Jump to content

Skunkworks: Mechlab Utility


78 replies to this topic

#1 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 26 December 2012 - 10:28 AM

I've gone ahead and developed an offline MechLab utility which allows you to design 'mech loadouts without the need to logon to the game or even be online at all. The software is built upon the .NET 3.5 Framework, so you will need that installed before the app will be able to work.

So far Skunkworks supports all released 'mech chassis, all released weapons and components, and the MW:O hardpoint system. The user interface is pretty much drag and drop: just drag components out of the list on the left onto the sections of your 'mech on the right.

Please download it, try it out, and post suggestions, bugs, and general feedback to this thread.

I hope you all enjoy the tool!


Skunkworks v0.6.0

Skunkworks for Windows Phone is available on the Microsoft Marketplace.

Special thanks to Piranha Games and Infinite Game Publishing for developing MW:O, and to Sarna.net for providing descriptions of weapons and other 'mech components.

Edited by focuspark, 22 May 2013 - 03:35 AM.
Topic title adjusted as per the wish of the user


#2 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 28 December 2012 - 10:09 AM

Uploaded a new version v0.2.0.

New Features:
* Export: allows export of loadout to a handy text format for posting on forums.
* Engines now correctly accept Heat Sinks allowing for 0 crit Heat Sinks in the CT if the engine accepts them

Bug Fixes:
* Removed bad calculation for gyro weight. Seem TT rules are not adhered to MW:O
* Fixed a crash bug if you were fast enough to drag an item after loading a new chassis, before the chassis could full load (about 50ms).
* Armor values will no longer zero if you attempt to add to much armor

#3 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 09 January 2013 - 07:10 PM

Son was born just before the new year, been fairly distracted. Will get updates done in a couple of weeks. Started on a WP7/8 and RT versions as well.

#4 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 13 January 2013 - 03:05 PM

300+ downloads and no bugs found... wow, I'm freak'n awesome!

Seriously though, if nobody reports bugs I cannot fix them; and I'll be back working on this project next week. Having a list of bugs to tackle would be great, thanks!

#5 Hammerhai

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 999 posts

Posted 14 January 2013 - 11:37 PM

Thx will give it a try

#6 Phoenix Alien

    Member

  • PipPip
  • 24 posts
  • LocationSerbia

Posted 15 January 2013 - 12:03 AM

Downloading :D

#7 Phoenix Alien

    Member

  • PipPip
  • 24 posts
  • LocationSerbia

Posted 15 January 2013 - 12:31 AM

Here is a bug you wanted so much :D

2 LL + 2 SSRM + UAC5 aplha is 33 not 19 i got from program.
Also heat implementation would be nice :(

Keep up the good work, we appreciate it

#8 Phoenix Alien

    Member

  • PipPip
  • 24 posts
  • LocationSerbia

Posted 15 January 2013 - 12:36 AM

Multiplication isn't working

9 + 5 + 5 = 19
2*9 + 2*5 + 1*5 = 33

Just some help, not that you need it :D

#9 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 15 January 2013 - 08:29 PM

Awesome bug find (and pointer to the solution). Thanks. I'll get on the fix ASAP early next week (when I get back to work after my paternity leave).

#10 Ross Taner

    Member

  • PipPipPip
  • Survivor
  • Survivor
  • 70 posts
  • LocationQuébec, Canada

Posted 21 January 2013 - 07:17 PM

ok first, congratulation for your new born.
It may be rought now but trust me its all worth it :rolleyes:

Now as for bugs, so far i dont see much beside a font resizing so that we can see the 'hardpoints' in the loadout.
Beside that i must say that im impress good job :)
well done and quite easy to use.
thank you

#11 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 23 January 2013 - 08:51 AM

Updated to v0.2.1 which fixes the issue where COM-1D was not properly marked as ECM supporting and RVN-4X was.

Edited by focuspark, 23 January 2013 - 12:51 PM.


#12 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 23 January 2013 - 12:51 PM

v0.2.2 add Spider variants and THE DEATH's KNELL chassis.

#13 Bobzilla

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,003 posts
  • LocationEarth

Posted 24 January 2013 - 05:53 AM

Thats pretty sweet focuspark.

#14 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 24 January 2013 - 09:02 PM

View PostIronbar Sinister, on 24 January 2013 - 12:11 PM, said:

Bug:

Working on a DGN-1C, the engine selection list appears to stop at 350.

I drive an XL360 in my 1C. ^_^

Will fix tomorrow ASAP. I have a min engine issue on another chassis... damn typos. :P

#15 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 25 January 2013 - 09:03 AM

Posted v0.2.3

* Fixed SDR-5V Module count
* Fixed Dragon (all) engine restrictions
* Fixed crash when double-clicking on 'mech engine

#16 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 25 January 2013 - 04:24 PM

v0.3.0 posted.

* Now allows saving and restoring builds.
--> Builds are unique by name (case insenitive) per variant
--> You're required to name your build before you start
--> Restore a build by selecting from the list
--> Create a new build by typing in the name you want
--> All saved build data is stored in a local file called "saved.data"
* Now allows over tonnage or crits and highlights the problem in red. This is to improve usability when moving items around
* Now warns when less than 10 heat sinks are present
* All damage numbers should calculate properly
* Jump Jets are now correctly displayed
* Engine heat sinks work properly
* Heat dissipation numbers are now correct after Garth's post confirming that engine DHS are 2.0

Known Issues:
* Build cannot be deleted yet
* Engine heat sinks display seperately

#17 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 29 January 2013 - 10:08 AM

v0.3.1 posted

* fixed issues with saved mechs some people were seeing
* changed heat sink information to be displayed in EHS (effective heat sinks)

#18 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 29 January 2013 - 12:39 PM

v0.3.2 posted

* fixed a rounding issue with Endo-Steel and odd weight mechs.

#19 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 29 January 2013 - 10:06 PM

v0.3.3 posted

* fixed an issue with the ILYA MUROMETS chassis hard points

#20 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 31 January 2013 - 09:19 AM

v0.3.4 posted
* fixed issue where DHS in the engine were counted as zero crits but double weight





5 user(s) are reading this topic

0 members, 5 guests, 0 anonymous users