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smurfy mechlab guide

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#1241 levitas

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Posted 16 June 2014 - 03:06 PM

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

I currently pushing an update to fix the component filtering.



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)

It appears that the mechlab is adding dynamic (armor/structure) slots inappropriately, resulting in this bug. In the game itself, there do not appear to be actual dynamic slots, just fixed slots. When an item is removed from a stock loadout that requires more slots than the mechlab believes to be available, the mechlab fills the newly freed slot with another of the dynamic slots it expects should be there.

Edit: have a good night lol

Edited by solar levitas, 16 June 2014 - 03:06 PM.


#1242 Silversword EN

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Posted 16 June 2014 - 03:08 PM

View Postsolar levitas, on 16 June 2014 - 03:06 PM, said:

It appears that the mechlab is adding dynamic (armor/structure) slots inappropriately, resulting in this bug. In the game itself, there do not appear to be actual dynamic slots, just fixed slots. When an item is removed from a stock loadout that requires more slots than the mechlab believes to be available, the mechlab fills the newly freed slot with another of the dynamic slots it expects should be there.

Edit: have a good night lol


Beat me to it. :P

Though while I'm here, would be nice to have a checkbox for the extra actuators.

#1243 Saber Avalon

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Posted 16 June 2014 - 03:12 PM

Tried to configure a Kit Fox Prime with S torsos, for jump jets, but it did not allow me to add JJ after the torsos were switched. Same goes for the legs. Tried with the KFX-D CT instead but get the same result and happens on the Timber Wolf as well.

Also, the previously mentioned dynamic structure slots showing up.

Edit: Stormcrow allows DHS to be placed in the engine, when the game does not. Once the DHS are placed in the engine, they can not be removed either (Doesn't really matter since once the engine slots are locked out it won't matter.

Edited by Saber Avalon, 16 June 2014 - 03:15 PM.


#1244 evilC

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Posted 16 June 2014 - 03:18 PM

It also seems that if you add a DHS to a location with fixed DHS, then you cannot remove the non-fixed ones.
ie they have an X in the top right, but you cannot remove them.

#1245 TercieI

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Posted 16 June 2014 - 03:49 PM

A couple small things I've noticed:

-It looks like you can only put one DHS into the engine of the Stormcrow. Is this right? If so, it should probably be marked somehow, since "0/3" is a bit misleading
-The Puma's hard-wired Flamer still shows as "1E" hardpoint on the summary tab. Again, a bit misleading. Could this be shown in italics perhaps, to indicate its fixed nature (as you have with other fixed items)?

Thanks! Great start!

#1246 evilC

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Posted 16 June 2014 - 04:48 PM

View PostTerciel1976, on 16 June 2014 - 03:49 PM, said:

A couple small things I've noticed:

-It looks like you can only put one DHS into the engine of the Stormcrow. Is this right? If so, it should probably be marked somehow, since "0/3" is a bit misleading

Thanks! Great start!

I guess this is because it would take some custom code to deal with the fact that some clan mechs come with some EHS already installed. Code would need to be written to decide whether to show an X or not (IF current_heatsinks > stock_heartsinks THEN show_the_x_and_allow_drag_removal), which I guess is not done yet.

#1247 Ronin Turkey

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Posted 16 June 2014 - 05:46 PM

I could be wrong, I'll double check the screen cap I had of my build from the PTS yesterday, but it looks like the free slots are wrong. I should be able to mount four more DHS, four more tons of ammo, and there are no jump jets, but if there were I should be able to mount one. Just wanted to mention it, you may even know this already.

#1248 Kali Rinpoche

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Posted 16 June 2014 - 06:01 PM

Kit Fox KFX-S Omni-pod not showing 1 JJ slot per L/R torso. The full KFX-3 build does, but not the Omnipod for swappable left and right torsos on other chassis. (missing JJ as option in equipment tab.) May just be error from test bed files.

All us Mech warriors owe you a huge debt for the great site you host.Thank you!

#1249 NoSkillRush

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Posted 16 June 2014 - 07:46 PM

Anyway to get a plugin for ipboard?

Edited by FileTitan, 16 June 2014 - 07:47 PM.


#1250 Solahma

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Posted 16 June 2014 - 08:17 PM

It is the same for me as well, adding another C-DHS to a location that has a permanent C-DHS causes an issue where you cannot remove any added C-DHS in that component.

#1251 Ronin Turkey

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Posted 16 June 2014 - 08:31 PM

View PostSolahma, on 16 June 2014 - 08:17 PM, said:

It is the same for me as well, adding another C-DHS to a location that has a permanent C-DHS causes an issue where you cannot remove any added C-DHS in that component.


Yeah, me too. Only way around it is to strip the mech of equipment.

#1252 Solahma

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Posted 16 June 2014 - 08:46 PM

View PostRonin Turkey, on 16 June 2014 - 08:31 PM, said:


Yeah, me too. Only way around it is to strip the mech of equipment.

you can just change the omnipod and it strips just that component :P

Another issue, certain omnipod permanent items like Jump Jets for the Timberwolf-S are not showing up. The ECM option for the Kit Fox is also not being displayed.

scratch that ECM part, I see it now

Edited by Solahma, 16 June 2014 - 09:36 PM.


