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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

1768 replies to this topic

#961 New Day

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Posted 29 October 2013 - 11:58 AM

View Postsmurfynet, on 20 November 2012 - 01:22 PM, said:


Would you consider adding a button that removes the hardpoint restrictions on mechs (put any weapon any where, only weight/slots matter). Would be nice for speculating.

#962 deadendoregon

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Posted 01 November 2013 - 07:49 PM

Keep up the great work, and thanks.

#963 Jonty Roodnick

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Posted 06 November 2013 - 11:26 PM

Love your work and dedication! keep it up! I use your website all the time.

#964 Curccu

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Posted 06 November 2013 - 11:37 PM

View PostJonty Roodnick, on 06 November 2013 - 11:26 PM, said:

Love your work and dedication! keep it up! I use your website all the time.

Hire this dude...

#965 A Man In A Can

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Posted 10 November 2013 - 07:16 PM

The max number of tubes for the Catapults arms have changed since the Jester patch. At minimum, update the primary missile launchers on each arm to be 1x20 for the C1,C4 and A1, then adjust as necessary for the C4 and A1.

Wonderful work as always, though!

#966 smurfynet

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Posted 11 November 2013 - 12:59 AM

View PostCYBRN4CR, on 10 November 2013 - 07:16 PM, said:

The max number of tubes for the Catapults arms have changed since the Jester patch. At minimum, update the primary missile launchers on each arm to be 1x20 for the C1,C4 and A1, then adjust as necessary for the C4 and A1.


thanks for this info, i will double check and update the site accordingly.

#967 Khobai

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Posted 11 November 2013 - 02:08 PM

Would it be possible to update the mechs and weaponstats page show the slowdown angles for each mech?

#968 Cyberiad

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Posted 13 November 2013 - 12:21 PM

Just a minor thing, but the Pretty Baby should have the missiles labeled 4x2 on the arm instead of just 4.

#969 smurfynet

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Posted 14 November 2013 - 01:53 AM

View PostCYBRN4CR, on 10 November 2013 - 07:16 PM, said:

The max number of tubes for the Catapults arms have changed since the Jester patch. At minimum, update the primary missile launchers on each arm to be 1x20 for the C1,C4 and A1, then adjust as necessary for the C4 and A1.

View PostSiliconLife, on 13 November 2013 - 12:21 PM, said:

Just a minor thing, but the Pretty Baby should have the missiles labeled 4x2 on the arm instead of just 4.


I updated Pretty Baby to 4x2, The Catapults changed more.
C1: 15->20 (up 5 slots)
A1: 15x3->20,10x2 (down 5 tubes and no 3. lrm 15 at once anymore)
C4: 20x2->20, 10 (down 10 tubes)

The gamefiles currently suggest this numbers, if anyone care to check them out, its much appreciated.

View PostKhobai, on 11 November 2013 - 02:08 PM, said:

Would it be possible to update the mechs and weaponstats page show the slowdown angles for each mech?


you mean for climbing hills? its planned for the redesign to show the classification and if i figure out the formula to calculate the slowdown angle, this info as-well.

#970 Itsalrightwithme

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Posted 14 November 2013 - 05:47 AM

Hi Smurfy, great work on your online tool, and thanks once again. From what I'm reading it seems you are re-vamping your effort, that sounds great! May I make a suggestion: can we give name to mechs before we save them into our mechbay?

Thanks again for your great contribution to the community!

#971 Deathlike

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Posted 15 November 2013 - 07:31 PM

View Postsmurfynet, on 14 November 2013 - 01:53 AM, said:

I updated Pretty Baby to 4x2


The RT has its tubes listed as 0. Isn't it still 15 or have things changed?

Edited by Deathlike, 15 November 2013 - 07:31 PM.


#972 smurfynet

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Posted 16 November 2013 - 11:51 AM

View PostItsalrightwithme, on 14 November 2013 - 05:47 AM, said:

Can we give name to mechs before we save them into our mechbay?


i like the idea, with the current design it's not easy to implement, but with the reworking of code i try to add this.

View PostDeathlike, on 15 November 2013 - 07:31 PM, said:

The RT has its tubes listed as 0. Isn't it still 15 or have things changed?


this was an error, i updated the missile tubes via a remote connection and missed the wrong value. Fixed, thanks for the report.

#973 MrLiNcH

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Posted 19 November 2013 - 02:43 PM

Awesome site Smurfy! Love using it.

I was just theory-crafting this bad boy, KTO-18, when I noticed that it was going to cost 5 BILLION with a capital B CBills... It looks like the missile ammos' costs might be off by a few decimals? Or is this by design?

