MechWarrior: Living Legends

Community Activities => Community created content => Topic started by: thEClaw on February 02, 2014, 01:53:45 PM

Title: MWLL Weapons/Vehicle Stats + Armor Values
Post by: thEClaw on February 02, 2014, 01:53:45 PM
Here you can find the stats of MWLLs weapons, vehicles etc. in spreadsheets (LibreOffice, MS Office and .csv) created with the help of a Python script.
The script (as well as the version used before MWLL 0.7) is included in the package.

Instructions:

Annotations:

Currently known "Bugs":
Title: Re: Read out weapons/vehicle stats
Post by: Warlord Kentax on February 02, 2014, 05:41:04 PM
Thanks dude!  8)
Title: Re: Read out weapons/vehicle stats
Post by: Silvercraft on February 02, 2014, 08:08:15 PM
Thank you.   :)
Title: Re: Read out weapons/vehicle stats
Post by: okaolias on February 03, 2014, 01:35:15 AM
I had given up on these, to be honest. Major props!
Title: Re: Read out weapons/vehicle stats
Post by: (TLL)KitLightning on February 03, 2014, 02:31:38 AM
Thanks for following up on this thEClaw, here's an imaginary lasagna (http://fc07.deviantart.net/fs71/f/2013/233/3/e/la_lasagna_by_kitlightning-d6j6p02.gif)
Title: Re: Read out weapons/vehicle stats
Post by: thEClaw on February 03, 2014, 07:59:26 AM
Thanks - you know how to handle an orange cat! :D
Title: Re: MWLL Weapons/Vehicle Stats
Post by: ELH_Vivicector on February 06, 2014, 08:23:55 AM
Big thanks for this!
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: ELH_MrGray on February 19, 2014, 01:59:46 AM
All weapons with jam mechanics (UACs) have mistakes in calculation method but overall great stuff, thanks alot.
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: thEClaw on February 19, 2014, 09:33:50 AM
All weapons with jam mechanics (UACs) have mistakes in calculation method [...].
Well, since I don't know much about the mathematical mechanics of the game, I couldn't even attempt to fix those mistakes. Could you elaborate a bit, so the problems can at least become obvious for others reading this thread?
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: ELH_MrGray on February 19, 2014, 05:08:34 PM
Ok, lets look at UAC20 variables.

UAC20 fire section
damage = 490                - damage from single shell
rate = 1000                    - burst firerate (time between shots in burst)

UAC20 heating section
overheat_time = 0.6       - time until jam (complicated formula, 0.6 here is 5 bursts nonstop to jam a weapon)
duration = 10                  - time needed to unjam weapon
cooldown time = 6          - time to cooldown weapon after 5 bursts 

UAC20 burst section
reload rate = 63.8          - bursts firerate
nshots = 2                      - number of shots in burst


With jam mechanic it looks like this:
1. 2 shots with rate of 1000 and damage 490 (490*2=980 damage in 60\1000=0.12 sec)
2. Burst reload for 0.94 sec (60/63.8=0.94 sec to reload burst)
So single burst take 1.06 sec and deal 980 damage. We can do up to 5 bursts with weapon jam, it will take
5.3 sec, deal 4900 damage and then we will get unjam timer for 10 sec.
So with jam we gonna get 4900 damage in 15.3 sec i.e. 320 DPS.

If we gonna avoid jam i.e. gonna make 4 shots and cooldown weapon the i gonna look like this:
1. 2 shots with rate of 1000 and damage 490 (490*2=980 damage in 60\1000=0.12 sec)
2. Burst reload for 0.94 sec (60/63.8=0.94 sec to reload burst)
We can do up to 4 bursts to avoid jam jam, it will take
4.1 sec, deal 3920 damage and then we will wait 4\5 bursts * 6 sec = 4.8 sec.
I.e without jamming weapon cycle will take 8.9 sec, deal 3920 i.e. 440 DPS.

