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MWO Mechbay Program


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#221 Quicksilver Aberration

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Posted 04 January 2013 - 02:10 PM

View PostJosh Davion, on 04 January 2013 - 12:32 PM, said:

The calculations for Speed Tweak are off by a small percentage. It's only granting 7.5% increase where it should be giving 10%.

Will be fixed in the next update, could've sworn it was only 7.5%.

We have a new site now, here is the link to the update page: http://www.hq.widowm...mwo-mechbay#107
Hopefully permissions are all good so you guys can see this.

Edit: Original post is also updated with all current info.

Edited by majora incarnate, 04 January 2013 - 02:12 PM.


#222 LarkinOmega

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Posted 04 January 2013 - 04:31 PM

It was 7.5%, but listed at 10%. The last patch in Dec made it 10% across the board.

#223 Geralt

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Posted 10 January 2013 - 11:27 PM

Just spent about 2 hours looking for this (or something similar) online. I've been working hard over the last 4 days to get enough to buy my next assault 'mech for variant unlocks and was wrestling with the problem of the damage output on my current set up vs several that were in my head that i thought would be better.
Thanks for slaving so hard to get something so awesome up and running and saving me a ton of C-bills and annoyance.

#224 Quicksilver Aberration

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Posted 11 January 2013 - 01:27 AM

I know it has been a little bit since I've actually updated this, but don't worry, there are some changes waiting for the patch on Tuesday. Mainly because I've been working on the Compact Mechlab and changing some things up, albiet slowly, been spending more time actually playing rather than working on this >_>.

Good news is I finally got the total cost calculations ready, speed tweak corrections (not that this was hard or major), and a revert to the old equipment system to create a better flow for adding equipment.

#225 PierhoGunn

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Posted 11 January 2013 - 05:58 AM

As promised, I made my contribution for your efforts. Now back to work!

#226 Pikachar

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Posted 13 January 2013 - 02:43 AM

It would appear that the program crashes when you try to load a saved catapault. So far this was done w/ only the K2 w/ twin lbx 10s.

#227 SixstringSamurai

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Posted 13 January 2013 - 02:57 AM

View PostPikachar, on 13 January 2013 - 02:43 AM, said:

It would appear that the program crashes when you try to load a saved catapault. So far this was done w/ only the K2 w/ twin lbx 10s.


You should probably upload that to mediafire or something similar so he can check it out and post it up.

#228 Nacon

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Posted 13 January 2013 - 10:15 PM

I think I got another suggestion for ya, no biggie, no rush but it might interest you.

Think maybe you could assign weapons to group in order to see what's the heat rating and time to overheat for each group instead of having it based on alpha strike?


Thanks for the great work so far!

#229 Quicksilver Aberration

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Posted 13 January 2013 - 10:32 PM

View PostNacon, on 13 January 2013 - 10:15 PM, said:

I think I got another suggestion for ya, no biggie, no rush but it might interest you.

Think maybe you could assign weapons to group in order to see what's the heat rating and time to overheat for each group instead of having it based on alpha strike?


Thanks for the great work so far!

It would be quite a bit of work; after I get the compact mechbay working (for those running small screens or what have you), the next task is bringing in Drag and Drop finally, so my plate is a little full at the moment.


As for crashing when loading LBX10s, it is probably the weapon not saving correctly, Ill look into this, I don't ever use LBX10s so that explains why I havnt run into the issue yet.

#230 smurfynet

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Posted 14 January 2013 - 02:25 AM

another bug i have seen a while back, was that the min engine of the stalker is incorrect in your mechbay, excel mechlab and ohm.

its a rating 100 engine, not sure if you fixed that already in one of your last version. (cant check it right now, cant get it to work on my mac)

Edited by smurfynet, 14 January 2013 - 03:10 AM.


#231 SixstringSamurai

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Posted 14 January 2013 - 02:34 AM

View Postsmurfynet, on 14 January 2013 - 02:25 AM, said:

another bug i have seen a while back, was that the min engine of the stalker is incorrect in your mechbay, excel mechlab and ohm.

its a rating 100 engine, not 310. not sure if you fixed that already in one of your last version. (cant check it right now, cant get it to work on my mac)


Oh yeah just noticed that. Ohms has it listed as 170. It's 100 in game.

