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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#421 Blark

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Posted 20 January 2013 - 04:31 AM

View PostWintersdark, on 19 January 2013 - 03:12 PM, said:

Yup. I just wasn't trying hard enough. It's terribly laggy but possible.

Is it at all possible to get click-to-select and click-to-place?


It can be difficult do hit the right spot to drag ^^
Anyway, smurfy told me he's gonna look into a way to make click-to-place work.

View PostARTIEthestrongestmanINTHEWORLD, on 20 January 2013 - 03:02 AM, said:

nice utility, thanks for it
two problems:

1) weight values of final builds are off by as much as five tons in some cases
2) doesn't implement engine heatsink requirements, so you can have a valid build in your mechlab but not in-game


1) I've tried hundreds of builds in the mechlab, weight fits pretty nicely every time.
Can you post any build you see this discrepancy with? Have you checked upgrades and armor values?

2) The heatsink count is red if you are below 10hs, indicating that you don't have enough.
And there will be a warning when saving those builds; but it is intended that you can save unfinished builds.

#422 Wintersdark

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Posted 20 January 2013 - 10:46 AM

Feature Request:

a- Make a banner/obvious notification showing when a build is unplayable, and highlighting the reasons why (No engine, insufficient heat sinks, over weight)

b- Allow players to push mech builds over weight while building them, so you can add weapons then reduce weight elsewhere to make the build legal. Highlight the Weight field in top left red as you do with the heatsink field when there are insufficient heat sinks as well. This requires an obvious banner/notification however, or it would lead to confusion.

Edited by Wintersdark, 20 January 2013 - 10:47 AM.


#423 ThunderOverWater

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Posted 20 January 2013 - 06:05 PM

Great utility, thanks for making it. It's better than the in-game Mechlab.

One request: consider optimizing it for smaller touch devices. Click-to-place would help; so would hardpoints listed on the next line so the stats columns are narrower. The floating bar doesn't handle zoom well. Mech build ideas occasionally come to me at odd times or while in game.

PGI should hire you and make this official.

#424 Ryebear

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Posted 21 January 2013 - 06:39 PM

I would like to see a damage til overheat stat. Some builds aren't built around sustained damage but rather intense short term damage with a cool down period.

#425 Hakkukakt

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Posted 22 January 2013 - 12:05 AM

hello

great work and very useful

just one problem i have found :

- when you enable the Artemis option, the Missile Launcher dont reflect the change on tonnage and number slot on the list on the right ... but it's reflected ok when you put it on the slot of mecha.

#426 MustrumRidcully

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Posted 22 January 2013 - 01:20 AM

View PostRyebear, on 21 January 2013 - 06:39 PM, said:

I would like to see a damage til overheat stat. Some builds aren't built around sustained damage but rather intense short term damage with a cool down period.

That's actually a good idea! I like it.

Edited by MustrumRidcully, 22 January 2013 - 01:20 AM.


#427 smurfynet

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Posted 22 January 2013 - 03:12 AM

View Postcolorado, on 20 January 2013 - 06:05 PM, said:

One request: consider optimizing it for smaller touch devices. Click-to-place would help; so would hardpoints listed on the next line so the stats columns are narrower. The floating bar doesn't handle zoom well. Mech build ideas occasionally come to me at odd times or while in game.


i'm in the process optimizing it for mobile devices, but its not a priority. i added drag and drop support for mobile with the last update and currenty trying out some layout optimizations based on screensize.

View PostRyebear, on 21 January 2013 - 06:39 PM, said:

I would like to see a damage til overheat stat. Some builds aren't built around sustained damage but rather intense short term damage with a cool down period.


i'm currently actively working on a first version of customizable weapon stats. time to overheat is planned, but i did not research a formula for that yet.

View PostHakkukakt, on 22 January 2013 - 12:05 AM, said:

when you enable the Artemis option, the Missile Launcher dont reflect the change on tonnage and number slot on the list on the right ... but it's reflected ok when you put it on the slot of mecha.


Thanks i already noticed that too, will be fixed with one of the next versions.

#428 MustrumRidcully

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Posted 22 January 2013 - 05:06 AM

View Postsmurfynet, on 22 January 2013 - 03:12 AM, said:


i'm in the process optimizing it for mobile devices, but its not a priority. i added drag and drop support for mobile with the last update and currenty trying out some layout optimizations based on screensize.



i'm currently actively working on a first version of customizable weapon stats. time to overheat is planned, but i did not research a formula for that yet.


