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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#1201 Deathlike

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Posted 27 May 2014 - 08:46 AM

smurfy, is there any way of getting the ammo consumption "path" in the XML data?

I'd have to dig up for the (dev) quotes, but ammo consumption is actually "different" per mech, so if there was a way to find out... it would make things interesting, especially from a mech building perspective.

It's hard to find out when the ammo consumption cockpit screen doesn't work.

#1202 TercieI

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Posted 27 May 2014 - 08:58 AM

View PostDeathlike, on 27 May 2014 - 08:46 AM, said:

smurfy, is there any way of getting the ammo consumption "path" in the XML data?

I'd have to dig up for the (dev) quotes, but ammo consumption is actually "different" per mech, so if there was a way to find out... it would make things interesting, especially from a mech building perspective.

It's hard to find out when the ammo consumption cockpit screen doesn't work.


AFAICT, all that varies is L/R between arms, legs and torsos. The head-CT-torso-arm-leg progression seems universal. But, boy, if that was shown somewhere, it would enable some fine tuning in the fine art of ammo placement so I'd love to know.

#1203 smurfynet

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Posted 27 May 2014 - 01:40 PM

View PostTerciel1976, on 27 May 2014 - 08:58 AM, said:


AFAICT, all that varies is L/R between arms, legs and torsos. The head-CT-torso-arm-leg progression seems universal. But, boy, if that was shown somewhere, it would enable some fine tuning in the fine art of ammo placement so I'd love to know.


Do you mean: http://mwomercs.com/...mmo-being-used/

Thats the only info i have. I think the order is not in the game files.

#1204 OznerpaG

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Posted 28 May 2014 - 02:02 PM

View Postsmurfynet, on 27 May 2014 - 01:40 PM, said:


Do you mean: http://mwomercs.com/...mmo-being-used/

Thats the only info i have. I think the order is not in the game files.


unfortunately ammo consumption progression is different on different mechs - i don't remember the details since it's been almost a year but i did a LOT of tests with my Victor(s) and it's not the same as what they listed in that thread

best way to look is to hold down [ctrl] while using the mouse to free-look in your cockpit to find the ammo screen (there should be one), and do tests seeing where it's taking the ammo from. only way to be sure

#1205 Grey Ghost

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Posted 28 May 2014 - 03:49 PM

View PostJagdFlanker, on 28 May 2014 - 02:02 PM, said:

*snip*


In other words, well beyond the scope of what we should expect from smurfy.

PGI really needs to make an online manual for this game detailing obscure information such as this.

#1206 Wintersdark

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Posted 07 June 2014 - 05:10 AM

Mr. Smurfy.

Shlkt here details how ambient heat impacts mechs. The data is all in the XML files, but each map has a direct modifier to heat dissipation. Could you consider adding a dropdown box in the weaponlab allowing us to specify which map to use to calculate the weapon lab heat stats?

#1207 Denolven

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Posted 07 June 2014 - 06:37 AM

Found a bug. In this Centurion build the slots are not calculated right. Removing the engine shows 10 free slots, but adding an XL engine is still possible.

#1208 TercieI

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Posted 11 June 2014 - 03:56 PM

View Postsmurfynet, on 27 May 2014 - 01:40 PM, said:


Do you mean: http://mwomercs.com/...mmo-being-used/

Thats the only info i have. I think the order is not in the game files.

View PostJagdFlanker, on 28 May 2014 - 02:02 PM, said:


unfortunately ammo consumption progression is different on different mechs - i don't remember the details since it's been almost a year but i did a LOT of tests with my Victor(s) and it's not the same as what they listed in that thread

best way to look is to hold down [ctrl] while using the mouse to free-look in your cockpit to find the ammo screen (there should be one), and do tests seeing where it's taking the ammo from. only way to be sure


Clearly I don't look at this thread often enough, despite using the site daily. JagdFlanker said exactly what I was driving at: the details do vary by mech. It's a small thing.

What I really came here to ask: Any chance you'll have clan info up before 6/17, perhaps based off of the PTS tomorrow?

#1209 smurfynet

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Posted 11 June 2014 - 04:19 PM

View PostTerciel1976, on 11 June 2014 - 03:56 PM, said:

What I really came here to ask: Any chance you'll have clan info up before 6/17, perhaps based off of the PTS tomorrow?


First i wanted to answer, no, because last info i had was that they won't release clan mechs to the pts but it seams they changed their minds and do it, so yes i will use the pts data.

