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MWO Mechbay Program


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#241 SixstringSamurai

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Posted 15 January 2013 - 03:32 AM

I would be inclined to agree that it's a bug since with a 100 you have to put so many heat sinks in the mech it leaves very little room for anything weapon and ammo wise. It requires 6 heat sinks just to get it up to the normal 10, and then whatever extra you have to add for the weaponry. If you use DHS it's even worse. I did manage to fit 4 LRM 20s and 4 medium lasers but with ammo and heat sinks every single slot was filled. I would over heat if I fired the mediums and then the 20s even on chain fire.

The throttle gauge also behaves strangely as well at 19.1 KPH. If I go to max speed it sits at the bottom of the gauge at 17.2 for a few steps then snaps up to the top at 19.1. It looks like when your using jump jets and alter your speed in the air.

Edited by SixStringSamurai, 15 January 2013 - 03:36 AM.


#242 Quicksilver Aberration

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Posted 15 January 2013 - 12:12 PM

View PostSixStringSamurai, on 15 January 2013 - 03:32 AM, said:

I would be inclined to agree that it's a bug since with a 100 you have to put so many heat sinks in the mech it leaves very little room for anything weapon and ammo wise. It requires 6 heat sinks just to get it up to the normal 10, and then whatever extra you have to add for the weaponry. If you use DHS it's even worse. I did manage to fit 4 LRM 20s and 4 medium lasers but with ammo and heat sinks every single slot was filled. I would over heat if I fired the mediums and then the 20s even on chain fire.

The throttle gauge also behaves strangely as well at 19.1 KPH. If I go to max speed it sits at the bottom of the gauge at 17.2 for a few steps then snaps up to the top at 19.1. It looks like when your using jump jets and alter your speed in the air.

Well you also have to remember that the Awesome has a min Engine of 160 and the Atlas has 200, so why would the Stalker not follow this rule, or better yet, why would it be exempt?

Don't remember the exact post, but I remember back in CB that they put a design restriction so that no mech can mount anything that would drop its speed below 32.4kph (ie no Engine with a rating below its tonnage * 2).

#243 smurfynet

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Posted 15 January 2013 - 01:05 PM

Yea same discussion in my thread, but here: http://postimage.org/image/crmot3w2f/

#244 Quicksilver Aberration

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Posted 15 January 2013 - 01:06 PM

View Postsmurfynet, on 15 January 2013 - 01:05 PM, said:

Yea same discussion in my thread, but here: http://postimage.org/image/crmot3w2f/

I have a Stalker, so I believe you, I just think it is a bug that apparently went unnoticed for this patch.

#245 Quicksilver Aberration

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Posted 15 January 2013 - 01:35 PM

Mechlab was updated to 2.4.04 for the recent patch.

Bug Fixes
*LBX Ammo now saves correctly, any previous mech with LBX Ammo on it will have to be remade.

Updates
*Spider Images added, other information updated (including ECM capability).
*Commando Death's Knell speculation added.
*Change to the UI layout, specifically regarding the Equipment Tab.
*Component Tab layout adjusted, Heat Sink Panel now displays Dissipation Per Second and Heat Threshold and is updated when selecting efficiencies.
*Jump Jet Limits are now in place (will add a label for these limits later).
*Stalker can now mount engine below 170 to match in-game (even if a bug).
*Pilot Tree updated.
*Mech Tree/Efficiencies updated.
*Engine Costs are now correct, and Total Cost is now working.

Notes
*Compact Mechlab is still not done unfortunately, I will have it done soon though (for real this time).

Edited by majora incarnate, 15 January 2013 - 01:37 PM.


#246 Nacon

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Posted 15 January 2013 - 05:57 PM

Bug Found: Loading a variant from file will corrupt the jump distance value. It'll try to load the default variant value for it while having less actual count of JJ installed. EX: saving Spider 5D with 2 jumpjet, loading it back on will have 2 jumpjet with full jump distance value (210m) instead of intended value (60m).

#247 Quicksilver Aberration

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Posted 16 January 2013 - 03:29 PM

View PostNacon, on 15 January 2013 - 05:57 PM, said:

Bug Found: Loading a variant from file will corrupt the jump distance value. It'll try to load the default variant value for it while having less actual count of JJ installed. EX: saving Spider 5D with 2 jumpjet, loading it back on will have 2 jumpjet with full jump distance value (210m) instead of intended value (60m).

Yea, forgot to fix this issue, as well as fixing speed tweak to be 10% instead of 7.5%. I really need to document things more......

#248 Crashingmail

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Posted 22 January 2013 - 11:07 PM

Did u save them with the older 2.4.02 and now use 2.4.04 ? Its seems the old saved files (or some of them) are not compatible.
I got this too with my Stalker save, did it again with the .04 release and can open it now without any problem.

#249 MasterBLB

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Posted 22 January 2013 - 11:12 PM

Hey majora incarnate!
Any hint when you'll release the compact version ?

#250 Quicksilver Aberration

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Posted 23 January 2013 - 10:16 AM

Probably today, I just need to fix some things with the Progress Bars and it will be enabled for the incoming patch.

I'm still unsure on whether or not everything works correctly, but I will hopefully have major issues ironed out tonight.

#251 Quicksilver Aberration

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Posted 23 January 2013 - 02:51 PM

View PostCody Furlong, on 23 January 2013 - 01:52 PM, said:


No I saved them with the current version.

What kind of equipment did it have?

