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smurfy mechlab guide

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#1461 Wintersdark

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Posted 05 November 2014 - 04:26 PM

View PostCapperDeluxe, on 05 November 2014 - 12:22 PM, said:

Is it just me, or are Dragon quirks missing?


Also, Shadow Hawk and Griffon quirks are not there.

Haven't seen any; tried force-reloading, to no avail. Gonna monkey some more.

Yeah, even using a browser I've never used on smurfy's before (and practically never used at all for that matter, IE) I don't have any quirks being displayed.

#1462 Kmieciu

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Posted 06 November 2014 - 02:25 AM

View Postsmurfynet, on 04 November 2014 - 02:36 PM, said:

Quoted just to get your attention.

In case you are wondering, the cooldown quirks work this way:

Dragon-1N: AC5: cooldown 1.66 - 50%-12%-5% = 0.5478 => 9.13 DPS 1,825 HPS

At least that's how it works in testing grounds. During a live match I'm too busy coring everyone to look at my stopwatch! Hail to the Dakka, baby!

Edited by Kmieciu, 06 November 2014 - 02:25 AM.


#1463 Tahribator

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Posted 06 November 2014 - 03:00 AM

Are the quirks accounted for in the Mechlab?

#1464 Mechteric

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Posted 06 November 2014 - 09:54 AM

View PostTahribator, on 06 November 2014 - 03:00 AM, said:

Are the quirks accounted for in the Mechlab?


Nope, he said he's working on it, probably also so it can effect your heat rating, DPS and weaponslab numbers

#1465 Deathlike

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Posted 06 November 2014 - 11:25 AM

View PostCapperDeluxe, on 05 November 2014 - 12:22 PM, said:

Is it just me, or are Dragon quirks missing?


Also, Shadow Hawk and Griffon quirks are not there.



Same goes for the Firestarter.

smurfy, have you considered just putting in an auto-fill in formula for the Champion variants (minus the Centurion-AH, Atlas-S, and Jenner-D (S) )?

It's always "base variant" cost in MC * 1.25

For instance, the Spider-5K costs 985MC.

985 * 1.25 = 1231.25 -> "rounded up" 1235MC, which is the actual price.

So to calculate the Thunderbolt-9SE's cost, let's use its base 2335MC...

It should cost 2920MC in its base value (before factoring in the sale).

Also, please use the other plug-in for the base hero prices... which is simply 75MC * tonnage(weight). That would help you not need to type in stuff...

Edited by Deathlike, 06 November 2014 - 11:25 AM.


#1466 AztecD

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Posted 06 November 2014 - 03:07 PM

I cant add AMS to any of my mechs :(

i dont see it as any available addin

#1467 Grey Ghost

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Posted 06 November 2014 - 09:46 PM

View PostAztecD, on 06 November 2014 - 03:07 PM, said:

I cant add AMS to any of my mechs :( i dont see it as any available addin
Clear your browsers cache, working fine for me.

#1468 Modo44

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Posted 07 November 2014 - 07:00 AM

Any update on a more advanced mechlab list? It is terribly slow with more than a couple of builds, and you can not even clean it up without the ability to select multiple builds for deletion.

#1469 BigZach

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Posted 08 November 2014 - 10:24 AM

I just noticed that there's no entry for the IS Medium Pulse Laser on the Heat Penalty chart. How many IS Medium Pulse Lasers can you fire at once before getting a heat penalty?

#1470 Kin3ticX

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Posted 08 November 2014 - 02:20 PM

Suggestion

On the max armor feature, if the rear armor sections were universally all set to 10 pts for everything, say 40 tons and above, it may be more convenient for the typical user to dial in. Nobody should be using stock rear armor found on most 'mechs :D.

-or perhaps instead-

Light: 5, 6, 5

Medium, 8, 10, 8

Heavy, 10, 12, 10

Assault, 12, 15, 12

#1471 Ovion

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Posted 08 November 2014 - 02:35 PM

Or have a settings page, where you can set values.

Say a lights / mediums / heavies / assaults 'max' option, or a setable ratio (i.e. 3:1, with round up and round down toggle)

#1472 OznerpaG

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Posted 08 November 2014 - 03:46 PM

View PostBigZach, on 08 November 2014 - 10:24 AM, said:

I just noticed that there's no entry for the IS Medium Pulse Laser on the Heat Penalty chart. How many IS Medium Pulse Lasers can you fire at once before getting a heat penalty?


unlimited - try it out before PGI changes their minds! lol

#1473 Jaynestown

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Posted 16 November 2014 - 10:50 AM

Thank you for responding to the AMS question. This had been driving me crazy all week. In Mozilla the clear cache option is currently hidden in open menu - options - advanced - network. I can confirm that this fixes the problem with AMS not showing up.

#1474 z3r0167

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Posted 17 November 2014 - 01:47 AM

Hi
First of all, thanks for this great help tool, MWO wouldn't be the same without it.
I think I found a bug, the right arm of the Timberwolf S does not save the lower arm actuator (whatever it is the variant in which it is installed).

#1475 Riddler9884

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Posted 19 November 2014 - 12:10 PM

any chance you can tweak the cooldown module section to show normal cooldown values and values after applying module bonus?

For Example:
L. LASER COOLDOWN 1 - Rank 5 - GXP 900 -12.00% - (NEW COOLDOWN - 2.86s)

I guess you can do it for range as well?

Edited by Riddler9884, 19 November 2014 - 12:11 PM.


#1476 BigZach

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Posted 19 November 2014 - 05:10 PM

Does anyone know if the ghost heat penalty for firing heat-linked weapons at the same time is reflected in the main DPS and Cooling Efficiency numbers in the Mechlab?

#1477 Grey Ghost

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Posted 20 November 2014 - 05:22 PM

No the Mechlab does not currently take ghost heat into account. I believe it is one of smurfy's long term goals however.

#1478 Kiiyor

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Posted 26 November 2014 - 01:44 AM

View PostBigZach, on 08 November 2014 - 10:24 AM, said:

I just noticed that there's no entry for the IS Medium Pulse Laser on the Heat Penalty chart. How many IS Medium Pulse Lasers can you fire at once before getting a heat penalty?

ALL OF THEM.

Only Clan WUB is ghosted.

Probably.

#1479 smurfynet

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Posted 26 November 2014 - 01:48 AM

View PostKiiyor, on 26 November 2014 - 01:44 AM, said:

ALL OF THEM.

Only Clan WUB is ghosted.

Probably.



Exactly, thats why i added the "Weapons without heat penalty" to the heat penalty section too.

#1480 Kdogg788

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Posted 26 November 2014 - 04:54 AM

Hi Smurfynet. I've been using your excellent utility for as long as I can remember and it's become a staple part of the MWO experience. Just wanted to say thanks for making an amazing program that's become invaluable for all of us. I had a small addition that could help. Would it help to have the quirks listed when you go to build each mech on the builder page? Are the quirks accounted for when building a mech?

-k





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