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smurfy mechlab guide

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#801 Deathlike

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Posted 05 June 2013 - 10:22 PM

Hi Smurfy,

The only suggestion I have is that when you're in the mechlab section.. the menu dropbox where it normally says "No Mech Selected" should probably be revised a bit more.

Instead of selecting Light, then choosing the mech variant directly (Light -> Mech Variant)... it should be more like (Light -> Chassis -> Variant). The reason for that is that the dropbox eventually will become too big some day, so I believe it is a better idea to add one more level to it.

#802 dudebot

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Posted 06 June 2013 - 11:48 PM

It is possible that the "Plain Link" field is becoming garbled somehow. Someone posted this picture, but I've never seen it before.

Posted Image

Note the 'e' and 'm' in Mechlab are swapped.

Personally I think he is making excuses but it's possible the website made the error.

#803 zudukai

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Posted 07 June 2013 - 09:32 PM

View Postdudebot, on 06 June 2013 - 11:48 PM, said:

It is possible that the "Plain Link" field is becoming garbled somehow. Someone posted this picture, but I've never seen it before.
*snip*

Note the 'e' and 'm' in Mechlab are swapped.

Personally I think he is making excuses but it's possible the website made the error.
it's more likely he changed them, if he linked it anyways you could simply swap the letters.

#804 Peter Hoff

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Posted 12 June 2013 - 07:30 PM

Just a quick suggestion maybe do a kickstarter campaign to get some money for your effort and keep updates coming I saw the last one is from June 4 and its June 12 today. Just a thought thanks for the great mech tool and info

#805 AndyHill

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Posted 13 June 2013 - 12:29 PM

Nnnooo I can't connect to mechlab, where am I supposed to design my PPC boats now?

#806 smurfynet

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Posted 13 June 2013 - 03:08 PM

Its up again, i will switch servers soon, hopefully this will fix the crashes.

#807 Moe Zart

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Posted 15 June 2013 - 02:28 AM

Great job, smurfy! Brilliant tool and very conveniant, especially with an own mech bay. I strongly recommend your work! However, maybe the weaponlab contains potential concerning the fast fire elite skill.

I wonder if it is taken into account when checking "Elite mech skill level unlocked", since "maximal possible dps" does not change. A shorter cooldown should increase dps. Or not?

Edited by Moe Zart, 15 June 2013 - 02:29 AM.


#808 AndyHill

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Posted 16 June 2013 - 01:09 AM

BTW, I read somewhere that PGI are interested in offering web-access to their 'mechlab at some time. The only thing stopping them at the moment was mentioned to be the amount of development work required.

Unfortunately, I'm convinced that their efforts will
1) take forever
2) end up being worse than Smurfylab in all measurable ways

Ideally I would like to see PGI pay a handsome amount of C-Bills to Smurfy to get the code released under LGPL (so that the software isn't closed by PGI and PGI and others need to contribute back any changes they make to the software but can integrate their own authentication system) license and host it on MWO servers so that anyone can access, but if you login to your MWO account you will also get access to your own in-game stuff through Smurfylab. Of course, the enormous PGI donations should keep flooding in to keep the Smurfylab updated.

Of course, Smurfy might desire something completely different himself, but I WANT I WANT I WANT.

#809 smurfynet

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Posted 17 June 2013 - 03:01 AM

View PostMoe Zart, on 15 June 2013 - 02:28 AM, said:

I wonder if it is taken into account when checking "Elite mech skill level unlocked", since "maximal possible dps" does not change. A shorter cooldown should increase dps. Or not?


Yea, this is on my todo, but i currently have almost no time to work on the site. (small addition are still coming) I will also keep the site updated with new mechs and such.

View PostAndyHill, on 16 June 2013 - 01:09 AM, said:

Ideally I would like to see PGI pay a handsome amount of C-Bills to Smurfy to get the code released under LGPL (so that the software isn't closed by PGI and PGI and others need to contribute back any changes they make to the software but can integrate their own authentication system) license and host it on MWO servers so that anyone can access, but if you login to your MWO account you will also get access to your own in-game stuff through Smurfylab. Of course, the enormous PGI donations should keep flooding in to keep the Smurfylab updated.

Of course, Smurfy might desire something completely different himself, but I WANT I WANT I WANT.


Yea i also got word about an api from PGI, but that was a while back.
Dont think its to productive for PGI to use my code, its ok but especially the mechlab could needs a rewrite. :)

If PGI decides to release an api and the api provides more infos than my working code for parsing the files i will incorporate this into my site as well.

But the process of updating after each patch is on my site very much automated. i still need to get the pricing infos from in game and adapt the layout / site to changes (like ecm slot, or new pilot modules). So i probably wont port everything to the api.

What i really would like (like you too) to get and sent mechs to the in game mechlab. If they provide that they need some auth method either an simple api key or oauth2. Either way i will provide linking your mwo account to my sites account aswell.

Phil

#810 New Day

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Posted 17 June 2013 - 03:35 AM

I was wondering if there is a bug or something in the game or your site. On your site the PPC has 2 HPS and LPL 1.83 which should make the LPL more heat efficient. Yet when in the game I replace a PPC with an LPL my heat efficiency drops.

#811 smurfynet

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Posted 17 June 2013 - 03:39 AM

View PostNamesAreStupid, on 17 June 2013 - 03:35 AM, said:

I was wondering if there is a bug or something in the game or your site. On your site the PPC has 2 HPS and LPL 1.83 which should make the LPL more heat efficient. Yet when in the game I replace a PPC with an LPL my heat efficiency drops.


