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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#481 Toadflakz

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Posted 02 February 2013 - 01:20 AM

It would be great if you could allow naming of variants and show DPS, Firepower and Heat Efficiency in the Mech Bay mech listing. ;)

This would be particularly useful as I mainly use Smurfy to compare loadouts/variant configs as I'm sure most people do.

#482 Blark

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Posted 02 February 2013 - 01:20 AM

View PostPsiclone, on 01 February 2013 - 09:37 AM, said:

Could you add an option where people could save a loadout to a database along along with a spot where one could provide a description on how to use the mech, what its strengths and weaknesses are and other general thoughts that went into the build? With this database players could rate and comment on uploaded builds as well as various search functions (rating, variant, type, ect...)


Search for builds using filters as well as more community functions are planned if I'm not mistaken :D


View PostToadflakz, on 02 February 2013 - 01:20 AM, said:

It would be great if you could allow naming of variants and show DPS, Firepower and Heat Efficiency in the Mech Bay mech listing. ;)

This would be particularly useful as I mainly use Smurfy to compare loadouts/variant configs as I'm sure most people do.


Naming mechs in your mechbay should be available shortly, displaying dps and heat eff. is a good Idea, but a bit of a space problem in the current mechbay popup layout I imagine :blink:

Edited by Blark, 02 February 2013 - 01:22 AM.


#483 smurfynet

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Posted 02 February 2013 - 02:20 AM

View PostBlark, on 02 February 2013 - 01:20 AM, said:

Naming mechs in your mechbay should be available shortly,


Shortly is NOW: i just released an update.

New:
* Nameing your mechs in mechbay now available (default the mechs name)
* Adding more infos to Weaponlab
* Fixed Weaponlab/Stats bug with machine guns
* Showing GXP costs for pilot modules on stats page.
* Fixed bug with missile tube count calculation. (but they are still off a bit)

#484 Toadflakz

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Posted 02 February 2013 - 05:21 AM

Thanks! ;)

Also, a question about how the Max DPS calculation works - is it a simple sum of the individual weapon DPS values?

If so, there might be a bug as I've added 3 AC/2 (individual DPS of 4) and it's not reflecting a Max DPS of 12, which is why I'm asking. :D

Edited by Toadflakz, 02 February 2013 - 05:22 AM.


#485 smurfynet

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Posted 02 February 2013 - 06:25 AM

View PostToadflakz, on 02 February 2013 - 05:21 AM, said:

Also, a question about how the Max DPS calculation works - is it a simple sum of the individual weapon DPS values?
If so, there might be a bug as I've added 3 AC/2 (individual DPS of 4) and it's not reflecting a Max DPS of 12, which is why I'm asking. ;)


yes it is a sum of all weapons dps.

the max dps is shown clearly in the weaponlab, but also in the stats bar as "max dps". the value you are probably looking at is the "max substained dps", which is if you dont have enought heatsinks a fraction of the max dps. (which is the max value in the bar)

hope this clears things up.

#486 StingerPryde

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Posted 03 February 2013 - 12:19 AM

Just wanted to thank you for that site.

#487 QContinuum

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Posted 03 February 2013 - 06:00 AM

Thanks for all your hard work. We all appreciate it.

#488 CDLord HHGD

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Posted 03 February 2013 - 04:28 PM

Love it, thank you for adding engines. Would it be possible to add a little blurb about that if an engine doesn't come with 10 HS, that you will need to equip HS to bring it up to 10? Thanks again!

#489 Wildstreak

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Posted 04 February 2013 - 02:43 AM

Why is the Cicada unable to add NARC?

#490 Blark

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Posted 04 February 2013 - 03:00 AM

View PostMerchant, on 04 February 2013 - 02:43 AM, said:

Why is the Cicada unable to add NARC?


NARC Is a type of missile and the Cicada's don't have any missile slots :P

#491 AndyHill

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Posted 04 February 2013 - 03:47 AM

Now that the site has gained so much popularity, how about some statistics-based estimates? For example "This 'mech is faster than 86% of the street legal designs saved in the Smurfylab" or "Congaratulations on the slowest Jenner build of the Smurfylab" or "Your design is average in cooling with 53% of all street legal designs running hotter" or "The 'mech has less armor than 78% of the Stalkers in the service, but makes up by providing more firepower at 600+ meters than 87% of the Stalkers in Smurfylab".

