

Online Mechlab, Maps, Stats And Data
#661
Posted 05 March 2013 - 02:23 PM
The adjustments are nice. There's a few exceptions...
Raven's Right torso favors missiles over energy.
Does the X5 have AMS at all?
Stalker's Right torso favors missiles over energy.
My basic AMS rule should be tweaked for the 2nd AMS... as the Stalker's left torso should favor missile over energy.
Same goes with the Atlas-K right arm.. make the energy hardpoint the primary one.
Outside of that, it looks good.
#662
Posted 05 March 2013 - 02:50 PM

Here is the HTML
<style> .tt-table { width:100%; } td { vertical-align:top; } .tt-view-link { float: right; display: block; } </style> <div class="container"> <table class="tt-table"> <tr> <td colspan=2> <h3>AS7-D-DC</h3> </td> <td> <a class="tt-view-link" href="http://mwo.smurfy-net.de">View Full Loadout</a> </td> </tr> <tr> <td class="tt-column"> <label class="mech-stats-stats">Stats</label> <ul> <li>Firepower: <span class="label label-dmg">75.00</span></li> <li>Sustained dps: <span class="label label-dps">8.92 dps</span></li> <li>Max dps: <span class="label label-dps">21.75 dps</span></li> <li>Cool. Eff.: <span class="label label-cooling">41%</span></li> <li>Heatsinks: <span class="label label-hs">15 </span></li> <li>Engine: <span class="label label-info">STD ENGINE 300</span></li> <li>Speed: <span class="label label-info">48.6 kph</span> <span class="label label-success">53.5 kph</span> </li> </ul> </td> <td class="tt-column"> <label class="mech-stats-weapons">Armaments</label> <ul> <li>SRM 6 <span class="label label-mech-hardpoint-missle">3</span></li> <li>LB 10-X AC <span class="label label-mech-hardpoint-ballistic">2</span></li> <li>MEDIUM LASER <span class="label label-mech-hardpoint-beam">2</span></li> </ul> </td> <td class="tt-column"> <label class="mech-stats-ammunition">Ammunition</label> <ul> <li>LB 10-X AMMO <span class="label label-success">75</span></li> <li>SRM AMMO <span class="label label-success">300</span></li> </ul> <label>Upgrades</label> <ul> <li><span class="label label-info">Double HS</span></li> </ul> </td> </tr> </table> </div>
I am not the most amazing web designer, so feel free to tweak as needed. The main idea is that it's wider than it is tall, but the width is "automatic" to the size of the container. Implementors can set their iframe to roughly 600px wide and get a good display. A height of 300 or so should fit the vast majorityof configs without scrolling.
Thanks for the great work!
#663
Posted 06 March 2013 - 09:09 AM
#664
Posted 06 March 2013 - 12:35 PM
Snib, on 06 March 2013 - 09:09 AM, said:
Thanks, changed that, also added weapon doors info and changed the tooltip link (http://mwo.smurfy-ne...761b072c0692766)
#665
Posted 06 March 2013 - 01:48 PM
smurfynet, on 06 March 2013 - 12:35 PM, said:
Thanks, changed that, also added weapon doors info and changed the tooltip link (http://mwo.smurfy-ne...761b072c0692766)
Thanks, this looks great!
I've written this as a Joomla! plugin for Kunena Forums 2.x. Plugin here:
http://1st-rangers.c..._smurfycode.zip
Code is GPL 2.0, so feel free to snag and modify as needed.
You can see a sample of the output here:
http://1st-rangers.c...id=113&id=21700
Thanks for the great work, smurfy!
#667
Posted 06 March 2013 - 03:19 PM
Could you please tell ( explain) how your heat efficiency percentages convert ( translate) into the heat efficiencies in the game mechlab.
For example, if i have 50% heat efficiency in your mechlab, what will this give me in the game mechlab.
Can yiou also give me an idea of the optimum heat efficiencies One should normally aim for in both labs please.
Thank you
Lorcis
#669
Posted 07 March 2013 - 02:01 AM
SaintPeter, on 06 March 2013 - 03:39 PM, said:
done (https://github.com/s.../mwo-api-sample) thanks for sharing.
#670
Posted 07 March 2013 - 05:44 AM
Otherwise, nice job on the doors info.
I thought NARC got a recent buff/change. I forget what the notes exactly on them were, but they were reported to have changed in this patch to a longer duration and limited damage taken before removal.
#671
Posted 07 March 2013 - 05:53 AM
Deathlike, on 07 March 2013 - 05:44 AM, said:
Otherwise, nice job on the doors info.
I thought NARC got a recent buff/change. I forget what the notes exactly on them were, but they were reported to have changed in this patch to a longer duration and limited damage taken before removal.
Hi, no i did not miss your post, problem is, that i generate the list automatically and currently can't sort the hardpoint list per mech. (only globally)
About narc, a while back they changed the duration from 15 -> 20 seconds, other than that i dont know. (have no gui access to the files)
#672
Posted 07 March 2013 - 06:03 AM
I'm trying to find the original reference to it, and I cannot.. argh.
#673
Posted 07 March 2013 - 06:07 AM
but from what i find in the gamefiles (as i said currently no good access to the different versions) i dont see this values


#674
Posted 07 March 2013 - 01:17 PM
I found what I think is a bug.
This build I was goofing off with has one ton free to use. I'd like to add a medium laser (or I could add a DHS) but it won't allow me to do so. There's enough slots to add a ML or a DHS. I can, oddly, add a small laser.
http://mwo.smurfy-ne...f3c9b27922705f8
Keep up the good work, this site is brilliant!
#675
Posted 07 March 2013 - 01:26 PM
Apnu, on 07 March 2013 - 01:17 PM, said:
I found what I think is a bug.
This build I was goofing off with has one ton free to use. I'd like to add a medium laser (or I could add a DHS) but it won't allow me to do so. There's enough slots to add a ML or a DHS. I can, oddly, add a small laser.
http://mwo.smurfy-ne...f3c9b27922705f8
Keep up the good work, this site is brilliant!
the problem is ferror-fiber. its messes the rounding up

#676
Posted 07 March 2013 - 01:40 PM
Thontor, on 07 March 2013 - 01:39 PM, said:

But since the free tonnage rounds to the nearest hundredth, it shows as a full ton available.
Smurfy, would it be possible to extend the free tonnage number to the thousandths place so as to not have people be confused in these kind of situations?
Ahhh, good call.
#677
Posted 10 March 2013 - 03:24 PM
first: thank you very much for this nice tool.
Now my question: could you increase the session time out to a (much) longer period? It's really annoying having to re log-in all the time (especially after just having finished a build and then beeing told that I can't save it in my mechbay b/c the session timed out again)
#678
Posted 10 March 2013 - 08:16 PM
UloPe, on 10 March 2013 - 03:24 PM, said:
first: thank you very much for this nice tool.
Now my question: could you increase the session time out to a (much) longer period? It's really annoying having to re log-in all the time (especially after just having finished a build and then beeing told that I can't save it in my mechbay b/c the session timed out again)
Try finding the "Keep me logged in" toggle. I haven't been logged out since Smurfy introduced it.
#679
Posted 11 March 2013 - 03:44 PM
What about adding module slots and modules to mount?
(just to make a sugestion apart of the monkey one)
really, add the monkey :-D
Edited by Telemaco, 11 March 2013 - 03:47 PM.
#680
Posted 11 March 2013 - 05:48 PM
Thanks for all the hard work!
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