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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#821 Grey Ghost

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Posted 21 June 2013 - 04:57 PM

View Postskarrd, on 19 June 2013 - 10:43 AM, said:

quick note that i noticed on the stats for the QKD-4H is that it lists as being 10 missile tubes in the left torso.

View PostGrey Ghost, on 15 May 2013 - 12:38 PM, said:

Missile ports in this game apparently follow two rules.
1. The origin point for launching.
2. The limit for how many missiles that can be fired each salvo per each missile launcher. (but not as a whole)

In the case of the AS7-D LRM's will always fire from it's 10 LRM missile ports. So a LRM20&15 will need to fire in two waves (salvo) because they are larger. However, 2 LRM10's will fire simultaneously because they are individually equal to the number of missile ports.

MW:O sets limits per individual missile launchers, but ignores them as a whole. Which is why 2 SRM4 in a JR7-D fire simultaneously (4 missile ports), but one SRM6 fires in two waves. It's nonsensical, but that is just the way it is.

So smurfy's site is right, it has 10 missile tubes.

#822 HoppinRaven

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Posted 28 June 2013 - 08:50 AM

Very nice work! I enjoy this mechbay verily much as it gives quite a bit of extra info.

That said: I am finding myself searching for a mechlab interface with everything on a single page. Unfortunately Smurfy (and Mechromancer) both spread that info across several pages. Which is annoying if you wish to see the effects instantly of tweaks and changes as it keeps you loading page after page trying small tweaks.
I would very much like all the info on a single screen, instant refreshes when tweaks are done and smaller graphical presentation to show the effects besides the calculated numbers and (approx) times.
I realize that not everyone has a big screen (1920x1200) and that working it out so that it all fits on one page is not a cake walk: still I am asking if you could do this.
To accommodate more people you could even put in a settings for the page setup so that people with smaller screens can select multiple page buildup and such possibles. Yes, again I realize that that is still more work. Sorry. Though I really do hope that you can see the potential of such a layout. Would it be possible to do this?

:huh: Would appreciate this very much!

#823 HlynkaCG

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Posted 29 June 2013 - 11:12 AM

Seeing as we have thier hardpoints, engine ratings, etc... would it be possible to add the the Project Phoenix Mechs? Perhaps under a separate "coming soon" tab?

#824 smurfynet

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Posted 29 June 2013 - 03:23 PM

View PostHoppinRaven, on 28 June 2013 - 08:50 AM, said:

Very nice work! I enjoy this mechbay verily much as it gives quite a bit of extra info.


What infos do you miss, i tried to add as much infos to the left bar as possible. what stats/infos do you want to see there too?

#825 FEK315

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Posted 29 June 2013 - 04:47 PM

This is AWESOME!!!!!
will you be adding the Shadow Hawk soon?

#826 smurfynet

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Posted 30 June 2013 - 03:07 AM

View PostFEK315, on 29 June 2013 - 04:47 PM, said:

This is AWESOME!!!!!
will you be adding the Shadow Hawk soon?


thank you,
and yes the next update will contain the 4 project phoenix mechs aswell.

Phil

#827 Grey Ghost

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Posted 30 June 2013 - 12:36 PM

Beagle Active Probe's tooltip needs to be updated to reflect it's effect on ECM.

Quote

Beagle Active Probe

- Now counters ECM within 150m.
- BAP will only counter 1 enemy ECM 'Mech within its range
- A Mech that equips both ECM and BAP will only receive the sensor range bonus and the ability to detect powered down Mechs from BAP. Other BAP features gets overridden by the active ECM.


#828 Nacon

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Posted 30 June 2013 - 09:29 PM

View Postsmurfynet, on 30 June 2013 - 03:07 AM, said:


thank you,
and yes the next update will contain the 4 project phoenix mechs aswell.

Phil


Hope you realize this means adding the pods. Problem is... how will they handle the pod's critical slots? Guess we won't find out till they add them in.

#829 smurfynet

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Posted 02 July 2013 - 02:19 AM

View PostGrey Ghost, on 30 June 2013 - 12:36 PM, said:

Beagle Active Probe's tooltip needs to be updated to reflect it's effect on ECM.


The current tooltips are from the game not written by me, but i can have a look in adding an extended description

View PostNacon, on 30 June 2013 - 09:29 PM, said:

Hope you realize this means adding the pods. Problem is... how will they handle the pod's critical slots? Guess we won't find out till they add them in.


