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MWO Mechbay Program


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#141 Quicksilver Aberration

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Posted 27 November 2012 - 08:39 AM

View PostAerlock, on 27 November 2012 - 07:14 AM, said:

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

Will fix the bug for the next update; not really a bug though, just me forgetting to add the update function in the clear button action. The export function also needs to display the correct costs for the different types (currently it only gives you the standard costs, regardless).

As for the request, I've had something planned, but it will be in the new GUI instead to handle upgrades (it is setup to handle this better), it is also currently not in the new GUI, but is planned. The current mechlab could possibly handle it, but I will begin phasing it out shortly.

#142 Angelos Sanguinum

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Posted 27 November 2012 - 12:59 PM

Is there anyway I can switch Mech tabs without resetting mech loadouts ? I trying to compare different models and its very annoying. Save and Load functions not enabled for me and in exported text file can't be loaded back into mechlab.

#143 Quicksilver Aberration

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Posted 27 November 2012 - 02:58 PM

View PostAngelos Sanguinum, on 27 November 2012 - 12:59 PM, said:

Is there anyway I can switch Mech tabs without resetting mech loadouts ? I trying to compare different models and its very annoying. Save and Load functions not enabled for me and in exported text file can't be loaded back into mechlab.

Switched tabs should not reset anything, clicking a new mech will, unfortunately JTables aren't nearly customizable as I would want them to be, if you want general side-by-side comparisons there are plenty of resources for that, like Ohm's spreadsheets or smurfynet's website. As for save and load functions, as said before, these will be disabled until I get time to actually redo these, and importing text files is even more difficult (or tedious I should say) so that is low on the to-do list.



On another note:
Rather large update for this one, major thing is I've brought the new GUI out of WIP status and is ready for actual use, the old Mechlab is still included but the new GUI will be getting even more features so slowly the old one will be phased out.
Most of the equipment stats should be on par with the latest patch, I've also added the new Cataphract to the new Mechlab and Statlab (though some of its equipment is purely speculation).

Known Issues with the new Mechlab
*When you close the Mechlab, the Equipment Queue window stays.

Edited by majora incarnate, 27 November 2012 - 03:01 PM.


#144 Grayzzur

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Posted 28 November 2012 - 11:00 PM

View PostAngelos Sanguinum, on 27 November 2012 - 12:59 PM, said:

Is there anyway I can switch Mech tabs without resetting mech loadouts ? I trying to compare different models and its very annoying. Save and Load functions not enabled for me and in exported text file can't be loaded back into mechlab.

I sometimes run two copies of Mechlab side-by-side to do this.

#145 John MatriX82

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Posted 29 November 2012 - 01:22 AM

View PostGrayzzur, on 28 November 2012 - 11:00 PM, said:

I sometimes run two copies of Mechlab side-by-side to do this.


hmm sometimes even 3 or 4 :P

#146 Horrorizer

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Posted 29 November 2012 - 02:16 PM

before you update the program to have Illya, be sure to fix the utra ac5 damage, actually mechbay consider it iis 10 but it is 5, the same as the normal ac5, the only difference between those two is not the damage, is the fire rate

#147 Crashingmail

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Posted 29 November 2012 - 03:07 PM

The damage is 10 in Ultra mode, something that AC5 does not have. So not really a mistake and mostly people use ultra mode.
Otherwise he should calculate also the 25% jam rate too and decrease firepower.

#148 Gristle

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Posted 29 November 2012 - 03:24 PM

Mechlab 2.2.04 feedback.

Interface is a litte confusing.
Would be helpful if the Chassis tab showed the location of the hard-points on the silhouette.

Bugs:

Incorrect engine size limits. CTF-4X can mount a 255 sized engine. Mechbay limits to 250.
Info button doesn't work.

