Online Mechlab, Maps, Stats And Data
#741
Posted 16 April 2013 - 10:17 PM
#742
Posted 17 April 2013 - 09:05 AM
Thontor, on 17 April 2013 - 04:35 AM, said:
exactly!
Tekadept, on 16 April 2013 - 10:17 PM, said:
not sure what you mean, i currently dont play, because mwo buggs like hell at the moment for me, but i tried one match now on tourmaline and the grid looks ok.
#743
Posted 17 April 2013 - 11:54 AM
Thontor, on 17 April 2013 - 04:35 AM, said:
Now it also effects the Champion Dragon, because it does not come with any missiles in stock form.
I would actually like people making sure the #s are right about the tubes, since that does actually have relevance to how you set up a mech.
The Atlas usually has something like 16 missiles when I last used them (LRM10 tube + SRM6 tube).
#744
Posted 17 April 2013 - 12:17 PM
If I'm counting the C4 correctly, there are actually 21 tubes.
The Atlas D and DC have 10 for LRMs, 6 for SRMs (16 total). The Atlas-RS has 5 for LRMs, 4 for SRMs (9 total). The Atlas-K has 10 for LRMs (only 10).
Edit:
Also, I can only see the HM having only 16 tubes (10 for LRMs, 6 for SRMs). I cannot tell the # of the Flame and Fang...
Edited by Deathlike, 17 April 2013 - 12:23 PM.
#745
Posted 19 April 2013 - 09:37 AM
smurfynet, on 17 April 2013 - 09:05 AM, said:
Tourmaline is actually the only map that is still 10x10 (A1-J10) All others have been resized. Each grid square on every map now represents the same area: 500m x 500m.
Current max grid coordinates: (I'm pretty sure I got these correct
Alpine Peaks - P16
Caustic Valley - H8
Forest Colony, Forest Colony Snow, Frozen City - F6
River City - E5
Tourmaline Desert - J10
Edited by OmegaWraith, 19 April 2013 - 09:41 AM.
#746
Posted 20 April 2013 - 10:26 AM
Deathlike, on 17 April 2013 - 12:17 PM, said:
If I'm counting the C4 correctly, there are actually 21 tubes.
The Atlas D and DC have 10 for LRMs, 6 for SRMs (16 total). The Atlas-RS has 5 for LRMs, 4 for SRMs (9 total). The Atlas-K has 10 for LRMs (only 10).
Edit:
Also, I can only see the HM having only 16 tubes (10 for LRMs, 6 for SRMs). I cannot tell the # of the Flame and Fang...
hi, ok i will take a look to count them manually and dont extract them based on the stock loadout.
OmegaWraith, on 19 April 2013 - 09:37 AM, said:
Tourmaline is actually the only map that is still 10x10 (A1-J10) All others have been resized. Each grid square on every map now represents the same area: 500m x 500m.
Current max grid coordinates: (I'm pretty sure I got these correct
Alpine Peaks - P16
Caustic Valley - H8
Forest Colony, Forest Colony Snow, Frozen City - F6
River City - E5
Tourmaline Desert - J10
thanks, i found the problem with the conquest poi names not displayed correctly but i still trying to figure out a formula calculating the sizes. thanks for your work.
#747
Posted 20 April 2013 - 11:35 PM
I bought a Cicada 3m this week and love it!
I did a forum search for a Cicada guide and discovered that the 3M has slower acceleration and turn rate than other variants.
I then did a google search for the old patch notes, to look at the Cicada variant quirks (there are quite a few affecting turn rates, twist speed, acceleration and arm movement).
Would have been great if I could have seen and compared this info on your site.
As ever, love the site and keep up the great work.
#748
Posted 24 April 2013 - 06:35 AM
Second, I've noticed that you have some formatting or alignment issues (I scanned the thread, but didn't see anyone mention it, sorry if it's a double post). When I open the site in Chrome (1440 x 900) I get the top image, when I scroll down I get the bottom one. It's not a huge issue (everything still works) but it is a little aggravating.
#749
Posted 24 April 2013 - 12:32 PM
If you completely fill a mech to the brim - no crits left. You cannot move around items.
http://mwo.smurfy-ne...557a3c143e6bd94
Try to move the gauss ammo to its CT or leg.
