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Online Mechlab, Maps, Stats And Data

smurfy mechlab guide

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#1421 TercieI

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Posted 21 October 2014 - 07:22 AM

View PostOvion, on 21 October 2014 - 07:19 AM, said:

We're going to need Quirks even more soon.
I think a simple box underneath Upgrades (that can be populated / adjusted with Clan Omnipod selections) would be the easiest way to add them.


I think they need to be more deeply integrated than that. Those values really need to be reflected in analytical stats.

I believe in Smurfy! :D

#1422 Rhialto

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Posted 21 October 2014 - 08:17 AM

View Postsmurfynet, on 21 October 2014 - 07:02 AM, said:

also added that the slot/tons box per line gets red if either of them is the reason that you cant put the item to your mech.

Excellent idea! I see you colored the text to match type of weapon also which is better than current contour only.

Quote

Some items are still to height, like some clan weapons and ammo types. but it saves a lot of space in the weapons section.

I remember using text size of 11px instead of 12px, I'm at work now cannot check for sure if unit was px... and also reduced the padding around the numbers width from 4px to 2px and height from 2px to 1px but that was not enough for some cells so I also looked to expand the total size of that column, you have space for another 40-50px and stay safe for 1280 width screens. I also remember trying to use ½ instead of 0.5 but I think 0.5 here would be more widely accepted.

While I think it's much better for space and since it's a constant WIP, I think it would look much cleaner if you could align the slots number together in a column and the tons number together. One solution I tried was to swap slots and tons because I thought slots would never be 2 digits width but I was wrong, the AC/20 being 10 slots. A quick solution would be to do the swap anyway for now and only the AC/20 would not be aligned.

Keep up the good work!

#1423 Deathlike

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Posted 21 October 2014 - 10:19 AM

smurfy, if you could fix the C-bill prices on the Nova (they are completely missing), that would be greatly appreciated.

#1424 smurfynet

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Posted 21 October 2014 - 10:25 AM

View PostRhialto, on 21 October 2014 - 08:17 AM, said:

Excellent idea! I see you colored the text to match type of weapon also which is better than current contour only.


I remember using text size of 11px instead of 12px, I'm at work now cannot check for sure if unit was px... and also reduced the padding around the numbers width from 4px to 2px and height from 2px to 1px but that was not enough for some cells so I also looked to expand the total size of that column, you have space for another 40-50px and stay safe for 1280 width screens. I also remember trying to use ½ instead of 0.5 but I think 0.5 here would be more widely accepted.

While I think it's much better for space and since it's a constant WIP, I think it would look much cleaner if you could align the slots number together in a column and the tons number together. One solution I tried was to swap slots and tons because I thought slots would never be 2 digits width but I was wrong, the AC/20 being 10 slots. A quick solution would be to do the swap anyway for now and only the AC/20 would not be aligned.

Keep up the good work!


I kept it for now, if you have improvements, just send them my way. I also have plans for a different layout approch while reworking the rendering of the mechlab. I'll try to create some mockups and show them here.

Edit: First mockups of my ideas: https://imgur.com/a/qsGC2

View PostDeathlike, on 21 October 2014 - 10:19 AM, said:

smurfy, if you could fix the C-bill prices on the Nova (they are completely missing), that would be greatly appreciated.


Sure, i try to add them once the servers are up and i can login. (given that novas are available for c-bills yet, i'm not up2date with that info, i don't play mwo anymore :) )

Edited by smurfynet, 21 October 2014 - 11:19 AM.


#1425 Deathlike

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Posted 21 October 2014 - 12:02 PM

View Postsmurfynet, on 21 October 2014 - 10:25 AM, said:

Sure, i try to add them once the servers are up and i can login. (given that novas are available for c-bills yet, i'm not up2date with that info, i don't play mwo anymore :) )


That sounds good, except the MWO part. Something wrong?

#1426 Sandtiger

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Posted 21 October 2014 - 12:12 PM

Smurfy, you are THE MAN!...SMURF! ~Grins

#1427 Rhialto

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Posted 21 October 2014 - 12:28 PM

View PostDeathlike, on 21 October 2014 - 12:02 PM, said:

That sounds good, except the MWO part. Something wrong?

I read it as time is missing because of all the work put into the Mechlab...

When I will get home I'll make a donation.

#1428 smurfynet

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Posted 21 October 2014 - 12:49 PM

View PostDeathlike, on 21 October 2014 - 12:02 PM, said:


That sounds good, except the MWO part. Something wrong?


no not really, i liked the game but sometime last year i think, i stopped playing it. I played some another games for a while, but currently i don't play any games. last game i played was rimworld :D

I enjoy watching series and movies in my free time at the moment and working on different project's to keep it interesing. (hobby and as freelancer)

#1429 TercieI

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Posted 21 October 2014 - 02:43 PM

View Postsmurfynet, on 21 October 2014 - 12:49 PM, said:


no not really, i liked the game but sometime last year i think, i stopped playing it. I played some another games for a while, but currently i don't play any games. last game i played was rimworld :D

I enjoy watching series and movies in my free time at the moment and working on different project's to keep it interesing. (hobby and as freelancer)


I...dude...wow. I have done things similar to what you do with the site (though less technical) and can't imagine keeping it up if I wasn't personally invested any more. Thanks so much for sticking with this. Even not playing, you are an invaluable resource to the MWO community.

