Author Topic: Mech stats and specs  (Read 3509 times)

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Offline S7alker117

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Mech stats and specs
« on: May 06, 2012, 08:05:48 PM »
Question in need to be discussed.

WIKI suggestion.

Reword the 'Mechs Torso twist from "90° in both directions", to simply "180°".

And perhaps add the pitch value of the asset since this is also needed in the Tracked/Hover asset, e.g. Pitch: -5° > 35° (Crouch: +45°).


/s/
Kit

What do you think.

I, for once, think the 180º spec kinda makes sense.
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Offline d3jake

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Re: Mech stats and specs
« Reply #1 on: May 06, 2012, 11:10:46 PM »
I think both would be a great change. The LB-20X Demo sounds like a great AA asset, until you realize that it can't point upward for crap.

Offline DFDelta

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Re: Mech stats and specs
« Reply #2 on: May 07, 2012, 09:29:29 PM »
I just noticed I got that message, too. The new message indicator wasn't showing  :-[

I like those additions, especially since the pitch a very important thing to know on tanks. (as it is very limited on many)


Anyone knows which lines in the .xml are showing those values? I've been looking around but I don't see an entry. (as in, something I can point my finger at and say "this is it" with certainty :P)
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Offline Az

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Re: Mech stats and specs
« Reply #3 on: May 09, 2012, 08:48:22 PM »
Reword the 'Mechs Torso twist from "90° in both directions", to simply "180°".

This could be ambiguous for assets with limited rotation, like the Long Tom. 110° could be interpreted as 110° on each side. (Un)fortunately, we're very unlikely to have assets like the Nova, but maybe rewording "Torso/turret rotation" too would help lifting that ambiguity.

In any case, "unlimited° in both directions" needs to be reworded :).


Anyone knows which lines in the .xml are showing those values? I've been looking around but I don't see an entry.

For tanks and hovers... a picture is worth a thousand words, see the attached one.

But a picture is also susceptible to attachment deletion so in a few words:

In <Parts> there's a part named "turret" (or in the APC's case, "gun_main"). Looks like <Part name="turret" class="AnimatedJoint" component="turret" mass="0"> but the parameters order will vary. That turret part has sub-parts, which will each have a <Rotation> with a <pitchLimits>. They usually have the same values but not always... I didn't find any way to determine the good ones programmatically, but common sense should do a good enough job.

TL;DR in XPath: //Part[@name="turret"]//pitchLimits

Here are my results, I've marked the correct line when ambiguous.

Code: (Turret pitch) [Select]
################################
# CL_Epona

Hovercraft: Epona

pitchLimits  -10,  70  (Turret_Small_Equipment_Mount1)
pitchLimits  -10,  70  (Turret_Large_Gun_Mount2)
pitchLimits  -10,  70  (Turret_Large_Gun_Mount1)
pitchLimits  -10,  70  (Turret_Medium_Gun_Mount4)
pitchLimits  -10,  70  (Turret_Medium_Gun_Mount3)
pitchLimits  -10,  70  (Turret_Medium_Gun_Mount2)
pitchLimits  -10,  70  (Turret_Medium_Gun_Mount1)


################################
# CL_Hephaestus

Hovercraft: Hephaestus

pitchLimits  -10,  70  (Turret1_Medium_Weapon_Pod_Mount)
pitchLimits  -10,  70  (Turret2_Small_Omni_Pod_Mount)


################################
# CL_Huitzilopochtli

Tank: Huitzilopochtli

pitchLimits   -5,  90  (Viewport)
pitchLimits   -5,  90  (Right_Arm)
pitchLimits   -5,  90  (Left_Arm)


################################
# CL_Morrigu

Tank: Morrigu

pitchLimits   -5,  45  (cannon_pitch)


################################
# CL_Oro

Tank: Oro

pitchLimits   -5,  45  (Viewport)   <==
pitchLimits   -4,  45  (LBX_Housing)
pitchLimits   -4,  45  (MedLasers)


################################
# IS_Demolisher

Tank: Demolisher

pitchLimits   -7,  30  (Hard_Assault_Gunslot1)
pitchLimits   -7,  30  (Hard_Assault_Gunslot2)


################################
# IS_Harasser

Hovercraft: Harasser

pitchLimits  -15,  15  (cockpitview)
pitchLimits  -10,  70  (missilerack)   <==


################################
# IS_LongTomTank

Tank: LongTom

pitchLimits    0,  73  (cockpitview)
pitchLimits    7,  80  (maingun)   <==
pitchLimits    5,  80  (pivot)


################################
# IS_Partisan

Tank: Partisan

pitchLimits   -5,  90  (Viewport)
pitchLimits   -5,  90  (Right_Arm)
pitchLimits   -5,  90  (Left_Arm)


