree quirks in Italics or something. PGI doesn't do that in-game.


I haven't implemented the skill tree yet but it's coming. I wanted to see how PGI implements their save/load trees first so I can make something similar for ease of parsing/converting. Can split the values up like that tho

Edited by Kill2Blit, 15 June 2018 - 06:46 PM.


#43 Blindbeard the Pirate

    Member

  • PipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 52 posts
  • LocationThe Frozen Wastes

Posted 15 June 2018 - 07:15 PM

I really appreciate your work on this, I used to use the li song mechlab for an eternity because it was much nicer than the smurfy builder. It seems like you're going that way, and it's going to be really nice if you keep at it. Thank you for the work you've done for yourself and the community!

#44 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 18 June 2018 - 08:43 AM

View PostUlriya Sykora, on 15 June 2018 - 07:15 PM, said:

I really appreciate your work on this, I used to use the li song mechlab for an eternity because it was much nicer than the smurfy builder. It seems like you're going that way, and it's going to be really nice if you keep at it. Thank you for the work you've done for yourself and the community!

Thank you Posted Image it's coming along nicely.

dynamic slots have been added btw, doing stock loadouts now. EDIT: stock loadouts are up

Edited by Kill2Blit, 18 June 2018 - 10:35 PM.


#45 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,648 posts

Posted 20 June 2018 - 10:23 PM

Great work on the stock loadouts!

I found something: The Mechbrowser lists Endo & Ferro for the Wolverine 6K and 6R models, whereas these models run standard.

Edit: You know what would be awesome? If you could create a function similar to the one PGI is using to save loadouts. That way a tinkered build could be c/p'ed directly into the game...

Edit2: Also your SRMs show slightly incorrect damage numbers, i believe. Should be 2.15 per tube and yours show 2.2 per tube.

Edited by Aidan Crenshaw, 21 June 2018 - 12:25 AM.


#46 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 21 June 2018 - 02:09 AM

View PostAidan Crenshaw, on 20 June 2018 - 10:23 PM, said:

Great work on the stock loadouts!

I found something: The Mechbrowser lists Endo & Ferro for the Wolverine 6K and 6R models, whereas these models run standard.

Edit: You know what would be awesome? If you could create a function similar to the one PGI is using to save loadouts. That way a tinkered build could be c/p'ed directly into the game...

Edit2: Also your SRMs show slightly incorrect damage numbers, i believe. Should be 2.15 per tube and yours show 2.2 per tube.


Fixed the missiles ty Posted Image ye all the mechs have the same upgrade information atm lol lemme make that actually pull the correct info... i'll look at the saved loadouts too. getting them out of the game is easy cuz its just a matter of parsing the xml files they provide, but idk if i have to generate a correct hash to import them back in

EDIT: hm upon inspection the loadouts arent actually hashed at all, theyre just strings of item IDs in some weird format Posted Image

Edited by Kill2Blit, 21 June 2018 - 02:29 AM.


#47 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,648 posts

Posted 21 June 2018 - 05:31 AM

Found one :) The Fire Ant stock loadout is missing ammo!

#48 Vesper11

    Member

  • PipPipPipPipPip
  • 173 posts

Posted 21 June 2018 - 05:43 AM

The search feature is great, that's a thing that MWO shoul've had but doesn't. Would be nice if mechlab had additional stats (or option to show those) for weapons, like max#for GH (as well as highlighting other weapons in same GH group), DPS, HPS and other ****, plus omnipod quirks and set bonuses. IMO "Mounted Weapons" option for ammo should be ON by default, usually you install weapons then add ammo, not the other way around. Also allow to doubleclick a mech to move to mechlab.

As for bugs, BKL-Prime has ECM in torso instead of head, BKL-A can't install ECM (it's no on the list) even though it has slot.

Edited by Vesper11, 21 June 2018 - 05:53 AM.


#49 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 21 June 2018 - 05:59 AM

View PostAidan Crenshaw, on 21 June 2018 - 05:31 AM, said:

Found one :) The Fire Ant stock loadout is missing ammo!


ye all stock half tons of ammo are missing, I handle those differently than the game files do so the stock halfton item IDs don't match my database IDs. I only recently learned that half tons of ammo don't always follow a predictable formula like Artemis launchers do (always adds 1 slot 1 ton), they sometimes round up and sometimes down, so I'll have to add half tons as separate items unlike the Artemis launchers which don't actually exist in the database, it's just standard launchers with a name change and the extra slot/ton. stock Artemis works tho, see stock KGC-000B.

