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smurfy mechlab guide

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#1261 Kmieciu

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Posted 17 June 2014 - 05:03 AM

View Postsmurfynet, on 17 June 2014 - 02:30 AM, said:


yes it is, it seams that clan mech do not have dynamic armor/structure slots.
But i will wait until the live gamefiles arrives, because in the PTS Gamefiles the upgrades specify 7 per upgrade. Not sure if i missed another config saying but don't count them ^^


You are correct: the clan mechs do not have any dynamic armor/structure slots. Only 7 fixed slots per FF or Endo. Just disable dynamic slots for all clan mechs.

Check out this video:

Edited by Kmieciu, 17 June 2014 - 05:08 AM.


#1262 NoSkillRush

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Posted 17 June 2014 - 07:10 AM

Quote

I will look at it once the clan mech implementation is finished.


Thank you very much! You can use our website as a testing platform if need be.

#1263 Túatha Dé Danann

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Posted 17 June 2014 - 08:18 AM

View Postsmurfynet, on 17 June 2014 - 01:30 AM, said:


the mechlab currently uses all mechdata from the PTS, not sure if this is a change or a bug. I will look at this after the clan patch goes live. For now i guess its a nerf?



I will look at it once the clan mech implementation is finished.

This is odd. I can clearly see, that only one slot is used by internal components in the MWO mechlab. So- how is this possible? Do we have two files defining a mech? All I can say is, that I have zero slots free in my mechs I use in MWO and that they are in-game. No errors, no warning, nothing. I just can't re-build those mechs in your mechlab, as the slot count differs.

Thx for looking into it.

#1264 smurfynet

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Posted 17 June 2014 - 08:27 AM

View PostShevchen, on 17 June 2014 - 08:18 AM, said:

So- how is this possible? Do we have two files defining a mech? A


Yes there are the live gamedata and the PTS game data. My mechlab currently uses the PTS gamedata to support the clan mechs.

It seams (i just checked) the stalkers left arm differs from the live gamedata. Not sure if this is a bug by the devs or an intended change. I will wait until the patch goes live and i can compare the ingame mechlab results with my mechlab results.

#1265 xMintaka

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Posted 17 June 2014 - 08:48 AM

Amazing work and thank you so much for taking the time to create such an outstanding resource.

I've had the same issue with slots as Viper did. Removing the ERLL on the Stormcrow Prime does not free up any slots. Also, as Terciel mentioned, I was only able to place one heatsink in the engine when three engine slots are shown.

Once again, thank you for creating such a fantastic site.

#1266 Sylvian Le Fabre

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Posted 17 June 2014 - 08:56 AM

Why Clan Mechs still have "Dynamic Structure"?
Should'nt they have "fixed" empty slots :D?

As a suggestion: On the Drop Down menue for the omni pods: Show behind every variant what weapon slots it has.
e.g. "scr-c | E"

#1267 smurfynet

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Posted 17 June 2014 - 10:37 AM

Just pushed an update:

* Fixed CDHS removal bug
* Fixed Dynamic slots bug
* Contains live data, no relevant changes compared to PTS

Next steps (in that order):
* Quirk parsing
* JJ slots granted via quirks (KFX-S for example)
* Possible deploy
* Start accuator handling.

#1268 VIPER2207

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Posted 17 June 2014 - 10:39 AM

View Postsmurfynet, on 17 June 2014 - 10:37 AM, said:

Just pushed an update:

* Fixed CDHS removal bug
* Fixed Dynamic slots bug
* Contains live data, no relevant changes compared to PTS

Next steps (in that order):
* Quirk parsing
* JJ slots granted via quirks (KFX-S for example)
* Possible deploy
* Start accuator handling.


Great work, thanks :-)

#1269 Sylvian Le Fabre

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Posted 17 June 2014 - 10:49 AM

Add: Fix Stormcrow Engine Heat Sinks to your list :P

Thanks for the great work! :angry: Dont forget your reallife :lol:!

#1270 evilC

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Posted 17 June 2014 - 11:04 AM

Just tried 1.3.299

The CDHS EHS removal bug is still present on the SCR-C :angry:

#1271 smurfynet

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Posted 17 June 2014 - 11:24 AM

View PostSylvian Le Fabre, on 17 June 2014 - 10:49 AM, said:

Add: Fix Stormcrow Engine Heat Sinks to your list :P

View PostevilC, on 17 June 2014 - 11:04 AM, said:

the CDHS EHS removal bug is still present on the SCR-C :(


you are talking about the same problem right?