#974 Deathlike

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Posted 20 November 2013 - 12:04 AM

View PostMrLiNcH, on 19 November 2013 - 02:43 PM, said:

Awesome site Smurfy! Love using it.

I was just theory-crafting this bad boy, KTO-18, when I noticed that it was going to cost 5 BILLION with a capital B CBills... It looks like the missile ammos' costs might be off by a few decimals? Or is this by design?


It may have been parsed wrong somehow from the recent patch.

#975 smurfynet

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Posted 20 November 2013 - 12:35 AM

View PostMrLiNcH, on 19 November 2013 - 02:43 PM, said:

It looks like the missile ammos' costs might be off by a few decimals? Or is this by design?


Thanks for the info, i changed my pricing file and had a bug with the ammo prices. fixed and pushed the correct prices again.

#976 smokefield

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Posted 22 November 2013 - 05:17 AM

good tool..thanks for it. you improved it a lot in time.

i have a problem - cant add mechs to mech bay altough i am registered...any idea why ?

then - i didn't read all 50 pages but i have some suggestions that may be good :

- add a + button to add the same weapon to same part of the mech if more slots are available (valid for ammo and DHS too)
- add a new menu link to strip mech that will strip only the weapons and engine and not the armour..its a hassle to always configure the armour....
-when you hover over the weapons already mounted - make the popup with their specs appear as it does with the ones in riht column. much easy to compare when you need smth
- make a slider to add/substract armour on diffrent parts of the mech directly in on the mech or make availabe to complete the box with desired number as you have on the right menu..so you are not forced to go everytime in the right menu to adjust armour settings


mmm..i feel i forgot smth i wanted to add but i will if i remember it ;)

again thanks for the work. see you on battlefield :huh:

#977 CarpetShark

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Posted 22 November 2013 - 10:05 AM

View Postsmokefield, on 22 November 2013 - 05:17 AM, said:

- add a + button to add the same weapon to same part of the mech if more slots are available (valid for ammo and DHS too)

*shrug*

Quote

- add a new menu link to strip mech that will strip only the weapons and engine and not the armour..its a hassle to always configure the armour....
-when you hover over the weapons already mounted - make the popup with their specs appear as it does with the ones in riht column. much easy to compare when you need smth

Agreed! Very much so!

Quote

- make a slider to add/substract armour on diffrent parts of the mech directly in on the mech or make availabe to complete the box with desired number as you have on the right menu..so you are not forced to go everytime in the right menu to adjust armour settings

There are + and - buttons right there on each mech part to change the armor values with... It would be nice to just type values into the box, though, if I wished.

Edited by CarpetShark, 22 November 2013 - 10:05 AM.


#978 smokefield

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Posted 22 November 2013 - 11:54 AM

those +/- buttons for the armour are very laggy for me...i suppose its a coding issue since i dont have other problems.

#979 vetal l

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Posted 25 November 2013 - 01:06 AM

First of all - thank you very much for your soft/site. This is very helpful thing.

And a couple of things i missed, and missed much more since mechromancer is gone (in order of priority):

1) change "strip mech" to "strip armor" + "strip equipment"

2) maxing armor based on free tonnage left. example:

step-1) +2 points to center-front, +1 point to center-rear
step-2) +2 points to left-front, +2 points to right-front
step-3) +1 point to left-rear, +1 point to right-rear
step-4) repeat 1-3, repeat 1 // thus we maxing torso armor with priority to center
step-5) +2 points to arms, legs
repeat from 1 // until free tonnage left.

3) let us choose proportion between front-rear armor 1/1, 2/1, 3/1

4) when pressing "save and share" we can add title for mech - please use it as mechbay name.

5) weapon lab... well i dunno what is this percents mean. can you please add a couple of tables? and graphs if you be so kind =)

5.a)
.	  \  Range 0 50 100 150 200 ...
  Time
	  10 s	 damage here
	  20 s
	  30 s
	  40 s


5.b ) heat graph (% by time)

5.c) damage graph (points by time) on best range

6) allow to switch on/off weapons for table/graphs from 5)

7) allow to configure % of hit for weapons (we know this % from advanced stat "MechCollect" software) so it will change damage in 5.a) and 5.c) accordingly.

8) let us "save" config to compare two mechs (one saved and one current). and color damage in 5) tables based on this. If current mech does more damage than saved - number will be green, if less - red.

Edited by vetal l, 25 November 2013 - 02:35 AM.


#980 smokefield

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Posted 27 November 2013 - 10:24 PM

i dont know it its a bug or no but i figure it out why i wasnt able to add mechs in mechbay (button was unavailable). If i go first to save&share this ..then just close the popup..the add to mech bay button becomes available. maybe that is how should work...but if not...for those who had the same problem as me...here is the solution for now ^_^





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