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smurfy mechlab guide

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#841 Reod Daie

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Posted 16 July 2013 - 03:35 PM

So when using this (which is great by the way, thanks for that!) when I plug a 255 XL engine into a Spider Mech it shows that I should be able to tweak the speed to above 150 kph....but when I actually do it in game, it won't rise above the default 137 kph (or whatever it is). Is the in game mech lab in error?

#842 Nothing Whatsoever

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Posted 16 July 2013 - 03:50 PM

View PostReod Daie, on 16 July 2013 - 03:35 PM, said:

So when using this (which is great by the way, thanks for that!) when I plug a 255 XL engine into a Spider Mech it shows that I should be able to tweak the speed to above 150 kph....but when I actually do it in game, it won't rise above the default 137 kph (or whatever it is). Is the in game mech lab in error?


Have you unlocked the Elite Tier in the Pilot Lab for Mech Efficiencies to be able to get Speed Tweak?

there's more info here: http://mwo.gamepedia.com/Pilot_Lab

#843 AndyHill

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Posted 16 July 2013 - 04:03 PM

Smurfy, do you have any idea of how the stupid alpha penalty works? How about an option to calculate it in the 'mechlab once you do?

Got to love the "you have more than 0 Gauss rifles in your build" -warning. Thanks to the braindead balancing work, Smurfy's has pretty much become the last best hope for people to even begin to understand MWO's messy details. Too bad few of the people who pick MWO up and throw it away in frustration ever get that far.

Edited by AndyHill, 16 July 2013 - 04:04 PM.


#844 smurfynet

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Posted 16 July 2013 - 09:53 PM

View PostAndyHill, on 16 July 2013 - 04:03 PM, said:

Smurfy, do you have any idea of how the stupid alpha penalty works? How about an option to calculate it in the 'mechlab once you do?


There is a topic: http://mwomercs.com/...ormula-is-here/

i will add the heat penalty to the weapon lab (with a toggle) based on that formula which seams correct.

View PostAndyHill, on 16 July 2013 - 04:03 PM, said:

Got to love the "you have more than 0 Gauss rifles in your build" -warning. Thanks to the braindead balancing work, Smurfy's has pretty much become the last best hope for people to even begin to understand MWO's messy details. Too bad few of the people who pick MWO up and throw it away in frustration ever get that far.


and hm, strange with the gauss :rolleyes: i had a bug with the check, but it seams there is data for the gauss in the files, i will fix that too today. thanks for that catch.


edit: fixed the gauss, but ac2 and erll still showing data which are not in the gamefiles. i need to test if this changes are in game or not and then do a filtering while parsing the gamefiles.

Edited by smurfynet, 16 July 2013 - 11:28 PM.


#845 ragbasti

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Posted 17 July 2013 - 03:10 AM

hey there, thanks for the great work so far.
I got some extra info in the victor Rocket Hard Points:
The VTR-9S doesn't just have 6 Openings but it has 6,4,2, meaning that 6 SRM6s would shoot in 3 volleys.
The first one unloads its total of 6, the second SRM6 shoots 2 volleys at 4 and then 2, and the third SRM6 shoots 3 volleys of 2.
If you install SRM6+SRM4+SRM2 into the shoulder they will unload in one volley.
It's similar with the other 2 variants, only that the third SRM with 2 openings is missing.

For LRMs it's 10,5(,2)

Edited by ragbasti, 17 July 2013 - 03:19 AM.


#846 smurfynet

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Posted 17 July 2013 - 03:21 AM

View Postragbasti, on 17 July 2013 - 03:10 AM, said:

hey there, thanks for the great work so far.
I got some extra info in the victor Rocket Hard Points


thank you i will set the data to 10,5,2 or 10,5 based on variant. new data will be pushed in a few hours as soon i get to it.

Phil

#847 ChallengerCC

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Posted 17 July 2013 - 03:35 AM

I am missing the info, on the engines, how mutch extra heat sinks it requires to perform.
I often have the situation that i only get on the end this info and need to rework all.

Edited by ChallengerCC, 17 July 2013 - 03:58 AM.


#848 Taxxian

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Posted 17 July 2013 - 03:52 AM

View Postragbasti, on 17 July 2013 - 03:10 AM, said:

If you install SRM6+SRM4+SRM2 into the shoulder they will unload in one volley.
It's similar with the other 2 variants, only that the third SRM with 2 openings is missing.
For LRMs it's 10,5(,2)


While I can confirm it looks that way, like in my Highlander, once I SAVE the Mech and enter a Game (or reopen the LoadOut) it switches the SRM4 with the SRM 6 and fires in 2 volleys... Can you please exactly describe how you build the Mech to fire SRM 6+4+2 in one volley? I cant reproduce your results... :-(

#849 BlacKcuD

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Posted 17 July 2013 - 05:09 AM

View PostTaxxian, on 17 July 2013 - 03:52 AM, said:


While I can confirm it looks that way, like in my Highlander, once I SAVE the Mech and enter a Game (or reopen the LoadOut) it switches the SRM4 with the SRM 6 and fires in 2 volleys... Can you please exactly describe how you build the Mech to fire SRM 6+4+2 in one volley? I cant reproduce your results... :-(


AFAIR this is not possible to influence. I think it was in one of the Ask the Devs (39ish?). In that they said: At the moment there is no way to influence which missiles are coming out of which tubes.

#850 SaintPeter

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Posted 19 July 2013 - 06:01 PM

Two Requests:
1) Can we add a 5th link to the "Save and Share Loadout" page with a direct link to the "tooltip" version of the URL. This would simplify the creation of a [smurfy] tag for phpBB since it could be implemented as a direct text replacement.

