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smurfy mechlab guide

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#1341 Rhialto

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Posted 29 July 2014 - 08:43 AM

I've asked this a long time ago here and would like to ask again... would it be possible and an easy thing to add slots validation? Items that weight too much are in red so we know we cannot fit those but "slots" are not validated so they are never shown in red when they don't fit.

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 Deathlike

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Posted 30 July 2014 - 09:06 AM

Hey smurfy,

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 smurfynet

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Posted 30 July 2014 - 11:47 PM

View PostRhialto, on 29 July 2014 - 08:43 AM, said:

would it be possible and an easy thing to add slots validation?


sneaked in this change with my last update :D

View PostDeathlike, on 30 July 2014 - 09:06 AM, said:

If you could "revamp" the weapon module page section/table a little


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 :)

Quote

Component position, class and amount restrictions


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.

Quote

Pricing infos


I did some pricing, but the ammo values are just tedious :lol: ammo pricing are ammo per bullet/missile :lol: so i have to divide the ingame price by amount and then add it to my list.

Quote

when can i expect another update


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 Wintersdark

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Posted 30 July 2014 - 11:53 PM

Are quirks considered in the weapon lab? So things like the Awesome as heat reduction quirk, or the +/-% cool down buffs/nerfs many omnipods have? These have a significant impact on DPS and HPS.

#1345 smurfynet

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Posted 30 July 2014 - 11:57 PM

View PostWintersdark, on 30 July 2014 - 11:53 PM, said:

Are quirks considered in the weapon lab? So things like the Awesome as heat reduction quirk, or the +/-% cool down buffs/nerfs many omnipods have? These have a significant impact on DPS and HPS.


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 TercieI

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Posted 31 July 2014 - 12:22 PM

Re: slots validation...

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 MasterBLB

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Posted 31 July 2014 - 10:53 PM

View Postsmurfynet, on 30 July 2014 - 11:57 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.

Smurfy,would you share with us that to-do list for weapon lab and mech lab?

#1348 smurfynet

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Posted 31 July 2014 - 11:01 PM

My current TODO list

* 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 Creag

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Posted 31 July 2014 - 11:36 PM

Thanks for all the hard work

#1350 OznerpaG

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Posted 01 August 2014 - 06:32 AM

you rock Smurfy!

#1351 MasterBLB

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Posted 02 August 2014 - 07:43 AM

Smurfy,you said possibility to edit loadouts of mechs stored in mechbay won't be easy unfortunately,but how about adding them to mechbay straightaway with a name?You have the save dialog with place to give a name anyway.
That'd be kind of workaround,I restore a mech,edit it,then save again with different name ex "CTF 4X GaussPhract v2".

#1352 DarkonFullPower

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Posted 02 August 2014 - 03:49 PM

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


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 OznerpaG

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Posted 02 August 2014 - 04:07 PM

View PostDarkonFullPower, 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 Void Angel

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Posted 02 August 2014 - 06:38 PM

I thought the Clan actuators changed the Omnimech's arm motion based on whether they were in or not?

#1355 MasterBLB

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Posted 03 August 2014 - 12:48 AM

For Clans adding/removing actuators affects available space in,and movement speed/range of the arm.It's pilot's choice to add them or not to.

#1356 dranozir

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Posted 06 August 2014 - 10:32 PM

I think there is a problem with HELLSLINGER stats.

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 TercieI

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Posted 07 August 2014 - 10:42 AM

View Postdranozir, on 06 August 2014 - 10:32 PM, said:

I think there is a problem with HELLSLINGER stats.

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 Wildstreak

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Posted 08 August 2014 - 08:55 AM

View Postsmurfynet, on 31 July 2014 - 11:01 PM, said:

My current TODO list

* 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:

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.

Link to proof from PGI:

View PostPraetor Knight, on 28 July 2014 - 11:05 AM, said:


I found mention in a Patch Note.


#1359 Morgana

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Posted 12 August 2014 - 10:18 AM

Narc Ammo Pricing error

12,000 for full ton
600 for 1/2 ton ---should read 6,000 :P

#1360 Deathlike

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Posted 12 August 2014 - 12:05 PM

smurfy,

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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