If you free up 1 crit, you can drag it anywhere you want.
If you drop the ammo and re-add it, it will go anywhere you want.
#750
Posted 26 April 2013 - 05:55 AM
Blark, on 26 February 2013 - 09:47 AM, said:
Grey Ghost, on 25 February 2013 - 04:34 PM, said:
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.
Just a bump, since it's been a while. Any way we can get Fast Fire into the awesome Weapon Lab?
#751
Posted 26 April 2013 - 07:14 PM
Fireye, on 26 April 2013 - 05:55 AM, said:
Just a bump, since it's been a while. Any way we can get Fast Fire into the awesome Weapon Lab?
Uhm, the thread's been pinned for a while now, bud. We don't need to bump it. =)
Edited by Void Angel, 26 April 2013 - 07:14 PM.
#752
Posted 27 April 2013 - 01:45 AM
edit: For reference, I have weapons stored as a 5-tuple of (dps, hps, minRange, optRange, maxRange), and then define a function:
let calcDps (numHeatSinks : int) (areDouble : bool) (heatTweak : float) (range : int) (weaponList : weapon list) : float = let disipation : float = (10.0 * (if areDouble then 0.2 else 0.1) + ((float) numHeatSinks - 10.0) * (if areDouble then 0.14 else 0.1)) * heatTweak in let weaponValueMapper = fun (w : weapon) -> let (dps, hps, minRange, optRange, maxRange) = w in let trueDps = if (minRange <= range) then if (range <= optRange) then dps else if (range < maxRange) then dps * ((float)(maxRange - range))/((float)(maxRange - optRange)) else 0.0 else dps * (float)range / (float)minRange in (hps, trueDps, trueDps / hps) in let weapons : (float * float * float) list = List.sortWith (fun (_, _, a) (_, _, ;) -> if (a > :excl: then -1 else if (b > a) then 1 else 0) (List.map (weaponValueMapper) weaponList) in let heatSummer (accHps, accDps) (curHps, curDps, _) = if (accHps + curHps <= disipation) then (accHps + curHps, accDps + curDps) else (let fraction = (disipation - accHps) / curHps in (accHps + fraction*curHps, accDps + fraction*curDps)) in let (_, dps) = List.fold (heatSummer) (0.0, 0.0) weapons in dps
Far from the cleanest code I've ever written, but it does the trick.
Edited by Fitzbattleaxe, 27 April 2013 - 01:54 AM.
#753
Posted 27 April 2013 - 11:28 AM
#754
Posted 27 April 2013 - 07:41 PM
Double heat sinks (the item) are not added to the cost of the mech if the base model starts with the double heat sink upgrade. You can add as many double heat sinks as you want and it won't change the price displayed. If you downgrade and add single heat sinks they are correctly added to the cost. This affects hero mechs like the Death's Knell and Pretty Baby as well as the expensive 'lostech' mechs like the CDA-3M or AWS-9M.
By adding an items not in the original loadout other then a double heat sink some possibly odd math appears suggesting that there may be a bug that is zeroing out double heat sinks by applying both a positive and negative amount, I haven't done the work to breakout the cost and see if this is the case.
#755
Posted 28 April 2013 - 12:17 PM
#756
Posted 04 May 2013 - 07:59 PM
Edited by LT Satisfactory, 05 May 2013 - 06:01 AM.
#757
Posted 04 May 2013 - 11:15 PM
#758
Posted 05 May 2013 - 12:04 AM
Really miss the site man, are you having problems?
#759
Posted 05 May 2013 - 01:48 AM
I was sleeping so i did not notice it myself.
Phil
Edited by smurfynet, 05 May 2013 - 01:57 AM.
#760
Posted 06 May 2013 - 03:49 AM
Quote
SMURFY Sustained DPS and MGs
Just a little math problem that may become a bit more relevant once MGs become more common.
Right now, sustained DPS is calculated as:
(Max DPS)*(Heat efficiency)
Which works, as long as everything produces heat. But MGs don't, so it should be:
(Max DPS of non-MGs)*(Heat efficiency) + (.4 soon to be .8)*(# of MGs)
You can find this number by going into the weapon lab, dialing down the MGs, and adding .8 to the resulting sustained DPS for each MG on the build (since no one is using MGs on builds now, I assume it's for post-patch)
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