#232 Quicksilver Aberration

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Posted 14 January 2013 - 11:00 AM

I believe that is an error in-game unless they changed their rules, could've sworn no mech was allowed to go below 32kph, which the 100 rated engine would go below.

I guess I will have to allow special restrictions for the Stalker until they fix it.

Edited by majora incarnate, 14 January 2013 - 11:01 AM.


#233 Pikachar

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Posted 14 January 2013 - 07:42 PM

Actually the issue I was having with the Catapult K2 is that it crashes the program when you try to load a K2 w/ Lbx ammo in it's head slot.

Edit: Actually all Catapults have issues with LBX ammo being in the head slot of the mech when it loads.

Edit2: Has issues with LBX ammo just being anywhere apparently. I just tried to put it other places and it still crashes.

Spoiler

Edited by Pikachar, 14 January 2013 - 07:49 PM.


#234 Quicksilver Aberration

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Posted 14 January 2013 - 07:59 PM

Ok, so that was actually the problem.

Location was never the problem, it would load regardless of critical issues, it is a problem with saving. I will fix it update tomorrow, you will have to redo all LBX variants though, as it was an issue with saving, not loading.

#235 Crashingmail

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Posted 14 January 2013 - 11:12 PM

View Postmajora incarnate, on 14 January 2013 - 11:00 AM, said:

I believe that is an error in-game unless they changed their rules, could've sworn no mech was allowed to go below 32kph, which the 100 rated engine would go below.

I guess I will have to allow special restrictions for the Stalker until they fix it.


I've checked the ingame files for stalker and can say that these are faulty. There the minimum engine size is listed with 80.

<Mech Variant="STK-3F" MaxTons="85" BaseTons="7" MaxJumpJets="0" CanEquipECM="0" MinEngineRating="80" MaxEngineRating="310"/>
and thats the same for each variant, but also for many other Mechs the MinEngineRating isnt really usable from the files. Commando for example has got a min engine rating with 50

Edited by Crashingmail, 14 January 2013 - 11:15 PM.


#236 Quicksilver Aberration

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Posted 15 January 2013 - 12:03 AM

View PostCrashingmail, on 14 January 2013 - 11:12 PM, said:


I've checked the ingame files for stalker and can say that these are faulty. There the minimum engine size is listed with 80.

<Mech Variant="STK-3F" MaxTons="85" BaseTons="7" MaxJumpJets="0" CanEquipECM="0" MinEngineRating="80" MaxEngineRating="310"/>
and thats the same for each variant, but also for many other Mechs the MinEngineRating isnt really usable from the files. Commando for example has got a min engine rating with 50

Well the important thing to remember, is the 50 is the Mech's tonnage multipled by 2, 2 * 16.2 = 32kph. Since engines below 100 don't exist in-game, 100 is technically the smallest engine possible in those designs.

Still it is interesting that the Stalker is 80, especially when the Awesome is 160. So yeah, I'm going to run with it being a bug on their side and not mine.

#237 SixstringSamurai

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Posted 15 January 2013 - 12:10 AM

I'm tempted to go build a stalker with a 100 engine just to see how terrible it is.

#238 Kmieciu

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Posted 15 January 2013 - 12:55 AM

View PostSixStringSamurai, on 15 January 2013 - 12:10 AM, said:

I'm tempted to go build a stalker with a 100 engine just to see how terrible it is.

Make that an XL100 :-)

#239 SixstringSamurai

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Posted 15 January 2013 - 01:33 AM

View PostKmieciu, on 15 January 2013 - 12:55 AM, said:

Make that an XL100 :-)

Oh I did and its got a lovely top speed of 19.1

#240 smurfynet

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Posted 15 January 2013 - 03:17 AM

View Postmajora incarnate, on 15 January 2013 - 12:03 AM, said:

Still it is interesting that the Stalker is 80, especially when the Awesome is 160. So yeah, I'm going to run with it being a bug on their side and not mine.


yea that probably right, because there is somewhere a bug report that you cant walk in reverse with an 100 engine, dont know if they fixed it already.

i just said 100 as min engine, because its the smallest you can buy.





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