


Online Mechlab, Maps, Stats And Data
#381
Posted 15 January 2013 - 04:24 PM

#382
Posted 15 January 2013 - 04:37 PM
#383
Posted 15 January 2013 - 05:59 PM
Butane9000, 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)
Crashingmail, on 15 January 2013 - 04:37 PM, said:
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
Posted 15 January 2013 - 06:23 PM
#385
Posted 15 January 2013 - 09:23 PM
#386
Posted 15 January 2013 - 10:34 PM
Butane9000, on 15 January 2013 - 04:00 PM, said:
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.
LarkinOmega, on 15 January 2013 - 06:23 PM, said:
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.
Kingdom Come, on 15 January 2013 - 09:23 PM, said:
Engine heatsinks are 2.0, "external" heatsinks are 1.4.. unless of course something has been changed recently

#387
Posted 15 January 2013 - 11:13 PM
#388
Posted 16 January 2013 - 04:03 AM
It's simple to use and give all the informations i need.
Thank you.
#389
Posted 16 January 2013 - 01:31 PM
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
Posted 16 January 2013 - 03:49 PM
smurfynet, on 15 January 2013 - 12:46 PM, said:
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.
Butane9000, on 15 January 2013 - 04:00 PM, said:
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
Posted 17 January 2013 - 01:59 AM
Butane9000, 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
Posted 17 January 2013 - 09:24 AM
- Aerlock
#394
Posted 17 January 2013 - 11:13 AM
http://mwo.smurfy-ne...f3f458e2160288d
#396
Posted 17 January 2013 - 11:41 AM
#397
Posted 17 January 2013 - 11:42 AM
#399
Posted 17 January 2013 - 12:00 PM
Flapdrol, on 17 January 2013 - 11:41 AM, said:
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.
3rdworld, on 17 January 2013 - 11:43 AM, 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).
#400
Posted 17 January 2013 - 12:05 PM
smurfynet, 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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