As you can see it differs dramatically from numbers in your files (UAC20 dps = 1042, UAC2 dps = 212).


Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Taskeen on August 09, 2014, 01:32:07 AM
Has this been updated at all?

the wiki page still says the stats posted on the wiki page (http://wiki.mechlivinglegends.net/index.php?title=Main_Page) are out of date and points to this thread
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: thEClaw on August 09, 2014, 11:39:16 AM
What do you mean? Yes, this has been updated - the wiki, however, is not tied to this thread, so I don't know about its state.

But why didn't you just look at the first post and realize that the latest version is indeed 0.7.1 instead of bothering to ask?
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Starch1ld on September 23, 2014, 01:20:45 PM
Stats are here:

https://docs.google.com/spreadsheets/d/1NXxJ0gx35NvpxkkjUgXdIGN-9T9rqfaMXbNiuesQsQw/edit?usp=drive_web

Disclaimer: This is not my work, I just put them in this worksheet and made it viewable
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 21, 2015, 09:43:39 AM
Stats are here:

https://docs.google.com/spreadsheets/d/1NXxJ0gx35NvpxkkjUgXdIGN-9T9rqfaMXbNiuesQsQw/edit?usp=drive_web

Disclaimer: This is not my work, I just put them in this worksheet and made it viewable
::) dead link  :-X
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Vic-Viper.v1 on June 21, 2015, 09:56:06 AM
Yes unfortunately the is a abundance of dead links from Starchild , Will locate and compile the information and repair links as they are reported.

Currently this information is in the Process of being updated on the MWLL Wiki, that too will be re posted upon completion.

If you have any specific information you are looking for perhaps i can assist you in it?
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 21, 2015, 03:56:47 PM
 ???
this actually is right on topic albeit off theme :)
The wiki in regards to mech stats/info:


i noticed it a while a go but was newbie to remember the exact points/mech/error back then (few months ago)  ::)

Do please pursue as practical?
and yes tons of "googledoc"s hang dead all around just like unrolled toilet paper behind white campers in parks after holidays  :-\
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on July 07, 2015, 12:48:43 AM
 :o
i stand corrected,
there is one Osiris with MG (the PPC one) but the Prime ER laser one has not one MG (as per description) how the table shows it correctly

further:
The Puma has description error on variant A: not it's no LRM20 missle boat it is a die-hard brawler with Clan-tech Heavy Medium Laser and cUAC10 that truns light mech guts-out if not dealth with correctly and in a timely fashion
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on July 12, 2015, 02:56:16 PM
there is Raven B description on the wiki
it states the B has ELRM15  :o, however the table is correctly updated.
B has:
1 AC10
2 SBL
1 TAG
 ::)
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Warlord Kentax on July 17, 2015, 02:45:19 AM
there is Raven B description on the wiki
it states the B has ELRM15  :o, however the table is correctly updated.
B has:
1 AC10
2 SBL
1 TAG
 ::)

Yeah, the wiki sure needs a lot of things fixed. I miss the ELRM15 Raven. It had LAMS, BHP, C3, GECM, and 2Mguns... I think. It might have even had MASC. It was really fun and was formerly affordable from close to starting Cbills.
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Fury9er on July 17, 2015, 11:41:39 AM
That Raven was a cracking 2nd rank asset, and was a solid machine later in a match when paired with some NARC or Tag. I finally started to do okay in games with that mech :)
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Warlord Kentax on July 17, 2015, 12:17:41 PM
Just checked and the old raven B had all of the things I mentioned, including MASC as well as 2 extra tons giving it a higher damage than the ELRM owens during a single battle.
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on July 26, 2015, 12:49:30 AM
 :o
both Owens-es (ELRM and LRM one) have good use for Marches,and are tons of fun at sniper maps.

