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smurfy mechlab guide

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#321 AkuPyro

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Posted 06 January 2013 - 02:38 PM

I may have missed it if it is here already, but I was wondering if some kind of warning can be displayed for Mechs with under 10 HS. Made this kick*** load out the other day on the site, got enough cash to make it in game and BAM! Cryptic cannot launch error message from MWO! Now, this is much a problem as the devs need to put actual useful information in that error more than the Smurfy-MechLab, but none the less, it would be a nice warning to not build a non-usable load out It would appear that you need 10 total HS in a build. I could be wrong, but that is what I found after digging into the issue. I can make the build, but cannot launch with it. Kind of like how I can save a build in MWO with no engine, but not launch. Was totally bummed as the efficiency was spot on with just the engine. Well, the engine had 8, so I had to add two HS before I could launch. Just might want to have some kind of check to make sure people run into the same kind of mock build/can't launch it issue. Again, thanks for the site, the work you do. Also, props on the item prices; thank you very much from a mock builder.

Edit: I did notice the color change on the HS count but didn't think anything of it at first. It make sense why It goes red now, knowing what I know. Seeing as I did not know that when I made that build, maybe a tool tip type note on hover, or under it? You already have it in the code though, so cool beans. I just didn't catch the meaning as it was a subtle change. Thanks again for the work you do.

Edited by AkuPyro, 06 January 2013 - 02:44 PM.


#322 smurfynet

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Posted 06 January 2013 - 03:19 PM

Just updated again, fixed a small bug i missed and added cbill costs also on the engine popup for the mechs at the stats page.

@AkuPyro:

yes this one was already mentioned and one of my next steps will be adding warnings/errors for such sort of errors. (no engine, < 10 hs...)

#323 Blark

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Posted 06 January 2013 - 10:48 PM

Huh, I thought the corresponding error message was in already :)

Anyway, "unfinished" builds should still remain savable imo.

#324 LethalRose

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Posted 06 January 2013 - 11:11 PM

I'm sure you've already heard this but please add additional metrics.

#325 zudukai

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Posted 06 January 2013 - 11:45 PM

can you/anyone confirm* (*proof/numbers) that engine dual heatsyncs run at 2.0 vs 1.4 outside?

#326 smurfynet

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Posted 07 January 2013 - 12:12 AM

View Postzudukai, on 06 January 2013 - 11:45 PM, said:

can you/anyone confirm* (*proof/numbers) that engine dual heatsyncs run at 2.0 vs 1.4 outside?


yes, the in engine dbl. heatsinks run at 2.0. i also use this values in my mechlab for the cooling eff. calculation.

#327 zudukai

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Posted 07 January 2013 - 12:16 AM

View Postsmurfynet, on 07 January 2013 - 12:12 AM, said:


yes, the in engine dbl. heatsinks run at 2.0. i also use this values in my mechlab for the cooling eff. calculation.

what about the extra slots?

#328 smurfynet

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Posted 07 January 2013 - 12:36 AM

nope, only the in engine, so max 10

#329 zudukai

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Posted 07 January 2013 - 12:41 AM

View Postsmurfynet, on 07 January 2013 - 12:36 AM, said:

nope, only the in engine, so max 10

Can you show us? i agree with you after a bunch of testing but i would like to see numbers and lines if you could be so kind.

#330 Kmieciu

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Posted 07 January 2013 - 12:47 AM

View Postzudukai, on 07 January 2013 - 12:41 AM, said:

Can you show us? i agree with you after a bunch of testing but i would like to see numbers and lines if you could be so kind.



#331 zudukai

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Posted 07 January 2013 - 07:25 AM

View PostKmieciu, on 07 January 2013 - 12:47 AM, said:



no i mean extra syncs within engine slots, that is the stat in question.

#332 Snib

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Posted 07 January 2013 - 08:28 AM

View Postzudukai, on 07 January 2013 - 07:25 AM, said:

no i mean extra syncs within engine slots, that is the stat in question.

Pretty sure that was tested somewhere, also there's a dev post, and finally you can see from the client files that smurfy uses to generate his site that engine heatsinks and additional heatsinks are entirely separate entities with different stats.

#333 Allen B Caldwell

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Posted 07 January 2013 - 10:06 PM

Dont know if its been reported yet or not but accedentaly saved the same build twice to the Mech bay and canot delete either of the Mech profiles.

thanks other wise absolutley out standing work...

#334 smurfynet

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Posted 07 January 2013 - 10:39 PM

View PostAllen B Caldwell, on 07 January 2013 - 10:06 PM, said:

Dont know if its been reported yet or not but accedentaly saved the same build twice to the Mech bay and canot delete either of the Mech profiles.

thanks other wise absolutley out standing work...


hm, normaly you are not able to add the same mech twice to the mechbay. (tested it) And removing from the mechbay works for me too.

the saved and shared mech itself is not deleteable. so even if you remove the mech from your mechbay the mech configuration itself and the link to it still exists.

if you still have problems with the mechbay or the site, please pm me your username there and which mechs you are talking about and i can take a look.

smurfy

#335 Blark

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Posted 07 January 2013 - 10:41 PM

View PostAllen B Caldwell, on 07 January 2013 - 10:06 PM, said:

Dont know if its been reported yet or not but accedentaly saved the same build twice to the Mech bay and canot delete either of the Mech profiles.

thanks other wise absolutley out standing work...


This should not be possible: any mechbuild, regardless of who creates it, is only saved once in the database, and It should not be possible to add the same mechbuild (with the same id) to your mechbay again.

Edit: smurfy was faster, should have refreshed :P

Edited by Blark, 07 January 2013 - 10:42 PM.


#336 Jungle Rhino

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Posted 08 January 2013 - 02:54 PM

Something is not quite right with the heatsinks. I had an AWS-8Q fitted with 31 single heatsinks (9 in engine + 22) and I upgraded it to 21 DHS (11 in engine + 10) but my reported heat efficiency in the MWO mechlab has gone down?

According to Smurfy it should have gone up?

I don't think the DHS in the engine are counted as double anymore?

#337 Grey Ghost

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Posted 08 January 2013 - 10:23 PM

The MWO Mechlab to my knowledge has not been reporting the correct heat scale for some time now.

Edited by Grey Ghost, 08 January 2013 - 10:24 PM.


#338 Carmaga

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Posted 09 January 2013 - 01:19 AM

This is beautiful! Thank you so much! =^.^=

#339 Galorin

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Posted 09 January 2013 - 01:39 AM

Love it, been using it to try to optimize sustained DPS before dropping money on new chassis. I'd like to see one addition to the torso and arm movement chart, haven't read all 17 pages to see if it was already mentioned, quick search didn't show it...

I would like to know torso and arm movement Angular velocity along with the range of movement.

I have noticed the HBK moves arms and torso a lot slower than the RVN I am used to piloting. The range of motion was one deciding factor for me, but knowing how quickly a mech can get from one extreme to the other would be really useful in deciding.

#340 smurfynet

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Posted 09 January 2013 - 02:00 AM

View PostGalorin, on 09 January 2013 - 01:39 AM, said:

I would like to know torso and arm movement Angular velocity along with the range of movement.


you are the first :). About the speed of movement, its based on engine-size.
Check out http://mwomercs.com/...-mech-rotation/
i skimmed over the post and thinking about contributing and if possible adding some of the formulas to my site.





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