Jump to content

Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

1768 replies to this topic

#241 Kylere

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • 690 posts
  • LocationCincinnati

Posted 28 December 2012 - 06:31 AM

This works fine on all my droid devices other than intial mech selection is a little rough (you can bypass it by clicking on the mechs in the main list) I applaud your work.

#242 warner2

    Member

  • PipPipPipPipPipPipPipPip
  • 1,101 posts

Posted 28 December 2012 - 10:05 AM

Very nice utility, easier to use than the actual in-game mechlab, thanks for your efforts.

#243 Muso ka

    Member

  • PipPipPip
  • 56 posts
  • LocationBenjamin District Babuyan

Posted 28 December 2012 - 11:16 AM

works fine....thx Posted Image

#244 Blark

    Member

  • PipPipPipPipPipPip
  • 340 posts
  • LocationMunich

Posted 28 December 2012 - 09:06 PM

View PostAmonchakad, 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. :ph34r:


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 AndyHill

    Member

  • PipPipPipPipPipPip
  • 396 posts

Posted 29 December 2012 - 02:42 AM

But do we also know the actual effect external temperature has on heat sink efficiency? That would be a cool feature to have, especially if we one day get community warfare where I assume we can actually predict what map we'll be fighting on.

#246 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 29 December 2012 - 05:08 AM

View PostAmonchakad, on 28 December 2012 - 12:41 AM, said:

Hello!
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 Mordynak

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 374 posts
  • LocationThe United Kingdom of Great Britain and Northern Ireland

Posted 29 December 2012 - 09:17 AM

Nice to have all the information on one page. Keep it up mate. Bookmarked.

#248 Jaroth Corbett

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 2,300 posts
  • LocationSmoke Jaguar OZ

Posted 29 December 2012 - 12:06 PM

Smurfynet, you sir are a BOSS!

Edited by Jaroth Winson, 29 December 2012 - 01:08 PM.


#249 Lokust Davion

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 927 posts
  • LocationNew Avalon, Inner Sphere.

Posted 29 December 2012 - 04:43 PM

Smurfy's mechlab is actually better than MWO's mechlab! Oh wow... now whenever I'm gonna buy a new mech or experiment with loadouts I'm gonna do it on Smurfy's mechlab first then if everything fits right I'll copy its loadout on the MWO mechlab. In smurfy's you can strip all your mech's weapons and equipment, strip all armor, basically starting fresh with a 'nude' mech. Best of all you can share your mech's loadout when youre done with a simple html link. Very neat.

This definitely should be stickied. Shame on PGI not having this sort of feature on MWO's official website.

#250 h00n

    Member

  • PipPipPipPipPipPip
  • 228 posts

Posted 29 December 2012 - 05:05 PM

Nevermind, I'm an *****.

Edited by h00n, 29 December 2012 - 05:06 PM.


#251 pr1meTim3

    Rookie

  • FP Veteran - Beta 1
  • 4 posts

Posted 29 December 2012 - 05:27 PM

HYe thx alot for the great work !!!
and the mechbay is well done !!!

but on request could implimant a cbill coutn when there is time ?

Greats and hugs
primo

#252 Blark

    Member

  • PipPipPipPipPipPip
  • 340 posts
  • LocationMunich

Posted 29 December 2012 - 10:45 PM

View Postpr1meTim3, 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 SiriusBeef

    Banned - Cheating

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 82 posts
  • LocationOutreach

Posted 30 December 2012 - 02:24 AM

Stellar job Smurfy!!!

#254 AndyHill

    Member

  • PipPipPipPipPipPip
  • 396 posts

Posted 30 December 2012 - 05:01 AM

How about an "Export to MWO" button so that we don't have to use the original mechlab at all?

#255 Redoxin

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 263 posts

Posted 30 December 2012 - 05:03 AM

This online mech lab is like the best thing ever. Thanks man.

#256 evilC

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,298 posts
  • LocationLondon, UK

Posted 30 December 2012 - 07:29 AM

Great web app! A couple of issues / improvements though...

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 smurfynet

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 403 posts

Posted 30 December 2012 - 07:58 AM

@evilC:

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 Vagi

    Member

  • Pip
  • Overlord
  • Overlord
  • 16 posts

Posted 30 December 2012 - 02:11 PM

Great work, this MechLab should be part of the original game! :)


Suggestion:

I don't know if someone already mentioned it in the threat, but it's a little annoying, that you have to add the armor point by point. I know, you can just hold down the mousebutton, but it still takes a while until the armor is full.

I myself play with maximum armor in almost every build, so it would be nice if there was an option to set armor to max with one click or if all "empty" mechs had max armor from the start.

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 SixstringSamurai

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • 930 posts
  • Twitch: Link
  • LocationYou Guys Are So Bad I'm Moving To The Moon

Posted 30 December 2012 - 02:38 PM

Its under tools I do believe. Along with a strip, however it's kind of annoying that it strips everything including the armor to 0. Wish there was a separate strip item, strip armor tool (since I'm sure people still want the other).

#260 Beijing

    Member

  • PipPipPip
  • Liquid Metal
  • Liquid Metal
  • 66 posts
  • LocationFranken

Posted 30 December 2012 - 05:41 PM

Super Sache !!!

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