Mechromancer: Yet Another Mechlab Tool
#1
Posted 12 January 2013 - 09:49 AM
The Mechromancer: http://mechromancer.wordoflowtax.com/
The interface should be pretty straightforward, but please let me know if you have any problems or suggestions, or find any bugs that I can fix in future revisions.
Thanks, and good hunting!
#2
Posted 12 January 2013 - 10:40 AM
I especially like the way you handle armor allocation and the stats tab.
You may want to work on the layout a little bit. First of all, it may be a good idea to place the actual mech in the very center of the screen - on my monitor it goes waaay to the right.
Another thing you may consider is arranging modules, weapons etc. in columns, not rows.
It may not be a bad idea to copy the game's layout, maybe use similar color coding and icons to what is used in the game for added familiarity (it's slightly confusing in the mechronomicon where you use red for missile slots).
Sometimes the clicks do not connect, I tried many times to toggle ferro fibrous, but all I did was select the text (you may want to disable that by the way).
Is it possible to add drag and drop, cause it would be heavan.
You can look for smurfy's site for inspiration:
http://mwo.smurfy-net.de/mechlab
A quick question though, where did you get the spider stats from? They look probable, but I couldn't find any reference for it.
Edited by Spectre999, 12 January 2013 - 10:43 AM.
#3
Posted 12 January 2013 - 10:52 AM
- there is no drag'n'drop support during equip.
- I like your mechlab suits perfectly on 1024x768 screen,but currently it lack support other resolutions.It'd be very welcomed if all elements would scale with resolution.
Overall,a great work.As a GUI programmer I have to say - almost perfect work Hubis, just a little improvements and your lab will be the best one available.
Edited by MasterBLB, 12 January 2013 - 10:55 AM.
#4
Posted 13 January 2013 - 12:30 AM
#5
Posted 13 January 2013 - 06:35 PM
#6
Posted 13 January 2013 - 07:55 PM
#7
Posted 13 January 2013 - 08:13 PM
One change would be good - Ability to clear all items, or once you have removed an item, the item immediately below is selected so you dont have to keep selecting..
Edited by White Bear 84, 13 January 2013 - 08:14 PM.
#8
Posted 13 January 2013 - 08:46 PM
One comment: The damage chart is super spiffy, although if I equip a mech with 1-2 AC2s and at least one laser (i.e. MLs) it has a sharp jump on the DPS for all but the @1s time, which doesn't quite make sense to me.
This is ultra convenient when I don't feel like downloading a Java applet or an Excel spreadsheet that only works with Office 2012.
#9
Posted 14 January 2013 - 03:13 AM
I normally use these variables in Ohmwrecker's excel sheet which I modified with additional formulas so that I know if a mech I make is heat efficient and does decent DPS. 7%-8% HPS seems to be the sweet spot for me after heat sinks but it might be different for other people with different play styles.
Anyway, it's just a suggestion that can make the lab you created have more utility than even the in-game one. People can also have hard data on what HPS/DPS values are good for them which will make building an effective mech more tangible to most beginners since they will have target DPS/HPS values to aim for when customizing with all the different weapons.
#10
Posted 14 January 2013 - 08:52 AM
#11
Posted 14 January 2013 - 01:04 PM
I've recently updated it to improve some UI elements and network performance. I've also eliminated the "Engines as Equipment" approach, in favor of having a permanent "engine" item which you can modify by clicking on it. This should both be more straightforward and better for touch/tablet users.
Spectre999, on 12 January 2013 - 10:40 AM, said:
I especially like the way you handle armor allocation and the stats tab.
You may want to work on the layout a little bit. First of all, it may be a good idea to place the actual mech in the very center of the screen - on my monitor it goes waaay to the right.
Another thing you may consider is arranging modules, weapons etc. in columns, not rows.
It may not be a bad idea to copy the game's layout, maybe use similar color coding and icons to what is used in the game for added familiarity (it's slightly confusing in the mechronomicon where you use red for missile slots).
Sometimes the clicks do not connect, I tried many times to toggle ferro fibrous, but all I did was select the text (you may want to disable that by the way).
Is it possible to add drag and drop, cause it would be heavan.
