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smurfy mechlab guide

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#1221 Deathlike

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Posted 13 June 2014 - 06:44 PM

Well, the PTS patch is updated for Sunday - it may be worth checking/parsing for the updated stuff.

Edit:
You could always do some sort of drag and drop, listing the hardpoints and location in a "pod tab". You can highlight the area affected when dragging.

When replacing pods, you should auto-remove everything in that section as needed.

Edit #2:
For the main page, list the stock builds for the clan mechs, and then put in like a "pod section" under it... that you can click on and it would expand the main page and show the current mech's current pod list...

That way, you can minimize what you show on the front page, while showing all the necessary info when the user needs it.

Edited by Deathlike, 13 June 2014 - 06:59 PM.


#1222 Void Angel

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Posted 13 June 2014 - 09:40 PM

View PostKin3ticX, on 13 June 2014 - 12:16 PM, said:

it looks like they took the right hand actuator off the BLR 1G but it doesnt reflect that in smurfy's

the Hand actuator is still there in the live environment

#1223 DarkonFullPower

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Posted 15 June 2014 - 02:25 AM

Bug. Removing Artemus changes my LRM+A ammo to LRM HALF TONS?! :huh: I didn't even know half ton ammo was going to be a thing before this happened!

#1224 smurfynet

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Posted 15 June 2014 - 09:00 AM

Ok, i fixed some of the mentioned bugs, text typos are mostly from the game files i guess, feel free to list them, maybe its from me :).

Also updated the data to todays patch.

I'm also working on the display of the clan mechs, i probably have a working version tomorrow.

#1225 TercieI

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Posted 15 June 2014 - 09:19 AM

View Postsmurfynet, on 15 June 2014 - 09:00 AM, said:

Ok, i fixed some of the mentioned bugs, text typos are mostly from the game files i guess, feel free to list them, maybe its from me :).

Also updated the data to todays patch.

I'm also working on the display of the clan mechs, i probably have a working version tomorrow.


You rock.

#1226 Bigbacon

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Posted 15 June 2014 - 01:54 PM

single heat sink is no longer listed.

can't select them. switching from SHS to DHS and back doesn't bring it back either

Edited by Bigbacon, 15 June 2014 - 01:57 PM.


#1227 smurfynet

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Posted 15 June 2014 - 02:41 PM

View PostBigbacon, on 15 June 2014 - 01:54 PM, said:

single heat sink is no longer listed.

can't select them. switching from SHS to DHS and back doesn't bring it back either


thanks, pushed another update, fixed the SHS problem. Also some behind the scenes code for clan mechs. (i still exclude them on live, but the listing theoretically works),

i have still some todos for the release. (pod selection in mechlab, in mechbay and iframe the "fixed" components like engine or heatsinks are missing for clan mechs) Also a small problem with the upgrades and clan mechs but that should be easy.

#1228 TercieI

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Posted 15 June 2014 - 03:49 PM

View PostTerciel1976, on 13 June 2014 - 10:51 AM, said:

Or possibly adding additional filters for mechs/gear and/or Clans/IS?


And this is live. Shiny! Thanks, smurfy!

EDIT: Wow, and you moved equipment to its own tab, too. Really much easier to use. Thanks again!

Edited by Terciel1976, 15 June 2014 - 07:56 PM.


#1229 Túatha Dé Danann

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Posted 15 June 2014 - 09:21 PM

The Stalker got one slot too much occupied in one of the arms, rendering some builds in my Mechlab invalid, while in fact, they are valid.

#1230 smurfynet

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Posted 15 June 2014 - 09:53 PM

View PostShevchen, on 15 June 2014 - 09:21 PM, said:

The Stalker got one slot too much occupied in one of the arms, rendering some builds in my Mechlab invalid, while in fact, they are valid.


hm, of which stalker are you talking about? can you provide me with a link to the problem build? I tested all stock loadouts of all stalkers and all look fine to me.

#1231 focuspark

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Posted 16 June 2014 - 08:23 AM

View Postsmurfynet, on 15 June 2014 - 09:00 AM, said:

I'm also working on the display of the clan mechs, i probably have a working version tomorrow.

I'm quite interested to see your UX choice for the omnipods. I develop a mechlab as well (for Windows Phone) and I cannot make up my mind which interface to go with. As always, your site is fantastic - keep up the good work!

#1232 evilC

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Posted 16 June 2014 - 09:24 AM

Hi, any chance that you could show information on the various mount positions (NOT THE SAME AS HARDPOINTS!) and what weapons will go in them?