The in game heat display uses "discounts" for weapons. Thats the reason i dont display the in game value, because its no formula and the discounts are not available in the game files. Only mechlab i know which uses this discount values is the excel one.

#812 New Day

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Posted 17 June 2013 - 04:27 AM

View Postsmurfynet, on 17 June 2013 - 03:39 AM, said:

The in game heat display uses "discounts" for weapons. Thats the reason i dont display the in game value, because its no formula and the discounts are not available in the game files. Only mechlab i know which uses this discount values is the excel one.

Discounts? Do you mean skills?

#813 MustrumRidcully

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Posted 17 June 2013 - 04:38 AM

View PostNamesAreStupid, on 17 June 2013 - 04:27 AM, said:

Discounts? Do you mean skills?

No. The heat efficiency stat takes the normal, numerical value you get from heat per shot and recycle times, and then sometimes applies an arbitrary multiplier. Say, 0.8 on LRM HPS.

Basically, it treats some weapons as if they generate less heat than they do. Why it does that, no one knows.
3rdworld has determined these discounts, and has the ingame heat efficiency listed in his Excel Mech Lab: http://mwomercs.com/...with-clan-tech/

But while he has figured out the byzantine math, he probably can't tell you either why the devs would do that, and he also offers alternative, more useful and meaningful heat efficiencies.

#814 Dauphni

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Posted 17 June 2013 - 04:38 AM

As I understand it, it's simply that the values that are used to calculate the in-game heat efficiency number are different from the values that actually show up during gameplay, rating some weapons as more heat efficient than they really are. Skills and such aren't even factored into that.

Edit: ninja'd!

Edited by Uite Dauphni, 17 June 2013 - 04:39 AM.


#815 smurfynet

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Posted 18 June 2013 - 10:43 AM

Just pushed update

* Added QuickDraw
* Added Hunchi 4P-C
* Added some jenner D-S don't know whats that :)

Also now displaying UAV in Pilotmodules on front page and added a pilot skills category with all pilot skills without a directly corresponding pilot module.

Happy mech building,
Phil

#816 statik213

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Posted 18 June 2013 - 09:58 PM

Hi Smurfy, thanks for the great tool!

I have a small feature request. Can you add a +/- buttons to change the engine size while it is mounted? The +/- will obviously need to take the available weight and slots in the CT, but I think you already have this part figured out.

This will let me easily tweak my builds by just modifying engine size. Right now, you have to remove the engine and drop a new one in... a little tedious when you're trying to find a sweet spot.

#817 AndyHill

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Posted 19 June 2013 - 08:52 AM

Interesting. That Jenner D-S is probably the Hero 'mech for Sarah (http://mwomercs.com/...rch-fundraiser/). I didn't think it was supposed to be out yet, can you actually go and buy it already?

#818 cmdr_scotty

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Posted 19 June 2013 - 10:43 AM

quick note that i noticed on the stats for the QKD-4H is that it lists as being 10 missile tubes in the left torso.

It's actually closer to 10 + 5 since the first missile weapon added allocates to the 10 tube section, and the second weapon is allocated to the 5 tube section that is added on.

I did some testing on it and if you mount one lrm 15, it fires in two salvos (10 then 5) since it's set to the 10 tube section. But mounting an lrm 10 first (10 tube section) and lrm 5 (5 tube section) fires in one salvo of 15 missiles.

Likewise, mouting two lrm 10s fires it in 2 salvos as well. (10 and 5 in first salvo, then 5 in second)

EDIT: did some more testing on it and got some interesting results.

1. LRM 5 ALWAYS is allocated to the 5 tube section.
2. LRM 10 ALWAYS is allocated to the 10 tube section.
3. LRM 15 and 20 are allocated as added in.
4. SRM 2,4 and sSRM 2 are given the upper 4 tube section of the 10 tube part.
5. SRM 6 is given the lower 6 tube section of the 10 tube part.
6. If an SRM is mounted first (taking up part of the 10 tube part) and an LRM 10 or greater is added, all additional tubes are added and LRM allocated as needed.
7. BUT if an SRM is added first, and a second SRM is added, it will be allocated to the 5 tube section only.

Edited by skarrd, 19 June 2013 - 11:12 AM.


#819 Taxxian

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Posted 20 June 2013 - 05:06 AM

BUG:
Since a few days, Smurfys Mechlab does not compute Flamer-Heat anymore.
If I add only Flamers to a Mech, it has infinite Heat-Efficency.

#820 smurfynet

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Posted 20 June 2013 - 05:18 AM

View Postskarrd, on 19 June 2013 - 10:43 AM, said:

quick note that i noticed on the stats for the QKD-4H is that it lists as being 10 missile tubes in the left torso.


thank you for your findings, the missile tubes are a hot topic and i try to optimize the display there was some discussion about it and i have an idea how i would like it but just had not the time to implement it.

View PostTaxxian, on 20 June 2013 - 05:06 AM, said:

BUG:
Since a few days, Smurfys Mechlab does not compute Flamer-Heat anymore.
If I add only Flamers to a Mech, it has infinite Heat-Efficency.


as far as i remember, flamers where always problematic, because i simple don't know the formula, it seams you can put as many heatsinks in your mech and you always overheat. (tested with a ddc with ONE flamer and the rest ecm und double heatsinks).

Also i think i read somewhere that PGI is planning to or already did change the flamers and the heat generation of them, not sure if it was for your or your enemies mech.

Currently the mechlab ignores the flamers completely in its calculations. (and always has)


Phil





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