#50 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 21 June 2018 - 06:06 AM

View PostVesper11, on 21 June 2018 - 05:43 AM, said:

The search feature is great, that's a thing that MWO shoul've had but doesn't. Would be nice if mechlab had additional stats (or option to show those) for weapons, like max#for GH (as well as highlighting other weapons in same GH group), DPS, HPS and other ****, plus omnipod quirks and set bonuses. IMO "Mounted Weapons" option for ammo should be ON by default, usually you install weapons then add ammo, not the other way around. Also allow to doubleclick a mech to move to mechlab.

As for bugs, BKL-Prime has ECM in torso instead of head, BKL-A can't install ECM (it's no on the list) even though it has slot.

ty, fixed. will add dps stats etc and look into the double-click

EDIT: double-click working now

Edited by Kill2Blit, 22 June 2018 - 03:55 PM.


#51 PobbestGob

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 197 posts

Posted 23 June 2018 - 11:43 AM

Exciting new feature! You can now export your MechDB builds to the MWO client! Simply click the Save and Share button and copy the "Client Link" field, then in the MWO mechlab click "import" and paste the link. Next I will be making the opposite, so you'll be able to import MWO builds to MechDB.

Posted Image

#52 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,648 posts

Posted 24 June 2018 - 12:14 AM

Stroke of genius.

#53 BTGbullseye

    Member

  • PipPipPipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 1,540 posts
  • LocationI'm still pissed about ATMs having a minimum range.

Posted 26 June 2018 - 11:50 PM

Looks like you need a few of the Fafnir chassis... Looking forward to this project being completed. :)

#54 Vellron2005

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 5,445 posts
  • LocationIn the mechbay, telling the techs to put extra LRM ammo on.

Posted 03 July 2018 - 12:36 AM

Love how you can switch weapons from one section to another.. and you can't do that in-game..

it's more advanced than the game Posted Image

EIDT:

Greatly dislike the personal opinions and attitude apparent by the creator - Really no need to report putting LRMs on an assault as what amounts to an error message Posted Image Posted Image Posted Image

Edited by Vellron2005, 03 July 2018 - 03:21 AM.


#55 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,648 posts

Posted 10 July 2018 - 12:48 AM

Hello! I'm back with a new find: The Linebacker LBK-H variant is missing in your database.

#56 The Lighthouse

    Member

  • PipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 1,142 posts

Posted 10 July 2018 - 01:01 AM

View PostVellron2005, on 03 July 2018 - 12:36 AM, said:

Love how you can switch weapons from one section to another.. and you can't do that in-game..

it's more advanced than the game Posted Image

EIDT:

Greatly dislike the personal opinions and attitude apparent by the creator - Really no need to report putting LRMs on an assault as what amounts to an error message Posted Image Posted Image Posted Image



It is not a 'personal opinion'. It is a fact.

Kill2Blit is doing enormous service to all people who are new to this game. I really wish smurfy also copies this warning as well.

#57 Vellron2005

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 5,445 posts
  • LocationIn the mechbay, telling the techs to put extra LRM ammo on.

Posted 10 July 2018 - 10:40 PM

View PostThe Lighthouse, on 10 July 2018 - 01:01 AM, said:

It is not a 'personal opinion'. It is a fact.


I find it very discriminating, condescending and simply wrong..

LRM assaults are the best LRM boats in the game.. There are some good heavies too, but smaller tube counts cannot counter Irondomes.

Contrary to popular belief, LRM Assaults are great, and thus, I find this "warning" a very personal, and blatantly wrong concept.

Just cose' someone shares your narrow view doesn't make things "fact".

#58 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,648 posts

Posted 16 July 2018 - 01:52 AM

LBK-H is still missing, poor thingie... Posted Image

also... poor Spider Anansi is missing it's second "n" Posted Image

#59 Josh Seles

    Member

  • PipPipPipPipPip
  • 164 posts

Posted 17 July 2018 - 11:30 AM

Hi, I found a minor thing:
The Kit Fox KFX-G is missing from the database.

Edit: I found another minor bug. The Wolfhound WLF-1B has 3 energy hardpoints in it's CT when it should only have 2. If only we had Compact Engines or Compact Gyros, we could actually take advantage of that.

Edited by Josh Seles, 17 July 2018 - 03:23 PM.


#60 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,648 posts

Posted 19 July 2018 - 11:20 PM

Great! I noticed that the boni provided by structure and armor quirks don't update properly on switching omnipods that don't give these.

Keep it up! This Mechlab is on it's way to be much better than smurfy's. At least for me.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users