But both lack ammo, jump-jets (or MASC or both  ::) ) and GECM (too balanced out IMO)

In pub games they lack on score (maybe be a  kill thief :o close to enemy base? ??? )

I use them only rarely (on the Dune-like planet the map with two whirlwinds and repair base in middle?) and on Dune itself (the ELRM one)

And Yes the Raven is TS3 only asset (take it alone and just die)

so,
any chance anyone edit this on wiki?
 :-\
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Warlord Kentax on July 27, 2015, 02:46:31 AM
:o
both Owens-es (ELRM and LRM one) have good use for Marches,and are tons of fun at sniper maps.

But both lack ammo, jump-jets (or MASC or both  ::) ) and GECM (too balanced out IMO)

In pub games they lack on score (maybe be a  kill thief :o close to enemy base? ??? )

I use them only rarely (on the Dune-like planet the map with two whirlwinds and repair base in middle?) and on Dune itself (the ELRM one)

And Yes the Raven is TS3 only asset (take it alone and just die)

so,
any chance anyone edit this on wiki?
 :-\

Sure, but what do you want me to say exactly? I changed the raven a little.
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on July 30, 2015, 11:33:13 AM
Kentax,
- change the Ravens B description to match the Layout in the table too  :) ?
- get the Osiris D and E descriptions as they are the most valuable  :o Mech early game (or even later)?  ???
- here i propose few (to copy and paste to wiki if appropriate)

Raven B
Quote
Ever felt like the TAG-ed target isn't dealt with hard enough? Ever felt like Scouting should be done more aggressively? Wait no more - buy this marvel of aggressive scouting right away: Enter Raven B. Scout away; link up radars with C3; cover allies with AECM; render foe's NARC inactive; even defend allies with LAMS, yet while doing all of this - get fun by shooting at heated enemies with the ever powerful and out reaching AC10 even carry additional ammo for prolonged fun. All this for a bargain of only under 50000 c-bills.


Quote
The Osiris D, thanks to it's triple MXPL laser arsenal coupled with it's 360 degree fast torso twist can deal tremendous amounts of pinpoint damage to nearly any opponent. Add the precision of occasional SSRM4 volleys and there You have wrecking havoc on swift legs. Care is to be taken not to stay engaged too long - the three double heatsinks get taxed soon by the MXPL. Despite being augmented by a ton, the armour wears down rather quickly if exposed to more foes.
and

Quote
The Osiris E is righteously considered the best Mech this game had. It sports it all: Enhanced Optics, Long range punch of the LtGauss, additional ammo, Improved jump jets, two ERMBL with just a bit shorter reach than prime weapon, available at game start - You name it - Osiris E has it. Although care is to be taken not to overtax this marvel: under fire it will melt soon, on the first line it staying power can be significantly augmented by either jump-sniping or using fire and dodge techniques. Best range, best window of engagement, best maneuverability, first to be aimed and shoot-at on the foe's side.
 
or

Puma A
Quote
The brawler at heat, it is a butcher by craft - tearing trough enemy's armor with the devastating pair of cMHL then exploiting the weak spots by the plentiful cUAC10's barage. 2 Dual heatsinks are best exploited by chainfiring the Medium Heavy Lasers and taxing in between with the UAC thereby avoiding jamming it. The additional ton of ammo is hardly enough for any prolonged use, so care is to be taken to place UAC shots sparingly and accurately.
copy/paste at own will & risk - no licence applies (or BSD like does) :^)

