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smurfy mechlab guide

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#1321 smurfynet

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Posted 28 June 2014 - 05:51 AM

First of for all reports / feedback. i'm currently not at home and have no access to my development system, therefor can't fix them right now. I probably come back thursday so i try to fix some of the bugs with the next patch update.

View PostTerciel1976, on 27 June 2014 - 03:32 AM, said:

Are toggleable actuators (hand/lower arm) supported? I couldn't find that option. Thanks.


not yet supported, sorry just had no time due to family problems.


View PostAurrous, on 27 June 2014 - 01:21 PM, said:

Not sure if this is a bug or not, but you are able to put multiple CLAPs (Clan Active probes) on a mech..


currently no amount restrictions for items are applied. with the clan update some restrictions are in the gamefiles but i just had no time implementing them.

View PostRhialto, on 24 June 2014 - 08:46 AM, said:

There is a little glitch with the Artemis 'Standard' button, clicking it multiple time will display Artemis on and off on related items.


thanks will fix that.

View PostMerchant, on 23 June 2014 - 05:06 PM, said:

Take a Dire Wolf-B, change the RT and LA to DWF-A, now all the Energy Weapons are not listed even though you have 1 E in the CT.


thanks for the report.

#1322 Nothing Whatsoever

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Posted 28 June 2014 - 11:05 PM

Take care of your family, nothing is more important.



We can wait, and I hope I might speak for most of us.

#1323 Void Angel

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Posted 29 June 2014 - 01:58 PM

Hey, I can use the reference section again! Sweet.

#1324 Void Angel

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Posted 02 July 2014 - 11:31 AM

Half-ton lots of ammunition are not updating the ammunition count on the stats sidebar: With Half-Ton of Gauss Ammo in Right Arm; Without the Half-Ton of Ammo.

#1325 smurfynet

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Posted 02 July 2014 - 11:47 AM

View PostVoid Angel, on 02 July 2014 - 11:31 AM, said:

Half-ton lots of ammunition are not updating the ammunition count on the stats sidebar: With Half-Ton of Gauss Ammo in Right Arm; Without the Half-Ton of Ammo.


It counts the half ton ammo as a different typ of ammo in the side bar. (you have both types in the sidebar) Granted it would be better if as both are GausAmmo to be counted together :(

#1326 Void Angel

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Posted 02 July 2014 - 05:41 PM

Duuuur, reading is hard. Oops.

Edited by Void Angel, 02 July 2014 - 05:41 PM.


#1327 Túatha Dé Danann

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Posted 10 July 2014 - 10:25 AM

Any plans on including Quirks of Omni-Pods into the overview?
Bonus: If they affect the Mech statistics, they are updated "on the go".

Example: Missile weapon cooldown will change the attributes of the missiles, thus changing DPS and HPS.

And maybe, maybe some sort of general Mech attributes window (maybe between the "ammunition" and the "Upgrades" Section of the left overview-box) showing Torso-turn rate, angles etc... This would be the ultimative add-on to your tool, as it is currently the only info I'm missing when building a mech.

Again: Thank you for this awesome tool. It really makes building mechs easy and fun, while having the nice statistics to get a rough performance-overview.

#1328 Utkonos

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Posted 13 July 2014 - 04:19 AM

Fix the radiators on VTR-9S(C) in stock loadout from single to double, as in the game.
mwo.smurfy-net.de/mechlab#i=147&l=stock

Posted Image

#1329 Locutos

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Posted 13 July 2014 - 11:42 AM

About the ACTUATOR´s,
maybe they could fit into
- mechlab#component-list-weapon -> Utilities, same as AMS, NARC, ...
or
- mechlab#component-list-modules -> Mods, same as BEAGLE, ECM, ...

If not as an ON OFF switch in the arms.


not realtet,but a funny encounter:
played against someone named "Smurfy" in a Blizzard game some minutes ago :)

Edited by Locutos, 13 July 2014 - 11:44 AM.


#1330 MasterBLB

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Posted 15 July 2014 - 11:30 PM

Hello Smurfy.

