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


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#261 Kmieciu

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Posted 30 December 2012 - 03:46 AM

Excel Mech Lab is the best tool to create and compare mech builds.

The only thing it lacks is an option to create text files with mech builds, like the MWO Mechbay does.

Edited by Kmieciu, 30 December 2012 - 03:46 AM.


#262 GODzillaGSPB

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Posted 03 January 2013 - 03:07 PM

There seems to be something off with the tonnage for ferro fibrous armor. When I do this configuration ingame...

Posted Image

...it actually gives me the full 50 tons, not the 49,89 as shown above.

I was actually glad to see that the game rounded it to a full 50t. Looks so much more...complete. :lol:

#263 3rdworld

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Posted 04 January 2013 - 04:32 AM

View PostGODzillaGSPB, on 03 January 2013 - 03:07 PM, said:

There seems to be something off with the tonnage for ferro fibrous armor. When I do this configuration ingame...

...it actually gives me the full 50 tons, not the 49,89 as shown above.

I was actually glad to see that the game rounded it to a full 50t. Looks so much more...complete. ;)


see

View Post3rdworld, on 27 December 2012 - 09:19 AM, said:

Known Issues:
  • FF armor calculates @ 36ppt, in actuality it is only 35.84. I have not corrected because the +- armor below the totals is turning into an absolute beast to calculate with the non whole number. Your armor vs the sheet with FF may vary slightly (usually 1-2 points on most mechs that generally use FF).


#264 GODzillaGSPB

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Posted 04 January 2013 - 01:26 PM

Sorry, I cannot accept that. Fix it!

...just kidding lol. :huh: Thanks for the info. My bad for not catching it myself. ^^

#265 3rdworld

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Posted 04 January 2013 - 01:49 PM

View PostGODzillaGSPB, on 04 January 2013 - 01:26 PM, said:

Sorry, I cannot accept that. Fix it!

...just kidding lol. :huh: Thanks for the info. My bad for not catching it myself. ^^


No worries. It used to actually be 36 per ton but they nerfed it a month or so ago. I noticed it but like I said the rounding with the +-tonnage calcs is a pain.

Edited by 3rdworld, 04 January 2013 - 01:49 PM.


#266 GODzillaGSPB

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Posted 04 January 2013 - 02:44 PM

I once had an excel sheet that was supposed to be straight forward with some formulas in it. The formulas were calculated quite quickly...but then I drew them down to cover ALL entries in the sheet. Half a day later it was done. :huh:

#267 GODzillaGSPB

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Posted 17 January 2013 - 02:47 AM

Idea for a new feature: Jumping Distance. :D If you can find out how the game calculates it.

PS: The current Spider variants have the wrong hardpoint setup. All of them. :lol:

Edited by GODzillaGSPB, 17 January 2013 - 04:25 AM.


#268 3rdworld

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Posted 17 January 2013 - 07:18 AM

Excel Mech Lab v1.79.xlsm
  • Updated Spider variants and price (I was only off by 6,900)
  • Updated MWO Heat Scale
Heat Scale Changes
  • Calculates DHS @ 2.0 for EHS and 1.4 for additional HS.

Edited by 3rdworld, 17 January 2013 - 07:25 AM.


#269 Goose

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Posted 17 January 2013 - 11:15 AM

Tanks again!

#270 100 Tonne

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Posted 17 January 2013 - 04:01 PM

why cant this be stickied?

#271 GODzillaGSPB

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Posted 18 January 2013 - 07:12 AM

There is something with the TTOH-calculation and the uac5 that is kinda odd. I always thought that your approach to this weapon was too optimistic, but let me explain:

I have a Centurion 9A with a uac5, 2 medium lasers and 3 streaks. It gives me a MWO-heatscale of 1.35, which is okay (was fixed in the latest version) but the lowest TTOH of all my mechs: below 20 sec. And even with both basic and elite "coolrun" and "heat containment".

Still, ingame, be it a map with moderate temperature (Forrest Colony) or even a hot map (Caustic) I never really run hot with this setup (or let's say I don't have to be careful most of the time). I have many mechs for which the Excel Mechlab gives me much better TTOH but there is no apparent difference.

Could it be that your formula is a bit optimistic regarding the uac5 jam mechanic? Because it jams rather often. But then still...there are situation where I can let loose. All lasers, relentless uac5 salvos and the streaks...and it does not overheat, at least not as quick as one would anticipate.

Though you might want to take a look at this. Sorry for the wall of text. :P

Edited by GODzillaGSPB, 18 January 2013 - 07:27 AM.


#272 3rdworld

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Posted 18 January 2013 - 07:33 AM

TTOH is very optimistic or pessimistic depending on your point of view. It assumes your UAC won't jam, you have no delay in firing and there is not a single ms between weapon activation. Plainly it gives you the absolute worst case, how long it takes for my mech to go from no heat to overheat.

