Online Mechlab, Maps, Stats And Data
#1341
Posted 29 July 2014 - 08:43 AM
Here is a quick example I just had now and reminded me to ask this again:
I have 1.51 free tons and 1 slot available. From the list it looks like I can fit a BAP but I know it's 2 slots so it won't fit, I would like to see it in red.
Thanks
#1342
Posted 30 July 2014 - 09:06 AM
If you could "revamp" the weapon module page section/table a little, it would improve visibility... particularly those that have multiple ranks. I'm thinking there should be some sort of table for each rank and show the benefits in that way. It won't work perfectly like the enhanced NARC upgrade, but some order in that section would be great. Same should apply to some of the pilot modules.
Ideally, it should be structured similar to how the game shows the module types in the mechlab (the revamping did actually help).
Also, could you "redo" the quirk section to reflect the kinds of stuff shown in the current mechlab info hover? That was my original desire for that section to look like (like the Quickdraw-4G and IV have that 33% arm movement buff). I'm not sure if its in the data (it should be I'd imagine), and it's worth displaying for everyone to understand.
Thanks.
#1343
Posted 30 July 2014 - 11:47 PM
Rhialto, on 29 July 2014 - 08:43 AM, said:
sneaked in this change with my last update
Deathlike, on 30 July 2014 - 09:06 AM, said:
yea they changed in the gamefiles too and not all quirks are displayed anymore. I will adapt to the new fields and show the quirks at the quirks section.
Not sure where to put the quirks of the omnimechs, i will try to put them to the omnipod section, i made a bit of space removing the same pricing infos, hopefully there is space.
I also plan to show the omnipod quirks in the dropdown, i just need to do the coding for it
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Yea thats on my todo list too. currently component position restrictions are hard coded (for JJ for example)
But the restrictions are now in the gamefiles (need to test if actually all are) and i will use this data as-well.
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I did some pricing, but the ammo values are just tedious ammo pricing are ammo per bullet/missile so i have to divide the ingame price by amount and then add it to my list.
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i'm currently working with lisong on a integration of the clan mech data exchange and i'm on a trip friday->sunday. so hopefully a lsml export update today and another somewhat next week.
Edited by smurfynet, 30 July 2014 - 11:53 PM.
#1344
Posted 30 July 2014 - 11:53 PM
#1345
Posted 30 July 2014 - 11:57 PM
Wintersdark, on 30 July 2014 - 11:53 PM, said:
Not yet, sorry, i have a complete revamp of the weapon-lab on my todo list, with heat simulator and such, but i'm currently swamped with personal stuff and other projects.
#1346
Posted 31 July 2014 - 12:22 PM
Very cool. However, I noticed that if you have available engine HS slots but <3 available slots outside the engine, the DHS still "goes red" in the list. This seems not-quite-right to me.
#1347
Posted 31 July 2014 - 10:53 PM
smurfynet, on 30 July 2014 - 11:57 PM, said:
Smurfy,would you share with us that to-do list for weapon lab and mech lab?
#1348
Posted 31 July 2014 - 11:01 PM
* FEATURE - Revamp Weapon lab * BUG - Fix v3 lsml links (clan mechs) * BUG - Fix slot count restriction in component checking for HS to consider in engine slots * FEATURE - Use new lib for pie charts in arc popup. * FEATURE - Revamp mechbay list * BACKEND - Parse omnipod set bonus quirks * FEATURE - List / Display of Clan mech quirks * FEATURE - manually collect all pricing infos of the clan mechs * FEATURE - Fancy up the omnipod dropdown, also show the hardpoints provided * 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)
#1349
Posted 31 July 2014 - 11:36 PM
#1350
Posted 01 August 2014 - 06:32 AM
#1351
Posted 02 August 2014 - 07:43 AM
That'd be kind of workaround,I restore a mech,edit it,then save again with different name ex "CTF 4X GaussPhract v2".
#1352
Posted 02 August 2014 - 03:49 PM
JagdFlanker, on 16 July 2014 - 06:28 AM, said:
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
Those "pointless" actuators tell you if you can fit certain things in the arms of a mech. Not all mechs have every arm actuator. This alone can make or break a build. They are also valid crit-able slots to help protect other weapons / heat sinks in that same section. It is for this reason that Med Lasers in the CT are almost never crit, as it is protected by the 4 slot Gyro as well as the 6 slot engine. (Yes, the engine CAN be crit. But "destroying" it via crit does nothing as of yet. Putting extra heat sinks to the engine also adds to this.)
If a mech doesn't have a lower arm actuator, then that the mech's arm CANNOT move side to side. I think that is VERY important information. Also you cannot fit an AC-20 in the arms if it has a lower arm actuator and/or hand actuator.
Mechwarrior is about both tonnage and crit slot placment. It would be absurd to not show them.
Edited by DarkonFullPower, 02 August 2014 - 03:50 PM.