A formula that gives you the ball park number (but not the precise time to overheat, as it doesn't distinguish between dealing 10 heat every 4 seconds or 5 heat every 2 seconds, but this can make a difference):

Time to Shutdown:
tshutdown = Heat Capacity / (Heat Generated - Heat Dissipation)

I am afraid the math that could describe it more precisely eludes me, but I could probably come up with some kind of algorithm to determine it:


How many shots has a weapon fired after a time t:
nshots[weapon](t) = 1 + ROUND_DOWN(t / tcycle[weapon] )

How much heat has it produced after time t:
hshots[weapon](t) = n(t) * h[weapon]

Now, for an algorithm in pseudo-code

DamageTimeValue timeDamageToShutdown(SmurfyNetMechConfiguration mech) {
  double minTimeInterval = ARBITRARY_INTERVAL; // Probably something like 0.1 seconds.
  double tMaximum = ARBITRARY_HIGH_YET_REASONABLE_CONSTANT; // Probably something like 60.0, if a mech doesn't overheat within 60 seconds, who the frack cares?
  double heatMax = mech.heatCapacity();
  double heatDissipation = mech.heatDissipation();
  double heatTotal = 0;
  double damageTotal = 0;
  double t;
  for(t = 0; heatTotal < heatMax || t < tMaximum; t+=minTimeInterval) {
	heatTotal = 0; // Oops, if I don't do this, I'd miscalculate seriously...
	damageTotal = 0;
	foreach(Weapon weapon in mech.weapons()) {
	  double shotsSoFar =  weaponShots(weapon, t);
	  heatTotal += shotsSoFar * weaponHeat(weapon);
	  damageTotal +=shotsSoFar *  weaponDamage(weapon);
	}
   heatTotal -= heatDissipation * t;
  }
  return new DamageTimeValue(damageTotal, t);
}


Warning, may contain errors. But you get the gist of it. (If you read pseudo-code.)

Edited by MustrumRidcully, 22 January 2013 - 05:18 AM.


#429 Darth Penguin

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Posted 22 January 2013 - 08:54 AM

I love this tool!

One suggestion would be the ability to name a saved loadout and have that name listed within the Mechbay. Thanks!

#430 BertyBargo

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Posted 22 January 2013 - 09:39 AM

Hey smurfy. Here's a request- can you ever add a comment/name system to your mechlab? I have several different but similar builds of the same unit and sometimes I cant remember which is which.

#431 smurfynet

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Posted 22 January 2013 - 09:52 AM

View PostElacou, on 22 January 2013 - 08:54 AM, said:

I love this tool!

One suggestion would be the ability to name a saved loadout and have that name listed within the Mechbay. Thanks!

View PostBertyBargo, on 22 January 2013 - 09:39 AM, said:

Hey smurfy. Here's a request- can you ever add a comment/name system to your mechlab? I have several different but similar builds of the same unit and sometimes I cant remember which is which.



Hi, yes this is planned

#432 BertyBargo

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Posted 22 January 2013 - 10:25 AM

(The thread bugged out. Ignore me)

Edited by BertyBargo, 22 January 2013 - 10:26 AM.


#433 AndyHill

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Posted 22 January 2013 - 12:05 PM

After leveling Ravens and Commandos during the weekend I think it might be appropriate to add a douchebag warning for people who try to design op builds.

#434 Ryebear

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Posted 22 January 2013 - 04:51 PM

Any chance you will let me know how the damage/dps and heat for flamers are calculated? It is oddly one of the only weapons that seems to ALWAYS improve sustained DPS in spite of being seemingly useless in game.

#435 Rudolf Hanley

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Posted 22 January 2013 - 05:14 PM

Very nice job!

Two problems:
1) Cannot delete mechs from mechbay
2) Hit "Add to Mechbay" message says "added to mechbay", but mech not there

#436 zudukai

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Posted 22 January 2013 - 09:35 PM

can you add a button to fill the mech's armor with the available tonnage for the users that like to start their builds weapons first? or engines first?

#437 smurfynet

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Posted 23 January 2013 - 12:58 AM

View PostRyebear, on 22 January 2013 - 04:51 PM, said:

Any chance you will let me know how the damage/dps and heat for flamers are calculated? It is oddly one of the only weapons that seems to ALWAYS improve sustained DPS in spite of being seemingly useless in game.


the flamer is a bit odd (like the machinegun) because you can fire the weapon without delay. as long you are not overheat or run out of ammo.

also i'm not sure if the dps/heat values for this weapons is 100% correct. Ohm lists the flamer with 0.8 instead of 0.4 dont know why he does so. because i find no x 2 multiplier value in the game data.

for heat, machineguns do none so its only an issue with flamers. for them i'm also not sure if my values are correct. some say flamers generate more heat over time. i will test tonight a bit.

View PostRudolf Hanley, on 22 January 2013 - 05:14 PM, said:

1) Cannot delete mechs from mechbay
2) Hit "Add to Mechbay" message says "added to mechbay", but mech not there


hm its a strange problem. what browser do you use. it looks like a caching issue. but the mechbay itself should not be cached.
also interesting to analyse the problem whould be if you are behind a proxy or not.

View Postzudukai, on 22 January 2013 - 09:35 PM, said:

can you add a button to fill the mech's armor with the available tonnage for the users that like to start their builds weapons first? or engines first?


that would be possible i thinking about changing the max armor method that way.

#438 BigJim

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Posted 23 January 2013 - 06:12 AM

Brilliant work mate, simply brilliant - Can't believe I've missed this until now!

#439 smurfynet

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Posted 23 January 2013 - 11:56 AM

Update:

* Added new Hero mech (The deaths knell)
* Added warnings for missing engine / heatsinks
* Added first version of detailed heat and dps stats to mechbay (weaponlab button)

#440 Blark

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Posted 23 January 2013 - 10:36 PM

Like the fist implementation of the weapon lab; now we need some more interesting stats to display :D





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