Heatsinks cant be fully added or removed from fixed engine

View PostSylvian Le Fabre, on 17 June 2014 - 10:49 AM, said:

Dont forget your reallife :lol:!


no, i dismissed a "beergarden" invitation from a friend today tho :angry: I will have a raincheck on that.
You guys donated like crazy the last couple of days and i want to give you a working mechlab ^^

#1272 VIPER2207

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Posted 17 June 2014 - 11:27 AM

View Postsmurfynet, on 17 June 2014 - 11:24 AM, said:

i dismissed a "beergarden" invitation from a friend today tho :angry:


what? really? dude, i will invite you when i get the chance, trust me :lol:

#1273 evilC

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Posted 17 June 2014 - 11:34 AM

View Postsmurfynet, on 17 June 2014 - 11:24 AM, said:


you are talking about the same problem right?

Heatsinks cant be fully added or removed from fixed engine


Edit a SCR-C:
http://mwo.smurfy-ne...b#i=184&l=stock

Remove the Large Pulse Laser to give some free weight.

Drop a DHS on to the (Empty) engine.
Engine shows 1/3 heatsinks.
There is no X and you cannot add any more EHS (2 slots are unusable).

Edited by evilC, 17 June 2014 - 11:35 AM.


#1274 Deathlike

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Posted 17 June 2014 - 11:37 AM

smurfy, In the PTS, I recall that all IS light mechs (I kinda assume clan mechs are affected as well) got a 5% "internal structure bonus" to both legs. Just highlighting them in the mechlab would reveal this info or "quirk".

I suspect this will be in the official patch... whenever it is done.

Edited by Deathlike, 17 June 2014 - 11:38 AM.


#1275 Sylvian Le Fabre

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Posted 17 June 2014 - 11:38 AM

Ok , the Problem is: You are able to take a DHS to the engine, but you cant remove it.
Also you see the Center Torso Box has some graphical problems?

That used Weapon Ammo thing is really usefull... PGI Should do it aswell :angry:
Posted Image

Edited by Sylvian Le Fabre, 17 June 2014 - 11:40 AM.


#1276 Artax33

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Posted 17 June 2014 - 11:38 AM

View Postsmurfynet, on 17 June 2014 - 11:24 AM, said:

no, i dismissed a "beergarden" invitation from a friend today tho :angry: I will have a raincheck on that.
You guys donated like crazy the last couple of days and i want to give you a working mechlab ^^


I just want to say thanks for the work you do. I use your site just about everyday, if just to see any sales. I run ad block in Chrome, but I added you to the white list a long time ago. Not a fan of pay pal so I figured you getting ad money was the best way to show my support for the site.

Edited by Artax33, 17 June 2014 - 11:39 AM.


#1277 smurfynet

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Posted 17 June 2014 - 10:36 PM

Ok all reported bugs are fixed now. Only BIG thing missing is the arm accurators.
And ofc there are a lot of other stuff :ph34r: here my internal todo:
  • FEATURE - add a public changelog / todo list to the site
  • FEATURE - Support for the toggleable armparts. currently all internals from omnipods are not displayed. i think that is only armparts which are toggleable but not 100% sure.
  • BACKEND - Parse omnipod set bonus quirks
  • FEATURE - List / Display of Clan mech quirks
  • FEATURE - List all Omnipod sets separate from the mech variant. (for example there is a kitfox omnipod with ecm for the right arm)
  • FEATURE - manually collect all pricing infos of the clan mechs
  • FEATURE - Fancy up the omnipod dropdown, also show the hardpoints provided
  • FEATURE - Missile tube count not showing in mechlab for omnipods
  • FEATURE - Mark fixed weapon hardpoints differently (needs testing what if there are 2E hardpoints, one is fixed on isn't)

Edited by smurfynet, 17 June 2014 - 10:36 PM.


#1278 Lupin

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Posted 17 June 2014 - 11:34 PM

Would like to say great job on update to smurfy Mechmap.
Now gives me a clear understanding on how to kill clanners :)

Just 1 question, do none of the new Clan Mech's have ECM? Thought at least 1 of the lights did.

Edited by Lupin, 18 June 2014 - 04:20 AM.


#1279 smurfynet

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Posted 17 June 2014 - 11:42 PM

View PostLupin, on 17 June 2014 - 11:34 PM, said:

Just 1 question, do none of the new Clan Mech's have ECM? Thought at least 1 of the lights did.


the kitfox chassis has an omnipod with ECM, but no stock configuration has it. (so all kitfox variant have the possibility to equip ECM)
Later this week i will add a listing of all omnipods to my site which "looks" quite like the mech listing itself but there are more omnipod sets than variants for the clan chassis.

Edited by smurfynet, 17 June 2014 - 11:42 PM.


#1280 BladeXXL

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Posted 18 June 2014 - 02:31 AM

View Postsmurfynet, on 17 June 2014 - 10:36 PM, said:

Ok all reported bugs are fixed now. ...


Miiiiiip ... still having no hardpoints shown with IE8 - only header blocks (mechpart including armor) are visible!
Seems like the data isn't loading...





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