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smurfy mechlab guide

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#1661 WAR_HAWK

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Posted 12 June 2016 - 02:48 PM

It seems that the API key does not work on apps like aweMech or LiSong.

#1662 Angel of Annihilation

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Posted 24 July 2016 - 02:17 PM

Ever thing about creating a generic, blank template that we can use to theorycraft upcoming mechs? Would be nice.

#1663 Miken

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Posted 14 August 2016 - 01:34 AM

Battlemaster BLR-1G have +14 armor bonus to LA and RA, this quirks not included in smurfy's mechlab (should be max 70 armor points)

#1664 Jabilo

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Posted 21 August 2016 - 08:45 AM

Hi,

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 Morggo

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Posted 31 August 2016 - 04:49 AM

Hello! Love the lab and thank you!

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 Solahma

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Posted 22 September 2016 - 07:16 AM

Night Gyr arms all have LOCKED upper actuators. Smurfy's Lab currently shows both upper and lower as optional which is INCORRECT.

#1667 zudukai

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Posted 22 September 2016 - 09:50 AM

View PostSolahma, on 22 September 2016 - 07:16 AM, said:

Night Gyr arms all have LOCKED upper actuators. Smurfy's Lab currently shows both upper and lower as optional which is INCORRECT.

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... Posted Image Posted Image

#1668 smurfynet

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Posted 22 September 2016 - 10:25 AM

View PostSolahma, on 22 September 2016 - 07:16 AM, said:

Night Gyr arms all have LOCKED upper actuators. Smurfy's Lab currently shows both upper and lower as optional which is INCORRECT.


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 Rhialto

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Posted 18 October 2016 - 04:00 PM

Wanted to tune the new BJ-2 but it's missing.

#1670 Virlutris

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Posted 18 October 2016 - 04:03 PM

View PostRhialto, on 18 October 2016 - 04:00 PM, said:

Wanted to tune the new BJ-2 but it's missing.


He manually updates after the patch.

It can taken bit some patches, double-checking data or just being sick and tired and therefore taking a bit longer.

He'll get it done. :D

#1671 Rhialto

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Posted 18 October 2016 - 04:08 PM

View PostVirlutris, on 18 October 2016 - 04:03 PM, said:

He manually updates after the patch.

Ha? Thought it was automatically updated from gamefiles with a few manual fixes of course.

#1672 Macc_

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Posted 26 October 2016 - 12:44 PM

A feature I would really like to see is simply a blank template, i.e., no tonnage or hard point restrictions.
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. Posted Image

Edited by Macc 1666, 26 October 2016 - 01:20 PM.


#1673 Void Angel

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Posted 26 October 2016 - 12:55 PM

View PostRhialto, on 18 October 2016 - 04:08 PM, said:

Ha? Thought it was automatically updated from gamefiles with a few manual fixes of course.

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 Virlutris

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Posted 26 October 2016 - 01:19 PM

View PostVoid Angel, on 26 October 2016 - 12:55 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.


^^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 Void Angel

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Posted 26 October 2016 - 01:22 PM

I'm a helper!

#1676 RolfS

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Posted 29 October 2016 - 10:40 AM

Hey, I played MRBC recently and found that creating teams for those rules can be a bit time consuming. I have built a drop deck creator that takes a CSV file of pilots with mechs as input and produces multiple drop decks for a league match based on the custom league rules. It is all in javascript and HTML and all calculations are done client side and I guess the code is in beta state.
Is that something your interested in?

#1677 Tarogato

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Posted 17 November 2016 - 03:13 AM

I think I found some issues that I wasn't aware of before...

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 Rhialto

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Posted 28 November 2016 - 06:03 PM

Just got Spirit Bear and I can't find MASC module. Only way to have it back to reload stock loadout.

#1679 Rydiak Randborir

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Posted 14 December 2016 - 09:42 AM

Hey Smurfy. The Mechlab isn't changing the color of the number of equipped LRMs in the Armaments section (from blue to orange) when you hit the ghost-heat threshold.

#1680 Void Angel

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Posted 14 December 2016 - 11:43 AM

View PostTarogato, on 17 November 2016 - 03:13 AM, said:

I think I found some issues that I wasn't aware of before...

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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