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No More Spending C-Bills On Useless Upgrade - Mechbuilder Program


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#21 Dirkdaring

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Posted 12 January 2013 - 07:51 AM

He did a good job, if you don't like it don't read the thread. Move on.

#22 Wile Ee Coyote

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Posted 12 January 2013 - 07:58 AM

View PostElepole, on 12 January 2013 - 07:19 AM, said:

Good program. I have some suggestion for future evolution:

Add the effect of heatsinks in the cumulative heat column (or better, add a column just for cumulative heat + heatsinks)
Add a ammo consumption column too.

I first need to find the formula to calculate the max heat capacity: at how much heat does your mech shutdown. But I agree that putting this information into the weapon firing stuff: so you can see 'I can go full fire until 7 seconds, then the mech shuts down' would be nice information to have. Followed offcourse: When I read 90% heat, what is the rate I can fire my Medium Lasers without shutting down. Lots of work in this area :P.

For those that want stats. The program has some lists: weapon list shows damage, weight, heat, reloadtime, slots, ranges, heat, dam/sec, dam/ton and dam/(heat sec ton). I can add more if you want, but I thought these are the most important attributes.
The mechlist contains hardpoints (offcourse) and weapons of the default loadout.

About the amount of contrast: I'm pretty decent at writing code, I'm also pretty bad at doing a good graphics design, coloring = graphics design :). I'll see if I can improve things a bit, but no promises.

#23 Elepole

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Posted 12 January 2013 - 08:49 AM

View PostWile Ee Coyote, on 12 January 2013 - 07:58 AM, said:

About the amount of contrast: I'm pretty decent at writing code, I'm also pretty bad at doing a good graphics design, coloring = graphics design :rolleyes:. I'll see if I can improve things a bit, but no promises.


Well, i would advise to add support for community theme, so the design is made by other people. But i don't know how much code it would take you to do that.

#24 Corvus Antaka

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Posted 12 January 2013 - 08:59 AM

thanks for making this.

#25 10thMD

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Posted 12 January 2013 - 09:09 AM

Hey Sinclair go ankle jump somewhere else you **** gurgling regurgitated **********.
This is a good program for those of us who have lives and can't spend time memorizing everything in game.

#26 Hubis

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Posted 12 January 2013 - 09:32 AM

View PostConnorSinclair, on 12 January 2013 - 03:35 AM, said:


Mine kick your *** on a daily basis, not just in game, but in these stupid debates on these ******** forums.

His program is literally an upgraded iteration of the java mechlab we had way back when.

Why bother downloading it when you can literally just click smurfys link regardless of download.

Jesus.

I wrote a mech lab program too, but I'm not being all butt-hurt about it. Take a breath and move on.

#27 RocketDwarf

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Posted 12 January 2013 - 09:36 AM

On a lighter note, I just ran the program and it asked me to allow it to check the game files to update it with the newest mech. When I looked at the list of mechs, the spider showed as one of them. Does anybody know if these are the speculative loadouts (I believe there was a thread on that), or if they are in-game stats?

#28 King Arthur IV

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Posted 12 January 2013 - 09:54 AM

View Postsmokefield, on 12 January 2013 - 03:04 AM, said:

i'lll give it a try. i already teste other similar programs and they help but found them buggy...

it must be a curse. all mech warrior products come with bugs

#29 ArcDemon

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Posted 12 January 2013 - 09:55 AM

View PostRocketDwarf, on 12 January 2013 - 09:36 AM, said:

On a lighter note, I just ran the program and it asked me to allow it to check the game files to update it with the newest mech. When I looked at the list of mechs, the spider showed as one of them. Does anybody know if these are the speculative loadouts (I believe there was a thread on that), or if they are in-game stats?


Spider mech hardpoint and loadout files where included in the last patch. It is unlikely that they'll change the hardpoints this late but nothing is final until they officially add the mech to the game by putting it in the main item list file.

My abandoned Mechlab and smurfy's online mechlab also extract from the game files, but use the main item list to avoid loading potentially incomplete items. I'm working on map data right now and there are a lot of incomplete maps in the game client (including the upcoming Tourmaline Desert which appears to have twice the area of Caustic Valley).

Edited by ArcDemon, 12 January 2013 - 10:01 AM.


