

Online Mechlab, Maps, Stats And Data
#361
Posted 11 January 2013 - 12:05 AM
#362
Posted 11 January 2013 - 12:51 AM
would be cool to have the possibility to add a prefix/name for a build
#363
Posted 11 January 2013 - 06:24 AM
I was definitely happy of the change woohoo!
#364
Posted 11 January 2013 - 11:36 AM
1stBEAST, on 11 January 2013 - 12:51 AM, said:
would be cool to have the possibility to add a prefix/name for a build
i thought about that, i think i will add a feature like that, but the prefix/name will be only for you. (mechbay related).
this will allow you to better differentiate between your mechs without having problems with f*ckt up names, which everybody could see

Mazgazine1, on 11 January 2013 - 06:24 AM, said:
i guess you mean the missiletube count, yes i'm also thinking that there is something wrong. and i try to write down the missile tube count by hand. (counting the visible tubes) and then comparing the data with in game, current count and logic.
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smurfy
#365
Posted 12 January 2013 - 07:11 AM
#366
Posted 12 January 2013 - 12:46 PM

#367
Posted 12 January 2013 - 03:02 PM

EDIT: Upon reflection, I think I've realised that if the total number of heat sinks is red, this is telling you that you don't have enough heat sinks, so I think this answers the point about being told if you don't have enough. Thanks again.
Edited by repete, 12 January 2013 - 03:05 PM.
#368
Posted 13 January 2013 - 11:09 AM
-Add the in game heatscale bar back in (Along side the percentage not in place of it. maybe make it an option to use either or)
-Ad checkboxes/togles for Speed Tweak, Cool run/Heat Containment, and Elite cool run/heat containment.
#369
Posted 13 January 2013 - 10:55 PM
Tuku, on 13 January 2013 - 11:09 AM, said:
The in-game mechlab heat efficiency bar is misleading and useless, why would you want it back? I ask out of curiosity.
#370
Posted 14 January 2013 - 02:22 AM
Tuku, on 13 January 2013 - 11:09 AM, said:
Speed tweak speed is already present, coolrun/heat containment will be added soon. (need some thinking and programming)
majora incarnate, on 13 January 2013 - 10:55 PM, said:
i thought the same. also the formula is quite stupid and hard to implement without adding tons of static values.
#371
Posted 14 January 2013 - 02:50 AM
#372
Posted 14 January 2013 - 08:17 AM
Bad Brad Keselowski, on 10 January 2013 - 09:01 AM, said:
The tube limitation is only applied per weapon. So, 15 launch tubes could fire 3 LRM 15 launchers simultaneously, but would volleyfire a single LRM20.
#373
Posted 15 January 2013 - 03:10 AM
Wintersdark, on 14 January 2013 - 08:17 AM, said:
i have to test this aswell, blark and i have most of the mech variants combined so we can test.
AndyHill, on 14 January 2013 - 02:50 AM, said:
this was the main reason i removed it, its just to much work maintaining a stupid stat which tells you nothing. and the easy formula i previously used is not 1:1 like in game.
I also working with high prio on an in detail stats for dmg and heat for the mechlab. But i don't know if i get it ready for todays site update (with the spider stats and another stats/mechlab unrelated feature)
#374
Posted 15 January 2013 - 07:11 AM
#375
Posted 15 January 2013 - 09:06 AM
Mar Helmer, on 15 January 2013 - 07:11 AM, said:
based on the gamefiles its 100, in fact its 80 but only 100 is buyable.
I also checked it in game recently and its correct.
did you check it in game or why do you believe its 170?
#376
Posted 15 January 2013 - 12:36 PM
smurfynet, on 15 January 2013 - 09:06 AM, said:
based on the gamefiles its 100, in fact its 80 but only 100 is buyable.
I also checked it in game recently and its correct.
did you check it in game or why do you believe its 170?
chassis weight x 2 is the min. (unless its under 100 of course).
#377
Posted 15 January 2013 - 12:46 PM
Sorry if TT rules say otherwise but in MWO its possible.
Anyway here the update:
- Added Spider to Mechbay
- Combined Front and Rear Armor Display to the Torso
- Added ugly Component Details info for most items
- Fix for drag and drop on mobile devices (mechlab should work on ipad and co)
- Added list of available maps with image, pois and real out of bounds area
#378
Posted 15 January 2013 - 02:36 PM
The front and rear armor looks more polished now, though from a sample size of 1 (me) it is a big confusing. Even after you figure out what the /x numbers actually represent and why it is constantly changing it still seems a bit awkward. You can see how much you can maximize one of them, but it takes even more mental math then before to figure out how you want to calibrate them both. One alternative would be a single 'maximum' and a single 'available' like the in game mechlab. The maximum never changes, and the available shows the total available for the front and back combined.
Also a small suggestion for components with front and rear armor - when you click [+] to increase armor and you reach the maximum for combined front and rear, could it start subtracting from the other side (front or rear) rather then requiring a [-] click followed by a [+] click for every point of armor you want to rebalance (yes you could use the manual entry in the sidebar, but clicking is easier for experimenting).
#379
Posted 15 January 2013 - 02:51 PM
ArcDemon, on 15 January 2013 - 02:36 PM, said:
yep i added them in a hurry, one hour before the update

ArcDemon, on 15 January 2013 - 02:36 PM, said:
Yea im not 100% happy with that either.
a while back someone suggested combining the values. but also display the max armor. (which i did not yet). not sure, what i will do, but i think i tweak it a bit.
about your suggestion yea, that could be usefull, but maybe also confusing

#380
Posted 15 January 2013 - 04:00 PM
Here's a link for it. All it appears you need do is adjust your Ferro-Fibrous and regular armor math.
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