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smurfy mechlab guide

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#621 x4vn

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Posted 25 February 2013 - 01:30 PM

Awesome work dude.

Just noticed the missile tube numbers on the atlas' appear to be a touch out - ie the K appears to only have 10 tubes in practice.

#622 Grey Ghost

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Posted 25 February 2013 - 04:34 PM

Is adding Fast Fire planned? It's should affect DPS and Heat Generation, and is required in order to get the Elite Bonus.

#623 Deathlike

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Posted 25 February 2013 - 06:19 PM

Stripping the mech doesn't seem to change the value of the mech. (I can't figure out how much the value a mech is when stripped, and then sold).

#624 Deathlike

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Posted 26 February 2013 - 12:52 AM

Hi Smurfy,

The only thing that should be added is whether the mech has those special missile doors (like the catapult). I'm not sure how exactly it should be listed in the mechlab (the stats page is much more useful for those), but it is there if people actually consider this important.

#625 Blark

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Posted 26 February 2013 - 09:47 AM

View Postx4vn, on 25 February 2013 - 01:30 PM, said:

Awesome work dude.

Just noticed the missile tube numbers on the atlas' appear to be a touch out - ie the K appears to only have 10 tubes in practice.


The count of the tubes in the files seems to be off unfortunately, so someone would need to count and confirm them manually.

View PostGrey Ghost, on 25 February 2013 - 04:34 PM, said:

Is adding Fast Fire planned? It's should affect DPS and Heat Generation, and is required in order to get the Elite Bonus.


It is on the todo list, but with a low prio right now (the bonus is not really significant).
Will probably be added after the next big features are done.

View PostDeathlike, on 25 February 2013 - 06:19 PM, said:

Stripping the mech doesn't seem to change the value of the mech. (I can't figure out how much the value a mech is when stripped, and then sold).


Right now there is no way to display the base value of a chassis; the prices are intended to display how much one has to invest in order to get a build (and you cannot buy an empty chassis anyway).
Smurfy could subtract the value of all the items in order to display the base sell price of an empty chassis, but it's not in high demand, so the todo prio is not very high right now.

View PostDeathlike, on 26 February 2013 - 12:52 AM, said:

Hi Smurfy,

The only thing that should be added is whether the mech has those special missile doors (like the catapult). I'm not sure how exactly it should be listed in the mechlab (the stats page is much more useful for those), but it is there if people actually consider this important.


Great Idea, added to the todo list :)

#626 toaster79

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Posted 27 February 2013 - 01:13 AM

Would it be possible to implement some kind of search to be able to see what other users habe build?

#627 Motarr

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Posted 27 February 2013 - 01:35 AM

Hi smurfy!
First of all: Great work! Loving it!

But: I found a bug.

My Specs:
System: Debian Wheezy with e17
Browser: Google Chrome Version 25.0.1364.9
Resolution: 1600x900

This happens:
When I insert an engine into a Flame, Death's Knell, Ilya Muromets or Pretty Baby (Fang and other mechs are just working fine), the load out screen moves to the bottom and "disappears". Only if I scroll down I see it again.


Screenshot time!
http://imgur.com/a/ehXuQ

The Images are in the wrong order, but you get the picture. :)

Oh, and one other small bug: The Mech name on the left, over the stats, is a little bit to cropped.

Edited by Motarr, 27 February 2013 - 01:35 AM.


#628 Jonathan Paine

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Posted 27 February 2013 - 09:03 AM

Just wanted to express my appreciation for the work you have done. This is the only mechlab that I can actually get to work on my android phone&tablet.

This topic should really be re-stickied!

#629 Snib

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Posted 27 February 2013 - 10:56 AM

View PostBlark, on 26 February 2013 - 09:47 AM, said:

The count of the tubes in the files seems to be off unfortunately, so someone would need to count and confirm them manually.


The problem is that we have not found an explicit count in the files so far, so I had suggested to smurfy to use the tube count of the launcher installed in the stock variant. So far only the 3 LRM20 Atlas variants seem to be off (10 tubes instead of 20), all others appear correct. We had looked into this a while ago when the issue was first brought to our attention.

#630 smurfynet

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Posted 27 February 2013 - 12:56 PM

View PostMotarr, on 27 February 2013 - 01:35 AM, said:

Layout problems


Hi, i try to fix that. you could also try to press crtl + 0 on your keyboard.

View Posttoaster79, on 27 February 2013 - 01:13 AM, said:

Would it be possible to implement some kind of search to be able to see what other users habe build?


working on that.

#631 Blark

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Posted 27 February 2013 - 12:58 PM

View PostSnib, on 27 February 2013 - 10:56 AM, said:

The problem is that we have not found an explicit count in the files so far, so I had suggested to smurfy to use the tube count of the launcher installed in the stock variant. So far only the 3 LRM20 Atlas variants seem to be off (10 tubes instead of 20), all others appear correct. We had looked into this a while ago when the issue was first brought to our attention.


Thanks for clarifying :)
I only remembered that there was some value smurfy was using, and that it was not quite right for all mechs.. I would love to test it out on all mechs.. but sadly I sold most variants and kept only those I liked ^_^

#632 LarkinOmega

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Posted 27 February 2013 - 06:45 PM

If you want this post restickied, report the first post and request it. That's how they're working the stickies now,

#633 ApolloKaras

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Posted 27 February 2013 - 09:52 PM

Thank you guys for your hard and continued work on this. This resource has become invaluable to me and my merc mates!

#634 smurfynet

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Posted 28 February 2013 - 10:10 AM

I pushed a small update.

* changed the colors a bit
* adding heatsink and ammo coloring
* added "stock armor" option to tools menu

View PostLarkinOmega, on 27 February 2013 - 06:45 PM, said:

If you want this post restickied, report the first post and request it. That's how they're working the stickies now,


Thanks for that info, missed the post announcing the new system.

And to all others, if you like this post feel free to use the "report topic" feature to request a resticky.

View PostSaxie, on 27 February 2013 - 09:52 PM, said:

Thank you guys for your hard and continued work on this. This resource has become invaluable to me and my merc mates!


Youre welcome and its always nice to hear.

#635 LarkinOmega

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Posted 28 February 2013 - 11:33 AM

http://mwomercs.com/...pinning-policy/

It's there for anyone to peruse.

#636 Wintersdark

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Posted 28 February 2013 - 05:25 PM

Yay for repinning; this is such a useful tool!

Thanks to Smurfy & co for their hard work!

#637 Prezimonto

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Posted 28 February 2013 - 07:33 PM

Thank you smurfy. Can you add the engine weights and heat sink table?

#638 Blark

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Posted 01 March 2013 - 02:56 AM

View PostPrezimonto, on 28 February 2013 - 07:33 PM, said:

Thank you smurfy. Can you add the engine weights and heat sink table?


http://mwo.smurfy-ne...#module_engines ;)

And If you click on the "Engines" Row of any mech you also see the speeds.

#639 Telemaco

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Posted 01 March 2013 - 05:43 PM

it looks great today, and my congrats for the pinned

#640 Deathlike

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Posted 03 March 2013 - 04:54 PM

The only minor suggestion is to move AMS as the first thing in the mech hardpoint tables, because it would align much better with everything else...





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