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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#1061 Sapstengel

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Posted 05 February 2014 - 04:41 AM

Awesome. Again, thanks for your efforts.

#1062 Deathlike

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Posted 05 February 2014 - 11:50 AM

Hey smurfy, the Artemis changes are in, and the cost to convert to Artemis has been lowered (from 750k to now 250k) with the Artemis changes implemented in UI 2.0 (the new values should be accurate).

http://mwomercs.com/...issing-artemis/

#1063 Dragoon20005

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Posted 06 February 2014 - 04:49 AM

hi smurfy

not sure if it is a glitch

but these few days when i fire up your mechlab, i noticed the icons indicating weapon,ammo,mod and armour are missing

and when building mech from scratch, and placing parts into the mech, the icon 'X' to remove the item is missing although I can still remove them no issues.

just a heads up

#1064 smurfynet

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Posted 06 February 2014 - 05:04 AM

View PostDragoon20005, on 06 February 2014 - 04:49 AM, said:

but these few days when i fire up your mechlab, i noticed the icons indicating weapon,ammo,mod and armour are missing


try a forced page reload or clear your cache, this should fix the problem for you.

#1065 Dragoon20005

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Posted 06 February 2014 - 05:09 AM

View Postsmurfynet, on 06 February 2014 - 05:04 AM, said:

try a forced page reload or clear your cache, this should fix the problem for you.



ah it worked

thanks

silly me

#1066 Deathlike

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Posted 06 February 2014 - 05:45 PM

smurfy, is there a way to add turret indicators on the maps that had them added (Crimson Strait and River City [Day])?

If that's not something you can find in the map data, that's ok, but if you could, it would be greatly appreciated (and the type of turret, if possible as well).

#1067 theCheek

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Posted 07 February 2014 - 12:53 AM

View Postsmurfynet, on 26 January 2014 - 01:41 AM, said:


xml is not that hard, but i don't know to get that working automaticly with google sheets




Does this help at all?

https://developers.g...es/XML_tutorial

#1068 smurfynet

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Posted 07 February 2014 - 01:02 AM

View PostDeathlike, on 06 February 2014 - 05:45 PM, said:

smurfy, is there a way to add turret indicators on the maps that had them added (Crimson Strait and River City [Day])?


i added this info around 16h ago :angry: try a forced page refresh :)

View PosttheCheek, on 07 February 2014 - 12:53 AM, said:

Does this help at all?


what i meant is, that i can export the loadout to multiple formats xml and json, but if you want to use the format for something (like google sheets or so) you need to figure out how to do it.

i'm thinking about opening my api to be accessed without api key (except user methodes, because that needs the users permission)
but mech listing and loadout listing should work out of the box then.

Phil

#1069 jag rip

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Posted 09 February 2014 - 12:43 AM

a simple thank you for this great functionality enhancement to MWO

EDIT: any thoughts on displaying Hitboxes, since UI2.0 doesnt do that anymore?

Edited by jag rip, 09 February 2014 - 12:56 AM.


#1070 zudukai

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Posted 10 February 2014 - 12:44 PM

the shadowhawk does not appear to have quirks or stats.

#1071 smurfynet

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Posted 10 February 2014 - 01:26 PM

View Postjag rip, on 09 February 2014 - 12:43 AM, said:

any thoughts on displaying Hitboxes, since UI2.0 doesnt do that anymore?


hitboxes itself are, if in the gamefiles inside the model files. i don't think it's realisticly reverse engineer the model file to extract this infos. there is a crysis model viewer, as far as i know its closed source so not really help there.

i tried the offical cryisis forum once about help decoding the highmap files of the maps to display that infos on my maps but also no luck. sorry.

View Postzudukai, on 10 February 2014 - 12:44 PM, said:

the shadowhawk does not appear to have quirks or stats.


shadowhawk's have stats ;) just they are all the same and don't differ ^^ so i'm not displaying them in the quirks overview list. the stats itself are still visible in the popup that appears if you click the arm/torso ranges in the mechlist.

#1072 zudukai

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Posted 10 February 2014 - 02:26 PM

View Postsmurfynet, on 10 February 2014 - 01:26 PM, said:

shadowhawk's have stats ;) just they are all the same and don't differ ^^ so i'm not displaying them in the quirks overview list. the stats itself are still visible in the popup that appears if you click the arm/torso ranges in the mechlist.

oh, i see.

#1073 Pando

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Posted 11 February 2014 - 07:24 PM

WTB clan tech in smurfy's builder!

#1074 Void Angel

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Posted 13 February 2014 - 05:04 PM

Hey, Smurfy. This may sound like an odd question, but is the data on torso twist rates and speeds also pulled directly from the game files?

#1075 PawPaWuFF

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Posted 13 February 2014 - 08:56 PM

artemis ammo not showing up in "used weapons only" other than that congrats on them trying to emulate your build environment for ui2 maybe they should pay you to design the mechlab for them ;D

Edited by user5318, 13 February 2014 - 08:57 PM.


#1076 smurfynet

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Posted 14 February 2014 - 03:12 AM

View PostPando, on 11 February 2014 - 07:24 PM, said:

WTB clan tech in smurfy's builder!


as soon as clan mech data is in the files i will implement that aswell.

View PostVoid Angel, on 13 February 2014 - 05:04 PM, said:

Hey, Smurfy. This may sound like an odd question, but is the data on torso twist rates and speeds also pulled directly from the game files?


yes i get the raw data from the gamefiles and apply a formula to them.
I think i know why you are asking, here are more infos: https://github.com/E...lsml/issues/226

View Postuser5318, on 13 February 2014 - 08:56 PM, said:

artemis ammo not showing up in "used weapons only" other than that congrats on them trying to emulate your build environment for ui2 maybe they should pay you to design the mechlab for them ;D


thank you, and yea this seams to be a bug, i will fix this soon.

#1077 p4r4g0n

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Posted 14 February 2014 - 03:42 AM

View Postuser5318, on 13 February 2014 - 08:56 PM, said:

..... maybe they should pay you to design the mechlab for them ;D


QFT

#1078 Void Angel

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Posted 14 February 2014 - 01:43 PM

View Postsmurfynet, on 14 February 2014 - 03:12 AM, said:

yes i get the raw data from the gamefiles and apply a formula to them.
I think i know why you are asking, here are more infos: https://github.com/E...lsml/issues/226

Actually, I'm asking because I got a response from a bug report that's telling me "engine rating isn't supposed to affect twist rate," which seems odd to me. So what I'm understanding from you is that you're taking the turn rate from the game files and then running that data through a forumula on your website?

#1079 smurfynet

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Posted 14 February 2014 - 01:52 PM

View PostVoid Angel, on 14 February 2014 - 01:43 PM, said:

Actually, I'm asking because I got a response from a bug report that's telling me "engine rating isn't supposed to affect twist rate," which seems odd to me. So what I'm understanding from you is that you're taking the turn rate from the game files and then running that data through a forumula on your website?


Yes, the formula is from here: http://i.imgur.com/DVW3WEc.png
Also i cant find out how the values for the graphs in ui 2.0 correspond to the data in the gamefiles.

#1080 Void Angel

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Posted 14 February 2014 - 02:10 PM

Fun; I'll let you know what support says when they get back to me. They say that the values are supposed to be set, and only modified by pilot skills and 'mech quirks - but that's not what my testing indicates. A Locust, for example, rotates through his entire arc slightly faster than an RS Atlas with a 350 engine (despite having a lot farther to go,) and that same RS has a notable difference in the same test if I put in the minimum 200 rated engine.





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