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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#341 Galorin

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Posted 09 January 2013 - 03:49 AM

View Postsmurfynet, on 09 January 2013 - 02:00 AM, said:


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.


Figures I'd be the first.

I had the fastest engine possible in my RVN, still stock in my HBK, stark differences there. I'd need to look at configs, see if it's possible to twist torso and move arms independent of each other and on only one axis. Really hard to move a mouse on just one axis and even harder to calculate delta-V from screenshots.

Best of luck, sort of wish I had more time and money for that kind of research, it's loads of fun. Maybe we can get a dev to post equations used in code rather than derive with margins for error.

#342 Chuff

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Posted 09 January 2013 - 05:21 AM

Hi Smurfy

Simply awesome

If you can make it into a cellphone app I will buy it right away!!

#343 Kaldor

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Posted 09 January 2013 - 09:12 AM

Great tool!

One thing, is it possible to generate a text file for the build as well as the link? Some times I would rather build it, then look at a text file while I build in game.

Edited by Kaldor, 09 January 2013 - 09:24 AM.


#344 lordkrike

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Posted 09 January 2013 - 09:19 AM

Smurfy,

Could you add the effective Single Heat Sinks to the stats? While it's trivial to compute how many effective SHS you have with X DHS plus the 15% from masteries, it would be nice to see automatically computed for us.

Also, total heat capacity would be pretty easy and useful as well.

#345 Mazgazine1

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Posted 09 January 2013 - 10:52 AM

Can you include an option to apply basic cooling boost and heat threshold boost and of course the "elite" version to? I would like to know how much this would affect the cooling calculations.

#346 MaddMaxx

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Posted 09 January 2013 - 02:16 PM

Having an issue with the Site retaining the password setting. I was required to change it every visit in the last 2 days.

Edited by MaddMaxx, 09 January 2013 - 02:16 PM.


#347 Blark

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Posted 09 January 2013 - 10:12 PM

View PostMaddMaxx, on 09 January 2013 - 02:16 PM, said:

Having an issue with the Site retaining the password setting. I was required to change it every visit in the last 2 days.


We have seen this only once before so far and the user realized that he was trying to use his email as the username.
Could that be the problem as well? (Username=!Email) :(

Edited by Blark, 09 January 2013 - 10:47 PM.


#348 1stBEAST

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Posted 09 January 2013 - 11:56 PM

me likes it very much :-D

#349 Crashingmail

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Posted 10 January 2013 - 04:21 AM

Hey Smurfy, i saw you also entered the engine prices. Did u manage to get the formular for calculate or did u write down each engine price on your own ?

#350 Quicksilver Aberration

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Posted 10 January 2013 - 04:30 AM

View PostCrashingmail, on 10 January 2013 - 04:21 AM, said:

Hey Smurfy, i saw you also entered the engine prices. Did u manage to get the formular for calculate or did u write down each engine price on your own ?

Ironically smurfy inspired me to figure it out finally; it is a weird formula, very weird.
XL Cost = (16333 & 1/3 * Engine Rating) - (83 & 1/3 * (10 - Engine Heat Sinks <= 10))
Std Cost = (6133 & 1/3 * Engine Rating) - (33 & 1/3* (10 - Engine Heat Sinks <= 10))

#351 Crashingmail

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Posted 10 January 2013 - 04:40 AM

Thx MI, i got crasy regarding this formular.

#352 Aym

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Posted 10 January 2013 - 04:48 AM

This really should be referenced in the new player area so they can test out builds w/out buying upgrades like artemis, endo, and FF just to have to pay to remove them.

#353 smurfynet

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Posted 10 January 2013 - 04:59 AM

View Postmajora incarnate, on 10 January 2013 - 04:30 AM, said:

Ironically smurfy inspired me to figure it out finally; it is a weird formula, very weird.
XL Cost = (16333 & 1/3 * Engine Rating) - (83 & 1/3 * (10 - Engine Heat Sinks <= 10))
Std Cost = (6133 & 1/3 * Engine Rating) - (33 & 1/3* (10 - Engine Heat Sinks <= 10))


i have all data in my own little xml file but snib gave me also part of the formula (missing hs price alteration) :D
i missed some of the higher engine prices and added them manually :D

#354 Bad Brad Keselowski

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Posted 10 January 2013 - 05:27 AM

Heya, thank you for your tool, it is a really big help!

I think the number of missile tubes in the Atlas AS7-K and AS7-D-DC are wrong. They should be 10 and 16 instead of 20 and 26. Not only does the mech have 10/16 tubes when you count them in the mech lab, also does the K with an LRM 20 fire 2x10 and the D-DC with 3LRM 15 fire three times when triggering all of them.

Or do I get something completely wrong with missile tubes?

#355 smurfynet

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Posted 10 January 2013 - 05:40 AM

View PostBad Brad Keselowski, on 10 January 2013 - 05:27 AM, said:

I think the number of missile tubes in the Atlas AS7-K and AS7-D-DC are wrong.


Hi,
the missile tube count is not directly in the game files, but as i (and many others) understand it, the missile tube has a 1:1 correlation to the missile based weapon in the stock loadout of the mech.

which is a lrm20 + srm6 for the ddc and one lrm 20 for the k, which results in 26 / 20 missile tubes.

of course i could be incorrect, because as i said the value 20 or 26 is not directly in the game files :D

--
smurfy

#356 Bad Brad Keselowski

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Posted 10 January 2013 - 09:01 AM

Thanks for the fast answer! I didn't know that. But though I'm still a bit sceptical. Let me clarify first, I have no in depth knowledge of this game, only empirical observations and a lot of experience with LRM.

I'm sorry to ask you these stupid questions: If I shoot an LRM20 and my mech has 20 missile tubes, then it fires it all at once? If I shoot an LRM20 and my mech has 10 missile tubes, then it fires twice?

When you can answer both questions with yes, there's a high probability, that I am correct and the D-DC and K variant have 10 tubes less than in the smurfynet Mechlab. (It would also mean a Catapult C4 has at least 30 tubes per arm, I tried a LRM15x2/LRM15x2 yesterday, they were fired all at once).

#357 TheSupergeek

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Posted 10 January 2013 - 09:08 AM

Site is down for me.

http://www.downforeveryoneorjustme.com concurs.

#358 smurfynet

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Posted 10 January 2013 - 09:26 AM

I see, it seams the virtual server ran out of memory ;)
i will increase it and start it again.

will be up soon

Edit: its up again, now has 1024 MB ram instead of 512 MB should work better now. sorry about the downtime.

Edited by smurfynet, 10 January 2013 - 09:32 AM.


#359 MaddMaxx

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Posted 10 January 2013 - 09:41 AM

View PostBlark, on 09 January 2013 - 10:12 PM, said:


We have seen this only once before so far and the user realized that he was trying to use his email as the username.
Could that be the problem as well? (Username=!Email) ;)


Yup. If they used my brain matter as Mech armor, it would be the densest stuff ever seen in the IS. LOL :(

Q: Why does it populate that field with email sometimes?

#360 smurfynet

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Posted 10 January 2013 - 09:54 AM

View PostMaddMaxx, on 10 January 2013 - 09:41 AM, said:

Q: Why does it populate that field with email sometimes?


i think it could be the browser and its username/password remember function.

but good news, with the next update the site should no longer care if you insert your username or your email ;)

Bad Brad Keselowski said:

Missile tubes are stupid :( (not the real quote)


Yea it seams you are right, i currently looking at the model files and there are only 10 missile tubes in the model, but i don't think i can read this values. so i guess i need to hardcode/store the missile tube values in my own files.
but before i do that i will do some tests with my ddc aswell.





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