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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#261 Blark

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Posted 30 December 2012 - 05:49 PM

View PostBeijing, on 30 December 2012 - 05:41 PM, said:

Super Sache !!!

Verwende die Stats schon seit geraumer Zeit und habe jetzt noch das Mechlab entdeckt.
Bin begeistert, sehr praktisch. Wird wohl auch in unserer Einheit Anwendung finden.
Ich hoffe die Build-Links gehen nicht irgendwann durch ein Update kaputt ;)


Hallo Beijing,

Die links sollten auch durch updates nicht kaputt gehen, es kommt sogar noch besser, bald wird es möglich sein sich anzumelden und links direkt zu speichern. (aka. mechbay)

Translation:

Hallo Beijing,

The links should work even after updates.
Soon you will also be able to register and save load-outs directly on the page (aka. mechbay)

#262 SixstringSamurai

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Posted 30 December 2012 - 06:18 PM

Heh, I kind of understood he was asking if it would still work after game updates. I suck at German even though I spent 3 years there.

#263 smurfynet

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Posted 30 December 2012 - 06:42 PM

Exactly, he was wondering if the links work even after an update.
I try to make sure of it, but i think i need to make some kind of adjustments, if pgi changes the slot or tonnage of an item.

#264 Seth

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Posted 30 December 2012 - 10:32 PM

I just found the online mech lab and I was blown away by it! I would like to be able to increase the armor in .5 and 1 ton increments though cause adjusting the armor takes too long.

#265 Blark

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Posted 30 December 2012 - 11:27 PM

View PostSeth, on 30 December 2012 - 10:32 PM, said:

I just found the online mech lab and I was blown away by it! I would like to be able to increase the armor in .5 and 1 ton increments though cause adjusting the armor takes too long.


In case you haven't seen it yet: you can use the "max armor" function under tools, and you can also hold the +/- like in-game to adjust armor.

#266 UnseenFury

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Posted 31 December 2012 - 12:15 AM

Just donated money that was left on my credit cart.

This page is a pinned tab in my browser.

Keep up the awesome work.

#267 Blark

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Posted 31 December 2012 - 03:36 AM

View PostParan01ac, on 31 December 2012 - 12:15 AM, said:

Just donated money that was left on my credit cart.

This page is a pinned tab in my browser.

Keep up the awesome work.


I'm sure smurfy appreciates it :angry:

The engine chart is nice, but I like the engine popup more, go to know those speeds.. (although I suspect you didn't mean to link the engine chart) :lol:

ps: I hope smurfy gets to release the next version soon, should make a lot of people happy :lol:

#268 Stile3081

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Posted 31 December 2012 - 08:58 PM

thank you

#269 Blazenpain

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Posted 01 January 2013 - 07:19 AM

A big THANK YOU! to smurfynet for creating this wonderful tool. :P
Also a shout out for Blark for all the Q/A's updates. :huh:
You guys are doing an awsome job.

Just like to add I notice in-game when you switch to a lower engine value one still needs to add/have a X munber of heatsinks some where in chassis. but does not reflect this in your mechlab so one could make a loadout but wont work. Would need to add a warning that X heatsinks are required to use with X engine.

Thanks again

#270 Dirus Nigh

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Posted 01 January 2013 - 08:21 AM

Why is this thread not pinned?

#271 Red squirrel

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Posted 01 January 2013 - 09:26 AM

Great tool and by far the best mech lab I have seen.
I like to call it the web-lab.

One idea though:
When working on a mech under "tools" I'd like to have an additional option "max out armor" that puts as much armor in as possible (equally distributed to all locations as % of maximum possible in that location) and does not return an error if there isnt enough free tonnage.

#272 Blark

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Posted 01 January 2013 - 10:13 AM

View PostBlazenpain, on 01 January 2013 - 07:19 AM, said:

A big THANK YOU! to smurfynet for creating this wonderful tool. :D
Also a shout out for Blark for all the Q/A's updates. :huh:
You guys are doing an awsome job.