I'm thinking of it as a "Smurfy BBCode Link" and would look like:
[smurfy]http://mwo.smurfy-ne...761b072c0692766[/smurfy]

2) Can you share the raw images you have for the mech backgrounds for the tooltips or describe how to extract them? I am working on a drop builder and would like the leverage the images.

Regards,

#851 smurfynet

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Posted 20 July 2013 - 01:41 AM

View PostSaintPeter, on 19 July 2013 - 06:01 PM, said:

1) Can we add a 5th link to the "Save and Share Loadout" page with a direct link to the "tooltip" version of the URL. This would simplify the creation of a [smurfy] tag for phpBB since it could be implemented as a direct text replacement.

I'm thinking of it as a "Smurfy BBCode Link" and would look like:
[smurfy]http://mwo.smurfy-ne...761b072c0692766[/smurfy]


the phpbb example is a bad one, because the phpbb plugin is the only system which uses a different syntax.

View PostSaintPeter, on 19 July 2013 - 06:01 PM, said:

2) Can you share the raw images you have for the mech backgrounds for the tooltips or describe how to extract them? I am working on a drop builder and would like the leverage the images.


the images are from the here:http://mwomercs.com/game/battlemechs

Phil

#852 Jabilo

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Posted 22 July 2013 - 11:38 AM

Noticed you put the stock engines in the mech stats tables page for easy quick reference.

Nice one, this was a feature I was looking forward to.

#853 SaintPeter

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Posted 23 July 2013 - 12:41 PM

1) I have updated the definition in Smurfy's phpBB example so it works with the full URL.

2) Thanks for the image links. I'm writing a script to mine them.

#854 smurfynet

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Posted 30 July 2013 - 11:47 AM

I just deployed the new version, i started support for the linked weapons. it will be shown in the tooltip at the stats page, but i need some time showing it in the mechlab aswell.

also i now displaying the heatpenalty stuff for the linked weapons again, not sure if they are live, (for example if the heat penalty still applies if you fire 4 LRM 10 or only if you have at least one LRM 15 with them, hopefully me or the great community figure that out).

Phil

#855 Lan

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Posted 30 July 2013 - 03:40 PM

Hey Smurfy,

I opened a discussion on Mechspecs regarding old builds being outdated by new patches and how to keep track of when a build is made/changed. We are seeing a lot of builds made and then never again visited or updated. That is a bit of a problem when new users jump in and decide to make a build that may or may not work.

Would it be possible to include a patch version tracker in each crib sheet? A date when the crib sheet was created/altered and matched with the patch. When new patches are released, a user can then see that the build might not be valid and he needs to check before spending CB or MC.

Posted Image


For reference:
http://www.mechspecs...hp?topic=2580.0

If this is already discussed, my apologies. I am a big fan of your site and use it on a daily basis practically and would like to pitch in with a possible improvement. :)

#856 smurfynet

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Posted 30 July 2013 - 10:41 PM

Hi, i have the creation date of the loadout. most loadouts from the day one are still possible. only change which made some loadouts invalid was the ecm change. (i added a warning message in my mechlab).

If you modify your loadout in any way and save it again, it will get another id and therefore another creation date.

I could show the creation date and the corresponding patch date (if still in the system, i deleted a bunch of patch data recently because each patch takes around 28 MB of data)

I also suggest another text than "Valid on", more like "Created at" or something like that.

What do you think?

#857 Santas Death

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Posted 31 July 2013 - 03:53 AM

Hi! do you plan to make a plugin for IPBOARD? :)

#858 Dauphni

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Posted 31 July 2013 - 06:24 AM

Wouldn't it be simpler to just have a part that describes during which patch the build was made? That's all the info you need for it to work, really.

#859 Lan

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Posted 31 July 2013 - 08:31 AM

View Postsmurfynet, on 30 July 2013 - 10:41 PM, said:

Hi, i have the creation date of the loadout. most loadouts from the day one are still possible. only change which made some loadouts invalid was the ecm change. (i added a warning message in my mechlab).

If you modify your loadout in any way and save it again, it will get another id and therefore another creation date.

I could show the creation date and the corresponding patch date (if still in the system, i deleted a bunch of patch data recently because each patch takes around 28 MB of data)

I also suggest another text than "Valid on", more like "Created at" or something like that.

What do you think?
  • Showing only the "Created at 2013-05-30" would tell how old a build is and that in turn how up to date it is.
  • Showing only patch version at creation date would work too, as most players (all really) should know or be able to find out what patch cycle it is.
  • Showing both is possibly redundant but also very explanatory. They simply can't miss that a build is not updated for a while.
I would be happy with either of the three and it would serve the purpose. It's more a question of how difficult it would be to implement and make sure it doesn't clutter the crib sheet too badly?

One of the reasons I do like the date is because if there has been a discussion concerning the build in a Mechspecs thread, it is easy to see which posts are relevant. If the build crib sheet is younger then the first few comments, they are possibly no longer relevant.

#860 smurfynet

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Posted 31 July 2013 - 11:58 PM

View PostLan, on 31 July 2013 - 08:31 AM, said:

I would be happy with either of the three and it would serve the purpose. It's more a question of how difficult it would be to implement and make sure it doesn't clutter the crib sheet too badly?


Created at is not really difficult, patch date a bit more but not really.
About the design, i like the idea from michael (mechspecs thread), i will add something like that, maybe later today. i will do an update anyway to push the latest public test data live.





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