#30 RocketDwarf

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Posted 12 January 2013 - 10:03 AM

View PostArcDemon, on 12 January 2013 - 09:55 AM, said:


Spider mech hardpoint and loadout files where included in the last patch. It is unlikely that they'll change the hardpoints this late but nothing is final until they officially add the mech to the game by putting it in the main item list file.

My abandoned Mechlab and smurfy's online mechlab also extract from the game files, but use the main item list to avoid loading potentially incomplete items. I'm working on map data right now and there are a lot of incomplete maps in the game client (including the upcoming Tourmaline Desert which appears to have twice the area of Caustic Valley).


Cool stuff, I wonder how much lift I can get from twelve jump jets...... *Insert evil laugh here*

#31 Roaddog

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Posted 12 January 2013 - 10:10 AM

Very nice program! Kudos to you sir. Maybe you should have a job at PGI? Less buggy than the game :rolleyes:

#32 Sir Wulfrick

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Posted 12 January 2013 - 10:18 AM

Very, very cool, thanks for all your efforts in creating this :rolleyes:

#33 TheStrider

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Posted 12 January 2013 - 10:49 AM

Very nice. I was able to quickly replicate a mech I was building in the Java Mechlab program. Perhaps the ability to increase the engine size without removing and replacing would be nice.

Could we get a Heat Efficiency stat? Either one that matches the numbers in game, or something similar. (The Java program has it's own scale, as does the Smurfy.net site)

Some sort of export function would be cool. Text format.

#34 von Pilsner

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Posted 12 January 2013 - 10:56 AM

Nice, well done!

#35 Taizan

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Posted 12 January 2013 - 11:07 AM

I like the usability, no drag & dropping and armor values can be set manually,this is a bit more efficient imo.

Its really cool that you read out the data from the game, like this any minimal changes will be visible immediately. Who knows how often things get adjusted without them being mentioned in patch notes.

The heat value of 1.68 - for a HBK-4H with AC10 and 5 ML with 5 DHS & 200 Engine seems a bit odd (is this the ingame heat value?) I'd prefer to see the ingame value or a percentage number - better even both! :-)

The armor rounding seems to be a bit off somehow instead of the expected 50 tons, it shows 49.94 although it should be 50.

Else wise this program is really nice, GJ.

#36 Captain Wolfsburg

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Posted 12 January 2013 - 11:47 AM

This is great! I'm definitely going to use this whenever I'm considering getting a new mech!

Is it possible you could eventually make an app for android and ios?

#37 lordkrike

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Posted 12 January 2013 - 11:52 AM

View PostWile Ee Coyote, on 12 January 2013 - 07:58 AM, said:

I first need to find the formula to calculate the max heat capacity: at how much heat does your mech shutdown. But I agree that putting this information into the weapon firing stuff: so you can see 'I can go full fire until 7 seconds, then the mech shuts down' would be nice information to have. Followed offcourse: When I read 90% heat, what is the rate I can fire my Medium Lasers without shutting down. Lots of work in this area :rolleyes:.

For those that want stats. The program has some lists: weapon list shows damage, weight, heat, reloadtime, slots, ranges, heat, dam/sec, dam/ton and dam/(heat sec ton). I can add more if you want, but I thought these are the most important attributes.
The mechlist contains hardpoints (offcourse) and weapons of the default loadout.

About the amount of contrast: I'm pretty decent at writing code, I'm also pretty bad at doing a good graphics design, coloring = graphics design :). I'll see if I can improve things a bit, but no promises.


See my excel sheet. Feel free to rip the formulae off of it if you want, please just give me credit somewhere if you do so.

Edited by lordkrike, 12 January 2013 - 11:57 AM.


#38 Armorpiercer M82

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Posted 12 January 2013 - 11:55 AM

not bad. thx

#39 siLve00

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Posted 12 January 2013 - 11:56 AM

thx for the work...

#40 Nik Van Rhijn

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Posted 12 January 2013 - 12:56 PM

seems to work very well when i input a few of my existing mechs.

View Postlordkrike, on 12 January 2013 - 11:52 AM, said:


See my excel sheet. Feel free to rip the formulae off of it if you want, please just give me credit somewhere if you do so.

I've just tried this and it seems to work well with regard to existing mechs, especially with regard to the pilot efficiencies.





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