I have a thread about this here.

#1233 smurfynet

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Posted 16 June 2014 - 02:04 PM

Just pushed the first version with Clan Mechs, there is still some todos but i'm confident the important stuff is there.

Planned for the next days / Todos:
* Support for the toggleable armparts. currently all internals from omnipots are not displayed. i think that is only armparts which are toggleable but not 100% sure.
* List / Display of Clan mech quirks
* List all Omnipods seperate from the mech variant. (for example there is a kitfox omnipod with ecm for the right arm)
* manually collect all pricing infos of the clan mechs

View PostevilC, on 16 June 2014 - 09:24 AM, said:

Hi, any chance that you could show information on the various mount positions (NOT THE SAME AS HARDPOINTS!)


This is not easy accessable in the gamefiles if at all. (my guess is somewhat in the model itself)

#1234 Harabeck

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Posted 16 June 2014 - 02:37 PM

Bug: If a default mech does not have a weapon type, that weapon type does not become available when an omnipod that does have it is put on the mech.

Example: Load a SCR-PRIME, change one of the omnipods to one with missile slots. The selection menu to the right does not update and still only shows energy weapons.

#1235 smurfynet

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Posted 16 June 2014 - 02:41 PM

View PostHarabeck, on 16 June 2014 - 02:37 PM, said:

Bug: If a default mech does not have a weapon type, that weapon type does not become available when an omnipod that does have it is put on the mech.


yea, i got a similar report and after testing its quite stupid :) why did i not notice that :ph34r: i try to fix that now but i need to bed soon (already 1h late) if its easy to fix i will push an update soon, or in about 18hours ;)

#1236 Harathan

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Posted 16 June 2014 - 02:50 PM

On clan mechs (tested on Timberwolf) removing a weapon does not always free up the crit space.

For example, I removed the Machine Guns from the Timberwolf Prime and was unable to put it back, with no other changes made.

EDIT - bug seems to only effect some components, not all.

Edited by Harathan, 16 June 2014 - 02:52 PM.


#1237 Macksheen

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Posted 16 June 2014 - 02:51 PM

View Postsmurfynet, on 16 June 2014 - 02:04 PM, said:

Just pushed the first version with Clan Mechs, there is still some todos but i'm confident the important stuff is there.

Planned for the next days / Todos:
* Support for the toggleable armparts. currently all internals from omnipots are not displayed. i think that is only armparts which are toggleable but not 100% sure.
* List / Display of Clan mech quirks
* List all Omnipods seperate from the mech variant. (for example there is a kitfox omnipod with ecm for the right arm)
* manually collect all pricing infos of the clan mechs



This is not easy accessable in the gamefiles if at all. (my guess is somewhat in the model itself)

The amount you rock is hard to estimate.

#1238 TercieI

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Posted 16 June 2014 - 02:55 PM

View PostMacksheen, on 16 June 2014 - 02:51 PM, said:

The amount you rock is hard to estimate.


Big +1 and a small plug: Smurfy accepts donations, though you have to look to find it (Hint: check "About"). I made a small donation yesterday. If you love the site, I recommend you do too.

I can finally get serious about looking at these! Thanks, Smurfy. You're a great asset to the community.

#1239 smurfynet

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Posted 16 June 2014 - 02:58 PM

I currently pushing an update to fix the component filtering.

View PostHarathan, on 16 June 2014 - 02:50 PM, said:

On clan mechs (tested on Timberwolf) removing a weapon does not always free up the crit space.

For example, I removed the Machine Guns from the Timberwolf Prime and was unable to put it back, with no other changes made.

EDIT - bug seems to only effect some components, not all.


strange, not sure why this is happening, i will do some tests tomorrow. need to go to sleep now. will work on fixing bugs after work tomorrow. (~ 4pm UTC)

Edit: Another bug is that you can't remove double heatsinks from the side torsos even if they are not fixed (nva-prime) this probably happens for everything with equipment mixed with the same type of fixed equipment.

Edited by smurfynet, 16 June 2014 - 03:05 PM.


#1240 Alaskan Nobody

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Posted 16 June 2014 - 03:05 PM

View Postsmurfynet, on 16 June 2014 - 02:58 PM, said:

i will do some tests tomorrow. need to go to sleep now. will work on fixing bugs after work tomorrow. (~ 4pm UTC)

Then stop posting and start sleeping! :P





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