This would be particularly useful as I mainly use Smurfy to compare loadouts/variant configs as I'm sure most people do.
Online Mechlab, Maps, Stats And Data
#481
Posted 02 February 2013 - 01:20 AM
This would be particularly useful as I mainly use Smurfy to compare loadouts/variant configs as I'm sure most people do.
#482
Posted 02 February 2013 - 01:20 AM
Psiclone, on 01 February 2013 - 09:37 AM, said:
Search for builds using filters as well as more community functions are planned if I'm not mistaken
Toadflakz, on 02 February 2013 - 01:20 AM, said:
This would be particularly useful as I mainly use Smurfy to compare loadouts/variant configs as I'm sure most people do.
Naming mechs in your mechbay should be available shortly, displaying dps and heat eff. is a good Idea, but a bit of a space problem in the current mechbay popup layout I imagine
Edited by Blark, 02 February 2013 - 01:22 AM.
#483
Posted 02 February 2013 - 02:20 AM
Blark, on 02 February 2013 - 01:20 AM, said:
Shortly is NOW: i just released an update.
New:
* Nameing your mechs in mechbay now available (default the mechs name)
* Adding more infos to Weaponlab
* Fixed Weaponlab/Stats bug with machine guns
* Showing GXP costs for pilot modules on stats page.
* Fixed bug with missile tube count calculation. (but they are still off a bit)
#484
Posted 02 February 2013 - 05:21 AM
Also, a question about how the Max DPS calculation works - is it a simple sum of the individual weapon DPS values?
If so, there might be a bug as I've added 3 AC/2 (individual DPS of 4) and it's not reflecting a Max DPS of 12, which is why I'm asking.
Edited by Toadflakz, 02 February 2013 - 05:22 AM.
#485
Posted 02 February 2013 - 06:25 AM
Toadflakz, on 02 February 2013 - 05:21 AM, said:
If so, there might be a bug as I've added 3 AC/2 (individual DPS of 4) and it's not reflecting a Max DPS of 12, which is why I'm asking.
yes it is a sum of all weapons dps.
the max dps is shown clearly in the weaponlab, but also in the stats bar as "max dps". the value you are probably looking at is the "max substained dps", which is if you dont have enought heatsinks a fraction of the max dps. (which is the max value in the bar)
hope this clears things up.
#486
Posted 03 February 2013 - 12:19 AM
#487
Posted 03 February 2013 - 06:00 AM
#488
Posted 03 February 2013 - 04:28 PM
#489
Posted 04 February 2013 - 02:43 AM
#491
Posted 04 February 2013 - 03:47 AM
Probably a bit less verbose in reality, but the rather arbitrarily chosen simple values such as alpha, cooling efficiency etc. will become very concrete when you can compare directly to other people's designs. Average and mean values might provide some fairly interesting data, I think.
Also you could provide people with ways of rating their own and perhaps others' public designs and once we have enough userbase, the rating could be used statistically ("This 'mech is hotter than 96% of 'designs rated **** or above").
#492
Posted 04 February 2013 - 03:52 AM
For statistics work it might be useful to at least be able to tag the designs, for example a "just fooling around" as the default choice and then perhaps "this is actually a viable design", "I built this in MWO and tested it" and "I use this extensively" and perhaps "<3". Ideally there should at least be a way to not count the fooling around -builds into any statistics.
#493
Posted 04 February 2013 - 10:26 AM
I like the suggestions, but in order to to implement them, we would first need to define what "street legal designs" are, for this to work we would first need a search and more community functions I think (i.e. a way to find builds and comment/rate them).
I'll talk it over with smurfy as soon as hes well again.
#494
Posted 04 February 2013 - 11:47 AM
I'm using the latest FireFox on Windows 7.
#495
Posted 04 February 2013 - 12:00 PM
#496
Posted 05 February 2013 - 12:53 PM
also optimized map display a bit
#497
Posted 06 February 2013 - 12:37 AM
- Cool Run
- Heat Containment
- Elite x2 Bonus
- Fast Fire
Edited by Grey Ghost, 06 February 2013 - 12:51 AM.
#498
Posted 06 February 2013 - 10:17 AM
Grey Ghost, on 06 February 2013 - 12:37 AM, said:
- Cool Run
- Heat Containment
- Elite x2 Bonus
- Fast Fire
i think i will add that. only about the elite x2 bonus. dont know if i should add it. mainly because most of the elite x2 multiplication dont work. (at least in my expirience).
phil
#499
Posted 07 February 2013 - 06:47 AM
Test case
http://mwo.smurfy-ne...3dd7827733293b0
I've tested this with a few mechs and in Firefox and Chrome and it seems that you can't move an already placed jump jet to another valid location on the mech under some conditions. You you click to drag the existing jump jet all the other locations show as red. The key seems to be that it only happens if the mech has the maximum number of jump jets installed. In the posted test case if you remove one jump jet and then try to drag one of the remaining ones it works fine.
I would guess this is because jump jets reuse the same valiation code as weapons - with weapons the [max #] value is location specific, so you can only drag to locations with a free hardpoint (if you are dragging from a location with all the hardpoints filled it appears in red which isn't a problem, just an inconsistent UI). However since jump jets use a global count it's causing this bug.
Perhaps the weapon inconsistenty could be considered a bug too - if you drag a weapon from a location with all hardpoints filled it is red, but drag it from a location with a free hardpoint and it shows green. There is no effect on actual use (dragging it to the same location does nothing) but it is inconsistent.
#500
Posted 07 February 2013 - 09:32 AM
Background:
moving items has been added a while back but not in the beginning.
moving is basically a add a new item without tonnage check.
i did not factor the jj in.
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