You can look for smurfy's site for inspiration:
http://mwo.smurfy-net.de/mechlab
A quick question though, where did you get the spider stats from? They look probable, but I couldn't find any reference for it.
Drag&Drop is definitely in the works -- it's not that hard to do, other things have just kept bumping it in priority.
I would like to find a way to put the mech in the center, if possible; I'm just trying to make the layout work so that it flows effectively regardless of browser size. Sometimes I run on a laptop and sometimes I run on a desktop, and being able to use both without having to scroll the window if possible is a big goal of mine. Layout will be getting a lot of attention shortly, however.
As for the clicks not connecting, what Browser+Version/OS are you using? This could be a compatibility problem I haven't run into yet. For reference, I primarily run on Chrome/OSX, but I'm making an effort to support Firefox and IE9 as well.
All stats are pulled from the game XML files using an automated script. This means that it will grab pre-release info like unreleased mechs, but I don't guarantee that those reflect the final properties.
MasterBLB, on 12 January 2013 - 10:52 AM, said:
- there is no drag'n'drop support during equip.
- I like your mechlab suits perfectly on 1024x768 screen,but currently it lack support other resolutions.It'd be very welcomed if all elements would scale with resolution.
Overall,a great work.As a GUI programmer I have to say - almost perfect work Hubis, just a little improvements and your lab will be the best one available.
Yeah -- it "scales" to other screen sizes, but the only really easy way to use that space is to increase the area available for listing equipment. I'm working on more complex layout flow in an upcoming version.
Seth, on 13 January 2013 - 12:30 AM, said:
Pilot Trees and Modules are definitely in the works -- probably two "major revisions" away. As you noted, DHS from the engine are 0.2 h/s while DHS you add (including those that you ADD to the engine) are 0.14 h/s. These are the types of things that having a mech lab program is good for so you don't have to calculate them yourself I do think there needs to be a more obvious read-out on them, however -- I'm planning on more in-depth damage and tonnage audits eventually, as well as a system that checks for common errors/improvements.
Thawk, on 13 January 2013 - 06:35 PM, said:
Hmm, I'll keep that in mind. I also need to include ammo information in the stats/damage and show you the ammo/T, which will be coming soon.
White Bear 84, on 13 January 2013 - 08:13 PM, said:
One change would be good - Ability to clear all items, or once you have removed an item, the item immediately below is selected so you dont have to keep selecting..
Yeah, I will be adding "shortcut" actions as menu items like "Max armor" or "clear items" eventually.
One quick tip: double-clicking on an equipped item removes it, which makes stripping a section a lot easier.
RenegadeMaster, on 13 January 2013 - 08:46 PM, said:
One comment: The damage chart is super spiffy, although if I equip a mech with 1-2 AC2s and at least one laser (i.e. MLs) it has a sharp jump on the DPS for all but the @1s time, which doesn't quite make sense to me.
This is ultra convenient when I don't feel like downloading a Java applet or an Excel spreadsheet that only works with Office 2012.
Yeah, this jump has to do with the "AI" changing firing strategies based on the range. The fact that there's a jump indicates that the strategy is sub-optimal up to that point, so I'll look at debugging it and further improving the firing AI (as well as giving you more feedback on % of damage each weapon is contributing at a given time/range).
Elizander, on 14 January 2013 - 03:13 AM, said:
I normally use these variables in Ohmwrecker's excel sheet which I modified with additional formulas so that I know if a mech I make is heat efficient and does decent DPS. 7%-8% HPS seems to be the sweet spot for me after heat sinks but it might be different for other people with different play styles.
Anyway, it's just a suggestion that can make the lab you created have more utility than even the in-game one. People can also have hard data on what HPS/DPS values are good for them which will make building an effective mech more tangible to most beginners since they will have target DPS/HPS values to aim for when customizing with all the different weapons.
That's a great idea, and it will be part of the above graph calculation/AI work. I have an implementation for disabling/grouping weapons before calculating the graph, but it's commented out for the moment until I figure out the best way to make it work.
Sgt Stress, on 14 January 2013 - 08:52 AM, said:
Tablet compatibility is one of my key objectives, so please give me feedback on parts that may not work/may not be convenient on a touch-screen interface. As a tip: one feature I added specifically for tablet users was that clicking/tapping the armor numbers for a component will open a popup that lets you quickly dial in the armor using either numeric input or a slider rather than the buttons on the main screen.