Just like to add I notice in-game when you switch to a lower engine value one still needs to add/have a X munber of heatsinks some where in chassis. but does not reflect this in your mechlab so one could make a loadout but wont work. Would need to add a warning that X heatsinks are required to use with X engine.

Thanks again


Thanks mate, I try to help out where I can, but smurfy is doing all the real work :P

ps: if you have less then 10 heat-sinks the heat-sink number is red, meaning the build won't work, but you are right, there is no corresponding error message yet.
More messages and checks are planned though, for instance imo it is a good Idea to also display a warning if you have a weapons equipped but no ammo for it, or the other way around.


View PostRed squirrel, on 01 January 2013 - 09:26 AM, said:

Great tool and by far the best mech lab I have seen.
I like to call it the web-lab.

One idea though:
When working on a mech under "tools" I'd like to have an additional option "max out armor" that puts as much armor in as possible (equally distributed to all locations as % of maximum possible in that location) and does not return an error if there isnt enough free tonnage.


Not completely certain, but I think it is planned.

ps: patch-notes incoming ;)

#273 smurfynet

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Posted 01 January 2013 - 10:15 AM

New Update:

Mechbay:

The new mechbay feature enables you to save any mech-builds directly on the mechlab site, no need to bookmark every build any more.
In order to use the mechbay feature you need to register on the site, however, registration is not mandatory if you don't want to use this new feature.

Other Changes:
* added a weight and plausibility check for the items select box, Items you can't currently equip are highlighted red (i.e. too heavy, engine already equipped, max jumpjets reached).
Please note that slot requirements are not checked.
* Heat-efficiency bar has been removed due to being a bad indicator of real heat-efficiency
* Max sustained DPS bar added:
It displays your theoretical maximum sustained DPS based on cooling efficiency, the maximum theoretical DPS of the build is displayed as the maximum of the bar
* changes to error-/info-messages: only one message is being displayed at once
* added a Help-button with basic tips
* armor weight display extended to 2 decimal places to avoid rounding inaccuracy
* various minor design changes
* summarize missile tube count in statspage and also show tubes in mechlab.

Known Issue:
Lost Password reset does not work, i will fix it tomorrow, so in the meantime, dont forget it :huh:

Edited by smurfynet, 01 January 2013 - 10:27 AM.


#274 MasterBLB

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Posted 01 January 2013 - 10:27 AM

Hi smurfynet

A great work with both the site and mechlab.Keep it up!

However,I see a point where you could improve your mechlab sheet.
It's adding armor.Now it's rather inconvienient,to keep those + button pressed.More inconvienient because all mechs starts with 9 armor instead of default values.
But this inconvience could be removed if you add for sections:
  • Button MaxArmor along these +/- buttons.Your Tool->MaxArmor works well,but what in case I'd like to max not all but only particular sections?
  • Line edit allowing manually enter armor value.Just split this label 0/MaxArmor widget into 2 separate ones - line edit and label.
  • As mentioned above,let each section has default armor values at the beginning of designing a mech.
Btw,where is Heat Efficiency now?Please restore it back,it was useful stat.

#275 Wintersdark

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Posted 01 January 2013 - 10:55 AM

I beg again, please please add a "time to shutdown" stat: How long the mech can fire all it's weapons before overheating.

Anyways, thanks so much for everything! Will be donating on payday =)

#276 Blark

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Posted 01 January 2013 - 11:11 AM

View PostMasterBLB, on 01 January 2013 - 10:27 AM, said:

[..]
  • Button MaxArmor along these +/- buttons.Your Tool->MaxArmor works well,but what in case I'd like to max not all but only particular sections?
  • Line edit allowing manually enter armor value.Just split this label 0/MaxArmor widget into 2 separate ones - line edit and label.
  • As mentioned above,let each section has default armor values at the beginning of designing a mech.
Thx for your feedback :huh:


It is currently planned to add text-boxes to enter the armor value directly to make armor distribution easier as well as tweaking the max armor function.

View PostMasterBLB, on 01 January 2013 - 10:27 AM, said:

Btw,where is Heat Efficiency now?Please restore it back,it was useful stat.


