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Online Mechlab - Share Your Builds, Beta Testers Wanted


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#21 SamizdatCowboy

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Posted 24 December 2012 - 01:22 AM

Love the tool, really useful. For a future feature it would be nice if you could set weapon groupings and then get Heat Efficiency by weapon group.

#22 deadeye mcduck

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Posted 24 December 2012 - 02:21 AM

This needs to be stickied ASAP.

#23 Chuff

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Posted 24 December 2012 - 03:04 AM

Pretty damn cool, well done :D

I put my cataphract build up http://CTF-4X

#24 Ozric

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Posted 24 December 2012 - 03:11 AM

Really nice work.

#25 Mahws

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Posted 24 December 2012 - 03:44 AM

Absolutely fantastic, good to be able to mess around with a mech before I buy it.

Small suggestion, showing weight to two decimal places would make adding/removing armor clearer.

#26 AndyHill

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Posted 24 December 2012 - 03:49 AM

Hey this is some seriously excellent stuff!

#27 Satan n stuff

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Posted 24 December 2012 - 04:12 AM

I tested it with an awesome 8Q build, found here: AWS-8Q. and compared it to the same build with standard heat sinks and an XL engine: AWS-8Q, it gives the same heat efficiency number for both but according to my calculations the DHS build should have 3.32 heat sinkage while the SHS build has 2.7, I'm not sure if the difference would show up on the heat efficiency gauge but I thought I'd put it out there all the same.
Also it's apparently not possible to move components from one section to another, that might be a useful feature to add.
Edit: Here's an AWS-8R build that should tear things up at long range.

Edited by Satan n stuff, 24 December 2012 - 06:10 AM.


#28 smurfynet

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Posted 24 December 2012 - 01:49 PM

Hi,

thanks for all your feedback, i appriciate it.

About the heat efficiency: there is no 1:1 formula around to calculate the same values as in the ingame mechlab. blark tested all 3 formulas around and the one i currently use is the one which is the closest.
i also tried a variant using for in engine dhs 2.0 and outside 1.4 but if i do that the values are even more wrong.
maybe some dev could share light on how the formula works ingame.

also about the armor calculations, i think i do it right, but my rounding is different than in game, but there is a know issue for the game that the rounding is wrong, so i'm not sure what i should do :ph34r:.

Thanks again and happy x mas
smurfy

#29 AndyHill

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Posted 25 December 2012 - 10:49 AM

Some suggestions:

Forget about the heat efficiency as it is in-game, it's an arbitrary number anyway (except if someone tells you how it's calculated and it's easy to implement, then it becomes a nice comparison value to have). I would rather suggest calculating heat generation of the build as heat / second and then calculate its heat dissipation strength per second and the heat treshold and then match these figures together. Maybe something like
- Overheating coefficient (simply a made-up number of generated heat per second divided by dissipated heat per second)
- Alphas to overheat
- Damage done to overheat
- DPM without overheating (maybe just calculate based on alphas for clarity, at least at first)
- Firepower at different ranges etc. etc. etc.

Also it would be good to have values such as dpm for firepower instead of the alpha-based firepower evaluation.

These are of course quite arbitrary ideas and some pretty advanced and probably a bit of work to implement, but your work so far is so brilliant that it's hard to not get carried away. Thanks again for an excellent tool.

Edited by AndyHill, 25 December 2012 - 10:49 AM.


#30 AndyHill

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Posted 25 December 2012 - 11:26 AM

I think I may have found a bug. Test this balanced and optimal build: awesome!

Try adding a double heat sink to the engine; at least to me it didn't work before I removed one sink from the torso to make room for it. Afterwards I was able to replace the sink I removed, so no real harm done, but it seems to me that for some reason the system checks for space inside the 'mech before allowing to add an in-engine sink.

#31 superbob

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Posted 25 December 2012 - 11:32 AM

This is cool stuff. Also looks like the STK-5S stalker variant has some great potential.

#32 AndyHill

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Posted 25 December 2012 - 11:47 AM

Also a small suggestion: I think it might be useful if you changed the armor layout screen a bit by removing the extra "tabs" for rear armor and instead showing something like

Front + 84 -
Rear + 26 - Total 110 / 110

This would IMRO improve readability a bit and especially clarify the situation with front and rear armor that is causing trouble for newbies. Who should all get to check out your amazing tool while deciding what 'mech they want to buy after earning some C-bills with the trials.

I think this tool should be stickied, linked to in the MWO game splash screen and later used to replace the actual mechlab UI.