Currently i tried to add a realistic stock loadout, but before we get more infos about the mechs / changes to come this is the best i can do.

#830 Mathinus

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Posted 02 July 2013 - 05:22 AM

If I understood correctly amount of tubes on missile hardpoint states max possible amount, if yes then:
HGN-733C left arm missile hardpoint have 10 tubes instead of 6 and 2 left torso ones are 20+10

#831 smurfynet

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Posted 02 July 2013 - 05:36 AM

I pushed an update (primarily phoenix mechs) and did a server switch 4 hours ago.
With todays game-update i probably will release updated missile tube infos. (thanks to drillson)
I'm not 100% sure the tubes update comes with the next update, because auf probable layout problems but i try to include it.

#832 ShadowbaneX

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Posted 02 July 2013 - 10:42 AM

View Postsmurfynet, on 30 June 2013 - 03:07 AM, said:

thank you,
and yes the next update will contain the 4 project phoenix mechs aswell.

Phil


Great interface that I use a lot for mech building, but I was looking at the Project Phoenix mechs, and I noticed something's off. The max armour values are off for the Locust and the Shadow Hawk.

Edit: actually, looking more in to it, it's the legs, at least on the Shadow Hawk. For the Locust it looks like the Side Torsos & the Legs are a little high.

Edited by ShadowbaneX, 02 July 2013 - 10:50 AM.


#833 bOcy

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Posted 03 July 2013 - 01:49 AM

Sorry if I'm wrong, the dps for lasers ..eg. large laser = 9 divide by 3.25 = 2.769 but your data indicate 2.12

#834 smurfynet

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Posted 03 July 2013 - 02:38 AM

for lasers you need to factor in the duration aswell.

#835 Sergestorms

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Posted 08 July 2013 - 11:57 AM

I was trying to build out an Atlas -K to match the Mechlab site and can't do it due to weight. I'm noticing that the stripped weight on the website is 10 tons and in the game its 28.5 tons. I found it to be the same on the Atlas D-DC and RS. I don't have the D but assume it's the same. On the site all builds of the Atlas show a stripped weight of 10 tons.

#836 smurfynet

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Posted 09 July 2013 - 06:47 AM

View PostSergestorms, on 08 July 2013 - 11:57 AM, said:

I was trying to build out an Atlas -K to match the Mechlab site and can't do it due to weight. I'm noticing that the stripped weight on the website is 10 tons and in the game its 28.5 tons. I found it to be the same on the Atlas D-DC and RS. I don't have the D but assume it's the same. On the site all builds of the Atlas show a stripped weight of 10 tons.


The 10 tons are correct, based on the information you provided i guess you missed the armor of your mechs. 28.5 is almost the amount of an empty atlas with stock armor.

Phil

#837 Sergestorms

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Posted 09 July 2013 - 05:49 PM

View Postsmurfynet, on 09 July 2013 - 06:47 AM, said:

The 10 tons are correct, based on the information you provided i guess you missed the armor of your mechs. 28.5 is almost the amount of an empty atlas with stock armor.

Phil


Doh!!! Thanks for that. I was just going in and knocking off all the items, but yes, forgot the armor.

#838 smurfynet

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Posted 11 July 2013 - 09:35 AM

Pushed some small improvements over the last couple of days.
For example showing more Quirks on the mainpage after clicking the Arm/Torso angles, also showing the max engine size directly in the list.

Also the main page has the Public Test data now (primarly the heat penalties)
Accessable via the version dropdown or here: http://mwo.smurfy-ne...ats/public-test

Edit: Pushing another update right now, with CB prices for Victor and JJ Class 2.

I also have a question, is there any interest in seeing the available paint colors or cockpit items in a list on the mainsite? I have no use for this infos personaly but maybe some of you guys want that info ;)

Phil

Edited by smurfynet, 11 July 2013 - 09:51 AM.


#839 Nothing Whatsoever

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Posted 11 July 2013 - 02:31 PM

First, I have to say your site is awesome, it keeps getting better. Thank you for your work.


Second, I had a question, with modules like Seismic Sensor, is there a way that we can see if there are speed thresholds in any game files where the module could be tricked, so that one does not appear as a blip on the enemy minimap?

Again, I really appreciate the work you keep putting into your site.

Cheers

#840 Goose

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Posted 16 July 2013 - 12:38 PM

It's gon'a take a whole new page on this sight to explain the new heat penalty, ain't it?





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