MWO Mechbay Program
#121
Posted 20 November 2012 - 08:55 PM
#122
Posted 22 November 2012 - 11:14 AM
#123
Posted 22 November 2012 - 11:17 AM
EGH, on 22 November 2012 - 11:14 AM, said:
Good catch, Ill look through the Cataphracts and correct them for the update I will make later today
#124
Posted 22 November 2012 - 03:00 PM
Most of this was just keeping up with the patch and fixing various data.
Been progressing, albeit slowly, on the new Mechlab, and I think it is coming along nicely, it will certainly have a lot more to than than the current Mechlab.
#125
Posted 22 November 2012 - 03:51 PM
#126
Posted 22 November 2012 - 11:06 PM
Hope ye be having a happy Turkey day!
#127
Posted 23 November 2012 - 04:35 PM
One question though is the heat efficiency % a percentage based on 2.0 being 100%?
Edited by Waldex, 23 November 2012 - 04:40 PM.
#128
Posted 23 November 2012 - 05:16 PM
Waldex, on 23 November 2012 - 04:35 PM, said:
It is nothing like the in-game efficiency bar, because their heat efficiency bar is incredibly misleading on the actual info.
My heat efficiency is the Heat Per Second of each weapon added up, then divided up by your heat dissipation per second.
Btw, within the next week their will be another update that will mark the new GUI's transition from WIP to functional. There are some minor issues that I need to address first. The big thing about the new GUI, is that it will allow you to factor in efficiencies finally. The Alpha Heat bar will also be changed on all programs, since the equation for the max heat threshold has been confirmed, it will reflect a percentage, so the heat bar in-game after firing an alpha should match this bar in my program. The engine DHS will also be tweaked to 2.0 values since it seemed to be intentional rather than a bug.
#129
Posted 23 November 2012 - 05:22 PM
majora incarnate, on 23 November 2012 - 05:16 PM, said:
My heat efficiency is the Heat Per Second of each weapon added up, then divided up by your heat dissipation per second.
Btw, within the next week their will be another update that will mark the new GUI's transition from WIP to functional. There are some minor issues that I need to address first. The big thing about the new GUI, is that it will allow you to factor in efficiencies finally. The Alpha Heat bar will also be changed on all programs, since the equation for the max heat threshold has been confirmed, it will reflect a percentage, so the heat bar in-game after firing an alpha should match this bar in my program. The engine DHS will also be tweaked to 2.0 values since it seemed to be intentional rather than a bug.
So im still a ted confused on this say I have a build with 31% eff how long would it take to go from 100% to 50% heat build up, or some other example to this effect?
#130
Posted 23 November 2012 - 05:30 PM
Waldex, on 23 November 2012 - 05:22 PM, said:
So im still a ted confused on this say I have a build with 31% eff how long would it take to go from 100% to 50% heat build up, or some other example to this effect?
That is not a metric that is in the program.
Think of the percentage as this, how much heat your mech bleeds off were you to fire your weapons on recycle.
So in 10 seconds, if my weapons could add 60 heat, and my heat eff is 33%, in that same 10 seconds I bleed off at 20 heat, which still leaves me with 40 heat.
I may add another metric for time to overheat at some point now that I have the equation to find the max heat threshold.
#131
Posted 25 November 2012 - 11:20 AM
Post #19
http://mwomercs.com/...get-back-to-us/
Bryan Ekman, on 22 November 2012 - 03:46 PM, said:
He says at the bottom that the heat scale starts at 30, so I think we've had an extra 30 heat dissipation this whole time. That would explain why the heat efficiency predicted by mechbay tends to be low. Can you please look into implementing this into the mechbay program?
#132
Posted 25 November 2012 - 02:17 PM
I have changed several things in the new GUI to compensate for this, as well as added the option to test mech efficiencies.
Edited by majora incarnate, 25 November 2012 - 02:17 PM.
#133
Posted 25 November 2012 - 04:50 PM
#134
Posted 25 November 2012 - 05:32 PM
ian davion, on 25 November 2012 - 04:50 PM, said:
Yes, but it would take as much time as redoing the save and load functions and probably a little more complex because Java isn't as nice about txt formats as C++ is.
#135
Posted 26 November 2012 - 08:52 AM
majora incarnate, on 25 November 2012 - 05:32 PM, said:
True, but it IS manageable. That is, if you have hours to dedicate to it. Which none of us likely does. Implementing text formatting functions in vanilla C? Even worse. Especially when your professor's compiler doesn't compile like your compiler compiles. Or something...
#136
Posted 26 November 2012 - 09:26 AM
#137
Posted 26 November 2012 - 03:04 PM
#139
Posted 26 November 2012 - 07:47 PM
Edited by Stingz, 26 November 2012 - 07:50 PM.
#140
Posted 27 November 2012 - 07:14 AM
Bug: The Clear section button doesn't seem to reset the critical count bar correctly.
Request: Any chance you could put in a total refit cost or something to that effect? That way I can build to my hearts content and then can see how much I need to save up to buy all the equipment/ammo/upgrades?
- Aerlock
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users