#149 Quicksilver Aberration

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Posted 29 November 2012 - 05:57 PM

View PostHorrorizer, on 29 November 2012 - 02:16 PM, said:

before you update the program to have Illya, be sure to fix the utra ac5 damage, actually mechbay consider it iis 10 but it is 5, the same as the normal ac5, the only difference between those two is not the damage, is the fire rate

The reason is calculated as 10 instead of 5, is because the damage is calculated similar to the LBX10:
damage = projectileCount * damagePerBullet
Rather than cutting the fire rate in half (which isn't really what happens when you fire in Ultra mode), I just treated it as MW4 treated Ultras.

View PostGristle, on 29 November 2012 - 03:24 PM, said:

Mechlab 2.2.04 feedback.

Interface is a litte confusing.
Would be helpful if the Chassis tab showed the location of the hard-points on the silhouette.

Bugs:

Incorrect engine size limits. CTF-4X can mount a 255 sized engine. Mechbay limits to 250.
Info button doesn't work.

Interestingly enough, the labels actually say the max engine size is a 255, but the spinner doesn't allow for it, will look into this bug. Pretty sure this is a rounding error, as the same is true for the CTF-IM.

As for hardpoints, the reason I didn't put them on the silhouette when on the chassis tab, is because it not only felt redundant (hardpoint limits show up on the criticals panel), but that was kinda the point. The statlab was supposed to be your tool for buying a mech, the mechlab was meant to be helpful for messing with that mech. I may remove the need for even the Statlab at some point, but for now, this is how it will be. Plus I like to see the picture of the mech without anything obstructing it :(.

The GUI is designed very similar to the MW4 mechlab, which was the intent as I preferred the layout from that game. So it may be a little confusing, and I may add some stuff to help with the confusion; but it was to be expected considering it was such a drastic change compared to both my old version and the MWO mechlab.

#150 Gristle

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Posted 29 November 2012 - 06:46 PM

View Postmajora incarnate, on 29 November 2012 - 05:57 PM, said:

...
As for hardpoints, the reason I didn't put them on the silhouette when on the chassis tab, is because it not only felt redundant (hardpoint limits show up on the criticals panel), but that was kinda the point. The statlab was supposed to be your tool for buying a mech, the mechlab was meant to be helpful for messing with that mech. I may remove the need for even the Statlab at some point, but for now, this is how it will be. Plus I like to see the picture of the mech without anything obstructing it :(.



From this perspective, of having already bought a chassis, it makes more sense. I use MWO Mechlab to plan which chassis I want o buy, so kind of the opposite. I liked being able to see if that ballistic hard-point was in the arm or the torso, etc in the old version.

View Postmajora incarnate, on 29 November 2012 - 05:57 PM, said:


The GUI is designed very similar to the MW4 mechlab, which was the intent as I preferred the layout from that game. So it may be a little confusing, and I may add some stuff to help with the confusion; but it was to be expected considering it was such a drastic change compared to both my old version and the MWO mechlab.


After using it a bit it was less confusing. I seemed to be flipping back and forth between the various tabs a lot.

What does the "MODULE" button do?

#151 Quicksilver Aberration

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Posted 29 November 2012 - 07:39 PM

View PostGristle, on 29 November 2012 - 06:46 PM, said:


From this perspective, of having already bought a chassis, it makes more sense. I use MWO Mechlab to plan which chassis I want o buy, so kind of the opposite. I liked being able to see if that ballistic hard-point was in the arm or the torso, etc in the old version.



After using it a bit it was less confusing. I seemed to be flipping back and forth between the various tabs a lot.

What does the "MODULE" button do?

Ill think about the first part.

As for the Module button, which module button?
The module slot button just adds 1 to the module slots label, should be self-explanatory, but just in-case, I added it.
There shouldn't be a button with just "MODULE" as the caption though, so I'm a little confused.

#152 Gristle

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Posted 29 November 2012 - 09:46 PM

View Postmajora incarnate, on 29 November 2012 - 07:39 PM, said:

...As for the Module button, which module button?
The module slot button just adds 1 to the module slots label, should be self-explanatory, but just in-case, I added it.
There shouldn't be a button with just "MODULE" as the caption though, so I'm a little confused.


