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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#741 Tekadept

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Posted 16 April 2013 - 10:17 PM

Smurfy you will now have to go through and change the grid pattern for the maps :)

#742 smurfynet

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Posted 17 April 2013 - 09:05 AM

View PostThontor, 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.


exactly!

View PostTekadept, on 16 April 2013 - 10:17 PM, said:

Smurfy you will now have to go through and change the grid pattern for the maps :)


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 Deathlike

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Posted 17 April 2013 - 11:54 AM

View PostThontor, on 17 April 2013 - 04:35 AM, said:

I'm pretty sure he bases the missile tube count on the stock weapons loadout. Previously this has only been a problem with the Atlas, since its LRM20 launches out of 10 tubes, the 26 on the site was wrong.

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 Deathlike

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Posted 17 April 2013 - 12:17 PM

Some input on the missile tubes:
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 OmegaWraith

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Posted 19 April 2013 - 09:37 AM

View Postsmurfynet, on 17 April 2013 - 09:05 AM, 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.


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 smurfynet

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Posted 20 April 2013 - 10:26 AM

View PostDeathlike, on 17 April 2013 - 12:17 PM, said:

Some input on the missile tubes:
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.

View PostOmegaWraith, 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 :rolleyes: )
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 Jabilo

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Posted 20 April 2013 - 11:35 PM

Further to my previous post re variant tweaks.

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 Darwins Dog

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Posted 24 April 2013 - 06:35 AM

First, I love your site, keep up the great work!

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.


Posted Image

#749 ElLocoMarko

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Posted 24 April 2013 - 12:32 PM

Super-tiny bug.

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 Fireye

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Posted 26 April 2013 - 05:55 AM

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

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.


Just a bump, since it's been a while. Any way we can get Fast Fire into the awesome Weapon Lab?

#751 Void Angel

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Posted 26 April 2013 - 07:14 PM

Hey Smurfy, I've been meaning to ask (and forgive me if I missed it in answer to someone else's question,) but would it be possible for the spreadsheet to include the UAC/5's statistical max DPS in ultra mode including jams? I think that's done server-side to prevent cheating, but if it is in the game files, it would be very useful data - particularly once they roll out more UACs.

View PostFireye, 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 Fitzbattleaxe

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Posted 27 April 2013 - 01:45 AM

Probably been brought up before, but it looks like the Max Sustained DPS calculation assumes you're just firing all your weapons at the same time or something, rather than actually firing in a way to maximize DPS. I was able to write my own little function to do the calculation given an input of weapons, # of heatsinks, and range to target using only 19 lines of F#, but I find UI work boring, so it'll probably never make it to a proper tool that people can use. Enhancing that calculation on your site would probably be the single biggest improvement you could make.

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 Void Angel

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Posted 27 April 2013 - 11:28 AM

I don't know about the code, but the weapon lab function allows you to set your rate of fire as a % of maximum, and calculate both dps and time to overheat from that.

#754 ArcDemon

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Posted 27 April 2013 - 07:41 PM

Small bug regarding cost calculation:

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 Und3rSc0re

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Posted 28 April 2013 - 12:17 PM

Hi i would like to say your missile tube limits for the highlander are off. I think the left torso has a limit of 30 with a lrm 20 and a lrm 10 in it. Except the 732 since it can only mount 1 missile system which highest is lrm 20. The arms have been confirmed to have a 10 tube maximum. Not sure if all of the variants have these maxs you might have to have people confirm it for you. I use your site a lot and thank you.

#756 Little Details

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Posted 04 May 2013 - 07:59 PM

god, your site being down is KILLING me.

Edited by LT Satisfactory, 05 May 2013 - 06:01 AM.


#757 Abivard

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Posted 04 May 2013 - 11:15 PM

we miss your site, we are sorry if we did something, please come back.

#758 Jabilo

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Posted 05 May 2013 - 12:04 AM

Aaaargh!

Really miss the site man, are you having problems?

#759 smurfynet

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Posted 05 May 2013 - 01:48 AM

Ok Site is up again, sorry for the inconvinience.

I was sleeping so i did not notice it myself.

Phil

Edited by smurfynet, 05 May 2013 - 01:57 AM.


#760 Mason Grimm

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Posted 06 May 2013 - 03:49 AM

From MechSpecs:

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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