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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#41 smurfynet

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Posted 26 November 2012 - 01:43 AM

I'm planning adding engine stats, but the main reason not adding it is/was i'm still looking for a clean way displaying the data.
I dont want to add a huge table like in ohm's guide. But i think i will add it in one of my next updates.

Armor and Structure changes are coming too.

#42 MustrumRidcully

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Posted 26 November 2012 - 01:56 AM

Well done. How do you ensure the "always Up2Date"? Do you have the process of extracting the data after each patch automated? So if something terrible would befall you tomorrow, it would still work? ;)

#43 Blark

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Posted 26 November 2012 - 01:59 AM

View PostMustrumRidcully, on 26 November 2012 - 01:56 AM, said:

Well done. How do you ensure the "always Up2Date"? Do you have the process of extracting the data after each patch automated? So if something terrible would befall you tomorrow, it would still work? ;)


I know smurfy, he would probably update it even if he broke both his arms today B)

#44 FiveDigits

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Posted 26 November 2012 - 02:46 AM

Vote for sticky!

(And PGI should link to this from MW:O's client.)

#45 charov

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Posted 26 November 2012 - 02:50 AM

Awesome work man!

#46 smurfynet

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Posted 26 November 2012 - 03:17 AM

View PostMustrumRidcully, on 26 November 2012 - 01:56 AM, said:

Well done. How do you ensure the "always Up2Date"? Do you have the process of extracting the data after each patch automated? So if something terrible would befall you tomorrow, it would still work? ;)


Hi,
for now i extract the data manually, mainly because i need to add the version manually. I already thought about an auto update feature, which should work in theory but could cause some problems in reality.

But i think i will create a semi automatic update mechanism. (auto extraction and so on, but manually testing and then approving the display to the enduser.)

keeping it up2date all the time is quite easy, i just need to create a new folder and extract the game-files, takes 10 minutes or so.

almost everything is used from the game files, exceptions are formulas, and some fancy display of the modules/equipment.

#47 zer0imh

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Posted 26 November 2012 - 03:36 AM

great!!!

#48 PartyAlias

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Posted 26 November 2012 - 04:21 AM

Nicely done! Thank you.

#49 Blark

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Posted 26 November 2012 - 02:51 PM

And yet another update, thanks for adding the detailed engine stats, like the idea with the pop-up per mech ^_^

#50 Tuhalu

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Posted 26 November 2012 - 05:35 PM

Hey, just noticed that the Atlas and Awesome are still in alphabetical order in the Assault mechs section.

#51 Sentinel Stone

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Posted 26 November 2012 - 07:09 PM

Thanks, bookmarked as "Smurfy Stats". What's speed of weapon (speed of travelling round)?

#52 Blark

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Posted 26 November 2012 - 07:18 PM

View PostClan Merc, on 26 November 2012 - 07:09 PM, said:

[..] What's speed of weapon (speed of travelling round)?


Yes, It's the speed of the projectile, faster is usually easier to aim (at least for me :))

#53 JudgeDeathCZ

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Posted 26 November 2012 - 07:18 PM

THX for doing PGI's work :) .
Bookmarked

#54 Loqgar

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Posted 26 November 2012 - 07:59 PM

I already said that this is great but I would like to see engine data added to the page, at least weight. Thanks for your work.

#55 betocorp

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Posted 26 November 2012 - 08:34 PM

stick!

great update, thanks!

#56 smurfynet

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Posted 27 November 2012 - 01:34 AM

View PostLoqgar, on 26 November 2012 - 07:59 PM, said:

I already said that this is great but I would like to see engine data added to the page, at least weight. Thanks for your work.


try clicking on the engine min-max values of you favorite mech variant :P

#57 Dr Leech

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Posted 27 November 2012 - 04:22 AM

Hello Smurfy,

thanks for your nice work ;-)

Please sticky for this thread

and

+1

Wish you well smurfy, and keep up this good work please.

#58 Dr Leech

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Posted 27 November 2012 - 04:27 AM

View Postsmurfynet, on 27 November 2012 - 01:34 AM, said:


try clicking on the engine min-max values of you favorite mech variant :P


Hi Smurfy,

can you please lock the first row with the descriptions? Sometimes the reactor list is a littel bit longer then my browser window ^^

thx

Wish you well

#59 Shok

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Posted 27 November 2012 - 06:19 AM

Hey again Smurfynet. Your site shows LRMs doing 1.6 Damage each internally - Itemstats from the 11/20 patch shows 1.7 damage each. Or is there an actual disparity between the two values? Thanks.

Edited by Shok, 27 November 2012 - 06:23 AM.


#60 Blark

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Posted 27 November 2012 - 06:48 AM

View PostShok, on 27 November 2012 - 06:19 AM, said:

Hey again Smurfynet. Your site shows LRMs doing 1.6 Damage each internally - Itemstats from the 11/20 patch shows 1.7 damage each. Or is there an actual disparity between the two values? Thanks.


The internal damage is the damage the ammo causes if it explodes as far as I understand it.





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