

Online Mechlab, Maps, Stats And Data
#681
Posted 12 March 2013 - 10:03 AM
I do have one suggestion. Is there any way to display the heat efficiency stats of the mech builds like it does in the MWO mechlab? The cooling efficiency displayed on the smurfy page is not the same thing. While I'm sure cooling efficiency is a good system, we are all more familiar with how hot or cool a build is going to be by the heat efficiency values given in-game. The cooling efficiency on the site is different, and it is harder to tell how the build will translate to a mech in the game.
#682
Posted 12 March 2013 - 10:09 AM
smurfynet, on 07 March 2013 - 01:26 PM, said:
the problem is ferror-fiber. its messes the rounding up

I've noticed this problem on standard armor builds as well, so it's not just a FF issue. If there is an extra point of regular armor on the mech, it won't let you add a one-ton item, even though the tonnage free indicator shows 1.00 ton.
#683
Posted 12 March 2013 - 01:35 PM
Diablobo, on 12 March 2013 - 10:03 AM, said:
I do have one suggestion. Is there any way to display the heat efficiency stats of the mech builds like it does in the MWO mechlab? The cooling efficiency displayed on the smurfy page is not the same thing. While I'm sure cooling efficiency is a good system, we are all more familiar with how hot or cool a build is going to be by the heat efficiency values given in-game. The cooling efficiency on the site is different, and it is harder to tell how the build will translate to a mech in the game.
There was a display similar to the in-game display in the smurfy mechlab, but it got removed for the following reasons:
The in-game heat-efficiency does not seem very representative, while smurfys cooling efficiency is pretty much straight forward.
Also, we do not know the exact formula for the in-game display and the ingame value seems to use discounts for some weapons aswell (3rdworld has the best close to ingame values in his excel mechlab If I'm not mistaken

#684
Posted 14 March 2013 - 08:30 AM
Even if it would be better to just ask for the results in smurfylab format to begin with.
#685
Posted 15 March 2013 - 05:00 PM
AndyHill, on 14 March 2013 - 08:30 AM, said:
Even if it would be better to just ask for the results in smurfylab format to begin with.
I guess they don't want to depend on anything they have no control over.
Anyway, it's an ugly and unclear format, not worth to invest any work into such an export.. then again, thats only my opinion

#686
Posted 16 March 2013 - 01:32 AM
Naturally they can't rely on the smurfylab for their competitions, at least for now, but if given the export option they could have the stuff in the format they want or the smurfylab format. Not hard to guess which one they would prefer in practice. More people would learn of smurfylab's existence, especially at PGI. And this might be one step closer to the goal of getting an "export to MWO" functionality or even online access to your garage through the smurfylab. That would probably require formal co-operation and although I think smurfy would definitely deserve payment for his efforts, it's of course entirely up to him whether or not he's interested in that. I know I wouldn't mind direct online access to my 'mechs.
#687
Posted 18 March 2013 - 07:46 AM
#688
Posted 18 March 2013 - 10:56 AM
Edited by Dibster, 18 March 2013 - 10:57 AM.
#689
Posted 18 March 2013 - 12:03 PM
#690
Posted 18 March 2013 - 03:35 PM
Edited by Dibster, 18 March 2013 - 03:36 PM.
#691
Posted 19 March 2013 - 12:47 AM
Dibster, on 18 March 2013 - 03:35 PM, said:
Hi, yes this would be usefull, but the heat itself will be affected by many things, ambient heat in the map, heatsinks destroyed... so it would be only accurate in a "clean room" scenario, thats the reason i did not already added this.
#692
Posted 19 March 2013 - 04:22 PM
#693
Posted 20 March 2013 - 10:55 AM
#694
Posted 20 March 2013 - 11:04 AM
Dibster, on 19 March 2013 - 04:22 PM, said:
i know the problem, but i dont really have the delay data of how long that takes, so an interesting idea but not really possible to implement right now, sorry.
Doren Snow, on 20 March 2013 - 10:55 AM, said:
I and many other had not such problem. you still can drag items to components where everything is full of "Dynamic somthing". Except if you run out of slots or tons or you simple have not hardpoints.
If you think there is still a bug i would really appriciate some screenshots or more infos what build does not work so i can investigate future.
#695
Posted 21 March 2013 - 06:22 AM
Do you happen to have a handy list of mechs that didn't get the Twist X bonus before the Feb patch that fixed it?
#696
Posted 21 March 2013 - 06:32 AM
Deathlike, on 21 March 2013 - 06:22 AM, said:
Do you happen to have a handy list of mechs that didn't get the Twist X bonus before the Feb patch that fixed it?
every mech with arm yaw 0
Thontor, on 21 March 2013 - 06:28 AM, said:
not yet, but i'm working on it.
#697
Posted 21 March 2013 - 09:00 PM
I think the flamers are back to their old values now.. with this hotfix. There are other issues hidden away however... but it would be helpful to see what those problems/changes are...
#698
Posted 21 March 2013 - 10:06 PM
Deathlike, on 21 March 2013 - 09:00 PM, said:
I think the flamers are back to their old values now.. with this hotfix. There are other issues hidden away however... but it would be helpful to see what those problems/changes are...
working on it right now, it was to late for me yesterday. will be up shortly.
Edit: update is live
Edited by smurfynet, 21 March 2013 - 10:25 PM.
#700
Posted 25 March 2013 - 02:08 AM
Once Artemis is enacted, the extra tons are not shown for the srms.
I did not check the lrms.
love the program
thanks
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