Probably a bit less verbose in reality, but the rather arbitrarily chosen simple values such as alpha, cooling efficiency etc. will become very concrete when you can compare directly to other people's designs. Average and mean values might provide some fairly interesting data, I think.

Also you could provide people with ways of rating their own and perhaps others' public designs and once we have enough userbase, the rating could be used statistically ("This 'mech is hotter than 96% of 'designs rated **** or above").

#492 AndyHill

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Posted 04 February 2013 - 03:52 AM

Of course, pure statistics themselves might be interesting as well. What is the average cooling efficiency of all the street legal designs? Which chassis has the greatest average alpha?

For statistics work it might be useful to at least be able to tag the designs, for example a "just fooling around" as the default choice and then perhaps "this is actually a viable design", "I built this in MWO and tested it" and "I use this extensively" and perhaps "<3". Ideally there should at least be a way to not count the fooling around -builds into any statistics.

#493 Blark

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Posted 04 February 2013 - 10:26 AM

Hey Andy,

I like the suggestions, but in order to to implement them, we would first need to define what "street legal designs" are, for this to work we would first need a search and more community functions I think (i.e. a way to find builds and comment/rate them).
I'll talk it over with smurfy as soon as hes well again.

#494 SaintPeter

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Posted 04 February 2013 - 11:47 AM

I was unable to rename my mechs in the mech bay - When I select "rename mech" from the menu, it doesn't do anything.

I'm using the latest FireFox on Windows 7.

#495 AndyHill

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Posted 04 February 2013 - 12:00 PM

The most simple and straightforward definition for street legal is a 'mech that can be taken into a game. Ratings and tags would be a good tool, but it might be possible to get some interesting results even without them.

#496 smurfynet

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Posted 05 February 2013 - 12:53 PM

Just updated with 1.2.182 patch.

also optimized map display a bit

#497 Grey Ghost

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Posted 06 February 2013 - 12:37 AM

I would really like to see toggles for pilot skills added to the Mechlab.
  • Cool Run
  • Heat Containment
  • Elite x2 Bonus
  • Fast Fire
EDIT: They don't have to be saved in the links. They could only be on the Weapon Lab pop up if you prefer.

Edited by Grey Ghost, 06 February 2013 - 12:51 AM.


#498 smurfynet

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Posted 06 February 2013 - 10:17 AM

View PostGrey Ghost, on 06 February 2013 - 12:37 AM, said:

  • Cool Run
  • Heat Containment
  • Elite x2 Bonus
  • Fast Fire


i think i will add that. only about the elite x2 bonus. dont know if i should add it. mainly because most of the elite x2 multiplication dont work. (at least in my expirience).

phil

#499 ArcDemon

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Posted 07 February 2013 - 06:47 AM

[BUG] Jump jets can't be moved if mech has the maximum number equipped.

Test case
http://mwo.smurfy-ne...3dd7827733293b0

I've tested this with a few mechs and in Firefox and Chrome and it seems that you can't move an already placed jump jet to another valid location on the mech under some conditions. You you click to drag the existing jump jet all the other locations show as red. The key seems to be that it only happens if the mech has the maximum number of jump jets installed. In the posted test case if you remove one jump jet and then try to drag one of the remaining ones it works fine.

I would guess this is because jump jets reuse the same valiation code as weapons - with weapons the [max #] value is location specific, so you can only drag to locations with a free hardpoint (if you are dragging from a location with all the hardpoints filled it appears in red which isn't a problem, just an inconsistent UI). However since jump jets use a global count it's causing this bug.

Perhaps the weapon inconsistenty could be considered a bug too - if you drag a weapon from a location with all hardpoints filled it is red, but drag it from a location with a free hardpoint and it shows green. There is no effect on actual use (dragging it to the same location does nothing) but it is inconsistent.

#500 smurfynet

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Posted 07 February 2013 - 09:32 AM

Thanks for the report, i will fix it soon. (its a minor bug ;)).

Background:
moving items has been added a while back but not in the beginning.
moving is basically a add a new item without tonnage check.
i did not factor the jj in. :blink: for weapons all target components which have a free weap slot for the type will apear in green all others in red. (like with adding a new item)





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