 
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: thEClaw on November 07, 2016, 07:51:13 PM
Updated to MWLL v0.8.0. May the 'Mechs walk forever.
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Spooky on November 09, 2016, 12:29:58 PM
I have made the weapon stats available as a search- and sortable table here: http://stats.spikx.net/mwll/stats.html
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Spooky on November 09, 2016, 03:21:03 PM
Variants are also now properly displayed at http://stats.spikx.net/mwll/stats.html
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on November 09, 2016, 09:16:12 PM
You two are my heroes :D
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Spooky on November 10, 2016, 12:59:03 PM
Btw. @thEClaw could you may be post your current python script?
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: thEClaw on November 10, 2016, 01:47:38 PM
It's contained in the download.
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Spooky on November 10, 2016, 03:03:19 PM
Ah, woops :)
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on November 15, 2016, 01:47:01 PM
The best ever community support page:
http://stats.spikx.net/mwll.html (http://stats.spikx.net/mwll.html)
just got better
Spooky thanks a zillion from the whole community!
(i Really like the GeoIP added lately  ;D )
and the ever useful stats page:
http://stats.spikx.net/mwll/stats.html (http://stats.spikx.net/mwll/stats.html)
will be certainly the most useful visited page ever  ::)
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on February 19, 2017, 06:57:27 PM
Any chance we get the actual 0.8.2 stats?
Are there any significant discrepancies 0.8.0 --> 0.8.2?
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Spooky on February 20, 2017, 09:49:35 AM
Are there any significant discrepancies 0.8.0 --> 0.8.2?

There are a few. See http://clanjadewolf.net/mwll/changelog.txt

I didn't run the python script myself yet - also because some of its calculations seem to be wrong.
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: [IPA] Avatar on February 20, 2017, 10:21:19 AM
Are there any significant discrepancies 0.8.0 --> 0.8.2?

There are a few. See http://clanjadewolf.net/mwll/changelog.txt

I didn't run the python script myself yet - also because some of its calculations seem to be wrong.
Where can one get this script?
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Spooky on February 20, 2017, 10:24:51 AM
It's in the archive files :) (subfolder "scripts")
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on February 20, 2017, 10:41:58 AM
I ask, because I visit the stats page quite often (or even more than that), and I did wonder...  ::)

so all in all:
Quote
- SparrowHawk D now has 2 ERLL
- Corsair E now has 2 ERPPCs and 2 MLs instead of Gauss + ERLL
- Sulla I now has ERPPC + Gauss instead of LBX5 + Gauss
- Hawkmoth has been moved to Tier 2
- Donar A has 2 less heatsinks and 2 more tons of armor

- Vulture A SSRM2->SRM2 + 2 free tons.
- Osiris C changed to  1 PPC | 2 SXPL | 1 SRM6; I-JJ | 3 DHS
- Solitaire C changed to  1 ATM3 [HE] | 1 LBX2 | 4 Flamer; MASC | 2 DHS
- Bushwacker F changed to  1 ERLL | 2 ERML | 2 ERSL | 2 LRM10; 1 LAMS | 6 DHS
- Reenabled camera pitch on Longtom to a limited degree (max 15 degrees).
- Raven G - 1 RAC2, -1 Mgun, -1 Freeton -> +1 PPC, +BAP, + .5 T armor
- Raven A - 2MPXL, 2MBL, BAP, 1 T armor->+2 LPL(experiment)
- Raven B - -1 AC10, -ACEM, -TAG-> +1 UAC10 +GECM
- Owens G 2 LL-> 1 ERLL+ 1 LL
- Chevalier B UAC2, Free ton-> ERLL + 2 HS
- Warhammer C 2 SSRM6 -> 2 SSRM4 + 2 Free tons
- Harasser A BAP -> GECM
not quite few?
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Spooky on February 20, 2017, 11:16:35 AM
Plus:
Quote
      - RAC2 nerfs rolled back a bit. Overheat time back to 6 seconds, spinup time to 550 from 700 (was 400 in 0.7), max spread reduced to the midpoint between 0.7.0 and 0.8.0.
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: [IPA] Avatar on February 20, 2017, 05:24:48 PM
It's in the archive files :) (subfolder "scripts")
Thanks!
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on April 10, 2017, 12:09:34 PM
Any chance anyone update this to current or upcoming release(s)?
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on May 11, 2017, 11:06:19 AM
NOTE: we're falling ever more behind:
0.8.3 is in the grind  :o
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on May 12, 2017, 03:18:32 PM
Are there any significant discrepancies 0.8.0 --> 0.8.2?