#12
Posted 14 January 2013 - 11:40 PM
#13
Posted 15 January 2013 - 05:20 AM
STK-3F - MR-ASRM4ML
Neat. I like the statistics pages. There's still a lot of potential in there, what would be nice:
1) Being able to select weapon groupings to see how they affect DPS and sustainable damage.
2) The grap calculating not just based on DPS/HPS values, but actually calculating how many shots a weapon will have fired by the time frame. (This can give some interesting results).
Edited by MustrumRidcully, 15 January 2013 - 05:37 AM.
#14
Posted 15 January 2013 - 05:43 AM
Quote
Win XP and Opera 12.11
It got better in the latest version, but very often clicking the buttons in Upgrades toggle does not connect for me (they usually work after a few clicks).
Quote
Had the same problem myself, even though the harpoint location lights up after choosing a weapon, you may want to consider color coding the hardpoints. It's useful when you choose a mech model you're not yet familiar with and just want to see what's there.
Overall, The layout is getting better and better. Not sure if it is an issue with my widescreen (1920x 1080), but the weapons seems to take up a lot of space (3/5 of the screen's width) which makes it look messy.
I also think mech name and model would work better in the upper left corner, right above the New/Export/Import buttons - to me it's the first bit of information I usually look for and tucking it away to the upper right corner doesn't feel intuitive.
Edited by Spectre999, 15 January 2013 - 05:44 AM.
#15
Posted 15 January 2013 - 06:19 AM
- Drag and Drop equipping
- Some layout improvements (Equipment now on the right, flows to the bottom depending on window width)
- First pass at detailed info when you select equipment
Hammerhai, on 14 January 2013 - 11:40 PM, said:
The hardpoint types are listed below the sections (the B/E/M/AMS counts). I will consider improving this when I get a chance.
MustrumRidcully, on 15 January 2013 - 05:20 AM, said:
STK-3F - MR-ASRM4ML
Neat. I like the statistics pages. There's still a lot of potential in there, what would be nice:
1) Being able to select weapon groupings to see how they affect DPS and sustainable damage.
2) The grap calculating not just based on DPS/HPS values, but actually calculating how many shots a weapon will have fired by the time frame. (This can give some interesting results).
The graph actually is calculated by the individual shots rather than average DPS/HPS -- it fully simulates firing multiple weapons, taking into account duration and cooldown. I simply show DPS because it's the easiest to visualize on a single graph. I will try to add more detailed information (# of shots at time t, % of damage from each weapon/group at time/range) when I revisit the damage charts.
Spectre999, on 15 January 2013 - 05:43 AM, said:
It got better in the latest version, but very often clicking the buttons in Upgrades toggle does not connect for me (they usually work after a few clicks).
OK -- Opera has gotten very little test coverage from me, so that's not surprising. Unfortunately it sounds like this might be a problem with the underlying UI layer (jQueryUI), but I will try to give that a further look.
Quote
Overall, The layout is getting better and better. Not sure if it is an issue with my widescreen (1920x 1080), but the weapons seems to take up a lot of space (3/5 of the screen's width) which makes it look messy.
I also think mech name and model would work better in the upper left corner, right above the New/Export/Import buttons - to me it's the first bit of information I usually look for and tucking it away to the upper right corner doesn't feel intuitive.
Yeah; I packed it there because it was unused space, and I was trying to compact the UI as much as possible. I will take that into account though, and continue working on it.
#16
Posted 15 January 2013 - 09:01 AM
#17
Posted 16 January 2013 - 12:18 AM
#18
Posted 16 January 2013 - 01:06 AM
Edited by Ethidium, 16 January 2013 - 01:09 AM.
#19
Posted 16 January 2013 - 06:59 AM
Elizander, on 16 January 2013 - 12:18 AM, said:
Yeah. Now that I'm showing heat efficiency in the item statistics, that should help a little (until I implement the more detailed firing chart).
Ethidium, on 16 January 2013 - 01:06 AM, said:
I'm not 100% sure how the game's heat efficiency is calculated -- if anyone knows, I can look into adding it.
#20
Posted 16 January 2013 - 07:03 AM
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