#1253 Ronin Turkey

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Posted 16 June 2014 - 10:07 PM

View PostSolahma, on 16 June 2014 - 08:46 PM, said:

you can just change the omnipod and it strips just that component ;)

Another issue, certain omnipod permanent items like Jump Jets for the Timberwolf-S are not showing up. The ECM option for the Kit Fox is also not being displayed.

scratch that ECM part, I see it now


Figures that I would overlook this, lol. :)

Edited by Ronin Turkey, 16 June 2014 - 10:08 PM.


#1254 Túatha Dé Danann

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Posted 17 June 2014 - 12:23 AM

View Postsmurfynet, on 15 June 2014 - 09:53 PM, said:


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.


All of them.
The "left arm" in MWO-Mechlab only got an "upper arm actuator", while the left arm in your Stalker layout got the "upper arm actuator", and the "shoulder". This consumes one more slot and renders builds with zero slots free in MWO invalid in your Mechlab.

#1255 smurfynet

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Posted 17 June 2014 - 01:27 AM

Thanks for the donations, very much appreciated.

I have one question, about the toggleable actuators, why i ever want to have one enabled?

Also thanks for all reporting. Here a list of all known bugs and features.
Some features and bugs share the same "backend"
I will focus on the bugs first.

* FEATURE - add a public changelog / todo list to the site
* FEATURE - Support for the toggleable armparts. currently all internals from omnipods are not displayed. i think that is only armparts which are toggleable but not 100% sure.
* BACKEND - Parse quirks
* FEATURE - List / Display of Clan mech quirks
* FEATURE - List all Omnipod sets separate from the mech variant. (for example there is a kitfox omnipod with ecm for the right arm)
* FEATURE - manually collect all pricing infos of the clan mechs
* FEATURE - Fancy up the omnipod dropdown, also show the hardpoints provided
* BUG - Removing CDHS with mixed fixed CDHS does not work. (trivial fix)
* FEATURE - Missile tube count not showing in mechlab for omnipods
* FEATURE - Mark fixed weapon hardpoints differently (needs testing what if there are 2E hardpoints, one is fixed on isn't)
* BUG - JumpJets slots granted by quirks are not counted as JJ slots (Needs quirk parsing BACKEND)
* BUG - Problem with dynamic armor/structure slots eating away slots. (needs some testing, the amount of dynamic slots per upgrade is from the gamefiles)

#1256 smurfynet

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Posted 17 June 2014 - 01:30 AM

View PostShevchen, on 17 June 2014 - 12:23 AM, said:

All of them.
The "left arm" in MWO-Mechlab only got an "upper arm actuator", while the left arm in your Stalker layout got the "upper arm actuator", and the "shoulder". This consumes one more slot and renders builds with zero slots free in MWO invalid in your Mechlab.


the mechlab currently uses all mechdata from the PTS, not sure if this is a change or a bug. I will look at this after the clan patch goes live. For now i guess its a nerf?

View PostFileTitan, on 16 June 2014 - 07:46 PM, said:

Anyway to get a plugin for ipboard?


I will look at it once the clan mech implementation is finished.

#1257 VIPER2207

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Posted 17 June 2014 - 01:52 AM

I'm not sure if that was aready mentioned, it should be part of this, but i'm not sure...

Quote

* BUG - Problem with dynamic armor/structure slots eating away slots. (needs some testing, the amount of dynamic slots per upgrade is from the gamefiles)

when removing the CLRM20 from Timberwolf-Prime right torso, you will only free up 1 slot, while removing the CLRM20 from the left torso frees up 4 slots (that's how it should be, right?)

Screenshots attached, donation incoming ;)
Posted Image

Posted Image

#1258 smurfynet

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Posted 17 June 2014 - 02:30 AM

View PostVIPER2207, on 17 June 2014 - 01:52 AM, said:

I'm not sure if that was aready mentioned, it should be part of this,


yes it is, it seams that clan mech do not have dynamic armor/structure slots.
But i will wait until the live gamefiles arrives, because in the PTS Gamefiles the upgrades specify 7 per upgrade. Not sure if i missed another config saying but don't count them ^^

#1259 VIPER2207

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Posted 17 June 2014 - 02:48 AM

View Postsmurfynet, on 17 June 2014 - 02:30 AM, said:

yes it is, it seams that clan mech do not have dynamic armor/structure slots.
But i will wait until the live gamefiles arrives, because in the PTS Gamefiles the upgrades specify 7 per upgrade. Not sure if i missed another config saying but don't count them ^^

as far as i understood the devs, the crit-slots on the clan mechs are fixed? but i could also be that i'm remembering something wrong here, didn't look that up again.

#1260 BladeXXL

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Posted 17 June 2014 - 03:15 AM

hi smurfy,

http://mwo.smurfy-ne...384bc3356d130ec
what ever you've done with your scripts around the last 2 weeks, I get following errors now using IE8 (the only1 I can use @work):

Details zum Fehler auf der Webseite
Benutzer-Agent: Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 5.2; WOW64; Trident/4.0; .NET CLR 2.0.50727; .NET CLR 3.0.4506.2152; .NET CLR 3.5.30729)
Zeitstempel: Tue, 17 Jun 2014 11:13:44 UTC

Meldung: Das Objekt unterstützt diese Eigenschaft oder Methode nicht.
Zeile: 106
Zeichen: 19656
Code: 0
URI: http://mwo.smurfy-ne...616c/d9c6b23.js





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