#252 MasterBLB

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Posted 23 January 2013 - 02:53 PM

View Postmajora incarnate, on 23 January 2013 - 10:16 AM, said:

Probably today, I just need to fix some things with the Progress Bars and it will be enabled for the incoming patch.
I'm still unsure on whether or not everything works correctly, but I will hopefully have major issues ironed out tonight.

Thanks for good news!I'll check it tommorow.

Btw,have you considered to use unit tests for your mechlab?I've heard Java has plenty of frameworks for that purpose.

Edited by MasterBLB, 23 January 2013 - 02:58 PM.


#253 Quicksilver Aberration

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Posted 23 January 2013 - 03:29 PM

View PostMasterBLB, on 23 January 2013 - 02:53 PM, said:

Thanks for good news!I'll check it tommorow.

Btw,have you considered to use unit tests for your mechlab?I've heard Java has plenty of frameworks for that purpose.

Unfortunately I dont know that much about Java frameworks, after just working within Java (because I knew it better than C++ at the time), I developed a distaste for it. Outside of learning to do DnD within Java, I probably wont learn anymore.

If I get time in the summer, I may redo the program again in a different language. Most likely Python because it is easy, powerful, and I dont need the speed of a non-scripting language.

#254 Quicksilver Aberration

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Posted 23 January 2013 - 10:06 PM

The Compact Mechlab is now enabled, and functional for the most part. There are some issues that I hope to iron out before next patch because my free time has been cut short lately (School and trying to be on a competitive team make things difficult sometimes :D).

Updates
*Death's Knell loadout corrected
*Minor Tweaks on certain sections of code.

Known Issues (for Compact Mechlab)
*Loading variants has issues with armor for now, it will load stock armor instead.
*Armor related components seems to reset as well when loading any new mech.
*Total Cost is empty (easy fix, will be fixed next patch).

Explanation for the different Metrics
Alpha Strike
*Firepower - Self explanatory, this the how hard your alpha can hit.
*Heat - This is the heat generated by each alpha, relative to your heat scale (so the % is what you should see in-game after an alpha, if at 0% that is).
*Heat Dissipation - This takes the longest recycle time weapon, and uses it to gauge how much heat you dissipate in-between alphas.

Burst Fire (Not working yet, UACs make this a little difficult)
*Firepower - Damage potential for each burst
*Heat - Heat after burst and cooldown/jam.
*Burst Duration - Self explanatory.

Rapid Fire
*Firepower - Again, fairly understandable, this is your variant's total DPS.
*Heat - This is your Heat Per Second - Heat Dissipation Per Second, and like Alpha Strike, is relative to your heat scale.
*Unknown - Havn't quite figured out a second useful metric for this one.

Edited by majora incarnate, 23 January 2013 - 10:07 PM.


#255 Crashingmail

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Posted 24 January 2013 - 02:39 AM

Is it possible to get the option back to hide unreleased and unconfirmed mechs like in the old mechlab ? Also to save the settings in your preferences ?

#256 Quicksilver Aberration

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Posted 24 January 2013 - 10:28 AM

The preferences is buggy atm, havn't sat down to figure out the exact issue yet. Once I fix it, preferences will be able to be saved, though there won't be a whole lot to it for now.

As for hiding unreleased/unconfirmed mechs, possibly, but doubtful. The way the lists were generated before is completely different from how they are now.

#257 MasterBLB

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Posted 24 January 2013 - 12:23 PM

View Postmajora incarnate, on 23 January 2013 - 03:29 PM, said:

Unfortunately I dont know that much about Java frameworks, after just working within Java (because I knew it better than C++ at the time), I developed a distaste for it. Outside of learning to do DnD within Java, I probably wont learn anymore.

If I get time in the summer, I may redo the program again in a different language. Most likely Python because it is easy, powerful, and I dont need the speed of a non-scripting language.

I see.
Well,if you're familar with C++ please check Qt framework,it allows to write decent looking and working GUI and at the same time use all the power C++ offers.Besides,it contains a nice module for handling XMLs,so you could create external data files we were talking about (please don't be touched,I don't want to be mean,just to show you how to make things easier and more flexible for the future :P).Ah,and it contains internal Test Framework as well ^^.
And the best part of it,Qt is for free :lol:

#258 Quicksilver Aberration

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Posted 24 January 2013 - 03:40 PM

View PostMasterBLB, on 24 January 2013 - 12:23 PM, said:

I see.
Well,if you're familar with C++ please check Qt framework,it allows to write decent looking and working GUI and at the same time use all the power C++ offers.Besides,it contains a nice module for handling XMLs,so you could create external data files we were talking about (please don't be touched,I don't want to be mean,just to show you how to make things easier and more flexible for the future :().Ah,and it contains internal Test Framework as well ^^.
And the best part of it,Qt is for free :P

Yea, if I make it C++ it, it would definitely be Qt. I had skimmed the Qt framework before and it was one of the best for C++ GUIs.

That would be a summer project though, I just won't have the time until then to do such a task, regardless of the language.

#259 MavRCK

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Posted 25 January 2013 - 08:10 AM

The old Mechbay is incredibly efficient and easy to use - I can build and compare a mech dramatically faster than with any other mechbay program. There is a learning curve, but it's the same with all the mechbay programs - please keep it up to date!

Thanks for the amazing programs!

#260 Kenach

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Posted 25 January 2013 - 11:57 AM

I've been using your java mechbay for weeks now majora, and I can say it's the best MWO tool I've ever seen. Cheers.





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