Online Mechlab, Maps, Stats And Data
#1441
Posted 31 October 2014 - 12:14 AM
#1442
Posted 31 October 2014 - 07:26 AM
Grey Ghost, on 30 October 2014 - 04:27 PM, said:
I generally agree with this. Change for change's sake is not worth much to me. The current layout works and is familiar. The main improvements I'd like to see now are:
1) Clear visibility to quirks on all chassis (including mouseover for omnipods)
2) Quirk attributes included in analytics, both in the mechlab and the weaponlab
But I'm not hung up on format if the info is there, either. Keep up the great work, smurfy.
#1443
Posted 02 November 2014 - 02:02 AM
#1444
Posted 02 November 2014 - 10:27 AM
Void Angel, on 31 October 2014 - 12:14 AM, said:
I, and perhaps many others, would argue the reverse. I don't recall many people asking for Smurphy's Mechlab to be more like UI 2.0, but I certainly recall the opposite request.
#1445
Posted 02 November 2014 - 11:50 AM
I understand both sides, In the beginning i tried to adapt the color schema and layout of the ingame mechlab with the huge change, that i'll display the complete paperdoll.
Then UI 2.0 was on the horizon and i begun a redesign month before UI 2.0 came out, based on the screenshots, to match the color schema of the site.
I also had a mech listing like the ingame currently is working for the stats part, but it lacked information so i scraped most of the layout changes.
In the proccess of redesigning the site i switched some backed library for maps and for the yaw/pitch arm/torso graphs.
Both changes got merged to the current layout after i decided not to use the ui 2.0 adaption for now. Also the Sale Items are adaptions of the mech listing.
(I still have it in my code repository, i still thinking about using some parts of it in the future.)
Ok so that was the background
My idea behind the proposed changes is not to make your lives harder, but to show more infos while saving space.
Getting rid of one of the bars and move it to the top makes space for wider a paperdoll and components listing.
About textual display vs a bar for armor for example, this is also open for discussion, or even flexible.
The idea about the top stats bar is, that it will be configurable. (Not sure about per session or variant)
I know it's could be take a bit getting used to, but i think it's beneficial. What i don't want to do is make you guys need to click 5 times more to get the same information
But for example if i move the armament's list to the top, accessible with one extra click but with more infos, it does not hurt, because i think most people see what the armament is not by looking at the list, but looking at the paperdoll instead. If they see the main armament and want to have a more detailed view, they click on the DPS/Alpha button and see
2x AC20 (40 alpha / 10.0 dps)
1x LL (9 alpha / 2.12 dps)
I also could show the same list but with cooling related infos if you click at cooling button.
Without showing this infos all the time, which clutters the display with too much informations and uses the space of
something you rather want to see all the time.
#1446
Posted 02 November 2014 - 05:27 PM
Grey Ghost, on 02 November 2014 - 10:27 AM, said:
I find it remarkable that PGI, with all its money and professional developers, managed to make UI 2.0 so bad when smurfy's is right there to crib off of.
#1447
Posted 02 November 2014 - 07:01 PM
#1448
Posted 03 November 2014 - 06:42 PM
smurfynet, on 02 November 2014 - 11:50 AM, said:
Oh, I've been meaning to poke you about this for a while... It's not a change to the format, but might there be a way for us to click on an intermediate popup when selecting a chassis variant? Right now, I click on the drop box, then mouse over Weight Class, then the Chassis, then I can click on a Variant. It works, but I can be kinda clumsy at 0300 local, with too much blood in my caffeine system, and it's easy to clip the mouseover box for another chassis if I move the mouse straight to the variant I want. What I'd like to be able to do is click on any of the intermediate popups to lock them open, so that I can more easily navigate when I'm clumsy or tired.
#1449
Posted 03 November 2014 - 07:31 PM
It would be nice if someone was able to confirm them... as I doubt they follow the older non-dynamic visual hardpoint numbers.
Edited by Deathlike, 03 November 2014 - 07:32 PM.
#1450
Posted 03 November 2014 - 08:03 PM
Void Angel, on 03 November 2014 - 06:42 PM, said:
Oh, I've been meaning to poke you about this for a while... It's not a change to the format, but might there be a way for us to click on an intermediate popup when selecting a chassis variant? Right now, I click on the drop box, then mouse over Weight Class, then the Chassis, then I can click on a Variant. It works, but I can be kinda clumsy at 0300 local, with too much blood in my caffeine system, and it's easy to clip the mouseover box for another chassis if I move the mouse straight to the variant I want. What I'd like to be able to do is click on any of the intermediate popups to lock them open, so that I can more easily navigate when I'm clumsy or tired.
