

Online Mechlab, Maps, Stats And Data
#241
Posted 28 December 2012 - 06:31 AM
#242
Posted 28 December 2012 - 10:05 AM
#243
Posted 28 December 2012 - 11:16 AM

#244
Posted 28 December 2012 - 09:06 PM
Amonchakad, on 28 December 2012 - 12:41 AM, said:
Now, is there any chance that we can eventually get checkmarks for masteries/different maps' heat levels? You know, for us min-maxers out there.

Not a bad Idea, could give players a feel of how well the build will play on caustic etc.
It seems to be in one of the level xml's, so it should be doable automatically.
#245
Posted 29 December 2012 - 02:42 AM
#246
Posted 29 December 2012 - 05:08 AM
Amonchakad, on 28 December 2012 - 12:41 AM, said:
I regularly use your Mechlab, and I can't thank you enough for providing the community with such a valuable tool. Keep up the great work!

Also, I see we just got a new "Cooling efficiency" stat: that's great, now we have an actualy way to measure heat stability...but what does the percentage represent, exactly? Does it mean that at 100% it's heat neutral?
*cough* I told you so.

#247
Posted 29 December 2012 - 09:17 AM
#248
Posted 29 December 2012 - 12:06 PM
Edited by Jaroth Winson, 29 December 2012 - 01:08 PM.
#249
Posted 29 December 2012 - 04:43 PM
This definitely should be stickied. Shame on PGI not having this sort of feature on MWO's official website.
#250
Posted 29 December 2012 - 05:05 PM
Edited by h00n, 29 December 2012 - 05:06 PM.
#251
Posted 29 December 2012 - 05:27 PM
and the mechbay is well done !!!
but on request could implimant a cbill coutn when there is time ?
Greats and hugs
primo
#252
Posted 29 December 2012 - 10:45 PM
pr1meTim3, on 29 December 2012 - 05:27 PM, said:
but on request could implimant a cbill coutn when there is time ?
[..]
Unfortunately c-Bill costs don't seem to be in the game files.
Would be great if devs. would at least dump costs in some xml. in the client files in order to support community projects like this.. quite a few requests to see the cbill costs.
#253
Posted 30 December 2012 - 02:24 AM
#254
Posted 30 December 2012 - 05:01 AM
#255
Posted 30 December 2012 - 05:03 AM
#256
Posted 30 December 2012 - 07:29 AM
1) The armour calcs are a little screwy. It is possible for the "Tonnage" figure to show say 64.0 (1.0 Free), but you cannot put on a 1 ton item.
Dropping 1 point of armour from a location fixes this (But the display still says 1.0 tons free). Therefore, it appears that the algo to show free tonnage and the algo to detect if you can add something to a build do not quite tie up.
Example: Check this build and try to add a DHS to the engine - you can't despite it saying 1 ton free.
Now click minus on the left leg armour once and try again - no change in free tonnage display but now it works.
2) It is currently not possible to drag an item from one slot to another - please allow this.
3) It would be nice to be able to see which items from the list will fit the current mech.
I see two ways to do this:
a) Create some CSS styles like 1ton-free, 1.5ton-free, 2ton-free etc.
In your code, when the build changes and you do the free tonnage calc, set all CSS styles above that tonnage to red background. So if there is 1 ton free, set 1.5ton-free, 2ton-free and above styles to red background.
However, you would need styles all the way up to the heaviest item (53 tons) so this may be a bad way of doing this.
B) As the free tonnage changes, parse the whole equipment list and set CSS styles (item-willfit, item-wontfit) for each item depending on current free tons and slots.
I have experience of jQuery coding, if you would like some help, just let me know.
Edited by evilC, 30 December 2012 - 07:34 AM.
#257
Posted 30 December 2012 - 07:58 AM
thanks for your feedback.
1. Yea i know about that problem, its caused by rounding. it will be fixed in one of the next versions
2. you are not the first suggesting that and this feature is on the todo list
3. this was also suggested before, i have a working version in my dev environment, but the checks can only work performant for the tons. (and jj count, already has a engine). For slots its to slow, because i need to check every component for every item.
#258
Posted 30 December 2012 - 02:11 PM

Never mind.....just found it!

If anyone else didn't find it, it's in the top left corner of the Lab.
Edited by Vagi, 30 December 2012 - 02:24 PM.
#259
Posted 30 December 2012 - 02:38 PM
#260
Posted 30 December 2012 - 05:41 PM
Verwende die Stats schon seit geraumer Zeit und habe jetzt noch das Mechlab entdeckt.
Bin begeistert, sehr praktisch. Wird wohl auch in unserer Einheit Anwendung finden.
Ich hoffe die Build-Links gehen nicht irgendwann durch ein Update kaputt

4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users