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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#681 Diablobo

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Posted 12 March 2013 - 10:03 AM

I love the page. PGI should pay you guys to add it to their website. It is what every MWO player needs and it is great fun to tinker with mech builds.

I do have one suggestion. Is there any way to display the heat efficiency stats of the mech builds like it does in the MWO mechlab? The cooling efficiency displayed on the smurfy page is not the same thing. While I'm sure cooling efficiency is a good system, we are all more familiar with how hot or cool a build is going to be by the heat efficiency values given in-game. The cooling efficiency on the site is different, and it is harder to tell how the build will translate to a mech in the game.

#682 Diablobo

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Posted 12 March 2013 - 10:09 AM

View Postsmurfynet, on 07 March 2013 - 01:26 PM, said:


the problem is ferror-fiber. its messes the rounding up :)

I've noticed this problem on standard armor builds as well, so it's not just a FF issue. If there is an extra point of regular armor on the mech, it won't let you add a one-ton item, even though the tonnage free indicator shows 1.00 ton.

#683 Blark

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Posted 12 March 2013 - 01:35 PM

View PostDiablobo, on 12 March 2013 - 10:03 AM, said:

[...]
I do have one suggestion. Is there any way to display the heat efficiency stats of the mech builds like it does in the MWO mechlab? The cooling efficiency displayed on the smurfy page is not the same thing. While I'm sure cooling efficiency is a good system, we are all more familiar with how hot or cool a build is going to be by the heat efficiency values given in-game. The cooling efficiency on the site is different, and it is harder to tell how the build will translate to a mech in the game.


There was a display similar to the in-game display in the smurfy mechlab, but it got removed for the following reasons:

The in-game heat-efficiency does not seem very representative, while smurfys cooling efficiency is pretty much straight forward.
Also, we do not know the exact formula for the in-game display and the ingame value seems to use discounts for some weapons aswell (3rdworld has the best close to ingame values in his excel mechlab If I'm not mistaken ;)), so the value was not exact (people were complaining about the display discrepancy, although it was not very high (~0.01-0.08 if I remember right), so smurfy removed it, and replaced it with cooling-efficiency.

#684 AndyHill

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Posted 14 March 2013 - 08:30 AM

How about exporting in this format: http://mwomercs.com/...al-mech-builds/

Even if it would be better to just ask for the results in smurfylab format to begin with.

#685 Blark

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Posted 15 March 2013 - 05:00 PM

View PostAndyHill, on 14 March 2013 - 08:30 AM, said:

How about exporting in this format: http://mwomercs.com/...al-mech-builds/

Even if it would be better to just ask for the results in smurfylab format to begin with.


I guess they don't want to depend on anything they have no control over.

Anyway, it's an ugly and unclear format, not worth to invest any work into such an export.. then again, thats only my opinion :)

#686 AndyHill

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Posted 16 March 2013 - 01:32 AM

Yeah the format is definitely horrid, which is why I of course wouldn't want to have anything to do with it - although I think the competition is a nice idea and would like to participate. I also think there will be more of these competitions later, so it's not just the one.

Naturally they can't rely on the smurfylab for their competitions, at least for now, but if given the export option they could have the stuff in the format they want or the smurfylab format. Not hard to guess which one they would prefer in practice. More people would learn of smurfylab's existence, especially at PGI. And this might be one step closer to the goal of getting an "export to MWO" functionality or even online access to your garage through the smurfylab. That would probably require formal co-operation and although I think smurfy would definitely deserve payment for his efforts, it's of course entirely up to him whether or not he's interested in that. I know I wouldn't mind direct online access to my 'mechs.

#687 smurfynet

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Posted 18 March 2013 - 07:46 AM

I'm thinking about exporting data in text only format. i even think about a way for the user to specify/ create their own basic template, but i currently quite swamped with other stuff.

#688 Dibster

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Posted 18 March 2013 - 10:56 AM

I'm not sure if this has been already suggested, but in addition to the max sustainable DPS figure, I would love to see a chart displaying a DPS vs time correlation. This way we can compare higher firepower, lower sustainability vs lower firepower, high sustainability builds and see the breakpoint when high sustainability DPS overtakes the lower in a timeline.

Edited by Dibster, 18 March 2013 - 10:57 AM.


#689 Deathlike

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Posted 18 March 2013 - 12:03 PM

The website already provides that to some degree. Build your mech first, then select the "Weaponlab" tab near the top of the screen. It provides most of which what you are seeking.

