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smurfy mechlab guide

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#301 Blark

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Posted 04 January 2013 - 02:26 PM

View PostGarth Erlam, on 04 January 2013 - 01:45 PM, said:

Pinned for awesomeness.


Thank you :huh:

View PostHThomas, on 04 January 2013 - 02:11 PM, said:

Really nice work, my only problem is the Max sustained dps.
It's the max dps multiplied by the cooling efficiency, but if u have weaps with different heat, a cool weap f.e. gauss rifle, and a hot weap f.e. er laser, the max sus. dps is lower then the gauss could do alone. Since the mech is able to sustain the gauss fire, the max should considering shooting only the gauss continuously and occasionally shooting the er laser to fill the remaining heat capacity.

2gauss req: 3*2 hs, dps:3,75*2=7.5
Er large laser req: 24 hs, dps:2,12
10 hs mech have a max sustained dps: 7,5+2,12*4/24=7,85
Since the calculator takes alpha strikes it says it can keep up only 6,44

Sry if it was already mentioned, i have only read the first 3 and the last page.


Thats a valid point, It's unavoidable when calculating with alphas alone, but doing anything else is rather tricky I guess: In your example you would have to use the two gauss constantly and somehow utilize the left-over heat dissipation capacity of the 4 "remaining" hs for the ER-LL without overheating; its not impossible but the timing would be quite hard, so the value is quite close to what is plausible I'd say.

Smurfy was considering (and I think it's still planned) to give users an option to select weapon groups and display their stats on the current build separately; while it does not solve the problem of inaccuracy you pointed out it should give users better insight into how the heat/dps behaves while utilizing certain weapons and weapon-groups.

Edited by Blark, 04 January 2013 - 02:59 PM.


#302 HThomas

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Posted 04 January 2013 - 03:38 PM

Yeah, with groups it would be exelent, if we can set up them like we use on field, it would have lose the alpha strike thing, and would show how efficeint our builds in different situations (brawl/snipe).
Atm it is still possible to reproduce that by removing the weaps from the build temporiary, so it's not a big problem.

#303 Ikester

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Posted 04 January 2013 - 04:01 PM

View PostBlark, on 03 January 2013 - 10:37 PM, said:


Thats quite strange, you seemed to be logged in already and the "add to mechbay" button is not grayed out either, so It should work.
I've created an test accout and tried to reproduce it but no lock so far.. removing the ML and adding a dhs in the larm works for me too.

I suspect It might have something to do with the environment:
Which IE Version are you currently using, what windows version and any security software?




It must have been a hiccup or something. I am able to get into Mech Lab today.

I thought it was somewhat strange, because I was able to get into Mech Lab the other day.

Anyway...

Thanks for your time and this super tool.

Ikester

#304 ApolloKaras

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Posted 04 January 2013 - 04:34 PM

View PostGarth Erlam, on 04 January 2013 - 01:45 PM, said:

Pinned for awesomeness.


There we go! Much better ;)

Gj guys :)

#305 lochinator

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Posted 04 January 2013 - 05:26 PM

Thx smurfy for this wonderful tool.

You're the best! ;-)

#306 Mazgazine1

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Posted 05 January 2013 - 02:20 AM

Hello Smurfy,

How is the DPS calculated?

Can you add an option for "raw DPS" and "heat generated", and "time it takes to disipate heat 100%"?

So we can see separately how much we're pushing? Its hard to tell right now what heat does to affects the DPS measurement. I also have no idea how to read the "cooling efficiency" at the moment.

also please add the time-frame for the DPS measurement. (is it over 30 seconds?)

Adding the profile option was awesome. I am going to use this alot, I really hope your site gets picked up by PGI and you get money for it.

#307 Quicksilver Aberration

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Posted 05 January 2013 - 03:25 AM

View PostBlark, on 04 January 2013 - 02:26 PM, said:

Thats a valid point, It's unavoidable when calculating with alphas alone, but doing anything else is rather tricky I guess: In your example you would have to use the two gauss constantly and somehow utilize the left-over heat dissipation capacity of the 4 "remaining" hs for the ER-LL without overheating; its not impossible but the timing would be quite hard, so the value is quite close to what is plausible I'd say.