A few feature suggestions:
1) Edit a config already present in mechbay
Just add option "Edit mech" to existing "Rename mech" and "Remove mech from mechbay".It should work this way - the button "Add to mechbay" should be disabled,after pressing "Save & share loadout" the loadout should be altered and appropriate message displayed,ex.: "Mech <mechname> loadout has been edited and saved"

2) Adding to mechbay with a name
Very simple - when I write a name into line edit "Title for BBCode and HTML Link" that name should be used while writing the mech in mechbay using pattern <MechVariant><space><NamefromTitleForBBC>,ex.: CTF-3D MyPoptart

3) Possibility to close mechbay screen by pressing ESC and/or button mapped for "Go Back" in browser
Well,title says all.

Well,that'd all for a beginning.Please tell how hard it'd be to implement these.

Kind regards,
MasterBLB

Edited by MasterBLB, 16 July 2014 - 04:24 AM.


#1331 OznerpaG

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Posted 16 July 2014 - 06:28 AM

to be honest i don't think there's any need to model actuators in Smurfys since they don't affect anything except in a match. Smurfys is a tonnage allocation planner so you use it to plan the weapons/ammo you want on your mech, then go to mechlab and change the loadout according to what you plan in Smurfys. actuators in Smurfys affect nothing except crit space, about which you can make a decision adding/subtracting them in MWO mechlab

is there any way to make half ton ammo a different colour or change the text colour? the (1/2) is cut off in the mech diagram so there's no way to find that elusive half ton w/o ditching most of the rest of your full tons of ammo searching for it lol

Edited by JagdFlanker, 16 July 2014 - 06:29 AM.


#1332 Lootax

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Posted 17 July 2014 - 11:00 PM

I'm using this tool for quite some time now, and i have to say, many thanks smurfy, you deserve a medal for the work you put into this.

Regarding actuators/hands. You want them modeled in the mechlab for the good reason they use some slots in the arms, and they can be tricky for the fitting part of some weapons.

Edited by Exentius, 17 July 2014 - 11:35 PM.


#1333 TercieI

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Posted 18 July 2014 - 05:25 AM

View PostJagdFlanker, on 16 July 2014 - 06:28 AM, said:

to be honest i don't think there's any need to model actuators in Smurfys since they don't affect anything except in a match. Smurfys is a tonnage allocation planner so you use it to plan the weapons/ammo you want on your mech, then go to mechlab and change the loadout according to what you plan in Smurfys. actuators in Smurfys affect nothing except crit space, about which you can make a decision adding/subtracting them in MWO mechlab

is there any way to make half ton ammo a different colour or change the text colour? the (1/2) is cut off in the mech diagram so there's no way to find that elusive half ton w/o ditching most of the rest of your full tons of ammo searching for it lol


They take crits. If you're only using Smurfy for tonnage, you're under using it.

Completely agree about the half-tons. Some visual cue would be nice.

#1334 wyrdman

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Posted 19 July 2014 - 01:37 AM

Hi,

just wanted to report 2 missing infos about clanmechs and a bug i found.

I'm no expert on ecm-mechs but its possible in smurfy's to put more than one guardian ecm into a mech with an ecm slot.

About clanmechs: at least one of the timber wolfs have jumpjets, i dont find that in the reference guide. also there is at least one kit fox that has ecm capability. i know that the info about clanmechs is not complete right now.

maybe i'm wrong about those things, i dont know.

thanks anyway and keep up the good work

#1335 TercieI

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Posted 19 July 2014 - 08:21 AM

View Postwyrdman, on 19 July 2014 - 01:37 AM, said:

Hi,

just wanted to report 2 missing infos about clanmechs and a bug i found.

I'm no expert on ecm-mechs but its possible in smurfy's to put more than one guardian ecm into a mech with an ecm slot.

About clanmechs: at least one of the timber wolfs have jumpjets, i dont find that in the reference guide. also there is at least one kit fox that has ecm capability. i know that the info about clanmechs is not complete right now.

maybe i'm wrong about those things, i dont know.

thanks anyway and keep up the good work


The TBR-S is the one with JJ, I noticed that too and forgot to mention it here (comes with 5/5)

There technically isn't a Kit Fox with ECM, but the KFX-C Right Arm is available separately and contains an ECM hardpoint.

