Jump to content

Excel Mech Lab V1.80.4 (Updated 9/03/13) Now With Pheonix Inc Saber


398 replies to this topic

#121 3rdworld

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,562 posts

Posted 14 November 2012 - 07:24 AM

Okay, V1.73 is nearly complete.

But I am hoping you guys can help. I need a couple more people to "Beta" test it for lack of a better term. With all these mechs and weapons possible configs, there is just no way I can properly test all the functionality by myself anymore.

If you are willing please shoot me a PM. I think 3-5 more people would be perfect.

Thanks

#122 Ashelynia

    Rookie

  • 1 posts

Posted 14 November 2012 - 04:28 PM

Love your work. Just found it a few days ago and use it all the time even with the few bugs that are in it. Great work keep it up. I'll keep an eye out for irregularities and bugs in future versions if that will help out.

#123 Slater01

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 430 posts
  • LocationVancouver, BC

Posted 15 November 2012 - 09:33 PM

v1.72 - LRM wieghts? they all seem to be adding +1 ton

LRM5 = 3 (2)
LRM10 = 6 (5)
LRM15 = 8 (7)
LRM20 = 11 (10)

#124 Cutsman

    Member

  • PipPip
  • 46 posts
  • LocationChicago

Posted 15 November 2012 - 09:46 PM

View PostSlater01, on 15 November 2012 - 09:33 PM, said:

v1.72 - LRM wieghts? they all seem to be adding +1 ton

LRM5 = 3 (2)
LRM10 = 6 (5)
LRM15 = 8 (7)
LRM20 = 11 (10)


Is Artemis enabled?

#125 Slater01

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 430 posts
  • LocationVancouver, BC

Posted 15 November 2012 - 10:20 PM

Yes it was, thanks Cutsman. I didnt realize it defaulted when loading

#126 Marzepans

    Member

  • PipPipPipPipPipPip
  • 273 posts

Posted 16 November 2012 - 07:34 AM

Did you adjust the first ten HS to true doubles when selecting DHS?

#127 3rdworld

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,562 posts

Posted 16 November 2012 - 08:59 AM

View PostMarzepans, on 16 November 2012 - 07:34 AM, said:

Did you adjust the first ten HS to true doubles when selecting DHS?


V1.73 does this (current 1.72 does not).

I am adding quite a lot onto 1.73 (Stock loadout, cost of upgrade,bugs, DHS values). Still testing it, hope to get it out today though.

#128 Aware

    Member

  • PipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 146 posts
  • LocationCanada

Posted 16 November 2012 - 10:40 AM

In the selector at the bottom to see weapon stats it shows TAG to weigh 0.5 ton but correctly adds 1 ton.

#129 AlexWildeagle

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • 549 posts
  • LocationPhiladelphia, PA

Posted 16 November 2012 - 12:36 PM

every mech launches with an XL350?

MWO Heat scale doesn't seem to be working correctly. Was loaing out a cataphract and with 3 medium lasers and a erppc with 19DHS was only registering .98

#130 3rdworld

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,562 posts

Posted 16 November 2012 - 12:57 PM

View PostAlexWildeagle, on 16 November 2012 - 12:36 PM, said:

every mech launches with an XL350?

MWO Heat scale doesn't seem to be working correctly. Was loaing out a cataphract and with 3 medium lasers and a erppc with 19DHS was only registering .98


The engine the mech starts with is just whatever one the sheet was saved on. You need to manually switch it, I could probably run some VBA to reset it to its standard engine when you pick a new mech.

The MWO heat scale will be gone from the next build. We thought we had it nailed down during CB, but it appears to have changed.

Until I get a new calculation for the heat scale, it won't be returning.

#131 AlexWildeagle

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • 549 posts
  • LocationPhiladelphia, PA

Posted 16 November 2012 - 01:25 PM

View Post3rdworld, on 16 November 2012 - 12:57 PM, said:


The engine the mech starts with is just whatever one the sheet was saved on. You need to manually switch it, I could probably run some VBA to reset it to its standard engine when you pick a new mech.

The MWO heat scale will be gone from the next build. We thought we had it nailed down during CB, but it appears to have changed.

Until I get a new calculation for the heat scale, it won't be returning.


OK, cool. How do I know what engine a mech should have? Or at least would start with?

#132 3rdworld

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,562 posts

Posted 16 November 2012 - 01:40 PM

Good question:


Here is Mech Lab v1.73.xlsm for everyone.

Changes:
  • Load Stock - clicking the "Load Stock" button will reset the mech you currently have to its stock loadout
  • Price check - Added in pricing utility. It compares the current mech build with the mech string loaded into the "Load Temp" section. When you Load Stock a mech it will automatically be placed into the Load Temp location, and will begin comparisons in loadouts/upgrades to the mech in the lab. You may select to sell or not items removed from the starting mech.
  • Clicking "Compare Current" will start the comparison with the mech loaded into the Mech Lab. Use this for changing loadouts on an existing mech.
  • Removal of the MWO heat scale for the time being.
  • Added manual EHS/DHS value selectors.
  • Corrected DPS. NOTE: does not take ammo into consideration.
  • Updated TTOH.
  • Fixed popups during loads
Just wanted to thank all the guys that have been helping with the testing. We have squashed some bugs over the last couple of days, and hope it is cleaner than the last couple of releases.


NOTE: the Price may not be perfect with mechs currently not in-game. I have no way of knowing what their base costs will be. FF price may be off by +-1000cbills, they round in some way I was not able to figure out. A couple of mechs use equipment that isn't functioning in game, so they appear light and too cheap with their stock equipment.