We know this is not true, but how do I account for these variables?

In my personal experience in actual play a TTOH of 20+ is unlikely to overheat very often, and a TTOH of 40+ is pretty much heat neutral during the normal course of play. Any delay at all in firing adds dissipation & available heat to the equation.

My only worry about attempting to implement some sort of number "fudging" to account for the human factor; is that the calculation would turn into the abomination that is the current MWO Heat Scale.

UACs since we know the jam rate (25%) its DPS and HPS could be accounted for as I believe it takes 3 seconds to clear the jam.

Edited by 3rdworld, 18 January 2013 - 07:35 AM.


#273 GODzillaGSPB

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Posted 19 January 2013 - 02:55 AM

Understandable. But, if you can find out, maybe you could add the formula for jamming, like the game uses it.

PS: Adding the jam mechanic would also make the DPS calculation more closer to reality. Currently the uac/5 gives an almost unbelieveable boost to DPS and the damage over time values. ^^

Edited by GODzillaGSPB, 19 January 2013 - 03:31 AM.


#274 3rdworld

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Posted 19 January 2013 - 05:55 AM

Just spitballing

UAC DPS = 5 / (.55+(.25*3)) = 3.84
UAC HPS = 1 / (.55+(.25*3)) = .769


hrmm. 5 damage divided by CD (.55 + (% to jam * Jam CD))


Does that look right?

Edit: B.A.L.L.I.N.G is censored......

Edited by 3rdworld, 19 January 2013 - 05:57 AM.


#275 MustrumRidcully

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Posted 19 January 2013 - 08:23 AM

This is the formula that Vapor Trail once suggested to me.

(Regular Cooldown/2)+ (((JamDurMin+JamDurMax)/2) * (JamChance))/2

If we assume JamDurMin and JamDurMax are 3 seconds (he suggested something ranging from 3 to 8, but I don't know where he got that from), it would give you an average cooldown of 0.93.

Make sure to show the math to the newborn, so he/she learns math early. ;)
I mean, if a newborn's first word isn't "Excel", what can it hope for?

#276 3rdworld

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Posted 19 January 2013 - 11:04 AM

View PostMustrumRidcully, on 19 January 2013 - 08:23 AM, said:

This is the formula that Vapor Trail once suggested to me.

(Regular Cooldown/2)+ (((JamDurMin+JamDurMax)/2) * (JamChance))/2

If we assume JamDurMin and JamDurMax are 3 seconds (he suggested something ranging from 3 to 8, but I don't know where he got that from), it would give you an average cooldown of 0.93.

Make sure to show the math to the newborn, so he/she learns math early. :)
I mean, if a newborn's first word isn't "Excel", what can it hope for?


You are correct.

Only the double-shot can jam, so 50% of the shots have a 25% chance to jam.

ItemStats.xml lists the UAC as JammedTime= "5.0"

So the math would be .55 + (5*.125) = 1.175 average CD on Double Tapped shots

DPS = 5 / 1.175 = 4.26
HPS = 1 / 1.175 = .85

Does that look right?

#277 MustrumRidcully

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Posted 20 January 2013 - 02:16 AM

Mathematically, it seems right.

But if you think about the meaning, it seems very, very wrong:
THe Ultra AC/5 fired with double shot has a slightly lower rate of fire then when you don't double shot it!

---

On a completely unrelated note... Ever thought about doing the calculations for crit probabilities for components? So, if you got an AC/20 and 2 tons of ammo in a side torso, there's a 83 % chance to hit the AC/20 and a 8.3 % chance to hit the ammo...

Edited by MustrumRidcully, 20 January 2013 - 02:19 AM.


#278 GODzillaGSPB

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Posted 20 January 2013 - 05:00 AM

First, I think you two should work together. :)

Second...I will write a moderator. This topic, still not pinned, is an OUTRAGE!!! :lol:

#279 Darwins Dog

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Posted 21 January 2013 - 11:31 AM

Excellent work, it is greatly appreciated.

I found one error, the 120 XL weighs 120 tons in the table. I'm not sure why anyone would use it, but someone might want a 77 kph commando.

#280 GODzillaGSPB

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Posted 21 January 2013 - 12:59 PM

View PostDarwins Dog, on 21 January 2013 - 11:31 AM, said:

Excellent work, it is greatly appreciated.

I found one error, the 120 XL weighs 120 tons in the table. I'm not sure why anyone would use it, but someone might want a 77 kph commando.


I bet that was done on purpose, as an easter-egg. The first who recognizes this get's a custom skin for the Excel Mechlab. :P





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