I'll look at the mechs later. I think I've got the pitch, but not the pitch bonus when crouched. Anyway the only way to be sure the XML interpretations are accurate is to check everything in-game... so I just did that:

Code: [Select]
ALL_Apc, -5, 60
CL_BloodAspPrime, -35, 50 (70)
CL_CougarPrime, -35, 55 (55)
CL_EponaPrime, -10, 70
CL_HephaestusPrime, -10, 70
CL_HuitPrime, -5, 90
CL_LokiPrime, -35, 35 (55)
CL_MadcatPrime, -35, 35 (55)
CL_MKIIPrime, -25, 35 (55)
CL_MorriguPrime, -5, 45
CL_NovacatPrime, -35, 45 (65)
CL_OroPrime, -5, 45
CL_PumaPrime, -35, 45 (65)
CL_ShadowcatPrime, -35, 55 (55)
CL_SullaPrime, --
CL_ThorPrime, -35, 55 (55)
CL_UllerPrime, -35, 35 (55)
CL_VulturePrime, -35, 35 (55)
IS_AtlasPrime, -35, 35 (55)
IS_AwesomePrime, -35, 35 (55)
IS_BushwackerPrime, -35, 35 (55)
IS_CatapultPrime, -35, 35 (55)
IS_DemolisherPrime, -7, 30
IS_FafnirPrime, -35, 35 (55)
IS_HarasserPrime, -10, 70
IS_HawkmothPrime, --
IS_HollanderPrime, -35, 45 (65)
IS_LongTomTankPrime, 7, 80
IS_MaulerPrime, -35, 45 (65)
IS_OsirisPrime, -35, 35 (55)
IS_OwensPrime, -20, 20 (40)
IS_PartisanPrime, -5, 90
IS_RavenPrime, -35, 35 (55)
IS_ShivaPrime, --
IS_SparrowHawkPrime, --
IS_ThanatosPrime, -35, 35 (55)
IS_UzielPrime, -35, 35 (55)
IS_WarhammerPrime, -33, 36 (56)

There seem to be rounding issues, like the pitch showing 34° unless you look in a specific direction. I corrected that when it happened except for the Warhammer, which had weird numbers (nothing obvious in the XML though).

Offline DFDelta

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Re: Mech stats and specs
« Reply #4 on: May 29, 2012, 10:56:12 AM »
Sometimes I hate this forum.
Wasn't showing that there was an unread post in the wiki section, so just noticed your post due to Cygmas new posts Az.
Going to add the values you provided to the wiki later when I'm home from work, and I'll change a few things on the mech and tank Infoboxes.

Thanks for all that data Az


EDIT
Another thing that came up, should we keep Rotation="unlimited" on assets like Ravens and Vultures, or should it be changed to 360°?
« Last Edit: May 29, 2012, 08:48:02 PM by DFDelta »
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Offline (TLL)KitLightning

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Re: Mech stats and specs
« Reply #5 on: May 30, 2012, 01:25:10 AM »
Reword the 'Mechs Torso twist from "90° in both directions", to simply "180°".

This could be ambiguous for assets with limited rotation, like the Long Tom. 110° could be interpreted as 110° on each side.

A bit necro-reply but what the heck (see infra reply to DFDelta)

I did ask myself that over a year ago when I started on a fact-sheet (unpublished) including all assets in MWLL and their statistics. though I think that the 90° in both directions was from the nautical 0° to either side which have annoyed me like a pestilence since its addition.

Yes I do recognize that it may be interpreted somewhat loosely on some assets, though since most, if not all, assets in MWLL have an equal twist ratio to either side I deemed it irrelevant and discarded it as a rather numb thought pattern to continue pondering along. Also as I was questioned, some said that it may be interpreted as the up/down rotation value too, hence the addition of a "pitch value" in order to limit any doubt.

Sometimes I hate this forum.

Your not the only one shouting at the forums way to handle unread posts/topics >:(

Another thing that came up, should we keep Rotation="unlimited" on assets like Ravens and Vultures, or should it be changed to 360°?

For consistency the use of XXX° would be the most logical approach as I see it.

A side-note: I must say that I sincerely appreciate all above posters work on the wiki and elsewhere contributions on these boards. I'd wish we had forum medals for members consistency to contribute with positive/constructive feedback or in general help others ;)
   

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Offline S7alker117

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Re: Mech stats and specs
« Reply #6 on: June 25, 2012, 03:20:16 PM »
I can create the texts for the new assets variants, as I notice they are missing, but I'll need their specs because my outdated PC can't run the game.  :(
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Offline DFDelta

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Re: Mech stats and specs
« Reply #7 on: June 26, 2012, 04:53:29 AM »
The only ones who know the loadouts of the new assets are the devs and the alphatesters, and neither are likely to tell us before the patch is released.
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