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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#381 Little Ms Vixen

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Posted 15 January 2013 - 04:24 PM

Wow, you're awsome....thanks you for this!!! :D

#382 Crashingmail

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Posted 15 January 2013 - 04:37 PM

Thats really great, but how do u count the number of tubes for the missile slots ?

#383 LarkinOmega

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Posted 15 January 2013 - 05:59 PM

View PostButane9000, on 15 January 2013 - 04:00 PM, said:


Hey I just started using your mech lab and it's really good. But your math is off in regards to some of the upgrades. I ported over a build I use in MW:O on my Cataphract but it's off by .2 tons.

Here's a link for it. All it appears you need do is adjust your Ferro-Fibrous and regular armor math.


Did you double check all the armor values that you are using in game and those entered on his mech-lab? I've been using it since he launched it and haven't noticed any issues with the numbers (after the rounding errors were evened out)

View PostCrashingmail, on 15 January 2013 - 04:37 PM, said:

Thats really great, but how do u count the number of tubes for the missile slots ?


Manually, based of of visual counting and assumption that stock will have enough tubes to launch all it's missiles. Some may be wrong, but then again we don't completely understand how missiles actually launch in MWO. Personally I've noticed that Multiple launchers under the tube number count all seem to fire at once, rather than in volleys. But if you have 1 launcher on the mech that is too big, it causes all of them to check and fire in multiple volleys.


As for the armor, I like it smurfy. Maybe have the Available (Maximum) above each set of adjusters then just list the current amount in between the adjusters. I really like the new buttons, fields and layout. A small request though, how about a -- and a ++ to minimal and maximal the armor for just that section? With the "maximal" pulling directly from the total available. Would save a few seconds of clicking at times.

I'm gonna go test this on my tablet as well. Feedback to follow.

Edited by LarkinOmega, 15 January 2013 - 06:01 PM.


#384 LarkinOmega

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Posted 15 January 2013 - 06:23 PM

Feels a bit laggy on the tablet. It works, but it seems as if it's taking extra long to figure out that I'm actually pressing where I am pressing. It's workable, but not enjoyable.

#385 Kingdom Come

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Posted 15 January 2013 - 09:23 PM

Love your spreadsheet. The only thing I would check is the heat efficiency with the double heatsinks seems to be set too high compared with that of the game. The double heatsinks in game are 1.4 value, yours appear to be doubled.

#386 Blark

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Posted 15 January 2013 - 10:34 PM

View PostButane9000, on 15 January 2013 - 04:00 PM, said:

Hey I just started using your mech lab and it's really good. But your math is off in regards to some of the upgrades. I ported over a build I use in MW:O on my Cataphract but it's off by .2 tons.

Here's a link for it. All it appears you need do is adjust your Ferro-Fibrous and regular armor math.


Armor was a bit off in the beginning, but I didn't really notice any discrepancy for quite a while now, thx for the link, I'll try it out when I'm back from work myself and report back to smurfy.

View PostLarkinOmega, on 15 January 2013 - 06:23 PM, said:

Feels a bit laggy on the tablet. It works, but it seems as if it's taking extra long to figure out that I'm actually pressing where I am pressing. It's workable, but not enjoyable.


It's the first implementation afaik, smurfy wasn't really able to test it well because he does not have a tablet, but he's planning to test it at the end of the week and make adjustments as necessary.

View PostKingdom Come, on 15 January 2013 - 09:23 PM, said:

Love your spreadsheet. The only thing I would check is the heat efficiency with the double heatsinks seems to be set too high compared with that of the game. The double heatsinks in game are 1.4 value, yours appear to be doubled.


Engine heatsinks are 2.0, "external" heatsinks are 1.4.. unless of course something has been changed recently ;)

#387 LarkinOmega

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Posted 15 January 2013 - 11:13 PM

Hence the feedback since I was able to test it fairly quickly. Honestly I'm happy it's in a usable state.

#388 MrD

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Posted 16 January 2013 - 04:03 AM

Great work here!
It's simple to use and give all the informations i need.
Thank you.

#389 DeadlyNerd

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Posted 16 January 2013 - 01:31 PM

Awesome work on updating it.
1 more addition would be handy. Double click on ammo to open a text box for tonnage input. Confirming the input form would add the amount of chosen ammo starting from legs, then torso, then head, then side torsos and finally arms.

I believe that people rarely finetune(as in move the ammo and heatsinks around) the mechs and rather use the app for checking whether their build would fit into the mech considering tonnage and critical slots.