#690 Dibster

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Posted 18 March 2013 - 03:35 PM

Unfortunately, it doesn't answer the question of "when will 2xLRM20 surpass 4xLRM10 in DPS because the latter runs into a heat wall", IE. how long can you spam 4xLRM10 with your build until the heat buildup starts capping your DPS and the advantage shifts towards 2xLRM20.

Edited by Dibster, 18 March 2013 - 03:36 PM.


#691 smurfynet

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Posted 19 March 2013 - 12:47 AM

View PostDibster, on 18 March 2013 - 03:35 PM, said:

Unfortunately, it doesn't answer the question of "when will 2xLRM20 surpass 4xLRM10 in DPS because the latter runs into a heat wall", IE. how long can you spam 4xLRM10 with your build until the heat buildup starts capping your DPS and the advantage shifts towards 2xLRM20.


Hi, yes this would be usefull, but the heat itself will be affected by many things, ambient heat in the map, heatsinks destroyed... so it would be only accurate in a "clean room" scenario, thats the reason i did not already added this.

#692 Dibster

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Posted 19 March 2013 - 04:22 PM

I noticed that your DPS and heat calculations don't take into account that if you fire an LRM20 from a Raven 3L's 1-tube launcher, for example, it takes a long time for all the missiles to launch one by one and the weapon's cooldown only begins after that, effectively reducing the weapon's rate of fire. An LRM20 from a 4-tube or 6-tube launcher, which are very common, would do less DPS than one from a 20-tube launcher.

#693 Doren Snow

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Posted 20 March 2013 - 10:55 AM

There are several mech build I have in game that I cant do on here because the Dynamic Structure and Armors are not floating properly some How.

#694 smurfynet

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Posted 20 March 2013 - 11:04 AM

View PostDibster, on 19 March 2013 - 04:22 PM, said:

I noticed that your DPS and heat calculations don't take into account that if you fire an LRM20 from a Raven 3L's 1-tube launcher, for example, it takes a long time for all the missiles to launch one by one and the weapon's cooldown only begins after that, effectively reducing the weapon's rate of fire. An LRM20 from a 4-tube or 6-tube launcher, which are very common, would do less DPS than one from a 20-tube launcher.


i know the problem, but i dont really have the delay data of how long that takes, so an interesting idea but not really possible to implement right now, sorry.

View PostDoren Snow, on 20 March 2013 - 10:55 AM, said:

There are several mech build I have in game that I cant do on here because the Dynamic Structure and Armors are not floating properly some How.


I and many other had not such problem. you still can drag items to components where everything is full of "Dynamic somthing". Except if you run out of slots or tons or you simple have not hardpoints.

If you think there is still a bug i would really appriciate some screenshots or more infos what build does not work so i can investigate future.

#695 Deathlike

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Posted 21 March 2013 - 06:22 AM

Hi Smurfy,

Do you happen to have a handy list of mechs that didn't get the Twist X bonus before the Feb patch that fixed it?

#696 smurfynet

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Posted 21 March 2013 - 06:32 AM

View PostDeathlike, on 21 March 2013 - 06:22 AM, said:

Hi Smurfy,

Do you happen to have a handy list of mechs that didn't get the Twist X bonus before the Feb patch that fixed it?


every mech with arm yaw 0

View PostThontor, on 21 March 2013 - 06:28 AM, said:

Are torso twist speed and turn speed modifiers anywhere on this site? Just curious.


not yet, but i'm working on it.

#697 Deathlike

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Posted 21 March 2013 - 09:00 PM

We need a hotfix update for this...

I think the flamers are back to their old values now.. with this hotfix. There are other issues hidden away however... but it would be helpful to see what those problems/changes are...

#698 smurfynet

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Posted 21 March 2013 - 10:06 PM

View PostDeathlike, on 21 March 2013 - 09:00 PM, said:

We need a hotfix update for this...

I think the flamers are back to their old values now.. with this hotfix. There are other issues hidden away however... but it would be helpful to see what those problems/changes are...


working on it right now, it was to late for me yesterday. will be up shortly.

Edit: update is live

Edited by smurfynet, 21 March 2013 - 10:25 PM.


#699 Mason Grimm

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Posted 23 March 2013 - 11:02 AM

View Postsmurfynet, on 21 March 2013 - 10:06 PM, said:


working on it right now, it was to late for me yesterday. will be up shortly.

Edit: update is live



Ahhhhhhhhhhhh the joys of using the smurfy system on MechSpecs.com

I don't have to lift a finger and the data is updated :P

#700 Lorcis

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Posted 25 March 2013 - 02:08 AM

Hi Smurphy, I found an oversight in your program.
Once Artemis is enacted, the extra tons are not shown for the srms.
I did not check the lrms.
love the program
thanks





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