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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#781 Utilyan

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Posted 15 May 2013 - 07:57 PM

View PostGrey Ghost, on 15 May 2013 - 12:38 PM, said:

What I said about the tubes had nothing to do with salvo mechanics of LRM20 versus LRM10 etcetera.

Missile ports in this game apparently follow two rules.
1. The origin point for launching.
2. The limit for how many missiles that can be fired each salvo per each missile launcher. (but not as a whole)

In the case of the AS7-D LRM's will always fire from it's 10 LRM missile ports. So a LRM20&15 will need to fire in two waves (salvo) because they are larger. However, 2 LRM10's will fire simultaneously because they are individually equal to the number of missile ports.

MW:O sets limits per individual missile launchers, but ignores them as a whole. Which is why 2 SRM4 in a JR7-D fire simultaneously (4 missile ports), but one SRM6 fires in two waves. It's nonsensical, but that is just the way it is.

I think the reason they haven't put limits on launchers as a whole in regards to ports, is eventually they want to make all changes to a Mechs configuration change the physical appearance as well. That's just my optimistic guess though.


You got it, you understand.

I think your explination is better then mine "individually equal to the number of missile ports."

So doesn't it make sense for AS7-D to say 2m(10) instead of 2m(16) ?

#782 Dalziel Hasek Davion

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Posted 16 May 2013 - 07:43 AM

I think the Mechlab tools is fantastic. Good job.

I wonder if it would be possible to have a column in the 'Mech reference table that listed the engine that a specific stock 'Mech chassis comes with? Detailing the range of engines that fit is handy - but I want to see, at a glance, which engine comes with what chassis so I can plan my next purchase.

#783 smurfynet

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Posted 16 May 2013 - 10:13 AM

View PostUtilyan, on 15 May 2013 - 07:57 PM, said:


You got it, you understand.

I think your explination is better then mine "individually equal to the number of missile ports."

So doesn't it make sense for AS7-D to say 2m(10) instead of 2m(16) ?


i will change that with the next update. and lets see how the reaction will be. dont know about the other mechs, but i will change this for the atlases.

View PostDalziel Hasek Davion, on 16 May 2013 - 07:43 AM, said:

I wonder if it would be possible to have a column in the 'Mech reference table that listed the engine that a specific stock 'Mech chassis comes with? Detailing the range of engines that fit is handy - but I want to see, at a glance, which engine comes with what chassis so I can plan my next purchase.


I will try to add the default engine in bold in the engine popup for each mech with the next update.

#784 The Jerol

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Posted 16 May 2013 - 10:49 AM

Love the site. I have a new computer with IE10 and whenever I try to make numerous changes to a mech loadout -- specifically when I'm dialing armor values up or down, it causes an Internet Explorer crash and reloads the web page. Very frustrating. Is this any kind of known issue, or is it something on my end? Again, love the site and thank you for all the hard work maintaining it! ;)


TJ

#785 smurfynet

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Posted 21 May 2013 - 11:34 AM

Soo,

update for 1.2.223:

* Added Blackjacks
* Adding support for ECM Hardpoints (showing warning for invalid old builds)
* Showing torso/arm speed in torso info popup
* Showing turn speed + time in engine popup
* Highlighting default engine in engine popup

#786 Soy

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Posted 21 May 2013 - 12:00 PM

smurfy in the hizzouse!

#787 TruePoindexter

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Posted 21 May 2013 - 12:12 PM

View Postsmurfynet, on 21 May 2013 - 11:34 AM, said:

Soo,

update for 1.2.223:

* Added Blackjacks
* Adding support for ECM Hardpoints (showing warning for invalid old builds)
* Showing torso/arm speed in torso info popup
* Showing turn speed + time in engine popup
* Highlighting default engine in engine popup


Thanks!

Posted Image



Pick the one you prefer :D

#788 Deathlike

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Posted 21 May 2013 - 09:56 PM

Smurfy, you're still missing Cool Boost in the info.. perhaps its module name/info has changed in the XML files you are parsing.

#789 smurfynet

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Posted 21 May 2013 - 10:31 PM

View PostDeathlike, on 21 May 2013 - 09:56 PM, said:

Smurfy, you're still missing Cool Boost in the info.. perhaps its module name/info has changed in the XML files you are parsing.


Hi,
yea i know, and thats not the only skill which is missing there.

The pilot module list only shows "MODULES" which are buyable and if existent the required pilot module skills for said modules.

The time i implemented that list you had a 1:1 relationship. (you needed the skill to enable x module)

Now there are also pilot module skills which provide benefits to modules, but dont enable them.

So i'm working/playing around with separating the pilote module list and adding a seperate pilot module skill list. Or add a list with only the skills which are not directly linked to a module.

