

Online Mechlab, Maps, Stats And Data
#801
Posted 05 June 2013 - 10:22 PM
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
Posted 06 June 2013 - 11:48 PM

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
Posted 07 June 2013 - 09:32 PM
dudebot, on 06 June 2013 - 11:48 PM, said:
*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.
#804
Posted 12 June 2013 - 07:30 PM
#805
Posted 13 June 2013 - 12:29 PM
#806
Posted 13 June 2013 - 03:08 PM
#807
Posted 15 June 2013 - 02:28 AM
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
Posted 16 June 2013 - 01:09 AM
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
Posted 17 June 2013 - 03:01 AM
Moe Zart, on 15 June 2013 - 02:28 AM, said:
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.
AndyHill, on 16 June 2013 - 01:09 AM, said:
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
Posted 17 June 2013 - 03:35 AM
#811
Posted 17 June 2013 - 03:39 AM
NamesAreStupid, on 17 June 2013 - 03:35 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.
#812
Posted 17 June 2013 - 04:27 AM
smurfynet, on 17 June 2013 - 03:39 AM, said:
Discounts? Do you mean skills?
#813
Posted 17 June 2013 - 04:38 AM
NamesAreStupid, on 17 June 2013 - 04:27 AM, said:
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
Posted 17 June 2013 - 04:38 AM
Edit: ninja'd!
Edited by Uite Dauphni, 17 June 2013 - 04:39 AM.
#815
Posted 18 June 2013 - 10:43 AM
* 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
Posted 18 June 2013 - 09:58 PM
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
Posted 19 June 2013 - 08:52 AM
#818
Posted 19 June 2013 - 10:43 AM
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
Posted 20 June 2013 - 05:06 AM
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
Posted 20 June 2013 - 05:18 AM
skarrd, on 19 June 2013 - 10:43 AM, said:
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.
Taxxian, on 20 June 2013 - 05:06 AM, said:
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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