But, i'm not sure how much i can show. I'm taking a trip on this weekend and i have around 14h inclusive sleep after PTS release to checkout the game changes.

So what i can probably can do is the "reference" portion of the site with the clan mechs and weapons.

Not sure about the mechlab itself implementing the clan mechs could be a bit tricky. also i'm not really know how the new mechanics work and i'm probably not able to test it right now. (i did not buy a clan mech)

Edited by smurfynet, 11 June 2014 - 04:20 PM.


#1210 TercieI

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Posted 11 June 2014 - 04:59 PM

Thanks! Whatever you can provide will be appreciated.

And, man, they oughta give you one...

#1211 smurfynet

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Posted 12 June 2014 - 10:26 AM

I'm currently pushing an update to my site, it now already uses the new data (pts) per default, but i filtering out the clan mechs at the moment, because i did not finish the parsing yet.

I worked the last couple of hours on adapting to the gamefile changes. Most of the changes are good and long overdue (some hardcoded logic got moved to the gamefiles, i use some of the new stuff and will adapt it over the next couple of weeks)

I'm not sure if i get the clan mech parsing working tonight but i will work on it and probably finish it sunday/monday.

Edit:
any suggestions how to display the clan mechs at the reference page? The thing is, you can switch all omnipods except the CT one, so the hardpoints can vary / are the same.
I probably go for the stock loadout's hard points but maybe you guys have a better idea?

Edited by smurfynet, 12 June 2014 - 11:25 AM.


#1212 Ovion

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Posted 12 June 2014 - 11:33 AM

I would say, if possible, have a drop-box for the name of the available interchangeable parts, that'll just change that section, with the core / unchangable bits as-is.

- Something like this
Spoiler

Edited by Ovion, 12 June 2014 - 11:48 AM.


#1213 Grey Ghost

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Posted 12 June 2014 - 08:46 PM

As for the main reference page, perhaps a filtering option for the whole page to show just Clan or just Inner Sphere stuff. Since at least for the time being they will be mutually exclusive.

EDIT: BUG: Switching back and forth between Artemis changes the ammo into 1/2 ton versions.

Edited by Grey Ghost, 12 June 2014 - 09:40 PM.


#1214 Kmieciu

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Posted 13 June 2014 - 04:16 AM

View Postsmurfynet, on 12 June 2014 - 10:26 AM, said:

any suggestions how to display the clan mechs at the reference page?

Go with the stock loadout. The reference is used when deciding which mech to buy, so naturally people are interested in stock hardpoints.

#1215 Almeras

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Posted 13 June 2014 - 09:06 AM

Long time smurfy fan, really looking forward to the clan mechs being added to the mech lab

#1216 Facetious

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Posted 13 June 2014 - 09:18 AM

Hi Smurfy
Love the mechlab to death. I didn't get to play in the clan test so I was just perusing your reference page, and I found what look like a couple typos with the clan equipment. I don't know if they're on your end or the data pull but I figured I'd point em out and try to help.

- Guass rifle notes that it has a charge time, but Clan Gauss does not.
- Clan LB20-X ammo shows an explosive damage of 10.

These might not be mistakes and I just don't know it, but if so those would be significantly more powerful.

#1217 Void Angel

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Posted 13 June 2014 - 09:59 AM

View PostTaigen, on 21 November 2012 - 08:38 AM, said:

great work!
Bookmarked!!

I leave it open in its own tab.

I do keep getting a popup in your Mechlab that asks me to disable ad-blockers... I don't actually have one, but I'm betting it's detecting Firefox's lockout

#1218 TercieI

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Posted 13 June 2014 - 10:51 AM

Another small suggestion:

With the addition of the clan stuff, the reference tab is now incredibly long. Would you consider splitting mechs from "gear?" Or possibly adding additional filters for mechs/gear and/or Clans/IS? I love the wealth of data, but that reference tab is now wearing my scrolling finger out (though it's still much better than the game for finding info...) Thanks!

EDIT: Also, add my vote for showing clans as "stock" on the reference tab. You'll have all variants right together, it's easy to see what the pods are.

Edited by Terciel1976, 13 June 2014 - 10:52 AM.


#1219 Ovion

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Posted 13 June 2014 - 12:06 PM

Is it possible to include Camo and Colour Sales?

#1220 Kin3ticX

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Posted 13 June 2014 - 12:16 PM

it looks like they took the right hand actuator off the BLR 1G but it doesnt reflect that in smurfy's

Edited by Kin3ticX, 13 June 2014 - 12:16 PM.






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