The reason for the removal of the prior heat-efficiency is that it is, unfortunately, not a very good indicator of heat-efficiency:

It is based on an awkward formula and either seems to contain discounts for certain weapons (i.e. you don't get what you see) which seem not to be in the files (as discovered by 3rdworld, the creator of another great community project, the excel mechlab if I'm not mistaken, please correct me if I am :P), or is indeed just based on Alpha-heat and heat sink-heat-dissipation.
Not sure which one it is as I didn't do the math, but both cases produce heat-efficiency display which does not really represent your actually heat efficiency.
Cooling efficiency is not perfect either, but it represents the heat/sec of your weapons vs. the heat dissipation of your heat-sinks quite well.
I guess if people miss the old heat-efficiency in-game estimation display enough smurfy might consider adding it back, but I can't promise anything of course, and I think we should give him some time considering other interesting heat-related stats are planned too.


View PostWintersdark, on 01 January 2013 - 10:55 AM, said:

I beg again, please please add a "time to shutdown" stat: How long the mech can fire all it's weapons before overheating.
[..]


More heat-related stats are planned as stated before, we just have to be patient, smurfy does not have that much free time right now afaik ;)

EDIT: so many typos.. I should get some sleep :D

Edited by Blark, 01 January 2013 - 11:15 AM.


#277 MasterBLB

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Posted 01 January 2013 - 11:26 AM

Thanks mate!Right now your online mechlab is awesome,but with mentioned changes(and more) it'll be totally butt-kicking :huh:

About Heat Efficienty - I totally agree it is not the best indicator,but it is the only one we have in game.So it won't be bad to keep it anyway,especially you still have source code for it.

Btw - could someone explain me what the current indicator means?Ex for my mech it says it's 40%
http://mwo.smurfy-ne...0ff180499ce6981

#278 Blark

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Posted 01 January 2013 - 11:47 AM

View PostMasterBLB, on 01 January 2013 - 11:26 AM, said:

Thanks mate!Right now your online mechlab is awesome,but with mentioned changes(and more) it'll be totally butt-kicking :huh:

About Heat Efficienty - I totally agree it is not the best indicator,but it is the only one we have in game.So it won't be bad to keep it anyway,especially you still have source code for it.

Btw - could someone explain me what the current indicator means?Ex for my mech it says it's 40%
http://mwo.smurfy-ne...0ff180499ce6981


First off, not to cause confusion: I'm not smurfy, its all his work, I merely try to help with testing, feedback and communication as much as I can :P

You have a point regarding heat efficiency and It is also my opinion that It is useful because people like to see what they see in-game, but I also understand smurfys reasoning for removing it, and in the end it's his decision, but be assured: he takes every feedback into consideration.

ps: the cooling efficiency is the quotient of heat/sec your weapons generate and heat/sec your heat-sinks dissipate:
It means that if you are at 100% you are heat neutral, you can fire your weapons all the time without ever overheating (ambient temperature is not accounted for yet though (caustic, ice maps)); if you are at 20% you can fire your weapons 20% of the time without overheating and therefore have only a 20% theoretical max dps, and so on.

Edited by Blark, 01 January 2013 - 11:47 AM.


#279 ApolloKaras

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Posted 01 January 2013 - 12:01 PM

Gentlemen this tool is amazing, good to see people in the community contributing :huh:

Only found one little thing the max sustained DPS gives you a NaN reading when you throw TAG on, not that big of a deal just remove the TAG lol.


Again thanks for your hard work!

EDIT: Why the hell isn't this pinned.... lol

Edited by Saxie, 01 January 2013 - 12:11 PM.


#280 smurfynet

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Posted 01 January 2013 - 12:34 PM

View PostSaxie, on 01 January 2013 - 12:01 PM, said:

Only found one little thing the max sustained DPS gives you a NaN reading when you throw TAG on


Thanks, for that report, will be fixed with the next release (aka tomorrow)

Edited by smurfynet, 01 January 2013 - 12:34 PM.






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