Edited by 3rdworld, 16 November 2012 - 01:48 PM.


#133 GODzillaGSPB

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,030 posts
  • LocationGermany

Posted 16 November 2012 - 02:30 PM

Why did you get rid of the ingame heat calculation? Made for good comparison imho.

#134 3rdworld

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,562 posts

Posted 16 November 2012 - 02:44 PM

View PostGODzillaGSPB, on 16 November 2012 - 02:30 PM, said:

Why did you get rid of the ingame heat calculation? Made for good comparison imho.


It wasn't accurate. They have changed how it works. I could have included it but generally speaking the number on the sheet would have been wrong. I guess I would just rather it not be there than always be wrong.

Edited by 3rdworld, 16 November 2012 - 02:45 PM.


#135 GODzillaGSPB

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,030 posts
  • LocationGermany

Posted 17 November 2012 - 02:31 AM

Even an estimate would help. Let's face it: Your own calculation also changed several times. Going through the different versions of the Excel Mechlab I've long lost any kind of judgement on what would be a good configuration regarding heat, TTOH, HPS and so on.

The ingame experience is what ultimately shaped my experience. I know that my Hunchback, having a heat efficiency of 1,10, did not work well. Only when I upped it to above 1.20 it works well enough. But how does it translate into the Excel Mechlab 1,71? 1.72? 1.73? I don't know.

The most important thing the Excel Mechlab does for me is saving CBills. Of course I could always build something in the Excel Mechlab which I think is good, then build it ingame. And when I find out it is utterly ineffective regarding heat I've spent millions and millions of CBills and they're lost.

So I used the Excel Mechlab to make sure it works BEFORE I build it ingame. And an estimate of the heat efficiency would really help with that. :(

But...just my opinion of course. ;)

#136 3rdworld

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,562 posts

Posted 17 November 2012 - 07:51 AM

Played with the Heat scale this morning. I think I have the issue figured out. I will try to get it back in today at some point.

They are adding all DHS as 1.4 instead of their actual values. Because of this the scale values an extra DHS as much as an engine DHS. Which is wrong, because a EDHS is worth .6 more than an chassis DHS.

You will need to keep that in mind if you use an engine smaller than a 250, while comparing the MWO heat scale.

Edited by 3rdworld, 17 November 2012 - 07:57 AM.


#137 TostitoBandito

    Member

  • PipPipPipPipPip
  • 172 posts
  • LocationWashington, USA

Posted 17 November 2012 - 04:50 PM

View Post3rdworld, on 17 November 2012 - 07:51 AM, said:

Played with the Heat scale this morning. I think I have the issue figured out. I will try to get it back in today at some point.

They are adding all DHS as 1.4 instead of their actual values. Because of this the scale values an extra DHS as much as an engine DHS. Which is wrong, because a EDHS is worth .6 more than an chassis DHS.

You will need to keep that in mind if you use an engine smaller than a 250, while comparing the MWO heat scale.


Yeah, because of the 2.0 engine DHS I don't think anyone really uses engines smaller than 250 in anything, unless that something generates little/no heat. At least I don't. Getting fewer than 10 "free" engine DHS means losing .6 dissipation for each DHS you have to manually add to bring you to 10, since DHS are 1.4 and EDHS are 2.0.

#138 shadowwolf jerricho

    Member

  • PipPipPipPipPipPip
  • Rage
  • Rage
  • 292 posts
  • LocationKHSA Coyote Remembered

Posted 18 November 2012 - 03:59 PM

Thanks for the Spreadsheet bro. My Hounds and I will put it to good use.

#139 Kmieciu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 3,437 posts
  • LocationPoland

Posted 19 November 2012 - 01:56 AM

3rdworld you should really check your TTOH formula, because a mech with 250 engine, double heatsinks and 2 medium lasers will never overheat in game (on a heat neutral map).

But, according to v1.73, it will after 82,59 seconds:

50110,18,52,10,40,8,40,8,32,32,40,40,202,0,0,0,0,0,0,0,0,0,0,0,301,0,0,0,0,0,0,0,0,0,0,0,201,101,0,910,910,0,0,0,0,0,0,0,0,0,0,202,0,0,0,0,0,0,0,0,0,0,0,101,101,101,101,0,0,0,0,0,0,0000,a,b,c,d,e,f,g,h,i,j,k,l,1200

The calculations for single heat sinks seem to be correct: 250 engine + 10 SHS + 2 ML => TTOH = ###### (but is should be 900 according to your comments)

50110,18,52,10,40,8,40,8,32,32,40,40,202,0,0,0,0,0,0,0,0,0,0,0,301,0,0,0,0,0,0,0,0,0,0,0,201,101,0,910,910,0,0,0,0,0,0,0,0,0,0,202,0,0,0,0,0,0,0,0,0,0,0,101,101,101,101,0,0,0,0,0,0,0000,a,b,c,d,e,f,g,h,i,j,k,l,1200

Edited by Kmieciu, 19 November 2012 - 01:56 AM.


#140 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 19 November 2012 - 05:39 AM

Why did no one tell me that someone already made an excel based calculator for time to overheat? I wasted my time! ;)

Or maybe mine is better? More accurate? Knows how to work with DHS?

2 MLs would produce 2 Heat per second, with 10 Engine Double Heat Sinks at least you definitely cannot overheat, unless you run around a lot, or are on Caustic?

Edited by MustrumRidcully, 19 November 2012 - 05:42 AM.






2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users