There are a few. See http://clanjadewolf.net/mwll/changelog.txt

I didn't run the python script myself yet - also because some of its calculations seem to be wrong.

@Spooky, which one calculations where found wrong?
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Spooky on May 12, 2017, 04:04:35 PM
I think I found some DPS calculations to be wrong.
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Az on May 25, 2017, 09:50:54 AM
I think I found some DPS calculations to be wrong.

I can't do anything about that, but I've noticed another issue I can help with. Some variants are listed which weren't actually in the game.

To be available in-game, an asset/variant has to be:
1. defined in the XMLs, of course;
2. listed in one of MechLists.lua's gm.*List tables, which links XML definitions to a number of parameters;
3. listed in one of the g_*List[CL|IS] tables, which dictate what assets a base can build (fudged a little, that's why the Catapult is listed under medium mechs and the Ares as a hovercraft).

There's always been stray variants and work-in-progress assets left in the XMLs. In Wandering Samurai's releases however, the MechLists.lua lists were always internally consistent. Since 0.8.0, some variants appear in the main gm.*List tables that are not buyable anywhere. This requires a second round of pruning. It looks like this script doesn't perform the first one either, as I see a few empty Karnov variants listed.

If anyone feels like updating the script, I can share the regular expressions I used to parse MechLists.lua. They're quite hairy but haven't failed me yet.
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on May 28, 2017, 07:36:11 PM
I've been busy ("freeriding"')  8)
here attachments:
@Spooky, do You hear me buddy?  ;D
the new Air_Gausses gave some resistance, bit now they're tamed ::)...

NOTE: it's unaltered outputs, only AIR_Gauss type weapons are added to checkout on weapons.csv
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Spooky on May 29, 2017, 08:50:11 AM
https://stats.spikx.net/mwll/stats.html updated
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on May 29, 2017, 09:18:01 AM
kudos!

You do not happen to touch any of the data provided, no matter how wrong? (i.e. SRM range etc)

Does that imply someone (me?) ought to update the data harvesting in the aforementioned *.py script?  :-\
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Spooky on May 29, 2017, 11:32:41 AM
No, I did not change any of the data.
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on May 30, 2017, 02:39:55 PM
Okay,
I happen to ask for a reason: the SRM are 350m in game (checked it) and in the chart the "automagic" makes them 131m (???) for reasons unknown.

But once I've whetted my hands in the code, I might as well check those details (once I get any time again)?

Most of data is derived by the script not exactly extracted FWIW.
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 01, 2017, 12:24:58 PM
@Spooky
where there  bee Easter eggs  8)
 8)
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 01, 2017, 09:04:13 PM
this one one has news :^]

1. I don't know python! okay!
2. i merely hacked it to do it  8)
3. i hate my self for it!
4. what's new:
a. we account for speed and MASC is factored into it  :o
b. we have tonnes too, some where quite a bitch to hunt down (but I'm a reputable witch hunter  8), ask @Star_Wraith? or was it a bitch hunter ??? or witch bitcher?  :-\)
c. I'm not sure if Karnov is important, but its there, happy or not

hope @Spooky will be happy  ::)
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: DragonGod004 on June 02, 2017, 05:00:56 AM
Thank you for your hacky help @cest73 =)
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Bird_Thing on June 02, 2017, 05:10:38 AM
Thank you cest/fire!
Your hackery magic will undoubtedly be of great use!
 8)
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 02, 2017, 12:15:58 PM
Kind thanks,
(http://media.tumblr.com/ea34353f06c6e75610e305ab3a2b1e5c/tumblr_inline_mjzgywIn8w1qz4rgp.png)
i think i peed my phants ATM (Spooky did homework (https://stats.spikx.net/mwll/stats.html) :^])
kudos to @Spooky

