Online Mechlab, Maps, Stats And Data
#1661
Posted 12 June 2016 - 02:48 PM
#1662
Posted 24 July 2016 - 02:17 PM
#1663
Posted 14 August 2016 - 01:34 AM
#1664
Posted 21 August 2016 - 08:45 AM
As ever, thanks for your work.
Would it be possible for a mechs quirks to be listed on the main load out screen? At the moment you have to have two tabs open and flick between the main screen and the (sometimes difficult to read) quirks screen.
Maybe start with Inner Sphere and later show Clan mech quirks - which dynamically change when you swop omnipods in and out...
Would be amazing!
Edited by Jabilo, 21 August 2016 - 08:46 AM.
#1665
Posted 31 August 2016 - 04:49 AM
Have a small item hoping you can guide me on... the remember me seems to have reset and it's been so long since I've had to actually sign in I seem to embarrassingly forgotten my password. Worse, the reset isn't going to my email address I would have used (or any of them for that matter, even in spam).
Is there any way you may help get a reset?
If not I understand but hoping!
Morggo
#1666
Posted 22 September 2016 - 07:16 AM
#1667
Posted 22 September 2016 - 09:50 AM
Solahma, on 22 September 2016 - 07:16 AM, said:
indeed this specific locked equipment broke a few of my build concepts, very sad that this is the case with such dakka focused mech...
..when are we ever going to be able to run dual LBX20s half decently...
#1668
Posted 22 September 2016 - 10:25 AM
Solahma, on 22 September 2016 - 07:16 AM, said:
Thanks for the report.
In the gamefiles the upper actuators are marked as toggleable.
But taking a look in the other gamefiles and li songs mechlab.
The Upper actuator is never toggleable (Only lower and hand).
So my fix will be make the Upper actuators never toggleable regardless what the gamefiles say.
I will push an update soon.
#1669
Posted 18 October 2016 - 04:00 PM
#1672
Posted 26 October 2016 - 12:44 PM
This would make theory crafting extremely simple, and give people more information to work with when purchasing unreleased mechs.
Kanajashi's Spreadsheet Warrior is fantastic for this (as well as everything ever), but this would be the missing piece that brings it all together.
Edited by Macc 1666, 26 October 2016 - 01:20 PM.
#1673
Posted 26 October 2016 - 12:55 PM
Rhialto, on 18 October 2016 - 04:08 PM, said:
It would be more accurate to say that the process is automated, but has to be overseen and verified by a human operator. A few things are completely server-side as well (for security,) and must be updated manually. The upshot of it all is that Smurfy's is always accurate, but may be late in updating depending on Real Life for the webmaster.
#1674
Posted 26 October 2016 - 01:19 PM
Void Angel, on 26 October 2016 - 12:55 PM, said:
^^This is a more precise description, closer to what I would have preferred to convey. I got distracted and never came back to do so. Thanks Void Angel.
#1675
Posted 26 October 2016 - 01:22 PM
#1676
Posted 29 October 2016 - 10:40 AM
Is that something your interested in?
#1677
Posted 17 November 2016 - 03:13 AM
Your model for heat capacity seems to treat internal DHS ("TruDubs") as having 2.0 capacity. I believe that all heatsinks have the capacity it says on the tin (1.5 for IS and 1.1 for clan) and there are no "TruDubs" in capacity, that's only in effect for dissipation. This could be affecting some of your other stats, such as Max DPS, sustained DPS...
Also, you don't account for the Fast Fire skill, which increases all cooldowns by 5%, and this is also affecting the DPS stats and "time to overheat" in the Weaponlab.
#1678
Posted 28 November 2016 - 06:03 PM
#1679
Posted 14 December 2016 - 09:42 AM
#1680
Posted 14 December 2016 - 11:43 AM
Tarogato, on 17 November 2016 - 03:13 AM, said:
Your model for heat capacity seems to treat internal DHS ("TruDubs") as having 2.0 capacity. I believe that all heatsinks have the capacity it says on the tin (1.5 for IS and 1.1 for clan) and there are no "TruDubs" in capacity, that's only in effect for dissipation. This could be affecting some of your other stats, such as Max DPS, sustained DPS...
Also, you don't account for the Fast Fire skill, which increases all cooldowns by 5%, and this is also affecting the DPS stats and "time to overheat" in the Weaponlab.
I can't be sure, but I've been told that Fast Fire was deactivated, though I haven't tested it. Similarly, I think heat capacity is one of the stats that pulls directly from the game files, so it should be correct as well - but Smurfy would know for sure.
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