#1336 smurfynet

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Posted 23 July 2014 - 12:14 AM

View PostShevchen, on 10 July 2014 - 10:25 AM, said:

Any plans on including Quirks of Omni-Pods into the overview?
Bonus: If they affect the Mech statistics, they are updated "on the go".


i had them in in my dev version it's to cluttered, but i plan to add them as-well

about mech statistics, i plan for a long time to revamp the weapon lab but i just had no time yet.

View PostUtkonos, on 13 July 2014 - 04:19 AM, said:

Fix the radiators on VTR-9S(C) in stock loadout from single to double, as in the game.

thats a typo in the gamefiles, fixed with 15.07 update


View PostLocutos, on 13 July 2014 - 11:42 AM, said:

About the ACTUATOR´s,
not realtet,but a funny encounter:
played against someone named "Smurfy" in a Blizzard game some minutes ago :P


added the accuators with my 15.07 update and i don't play any games at the moment (last game i played was RimWorld). :ph34r:

View PostMasterBLB, on 15 July 2014 - 11:30 PM, said:

Hello Smurfy.

A few feature suggestions


thanks for your suggestions, most of the ideas have been mentioned before, the biggest problem is that i've seperated mechbay and mechlab, but i still want to implement the naming thing one-time.

View Postwyrdman, on 19 July 2014 - 01:37 AM, said:

Hi,

just wanted to report 2 missing infos about clanmechs and a bug i found.

I'm no expert on ecm-mechs but its possible in smurfy's to put more than one guardian ecm into a mech with an ecm slot.

About clanmechs: at least one of the timber wolfs have jumpjets, i dont find that in the reference guide. also there is at least one kit fox that has ecm capability. i know that the info about clanmechs is not complete right now.


View PostTerciel1976, on 19 July 2014 - 08:21 AM, said:

The TBR-S is the one with JJ, I noticed that too and forgot to mention it here (comes with 5/5)

There technically isn't a Kit Fox with ECM, but the KFX-C Right Arm is available separately and contains an ECM hardpoint.


Add more than one ECM is a bug but not really an important one ^_^

JJ and ECM on clan mechs are a bit complicated, because they are not linked to the mech itself but to an omnipod. I will try to add support for JJ display in the overview of the mech.

ECM capable are in theory like terciel1976 already mentioned every Kit-Fox as long as they equip another Right Arm.

The KFX-C Right arm is listed here: http://mwo.smurfy-net.de/#omnipods

#1337 Deathlike

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Posted 25 July 2014 - 09:34 AM

smurfy, you haven't updated the Shadowhawk Champion's MC value (it looks weird with a -1 MC value because it is on sale).

The Champion's MC value is always 25% above the original variant's value, rounded up to the nearest "5" or "0".

Edited by Deathlike, 25 July 2014 - 09:34 AM.


#1338 Gasboy

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Posted 26 July 2014 - 02:04 PM

I have found a bug, but I am not sure if it's your reference or MWO itself. The Smurfy reference allows command consoles to be loaded on all IS mechs. But in game, you can only load them into heavy and assault IS mechs.

I'm not sure if it has been mentioned before, and I tried searching this thread for it, but there's a lot to go through. My apologies if it's been brought up before.

#1339 A Man In A Can

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Posted 27 July 2014 - 03:59 PM

Dear smurfynet,

While doing some price checking on existing mechs I have found a critical error you might want to fix with the way your site calculates the c-bill price of mech loadouts. While the stock loadout c-bill prices, and the c-bill prices of IS equipment, are correct to my knowledge, the c-bill prices for any loadout anyone else makes is completely off because when you go to make a new mech (a completely stripped chassis) the starting price is in fact the stock loadout price for that mech, and everything else is in addition to that.

Also, if you aren't already working on it, you might want to add the c-bill prices of clan equipment, armor and ammo for those curious.

Cheers,
MW Mousse

Edited by Mechwarrior Mousse, 27 July 2014 - 04:02 PM.


#1340 Nothing Whatsoever

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Posted 28 July 2014 - 11:05 AM

View PostGasboy, on 26 July 2014 - 02:04 PM, said:

I have found a bug, but I am not sure if it's your reference or MWO itself. The Smurfy reference allows command consoles to be loaded on all IS mechs. But in game, you can only load them into heavy and assault IS mechs.

I'm not sure if it has been mentioned before, and I tried searching this thread for it, but there's a lot to go through. My apologies if it's been brought up before.


I found mention in a Patch Note.





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