a question to @Spooky:
would it "pay" to have the order of the data columns changed in a particular way?
since i'm on it, ask away (while it's still hot and malleable)
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 02, 2017, 09:17:08 PM
(http://2.bp.blogspot.com/-36ar6b8LD_c/TwvrfJJf9FI/AAAAAAAAEhY/d591AfUbk6k/s1600/tired-dog-09.jpg)
...who's the tired dog ? ... :/

files fetched: see attachment

why bother:
BA weapons (yea!)
new weapons column - "Nominal Range"
and errors - i hate error reports >:(

so enjoy  :D
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 03, 2017, 05:31:35 PM
What would be value of an additional column: "Agility"
it would hold a number comprised of the assets ability to follow a target in defile, ie cumulative turn rate:
for:

BA, Mech & wheeled: turn + (yaw + pitch)/2
Flyers: turn rate

So we could compare mechs by "agility" - why an Warhammer stands no chance versus an Stormcrow  in the "circle of death".

I think I might delve the next few days into it?
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: okaolias on June 03, 2017, 10:41:21 PM
Agility rates would be amazingers! Thanks for the data cest/firehound, you're my hero.
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 03, 2017, 10:43:20 PM
kind thaks :)

the "Nominal Range" will be probably removed, once I sort out the proper "Max Range" calc (speed is in err AFAIK)
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 04, 2017, 10:37:30 PM
let's say I'm on a streak, okay?

(http://www.musclehorsepower.com/wp-content/uploads/2017/03/U.S.-Nimitz-class-aircraft-carrier.png)
TURN SPEED INCLUDED!

TL;DR:

Turn speed and pitch/yaw speeds (die CL_Hephestus!)

download and enjoy :P

P.S.
Nominal speed is to be removed yet (next time maybe) :/
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 05, 2017, 04:42:06 PM
(http://i0.kym-cdn.com/photos/images/facebook/000/823/232/a69.jpg)
Cryengine isn't for crybabies

we regretfully fulfill the duty to inform you that another release yet has took place.

it's the 085e release and it has reached the milestone of being the final release

No further releases will be put forth until a game patch or whatever change of game code (back or forth).

reasons to consider:

* -The SRM range clusterfsck has been alleviated and the ranges currently show some sense and consistency
* -The Nominal Range has been removed, for aesthetic reasons (not needed any more)
* -BA weapons glaore (totaling of ~195 items of interest)
* -The turn rate coupled with the pitch and twist rate might help You discover the favorite mech in the next class You're about to master

Enjoy, it's not for the faint of heart
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Spooky on June 05, 2017, 04:59:05 PM
Cool :). How do you determine the range now? I haven't yet looked into the files, but interesting would be the max reported range for the HUD and the actual max range (for LRMs for example).
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 05, 2017, 08:04:29 PM
kthx, Spooky,
 :)
I had a test run  with a lot data spew out, and found out the script blindly uses the Max_Speed, wherever found?  ???


Then i simply figured I make the script check the higher value of the two, disregarding the "advertised" range and just use:

Code: [Select]
speed x lifetime
as theClaw did before, only i went into detail (see above) to make sure the speed is the proper, and not the obvious one.

So, once the speed was correct, the ranges got all good too, by auto magic  8)

But, yet again, we now miss the lock-on_distance, aren't we?

Do note, most calculations are still what theClaw left behind,  I merely cherry pick few errors, and had included BA stuff for an eventual release with more BA?

Also I  deleted the "Nominal Range".

The "Agility", while I planned to add, I just couldn't figure out:

The turn speed of mechs seem to be quite away from the turn speed of ASF, and the pitch and yaw of either yet further away?

So i just included those, as RAW data, without any further "obfuscation" :)

Besides lock-on only thing we might add further down the line is cost, but as clueless as I am, I leave this alone for the time being.

Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Spooky on June 06, 2017, 09:09:02 AM
max_speed is only used for weapons that accelerate once they are shot (like missiles).
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 06, 2017, 10:00:25 AM
true, but some (MRM/LRM) have the values proper, and other (namely SRM) have the value backwards:
Speed=600
Max_speed=225
Hence all the time lost  ::), i merely placed in a sanity check and voila!  ;D
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 06, 2017, 11:54:05 AM
(http://free-photos-ls01.gatag.net/images/lgf01a201306220800.jpg)
Another release! although I promised  :-\

Why:
- fixed clip size (-1 --> 0)
- reworked the ranges in vehicle_range (whoever uses it) to 100,300,500,....,1900 for clarity (10 fields)
- contemplated why APC has no MG listed (they are missing in the XML too) so i reported as bug to discord?

and finally here files>>>
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: DeimosEvotec on June 06, 2017, 05:35:30 PM
The apc in the buymenu is base template apc and not a variant. The guns are defined in the base template in the lines 284 and 302.
re missile speed I think only when cruise is set to 1 is uses the max_speed number.(would need to test to be sure)
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 19, 2017, 06:39:18 PM
(https://imagezonly.files.wordpress.com/2011/09/flcl-wallpapers-067.jpg)
There was no better image
(sorry i was in a hurry)
 :o asset prices included (without spare ammo  :-\ )
TODO:
ammo prices as well
enjoy

Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 26, 2017, 05:43:53 PM
(http://bestdemotivationalposters.com/wp-content/uploads/2012/07/santa-delivers-military-gun-army-best-demotivational-posters.jpg)
As promised :^]
new datas for the community available for the immediate download

o7
Yours truly
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on June 30, 2017, 03:50:58 PM
There's hardly anything more menacing than an....
(http://orig08.deviantart.net/c662/f/2015/292/5/4/battletech___axeman_color_by_azakachi_rd_17-d9dqdnv.jpg)
Axman!

but we have none, so i made the latest update of the data set...
Attached, pleas find the files of interest...
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on July 03, 2017, 04:29:07 PM
(http://cdn.mdjunction.com/components/com_joomlaboard/uploaded/images/999612_649800718387753_194932952_n.jpg.jpg)

another release,

Heatsinks now show in their places... (single or double)
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: Warlord Kentax on July 20, 2017, 05:35:36 PM
Thanks!
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on July 21, 2017, 07:43:25 PM
kindly welcome
all that is still left is to have Spooky update the site  too 8)
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on August 19, 2017, 03:40:45 PM
if anyone tracking this has failed to observe:
is updated long time now (https://stats.spikx.net/mwll/stats.html)
kudos to Spooky for the useful online database we all (well maybe not many) enjoy.
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on October 16, 2017, 03:20:54 PM
greatest an latest
(http://buylaughs.com/wp-content/uploads/2014/01/Funny-Babies-Pictures-2.jpg)
updates all around
090 game stats (inclusive prices)

for Your kind consideration
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on October 16, 2017, 04:27:58 PM
the era of new
(https://i.pinimg.com/236x/fc/ae/b3/fcaeb3acb500f88b868a50db1733f88d.jpg)
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on October 27, 2017, 10:12:22 AM
Is it that time already again?
(https://i.pinimg.com/736x/13/db/ba/13dbba15c35c66b1ddb12c7537a51b56.jpg)
well, yes and no :)

new outputs include a file listing XP (experience points) and spawn c-bills in rank order.

Other than that - all old news really  8)
Title: Re: MWLL Weapons/Vehicle Stats + Armor Values
Post by: cest73 on October 31, 2017, 07:44:29 PM
Ready?
(http://3.bp.blogspot.com/-p0pJ2Mrftpo/UU4vUTErS0I/AAAAAAAACrA/175v1hXSO4E/s1600/lol_cats_1.jpg)
okay, here goes:

Prices!, Weapon prices!  :o ::) 8)
https://www.dropbox.com/s/bszyhokc6sczcl7/0.9.1_outputs.zip?dl=0 (https://www.dropbox.com/s/bszyhokc6sczcl7/0.9.1_outputs.zip?dl=0)