Jump to content

MWO Mechbay Program


395 replies to this topic

#121 Shiney

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 683 posts

Posted 20 November 2012 - 08:55 PM

Awesome work on this, I use it ALL of the time. Looking forward to the updates post patch as you get to it.

#122 EGH

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 131 posts

Posted 22 November 2012 - 11:14 AM

is it normal that the cataphract 4x has a hand actuator on the left arm? i dont have that mech yet but i thought there were no hands on this model

#123 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 11,806 posts
  • LocationKansas City, MO

Posted 22 November 2012 - 11:17 AM

View PostEGH, on 22 November 2012 - 11:14 AM, said:

is it normal that the cataphract 4x has a hand actuator on the left arm? i dont have that mech yet but i thought there were no hands on this model

Good catch, Ill look through the Cataphracts and correct them for the update I will make later today

#124 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 11,806 posts
  • LocationKansas City, MO

Posted 22 November 2012 - 03:00 PM

Alright, everything has been updated.

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 John MatriX82

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 2,398 posts
  • LocationItaly

Posted 22 November 2012 - 03:51 PM

thanks for the update :)

#126 Pikachar

    Member

  • PipPipPip
  • 74 posts

Posted 22 November 2012 - 11:06 PM

Aye, the update be nice!
Hope ye be having a happy Turkey day!

#127 Waldex

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 158 posts

Posted 23 November 2012 - 04:35 PM

Great program man, PGI should give you a job!

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 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 11,806 posts
  • LocationKansas City, MO

Posted 23 November 2012 - 05:16 PM

View PostWaldex, on 23 November 2012 - 04:35 PM, said:

One question though is the heat efficiency % a percentage based on 2.0 being 100%?

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 Waldex

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 158 posts

Posted 23 November 2012 - 05:22 PM

View Postmajora incarnate, on 23 November 2012 - 05:16 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.


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 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 11,806 posts
  • LocationKansas City, MO

Posted 23 November 2012 - 05:30 PM

View PostWaldex, 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 Metafox

    Member

  • PipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 360 posts

Posted 25 November 2012 - 11:20 AM

Thanks for keeping the mechbay program updated. Bryan posted something about heatsinks a few days ago that you might want to take into consideration:

Post #19
http://mwomercs.com/...get-back-to-us/

View PostBryan Ekman, on 22 November 2012 - 03:46 PM, said:

1) Double heat sinks internal to the engine are set to increase the heat scale by 2 points and provide -0.2 heat/sec cooling. Double heat sinks that you add to your Mech increase the heat scale by 1.4 points and provide -0.14 heat/sec cooling. (For reference, single heat sinks increase the scale by 1 and cool -0.1 heat/sec. The heat scale starts at 30 and is then is increased based on the heat sinks in your Mech.)


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 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 11,806 posts
  • LocationKansas City, MO

Posted 25 November 2012 - 02:17 PM

No, the heat scale is referring to the amount of heat to overheat (your heat bar), not your heat dissipation. My numbers are similar to as they in-game, minus the engine double heat sink disparity.

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 ian davion

    Member

  • PipPipPipPipPip
  • 133 posts

Posted 25 November 2012 - 04:50 PM

Will it be possible to make a feature to import the exported txts that your program made?

#134 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 11,806 posts
  • LocationKansas City, MO

Posted 25 November 2012 - 05:32 PM

View Postian davion, on 25 November 2012 - 04:50 PM, said:

Will it be possible to make a feature to import the exported txts that your program made?

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 The Mecha Streisand

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 245 posts

Posted 26 November 2012 - 08:52 AM

View Postmajora incarnate, on 25 November 2012 - 05:32 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.

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 MavRCK

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,375 posts
  • Google+: Link
  • LocationMontreal - Vancouver

Posted 26 November 2012 - 09:26 AM

A big thank you from myself and from the HHoDs.

#137 Pikachar

    Member

  • PipPipPip
  • 74 posts

Posted 26 November 2012 - 03:04 PM

+1 ^_^

#138 JudgeDeathCZ

    Member

  • PipPipPipPipPipPipPipPip
  • The Defiant
  • The Defiant
  • 1,929 posts

Posted 26 November 2012 - 07:30 PM

View PostMavRCK, on 26 November 2012 - 09:26 AM, said:

A big thank you from myself and from the HHoDs.

Yeeee everyone using it. :)

Thx

#139 Stingz

    Member

  • PipPipPipPipPipPipPipPip
  • 1,159 posts
  • Location*SIGNAL LOST*

Posted 26 November 2012 - 07:47 PM

Extremely useful program, gives me too many reasons to try other mechs. Saves (and wastes) time when trying to build different load-outs.

Edited by Stingz, 26 November 2012 - 07:50 PM.


#140 Aerlock

    Member

  • PipPip
  • 39 posts

Posted 27 November 2012 - 07:14 AM

I found a bug and I have a request.

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