#1353
Posted 02 August 2014 - 04:07 PM
DarkonFullPower, on 02 August 2014 - 03:49 PM, said:
Those "pointless" actuators tell you if you can fit certain things in the arms of a mech. Not all mechs have every arm actuator. This alone can make or break a build. They are also valid crit-able slots to help protect other weapons / heat sinks in that same section. It is for this reason that Med Lasers in the CT are almost never crit, as it is protected by the 4 slot Gyro as well as the 6 slot engine. (Yes, the engine CAN be crit. But "destroying" it via crit does nothing as of yet. Putting extra heat sinks to the engine also adds to this.)
If a mech doesn't have a lower arm actuator, then that the mech's arm CANNOT move side to side. I think that is VERY important information. Also you cannot fit an AC-20 in the arms if it has a lower arm actuator and/or hand actuator.
Mechwarrior is about both tonnage and crit slot placment. It would be absurd to not show them.
my mistake, i was talking about the clan mech arm check box actuators but i can see now i didn't specify that. in the specific case i was talking about, the optional clan mech arm actuators are something you would choose as an afterthought after you put in weapons so modelling those checkboxes in Smurfys doesn't affect anything.
everybody's got only so much time to allocate to anything, and it was something Smurfy could have delayed/not done and it wouldn't have been a big deal. but he already has so it's all good!
#1354
Posted 02 August 2014 - 06:38 PM
#1355
Posted 03 August 2014 - 12:48 AM
#1356
Posted 06 August 2014 - 10:32 PM
EXTERNAL HEAT TRANSFER -50.00 %
I think its a green stat no ?
Ok i understand all the negative % stat are red ...
But i think its not good for know what stat are good for the mech and stat how are bad for the mech.
You shoud separate good stat and bad stat.
Edited by dranozir, 06 August 2014 - 10:37 PM.
#1357
Posted 07 August 2014 - 10:42 AM
dranozir, on 06 August 2014 - 10:32 PM, said:
EXTERNAL HEAT TRANSFER -50.00 %
I think its a green stat no ?
Ok i understand all the negative % stat are red ...
But i think its not good for know what stat are good for the mech and stat how are bad for the mech.
You shoud separate good stat and bad stat.
Yellow, perhaps? Helps on hot maps, hurts on cool maps. It's a tricky one to figure.
#1358
Posted 08 August 2014 - 08:55 AM
smurfynet, on 31 July 2014 - 11:01 PM, said:
* FEATURE - Revamp Weapon lab * BUG - Fix v3 lsml links (clan mechs) * BUG - Fix slot count restriction in component checking for HS to consider in engine slots * FEATURE - Use new lib for pie charts in arc popup. * FEATURE - Revamp mechbay list * BACKEND - Parse omnipod set bonus quirks * FEATURE - List / Display of Clan mech quirks * FEATURE - manually collect all pricing infos of the clan mechs * FEATURE - Fancy up the omnipod dropdown, also show the hardpoints provided * 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)
I think you might have missed something when you find the time, no rush. Emphasizing the change:
Gasboy, on 26 July 2014 - 02:04 PM, said:
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.
Link to proof from PGI:
Praetor Knight, on 28 July 2014 - 11:05 AM, said:
#1359
Posted 12 August 2014 - 10:18 AM
12,000 for full ton
600 for 1/2 ton ---should read 6,000
#1360
Posted 12 August 2014 - 12:05 PM
I know you are still working on the revamp on some of the info... I do want to point out JJs specifically.
Clan Mechs that carry JJs naturally like the Nova and Summoner are accounted for... because you have the hardwired aspect fine. The ones that have them configurable through omnipods is not reflected accurately... like the Timberwolf-S or the Kitfox-S.
What you probably want to show is a +JJ indicator like the (B)allistic hardpoints or (E)nergy Hardpoints indicator for the omnipod section. For instance, a Kitfox-S leg is a +2 to JJ capacity, while a Kitfox-S side torso is +1. Same could be described for the Madcat-S... where its non-removable CT is +1 to JJ capacity.
This also means you have to expand the omnipod section to show the "legs" of the mech... which makes the Kitfox an interesting case (not so much the other mechs).
In the stock build listing section, you should show the max JJ capacity level value. For instance, a Timberwolf-S naturally can max out @ 5 JJs, whereas the other Timberwolves through can only max out @ 4 JJs through the Timberwolf-S's torsos. Basically, you want to hint through the UI (probably on a mouseover) to show what omnipods can boost the mech's JJ capacity.
To display this, you put the max JJ capacity under the X under JJs for the stock builds that do NOT naturally carry JJs like the Kitfox-Prime or Timberwolf-Prime. When you put the mouse over the max JJ value (or maybe click on it), it'll show you what omnipods are necessary to gain JJ capacity, ideally with JJ capacity values attached to each omnipod.
The checkmark is still going to be applied to the stock builds that have JJs naturally, like the Kitfox-S and the Timberwolf-S.
I hope this makes visualizing this behavior easier. You may want to do something similar when you're building a mech, where you find a way to show the JJ capacity more intuitively (using the "+JJ capacity omnipod hardpoint" thing I described earlier) to do the same mouse hover over to see where the JJ capacity is coming from.
Edited by Deathlike, 12 August 2014 - 12:05 PM.
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