Mechromancer: Yet Another Mechlab Tool
#41
Posted 09 February 2013 - 11:10 AM
#42
Posted 09 February 2013 - 01:55 PM
Just in case anyone was wondering, this has been updated to reflect the most recent patch. I'm hoping to get some time to make some more positive changes in the near future (specifically bug fixes and readability).
#43
Posted 09 February 2013 - 02:01 PM
#44
Posted 10 February 2013 - 03:57 AM
1.Moving already equipped stuff with drag'n'drop.This feature would be most useful
2.In case of opened armor set dialog if I use manually type value natural spurt is to press enter to apply.Sadly,it doesn't work.Strange,as ESC works as expected.
2a.Just a detail,but visible all the time,flashing cursor would be more intuitive for users.Now if the value is deleted the cursor disappears.
#45
Posted 10 February 2013 - 06:28 AM
It will probably become my favourite.
#46
Posted 11 February 2013 - 10:41 AM
good job.
#47
Posted 12 February 2013 - 04:28 AM
Warskull, on 09 February 2013 - 02:01 PM, said:
Yeah, this is something I've just put off because all the cost data isn't actually included in the game XML (it's all server side).
MasterBLB, on 10 February 2013 - 03:57 AM, said:
1.Moving already equipped stuff with drag'n'drop.This feature would be most useful
2.In case of opened armor set dialog if I use manually type value natural spurt is to press enter to apply.Sadly,it doesn't work.Strange,as ESC works as expected.
2a.Just a detail,but visible all the time,flashing cursor would be more intuitive for users.Now if the value is deleted the cursor disappears.
By cursor, you mean the highlighting of the selected item?
#48
Posted 12 February 2013 - 10:47 AM
Edited by MasterBLB, 12 February 2013 - 10:49 AM.
#49
Posted 14 February 2013 - 11:47 AM
There have also been some other changes, such as making the hard points at the bottom of each component easier to read and making text a little easier to read in general. There's also now "landing" page at the base URL that gives general info, such as a timestamp on the when the game database was last updated. I changed font sizes and a few other basic layout values, so please let me know if I've got line breaks/overflow anywhere they're not supposed to be as a result.
#50
Posted 14 February 2013 - 02:18 PM
I have another one - please consider to use font color for marking ballistic,energy and missile slots,not font background.
#51
Posted 14 February 2013 - 09:49 PM
Stuff for skills and modules is like 70% done, I just need to hook it to the rest of the systems.
#52
Posted 16 February 2013 - 07:17 PM
Is there a section where the heat matches up with the heat efficiency on the actual screen?
Once again, thanks for the tool.
#53
Posted 18 February 2013 - 08:24 AM
Ender Targaryen, on 16 February 2013 - 07:17 PM, said:
Is there a section where the heat matches up with the heat efficiency on the actual screen?
Once again, thanks for the tool.
No syncing with the in-game heat efficiency calculation, as I've been unable to derive how it's actually calculated.
#54
Posted 19 February 2013 - 07:45 PM
#55
Posted 19 February 2013 - 11:25 PM
Hubis, on 18 February 2013 - 08:24 AM, said:
forumla is something like HE = ## * sqrt ( totalheatsinks / totalhps )
only, not quite. the totalhps can be off, depending on the weapon
it seems to hold true for small and medium lasers, but a lot of other weapons the calculation seems to use 3/4 of the weapon's supposed hps, and some things like large lasers it seems to be some other arbitrary fraction of hps
edit: rummaged around 3rdworld's excel mechlab thread http://mwomercs.com/...92-updated-207/
3rdworld, on 21 November 2012 - 01:57 PM, said:
and back in november, the hps modifier was...
3rdworld, on 28 November 2012 - 08:06 AM, said:
- PPC & ERPPC decreased by 25%
- SPL & LPL decreased by 8%
- MPL decreased by 6.5%
- LL decreased by 2.5%
- ERLL decreased by 1.5%
- Ballistics & Missiles decreased by 25%
i think some of those numbers have changed, overall point though being there seems to be some arbitrary "discount" for some of the weapons as far as what % of their true hps gets factored into the heat efficiency calculation. go figure.
Edited by p00k, 19 February 2013 - 11:51 PM.
#56
Posted 20 February 2013 - 07:28 AM
Edit:
Woohoo, it works! I tried making my 400XL Pretty Baby Build on it!
Edited by Elizander, 20 February 2013 - 07:41 AM.
#57
Posted 20 February 2013 - 10:27 AM
Skills
The Skills tab is just a placeholder, reflecting my parsing data out of the XML files and formatting it for presentation. They aren't hooked to anything on the backend at the moment.
Modules
Modules can now be equipped and saved as part of a build. I'm listing ALL modules in the XML, not just the modules that are available in the mechlab.
Ammo Count
By popular demand, I'm now counting all the types of ammo equipped on a mech and displaying it on the loadout view
Build Tools/Shortcuts
On the menu, there is a "Tools" item that has some shortcuts for putting together builds. "Strip Equipment" and "Strip Armor" remove all the equipment and armor on a mech (respectively); "Max Armor" tries to fill any free weight by adding armor, prioritizing Head, Center Torso, Side Torsos, and finally Legs/Arms.
Error Handling
I've added some error-catching code to detect when a bad build is loaded/a bad link is used.
#58
Posted 20 February 2013 - 12:40 PM
But I have to report a bug - font used to display armor values is unreadable,especially when it contains digit 6 or 9
Another one - use armor set dialog to completely delete armor value,then press enter.You'll see now NaN value,which must be manually overwritten by typing something,the slide bar doesn't work.
#59
Posted 21 February 2013 - 03:41 PM
#60
Posted 23 February 2013 - 04:44 AM
I think the easiest fix is to increase font size by 2 points.
29 user(s) are reading this topic
0 members, 29 guests, 0 anonymous users