#1430 Andi Nagasia

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Posted 21 October 2014 - 03:11 PM

always love your quick and timely updates,

though the new Equipment screen seems less technical,
i can see its thinner style allows for more types of weapons/Equipment/Ammo to be displayed,
but to me it seems a bit jumbled now,

still looks amazing, but i liked the thicker display,
amazing work still, and thanks for all you do,

#1431 Void Angel

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Posted 21 October 2014 - 06:28 PM

As an interesting aside, when checking out the new format I found that the check boxes to select weapons types don't work unless you have an actual 'Mech selected in the MechLab - not an important bug, but it might cause interactions down the line.

#1432 Trifler

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Posted 26 October 2014 - 10:58 PM

Just want to mention that at least as of the latest patch, the CPLT-A1 has 1/2/2 module slots. Smurfy's shows 2/2/2 for it.

Great site. Thanks for doing this.

#1433 Axefan

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Posted 28 October 2014 - 08:21 AM

My apologies if this has already been reported, but the Mechlab layout is wrong in Chrome since the last update.

The 'mech' div is positioned directly below the 'mech-bar' div instead of floating to the left of it. Changing 'mech' div to a span and removing the 'float' attribute fixes the display issue in Chrome and still works in IE 11.

**UPDATE: My bad! This only happens on the one machine. Please disregard, I'll figure this out, since it's my issue. Super apologies on my behalf, and kudos on a wonderful tool!

Edited by Axefan, 28 October 2014 - 02:06 PM.


#1434 Rhialto

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Posted 28 October 2014 - 09:28 AM

View PostAxefan, on 28 October 2014 - 08:21 AM, said:

My apologies if this has already been reported, but the Mechlab layout is wrong in Chrome since the last update.

It works fine for me in Chrome under Win7 but most of the time I use Firefox.

#1435 Axefan

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Posted 28 October 2014 - 01:53 PM

View PostRhialto, on 28 October 2014 - 09:28 AM, said:

It works fine for me in Chrome under Win7 but most of the time I use Firefox.


That's strange. I've cleared my cache and such, but still have this issue on 2 different Win 7 machines.

**UPDATE: My bad! This only happens on the one machine. Please disregard, I'll figure this out, since it's my issue. Super apologies on my behalf, and kudos on a wonderful tool!

** UPDATE: For those that might have the same issue, re-installing chrome was the only solution that worked for me. Again, this is a Chome caching issue, not related to smurphy's.

Edited by Axefan, 29 October 2014 - 02:47 AM.


#1436 Rise or Die

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Posted 28 October 2014 - 05:32 PM

According to the graphic is max. firepower 175. This useless direwolf has 181.16 ^^ so the max. firepower should be higher ^_^

Posted Image

http://mwo.smurfy-ne...8f502aae0626c9c

Edited by Rise or Die, 28 October 2014 - 05:51 PM.


#1437 Gaussfather

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Posted 29 October 2014 - 11:23 PM

Hi Smurfy,

Thanks for creating such a helpful tool for this game. The developers should really thank you for making the game easier for all of us to play... in fact after the new UI 2.0 we lost a lot of functionality that your website keeps making up for.

Anyway, the point was to ask you to include the module slot numbers for the mechs... with the new system I find it important to know which mechs still start with 2 mech modules (I prefer these obviously) but there isn't a good resource/overview.

Thanks!

#1438 smurfynet

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Posted 30 October 2014 - 04:55 AM

Any feedback to my concept of refactoring the mechlab? :D

https://imgur.com/a/qsGC2

About the mech paper doll wrapping, i will give it a bit more space, it is possible that based on the browser version / fontsize the browser does that.

#1439 Void Angel

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Posted 30 October 2014 - 10:39 AM

View Postsmurfynet, on 30 October 2014 - 04:55 AM, said:

Any feedback to my concept of refactoring the mechlab? :D

Hmm... Wel, in no particular order:
  • I'd put the weaponlab on the new Stats bar, to the right of the cooling button (and maybe move the time to overheat from the cooling popup to the weapon lab.)
  • While I like the new, thinner equipment listings from the current 'Mechlab, I'd find it easier cognitively if they were 75-100% thicker - less information density, and a bigger "target" to drag-and-drop.
  • I'd suggest just using a tab for Upgrades, possibly combined with quirks, integrated into the Components menu. After all, they're part of the 'mech - just use the space from the Armor tab you're removing. This way, all the equipment you're adding to the 'Mech is in one place in the Mechlab.
  • I like the existing data sidebar, including the bars representing cooling, tonnage, etc - it's traditional! I'd suggest moving it to the other side of the screen, where the components list is now, and putting the buttons for showing the mechbay option underneath the bars. Then allow everything on the bar to be customizable, like you're planning.
  • To make room for the extra button(s) on the sidebar, make the Stats, Armaments, etc. listings into drop boxes that can be pulled down and retracted as needed, depending on what I'm working on at the time. This way, generalized stats are on the new stats bar on the top, and more specific information is on the sidebar - maybe tinker with putting the Weaponlab on the sidebar.
  • Don't forget to make a "Restore Defaults" button for when we customize ourselves into a corner!
That's about all I can come up with off the top of my head - thanks again for the excellent resource!

Edited by Void Angel, 30 October 2014 - 10:44 AM.


#1440 Grey Ghost

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Posted 30 October 2014 - 04:27 PM

View Postsmurfynet, on 30 October 2014 - 04:55 AM, said:

Any feedback to my concept of refactoring the mechlab? :D

https://imgur.com/a/qsGC2

About the mech paper doll wrapping, i will give it a bit more space, it is possible that based on the browser version / fontsize the browser does that.

Personally, I like the current layout just fine as it is. Heck, I even miss the old gold colored paper doll. I'd rather you leave statistics on the left, and components on the right with the doll in the center. It's what I am used to, and I guess I just don't see the benefits this conceptual layout would offer over the current one.





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