#390 Mar Helmer

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Posted 16 January 2013 - 03:49 PM

View Postsmurfynet, on 15 January 2013 - 12:46 PM, said:

Stalker: http://postimage.org/image/crmot3w2f/

Sorry if TT rules say otherwise but in MWO its possible.


Ah, I didn't realize. This is definitely an error on the devs' part. Please be on the lookout for this to change to the correct minimum engine size of 170 in a future patch.

View PostButane9000, on 15 January 2013 - 04:00 PM, said:

Hey I just started using your mech lab and it's really good. But your math is off in regards to some of the upgrades. I ported over a build I use in MW:O on my Cataphract but it's off by .2 tons.

Here's a link for it. All it appears you need do is adjust your Ferro-Fibrous and regular armor math.

You messed up your rear CT armor and leg armor. The legs should be 51 each, not 52, and the rear CT should be 28, not 20. That will use up the rest of your tonnage. Smurfy's math is fine.

Edited by Mar Helmer, 16 January 2013 - 03:51 PM.


#391 Kmieciu

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Posted 17 January 2013 - 01:59 AM

View PostButane9000, on 15 January 2013 - 04:00 PM, said:


Hey I just started using your mech lab and it's really good. But your math is off in regards to some of the upgrades. I ported over a build I use in MW:O on my Cataphract but it's off by .2 tons.

Here's a link for it. All it appears you need do is adjust your Ferro-Fibrous and regular armor math.

The in-game mechlab rounds the weingt to make the number look nice. It may show 70 tonnes but yo might actually have 0,19 ton free.

DTW:

SENSOR RANGE appear to have wrong icons.

Edited by Kmieciu, 17 January 2013 - 02:43 AM.


#392 Aerlock

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Posted 17 January 2013 - 09:24 AM

I noticed a bug while playing around with the spiders. The armor on the Left Arm gets set to 10/20 when you choose Max Armor.

- Aerlock

#393 Blark

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Posted 17 January 2013 - 10:32 AM

View PostAerlock, on 17 January 2013 - 09:24 AM, said:

I noticed a bug while playing around with the spiders. The armor on the Left Arm gets set to 10/20 when you choose Max Armor.

- Aerlock


Hm.. strange.
Just tested it, seems to work fine with all variants.

#394 Kingdom Come

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Posted 17 January 2013 - 11:13 AM

As far as the heat efficiency is concerned, I set up a mech on your website and an identical mech within the game. The heat efficiency on your website stated 1.34 and the game stated 1.2.
http://mwo.smurfy-ne...f3f458e2160288d

#395 smurfynet

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Posted 17 January 2013 - 11:33 AM

View PostKingdom Come, on 17 January 2013 - 11:13 AM, said:

The heat efficiency on your website stated 1.34 and the game stated 1.2.


huh? i removed the heat eff. number two weeks ago or so.

#396 Flapdrol

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Posted 17 January 2013 - 11:41 AM

How does your program calculate sustained dps? Adding weapons often makes it worse. I mean you dont have to use the hottest weapons all the time right?

#397 SixstringSamurai

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Posted 17 January 2013 - 11:42 AM

Yeah I can confirm it only has DPS and Cooling Eff which is a percentage not a decimal number.

#398 3rdworld

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Posted 17 January 2013 - 11:43 AM

View Postsmurfynet, on 17 January 2013 - 11:33 AM, said:


huh? i removed the heat eff. number two weeks ago or so.


I can tell you how to calculate the MWO heat efficiency if you want to put it back in.

#399 smurfynet

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Posted 17 January 2013 - 12:00 PM

View PostFlapdrol, on 17 January 2013 - 11:41 AM, said:

How does your program calculate sustained dps? Adding weapons often makes it worse. I mean you dont have to use the hottest weapons all the time right?


currently dps vs. heat, so max burst dps shown as max value, but i'm working on a way to choose which weapon you want to check.

View Post3rdworld, on 17 January 2013 - 11:43 AM, said:

I can tell you how to calculate the MWO heat efficiency if you want to put it back in.


thanks. if its a simple formula yes, last time i've checked you using mod values for weapons. problem is, i don't want to hardcode to much values. (i like to parse as many data from gamefiles as possible).

#400 3rdworld

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Posted 17 January 2013 - 12:05 PM

View Postsmurfynet, on 17 January 2013 - 12:00 PM, said:


thanks. if its a simple formula yes, last time i've checked you using mod values for weapons. problem is, i don't want to hardcode to much values. (i like to parse as many data from gamefiles as possible).


Ya, there are separate values for each weapon that modifies its HPS. The formula is not terrible complicated but if you are wanting to avoid hardcoding values....





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