Smurfy was considering (and I think it's still planned) to give users an option to select weapon groups and display their stats on the current build separately; while it does not solve the problem of inaccuracy you pointed out it should give users better insight into how the heat/dps behaves while utilizing certain weapons and weapon-groups.

Just to add to this, it may be beneficial to do something similar to what I planned at some point to do. Allow the metrics to be switched based on the type of loadout you are going for.
A loadout built for an alpha would base its firepower over the actual alpha strike potential of the loadout, with maybe a recycle time label which gives you the longest recycling weapon of the loadout. Cooling power is not so much important, but knowing the heat generated and the heat dissipated in-between recycles is valuable information, so you could put those types of metrics as well.
Something similar could be done with Rapid Fire loadouts as well, where DPS and HPS become much more valuable metrics.
Burst Fire has me stuck on how to go about handling things outside of Damage Potential within bursts for firepower; I only added Burst Fire because I felt they were distinct enough to require different metrics from either Alpha or Rapid Fire.

#308 Snib

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Posted 05 January 2013 - 03:47 AM

Sounds to me like smurfy will need to add some interactive charts to display damage and heat output over time. Get to it! :)

#309 Blark

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Posted 05 January 2013 - 10:28 AM

View Postmajora incarnate, on 05 January 2013 - 03:25 AM, said:

Just to add to this, it may be beneficial to do something similar to what I planned at some point to do. Allow the metrics to be switched based on the type of loadout you are going for.
A loadout built for an alpha would base its firepower over the actual alpha strike potential of the loadout, with maybe a recycle time label which gives you the longest recycling weapon of the loadout. Cooling power is not so much important, but knowing the heat generated and the heat dissipated in-between recycles is valuable information, so you could put those types of metrics as well.
Something similar could be done with Rapid Fire loadouts as well, where DPS and HPS become much more valuable metrics.
Burst Fire has me stuck on how to go about handling things outside of Damage Potential within bursts for firepower; I only added Burst Fire because I felt they were distinct enough to require different metrics from either Alpha or Rapid Fire.


An interesting Idea, I like it.
Gonna talk to smurfy about this and how to implement it :)

View PostSnib, on 05 January 2013 - 03:47 AM, said:

Sounds to me like smurfy will need to add some interactive charts to display damage and heat output over time. Get to it! :)


Smurfy is still busy with the last homework you gave him, but this will be the next priority I guess :D

#310 Snib

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Posted 05 January 2013 - 10:55 AM

View PostBlark, on 05 January 2013 - 10:28 AM, said:

Smurfy is still busy with the last homework you gave him, but this will be the next priority I guess :D

Good boy. :)

#311 Wintersdark

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Posted 05 January 2013 - 01:33 PM

Hmmm. Is it possible for "Remember me" to function as an auto-login via cookie or what have you? It seems I need to re-login to the mech bay as often as I do the forums here. Gah!

I hate having to log in anywhere >.<

#312 smurfynet

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Posted 05 January 2013 - 02:38 PM

First of, thanks for sticky.

Wintersdark: will be fixed with the next update, which will come soon.

#313 AndyHill

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Posted 05 January 2013 - 04:26 PM

Another one of my brilliant ideas: how about color coding for the stuff in the 'mech? Weapons already have a color assigned to them, so how about showing the occupied weapon slots in the same color? Maybe heatsinks and ammo as well? Probably the color should be relatively pale or transparent so that it doesn't burn your eyes too much, but hard to say without experimenting. Not a very big deal all in all, but might help you get an overview on what's in the 'mech. Especially when you're viewing someone else's build it might be easier to get an idea of what's in it with a quick glance.

#314 AndyHill

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Posted 05 January 2013 - 05:12 PM

View PostGarth Erlam, on 04 January 2013 - 01:45 PM, said:

Pinned for awesomeness.


Garth, would it be possible to spread this awesomeness (IMRO it's more like atlasness) by

1) Enabling export of online 'mechlab designs into MWO and perhaps
2) being able to save 'mech loadouts into a file in the first place

Technically this would probably initially happen by agreeing on a file format for 'mech designs (which you already probably have), saving it on disk in Smurfy's weblab and exporting it in the MWO client. It would of course be cooler if you could access your 'mechlab directly online, but maybe we need to start with the easy way.

Edited by AndyHill, 05 January 2013 - 05:13 PM.