Phil

#790 Deathlike

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Posted 22 May 2013 - 06:12 AM

View Postsmurfynet, on 21 May 2013 - 10:31 PM, said:


Hi,
yea i know, and thats not the only skill which is missing there.

The pilot module list only shows "MODULES" which are buyable and if existent the required pilot module skills for said modules.

The time i implemented that list you had a 1:1 relationship. (you needed the skill to enable x module)

Now there are also pilot module skills which provide benefits to modules, but dont enable them.

So i'm working/playing around with separating the pilote module list and adding a seperate pilot module skill list. Or add a list with only the skills which are not directly linked to a module.

Phil


Sure, that sounds good. Perhaps you should just call it "module support upgrades" or something like that..

You hadn't added my earlier idea with respect to listing the max JJ height you could get by adding JJs (like, all you'd have to do is add a box next to the JJ window on the loadout stating this.

Have you checked the Catapult C4's missile tubes? I see 21 from the pic here:
http://mwomercs.com/...atapult/cplt-c4

#791 Deathlike

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Posted 22 May 2013 - 07:08 AM

View PostThontor, on 22 May 2013 - 06:33 AM, said:

Anything over 20 makes no difference, because the LRM20 is the most missiles that we can fire per launcher, and any additional launchers just overlap with it, firing simultaneously.


That may be true, but if they every fixed missile tube usage, it would be used for a NARC+LRM20 combo (the idea stinks, but it would operate like that in theory).

#792 Brawler1986

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Posted 22 May 2013 - 02:58 PM

Hi i really appreciate your work on smurfy. I use if allot and i would like to do a feature request.

I would really like that the website would be more mobile friendly. Is there any chance that there will come a responsive website? Thanks in advance.

#793 AndyHill

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Posted 25 May 2013 - 01:31 PM

As an extremely useful improvement I suggest giving impact values in times 100 or times 1000 so that they would be tens and hundreds instead of 0.00000000 something.

#794 Sorceror Breen

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Posted 27 May 2013 - 03:41 PM

nice work Smurfy.. 1 small correction tho.. Gauss Cannon range needs to be fixed.. it has a min range of 60 meters. ref http://au.ign.com/wi...ine/Gauss_Rifle

The amount of times i have seem players up close and personal using Gauss Cannons and complaining that they get killed is phenomenal. at ranges less than 60 meters the Gauss does little to no damage. I try telling folks that if they want to get up close and personal with mechs dump the gauss and go an AC.

#795 zraven7

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Posted 30 May 2013 - 07:32 AM

Dude, your site is indescribably useful. Thank you. May you never get a paper cut.

#796 BlackDragon83

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Posted 05 June 2013 - 12:36 AM

An awesome resource for the community. Any chance you could add what stock engine each mech comes with on the overview page? This would allow people to see if they're better saving for a particular mech to get the engine they want rather than buying the engine on it's own.

#797 Lupin

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Posted 05 June 2013 - 09:47 AM

UAV module missing from "Modules and Equipment".

#798 Guardian00

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Posted 05 June 2013 - 10:27 AM

Hi, your mechlab its GREAT :wub: . can you add "save to file" function? Thanks

#799 Dragoon20005

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Posted 05 June 2013 - 06:24 PM

hi bro not sure if really a bug or what

but for some reason i cant load another DHS even if i got 1 tons left and enough slot to fit in one

RVN-2X

#800 smurfynet

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Posted 05 June 2013 - 10:12 PM

View PostBlackDragon83, on 05 June 2013 - 12:36 AM, said:

An awesome resource for the community. Any chance you could add what stock engine each mech comes with on the overview page? This would allow people to see if they're better saving for a particular mech to get the engine they want rather than buying the engine on it's own.


If you click on the Engine in the stats page the default engine is highlighted.

View PostLupin, on 05 June 2013 - 09:47 AM, said:

UAV module missing from "Modules and Equipment".


thanks, i'm currently working on a module / pilot skills overhowl i will add it too.

View PostDragoon20005, on 05 June 2013 - 06:24 PM, said:

hi bro not sure if really a bug or what

but for some reason i cant load another DHS even if i got 1 tons left and enough slot to fit in one

RVN-2X


hi, the reason for that is a rounding error. it shows 1.00 but in reallity its a tiny bit below 1.00
lik 0.999 or something. Remove one point of armor and you can put the dhs in. (the bug mainly occures if you use Fero Armor)

View PostGuardian00, on 05 June 2013 - 10:27 AM, said:

Hi, your mechlab its GREAT :) . can you add "save to file" function? Thanks


In which format and with what infos present? Are the infos in the iframe enought? like: http://mwo.smurfy-ne...761b072c0692766


Phil





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