I was thinking something very similar to this earlier today. It'd be nice that if we click on the chassis name, rather than the exact frame, we'd get the 'basic' version. This would be particularly helpful in the case of Clan 'mechs.
#1451
Posted 04 November 2014 - 01:40 AM
Deathlike, on 03 November 2014 - 07:31 PM, said:
yes you are right, i updated it now on the dev system, will be live tonight.
In the meantime: 3 M (20x2, 15) or 2 M (20x2) based on how many hardpoints it has.
#1452
Posted 04 November 2014 - 01:26 PM
Some feedback:
There seems to be some confusion with the colours of the quirks. Many positive quirks are labelled in red...
Quirk section is a little confusing and seems squished and hard to navigate.
When you filter the main mech selection the quirks should filter as well, this would be really great.
Can we see the quirks listed in the main mechlab page when building a variant?
Keep up the good fight! o7
#1453
Posted 04 November 2014 - 01:44 PM
Besides the Ice Ferret info for C-bills (I'm sure someone could help you with that info), today should have brought the Timberwolf's C-bill value. Masakari's C-bill info is available on the next patch (if someone took pics of the C-bill info on the PTS in August, you'd also get that), and their MC info is still missing (was available last month, w/o much mention, fanfare, or even the MC Flash sale that was common).
Take your time... if you could post that info on the next patch day, that would be greatly appreciated.
Edited by Deathlike, 04 November 2014 - 01:44 PM.
#1454
Posted 04 November 2014 - 02:00 PM
Jabilo, on 04 November 2014 - 01:26 PM, said:
Some feedback:
There seems to be some confusion with the colours of the quirks. Many positive quirks are labelled in red...
Quirk section is a little confusing and seems squished and hard to navigate.
When you filter the main mech selection the quirks should filter as well, this would be really great.
Can we see the quirks listed in the main mechlab page when building a variant?
Keep up the good fight! o7
Yea quirks are currently quite chaotic and i have some problems with the translated quirk names as well. But i'm working on it. Also i need to do some rewrites of the mechlab for the quirks showing there, not that i just want to show them, but also the effect they cause.
Let it be range, cooldown or heat.
Deathlike, on 04 November 2014 - 01:44 PM, said:
Besides the Ice Ferret info for C-bills (I'm sure someone could help you with that info), today should have brought the Timberwolf's C-bill value. Masakari's C-bill info is available on the next patch (if someone took pics of the C-bill info on the PTS in August, you'd also get that), and their MC info is still missing (was available last month, w/o much mention, fanfare, or even the MC Flash sale that was common).
Take your time... if you could post that info on the next patch day, that would be greatly appreciated.
As i think mentioned before burried in this thread, pricing infos sadly is not in the gamefiles.
So i have to login every patch and check if the prices are in game and adding them to my own file.
Regarding the prices you mentioned, Timberwolf is currently not yet available via cbil, same goes for the ice ferret.
I tried if it would be possible to simple multiply the sell price but this also does not work on the clan mechs i tried.
With the yesterdays site update i added all prices available (completed the ammo and added some other missing ones)
#1455
Posted 04 November 2014 - 02:33 PM
I'm not sure if this is just me, but now whenever I look at a build on Smurfy, AMS is no longer under the "weapons" tab in mechlab. Ammo is in the usual location, but AMS appears to only be visible if no 'mechs are selected in mechlab.
#1456
Posted 04 November 2014 - 02:36 PM
Dan Baxter, on 04 November 2014 - 02:33 PM, said:
I'm not sure if this is just me, but now whenever I look at a build on Smurfy, AMS is no longer under the "weapons" tab in mechlab. Ammo is in the usual location, but AMS appears to only be visible if no 'mechs are selected in mechlab.
You are right, good catch, i will try to fix it right now, based on my findings it will take 1 to 15 hours to deploy / fix (mainly because i need to go to sleep soon)
Edit: Fixed, deploying...
Edited by smurfynet, 04 November 2014 - 02:44 PM.
#1457
Posted 04 November 2014 - 06:14 PM
#1459
Posted 05 November 2014 - 04:34 AM
First of all many thanks for your outstanding webpage! It is extremely useful.
I noticed a bug in your data sets today: if you go to the weapon modules reference page, all the modules show the same range-bonuses of a maximum of 1,2m.
Best regards
#1460
Posted 05 November 2014 - 12:22 PM
Also, Shadow Hawk and Griffon quirks are not there.
Edited by CapperDeluxe, 05 November 2014 - 01:25 PM.
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