#315 LarkinOmega

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Posted 05 January 2013 - 08:18 PM

So I'm having a login problem. It seems the site forgets my password between sessions. I can reset it, but I cannot log in with the correct password, and have to reset it (to the same pw mind you) before it will allow me to login.

#316 AndyHill

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Posted 06 January 2013 - 03:13 AM

More of my amazing ideas:

- Add a confirmation dialog to the delete from 'mechbay function
- Is it possible to gray out endo steel, ferro fibrous and/or artemis if they won't fit?
- Maybe the "Add to 'mechbay" button could automatically save the version for you and not be grayed out?
- How about the option for naming the variant you created (and simulataneously adding the overwrite option)?
-- This might prevent some of your dumber users from accidentally removing the wrong variant after modifying one
- At some point it might be useful to add a tree structure to the 'mechbay (for example "[Atlas AS7-RS (3) +]" etc.), I can imagine an alphabetical "show all" functionality always remaining useful, though

#317 Blark

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Posted 06 January 2013 - 03:40 AM

View PostAndyHill, on 05 January 2013 - 04:26 PM, said:

Another one of my brilliant ideas: how about color coding for the stuff in the 'mech?
[...]


Smurfy already looked into it and he would have to change a couple of things to make it happen but it is still planned afaik.

View PostAndyHill, on 05 January 2013 - 05:12 PM, said:


Garth, would it be possible to spread this awesomeness (IMRO it's more like atlasness) by

1) Enabling export of online 'mechlab designs into MWO and perhaps
2) being able to save 'mech loadouts into a file in the first place

Technically this would probably initially happen by agreeing on a file format for 'mech designs (which you already probably have), saving it on disk in Smurfy's weblab and exporting it in the MWO client. It would of course be cooler if you could access your 'mechlab directly online, but maybe we need to start with the easy way.


I would love some kind of an api which enables players to export and import mech data ;)
Only played eve for a short while some time ago, but If I remember it right they had such a thing, was a great feature.

View PostLarkinOmega, on 05 January 2013 - 08:18 PM, said:

So I'm having a login problem. It seems the site forgets my password between sessions. I can reset it, but I cannot log in with the correct password, and have to reset it (to the same pw mind you) before it will allow me to login.


Thats strange, you should be able to log in with the same password without resetting, even if the session runs out.
The short session should be fixed today btw, smurfy was almost ready to release a new version yesterday, but I compelled him to play instead.. didn't want to test my silly builds alone :D

View PostAndyHill, on 06 January 2013 - 03:13 AM, said:

More of my amazing ideas:

- Add a confirmation dialog to the delete from 'mechbay function
- Is it possible to gray out endo steel, ferro fibrous and/or artemis if they won't fit?
- Maybe the "Add to 'mechbay" button could automatically save the version for you and not be grayed out?
- How about the option for naming the variant you created (and simulataneously adding the overwrite option)?
-- This might prevent some of your dumber users from accidentally removing the wrong variant after modifying one
- At some point it might be useful to add a tree structure to the 'mechbay (for example "[Atlas AS7-RS (3) +]" etc.), I can imagine an alphabetical "show all" functionality always remaining useful, though


Thanks for the feedback, its appreciated.
Gonna talk to smurfy about the points as soon as he's available :ph34r:

#318 Oderint dum Metuant

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Posted 06 January 2013 - 05:53 AM

What would be good, would be the ability to export the build, either into some form of Excel file maybe.

#319 smurfynet

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Posted 06 January 2013 - 07:33 AM

New Version released.

* Added CBill and MC costs to stats and mechlab (Thanks to snib for this data)
* Showing engine, speed and heatsink count in mechbay
* Allowing users to enter the armor values via text boxes (last tab)
* If you use artemis the ammo gets converted to the artemis variant aswell.
* Fix: you are not longer able to add a xl engine if you have not at least 12 slots free
* Fix: remember me should work now.

@DVMcKenna:

i could do that, but for which purpose?

---
smurfy

Edited by smurfynet, 06 January 2013 - 03:16 PM.


#320 LarkinOmega

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Posted 06 January 2013 - 01:44 PM

Haha, nevermind, I figured out what the problem was on my end. PEBKAC. Was entering my e-mail for the user name. Swear it said the e-mail.





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