Upgrades tab -> Module Slot button in the Efficiencies group. I don't see anything else in Mechlab named module. Also on the Armor tab What are the Max Armor and Efficient Maximum buttons for?

#153 Quicksilver Aberration

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Posted 29 November 2012 - 10:22 PM

View PostGristle, on 29 November 2012 - 09:46 PM, said:


Upgrades tab -> Module Slot button in the Efficiencies group. I don't see anything else in Mechlab named module. Also on the Armor tab What are the Max Armor and Efficient Maximum buttons for?

Yea, the module slot just updates your module slot label in the Chassis Overview panel (the first box on the bottom). So the base 2 module slots for some mechs would become 3 as if you had the Master Efficiency.
As for Max Armor and Efficient Maximum buttons are dummies at the moment, I forgot to disable them until they are actually implemented.

Edited by majora incarnate, 29 November 2012 - 10:23 PM.


#154 LordHarco

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Posted 30 November 2012 - 11:12 AM

bump

#155 RoboCyberMummy

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Posted 03 December 2012 - 11:10 PM

:o :wub:
Bump.
:wub: :wub:

It's a great program and should be stickied. ;)

#156 Quicksilver Aberration

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Posted 04 December 2012 - 02:23 PM

Only the new Mechlab has been updated, nothing else changed.
Updated to 2.3.01

Bug Fixes
*Equipment Queue now closes properly
*Engine Rating Spinner is properly limited (was 5 below the appropriate amount on some mechs)
*Fixed Time to Shutdown calculations, they were much shorter than they should've been
*Disabled all placeholder buttons

New Features
*Added Internal progress bars to the armor panels for reference
*Time to Cooldown Label has been added (From your max heat threshold to 0 heat, without any interference)
*Selective Allocation is functional and formatted
*Max Armor functionality has been added (Front armor is 75% of max, Rear is 25%, once I get user settings setup you will be able to adjust this).
*Added labels for unconfirmed and unreleased mechs (to keep in-line with the Statlab)
*Added labels for ECM/JJ capability so you don't have to refer whether they are in the equipment list
*Added Hardpoint Labels for reference when on the Upgrade Tab

Other
*Did some formatting throughout the program, both with fonts and colors

Edit:Lol, need to double-check my colors next time, didn't realize how pastel some colors were, especially internal/armor bars (they are bad....). Hotfix uploaded, so if your armor/internal bars are pink/baby blue, reDL it.

Edited by majora incarnate, 04 December 2012 - 02:30 PM.


#157 Pikachar

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Posted 04 December 2012 - 04:59 PM

There's a bug that if you accidentally add multiple AMS using the equip to mech button, it adds the weight but not the item.
Also, might I suggest a "Strip Mech" button, for the ease of use of taking everything off of a mech.

Edited by Pikachar, 04 December 2012 - 06:06 PM.


#158 John MatriX82

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Posted 05 December 2012 - 02:37 AM

Uh I just opened the new mechlab version.. Big overhaul, but I find it a little bit confusing at the beginning. The older was easier to navigate, the new one however has a lot more options but it took me loads of time to even figure how to change engine rating and heatsinks lol :o

Edited by John MatriX82, 05 December 2012 - 02:37 AM.


#159 SixstringSamurai

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Posted 06 December 2012 - 04:50 PM

Everything is fine except the D-DC has the command console permanently installed and cannot be removed. In game this is not the case.

Whoops never mind I see you put it under upgrades for some weird reason.

Edited by SixStringSamurai, 06 December 2012 - 04:53 PM.


#160 Nacon

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Posted 11 December 2012 - 12:20 AM

View PostPikachar, on 04 December 2012 - 04:59 PM, said:

Also, might I suggest a "Strip Mech" button, for the ease of use of taking everything off of a mech.


In favor! :)

Also... the total cost of everything, the mech itself, engine, equipment, weapons, etc etc.

Edited by Nacon, 11 December 2012 - 12:25 AM.






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