Edited by AndyHill, 25 December 2012 - 11:48 AM.


#33 smurfynet

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Posted 25 December 2012 - 12:56 PM

AndyHill said:

Much ideas about Heat Efficiency.


All great ideas, i have already ideas to implement at least part of that. But any solution will take a while.

AndyHill said:

Internal Heatsinks and full slots problem


Has been fixed in my dev version, will be released soon (also occured with single but thats harder to reproduce)

AndyHill said:

Combine Front and Rear Armor


Quite a good idea, i will do that.

#34 Ashx

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Posted 25 December 2012 - 05:44 PM

Is it me or the max armor does not work? I clicked on it after i fit everything with spare tonnage and it doesn't add anything.

I know im lazy but can you make the armor auto fill as in-game by default? and let me have the ability to add/minus.

Great work btw.!

EDIT: Nvm, it seems that armor added in if i chose the option for stock loadout but if i chose via specific mech, all armor are zero'ed. I'm fine with starting all over for parts.. but armor is just a pain :) Is it too much work to auto fill the armor as stock too when choosing mechs? hehehe no biggies though i'm just nitpicking.

EDIT: still don't know what max armor does.

EDIT: ok, max armor works when everything is empty, not when you have fitted things out. :D

keeping the edit history just in case someone is as thick as me :D

Edited by Ashx, 25 December 2012 - 05:53 PM.


#35 Orgasmo

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Posted 25 December 2012 - 06:17 PM

You, sir, are a gentleman and a scholar. Many thanks to you.

#36 Quicksilver Aberration

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Posted 25 December 2012 - 06:19 PM

View Postsmurfynet, on 24 December 2012 - 01:49 PM, said:

Hi,

thanks for all your feedback, i appriciate it.

About the heat efficiency: there is no 1:1 formula around to calculate the same values as in the ingame mechlab. blark tested all 3 formulas around and the one i currently use is the one which is the closest.

There is a formula, it was discovered before they moved to the new forums, but essentially it is a worthless metric on two different levels.
I believe is was a power formula so you would see diminishing returns as you add more heat sinks.

Overall it is definitely nice, especially with DnD on yours (unfortunately mine lacks DnD ): ). The only suggestion I really have is to do something about the armor spinners and add your own metric bars rather than maintain the MWO metrics (because they are near useless).

#37 MouseNo4

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Posted 25 December 2012 - 06:19 PM

Unable to use your mech lab on my ipad. Attempting to choose mech class or any other links does not work.

#38 Blark

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Posted 25 December 2012 - 06:40 PM

View PostMouseNo4, on 25 December 2012 - 06:19 PM, said:

Unable to use your mech lab on my ipad. Attempting to choose mech class or any other links does not work.


which browser are you using? (never used an Ipad so I'm clueless :)), the site is tested with firefox and chrome atm.


View PostAshx, on 25 December 2012 - 05:44 PM, said:

Is it me or the max armor does not work? I clicked on it after i fit everything with spare tonnage and it doesn't add anything.
[..]


Add Max armor has just been implemented today, it only works if you have enough tonnage to equip max armor, so it works best if you equip it first.

View Postmajora incarnate, on 25 December 2012 - 06:19 PM, said:

[..]The only suggestion I really have is to do something about the armor spinners and add your own metric bars rather than maintain the MWO metrics (because they are near useless).


I think I don't quite understand what you mean, could you clarify? (could be my crappy english).

Edited by Blark, 25 December 2012 - 06:45 PM.


#39 MouseNo4

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Posted 25 December 2012 - 07:08 PM

View PostBlark, on 25 December 2012 - 06:40 PM, said:


which browser are you using? (never used an Ipad so I'm clueless :)), the site is tested with firefox and chrome atm.




Add Max armor has just been implemented today, it only works if you have enough tonnage to equip max armor, so it works best if you equip it first.



I think I don't quite understand what you mean, could you clarify? (could be my crappy english).


iPads all have safari but I use chrome.

I cannot choose anything from a drop down menu. Upon trying the drop down menu vanishes.

Edited by MouseNo4, 25 December 2012 - 07:10 PM.


#40 Blark

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Posted 25 December 2012 - 07:20 PM

View PostMouseNo4, on 25 December 2012 - 07:08 PM, said:

iPads all have safari but I use chrome.

I cannot choose anything from a drop down menu. Upon trying the drop down menu vanishes.


Hm, strange, in the newest Chrome version under Win7 and 8 everything seems to work fine.
I'll tell smurfy as soon as hes back.

ps: It would be helpful if you could check the exact Chrome version for testing.





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