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Railstar

Recruit
Jun 24, 2018
7
0
https://site-mechbay.appspot.com/

I created this for use with the game using React.js. Test loadouts! Fiddle with configurations! See what the default loads are for mechs you are missing! It's still sort of beta, so constructive feedback is appreciated.

Known issues:

-Older version of IE (11 and lower) have spotty or no support for HTML5 Drag and drop, I recommend using the newest versions of Firefox and Chrome (Edge is OK too).

-You may notice some mechs/variants are missing. That's because the current mech list is made up of what is currently in my own in-game collection. If you would like your favorite mech or variant added, send me a screenshot with the DEFAULT loadout, and I will add it in!

-Mobile devices and tablets are not supported (yet). iOS Safari does not support HTML5 Drag and Drop native, but there are work-arounds. A later update will hopefully address this as well as provide a responsive layout for smaller screens.

Future updates:

-All rare equipment for completeness

-Mobile support (see above)

-Metrics on screen for things like total potential alpha strike damage and heat, movement speeds and more.

A huge thanks to HBS for making a Battletech game so faithful to the tabletop game I love. I have been playing Battletech since it's inception, and I have had the time of my life playing this incarnation.

Have fun!
 
UPDATED FOR 1.1:

Weapon list includes all laser types and all new heat gen stats.

Highlander 733P and Awesome 8Q added.

200% more dakka.

Still to come:

The rest of the missing mech variants (I haz dataz!)

+ and ++ weapons and gear (for completeness).

Mobile support (maybe).

Moar dakka.
 
Thanks for that! Really like that all the loadouts are available to view. I'm not sure how to edit things, though. I can drag a double heat sink to the head or other location with less than 3 crits, but shouldn't be able to (sometimes it moves it, sometimes it duplicates it). Maybe you could show the total armor points? (A good suggestion for the actual game as well) Nice reference, thanks!
 
Thanks for that! Really like that all the loadouts are available to view. I'm not sure how to edit things, though. I can drag a double heat sink to the head or other location with less than 3 crits, but shouldn't be able to (sometimes it moves it, sometimes it duplicates it). Maybe you could show the total armor points? (A good suggestion for the actual game as well) Nice reference, thanks!

You're welcome! I will look into the double heat sink glitch. The duplication happens when you drag an item within a crit location to the same crit location or sometimes if you drag on top of another piece of equipment in a different location.. I am working on that one already. Drag unwanted dupes to the trash can for now.

A future update will include metrics like heat dissipation, total armor, alpha strike damage and more. Right now I am updating the underlying data with 1.1 changes and all of the + gear.

I'm glad you like it!

Edit: I have patched the slot violation bug. That was a good catch, thanks again! As an added bonus, all of the +, ++ and +++ weapons and equipment are also patched in. Have fun!
 
Last edited:
UPDATE:

+Added Metrics for total armor, alpha strike and heat to each mech display

+added some responsive CSS for tablet views

+reduced duplication glitch to a few edge cases

TODO:

+Mechs still missing! The few remaining 'mech variants will be added soon!

+iOS Safari support still in the works

+Phone sized layout (maybe)

+click-select functionality for small devices? (Prototyping)

+Social Media Sharing

+Moar dakka

I have been asked about mod support. I am not currently supporting mods, not because I hate them (as one troll suggested), but because it needs to support the base game 100% first. Horse. Cart. Correct Order. When the time comes I may take a quick poll to see which mods should be supported, but that's still on the horizon. I *am* open to suggestions for additional useful metrics for the center data display I just added. Right now it covers the basics, but if there is a ratio, or other extrapolated data point that would be useful to you in your 'mech designing fun, let me know!
 
Nice additions. Along the lines of heat, does anyone know how much heat is produced when Standing, Walking, Sprinting and Jumping? It seems to build up, somehow, and whereas tabletop BattleTech designs will normally overheat on a single Alpha strike (or two), the game seems to build up to that. Does anything else produce heat?
 
Nice additions. Along the lines of heat, does anyone know how much heat is produced when Standing, Walking, Sprinting and Jumping? It seems to build up, somehow, and whereas tabletop BattleTech designs will normally overheat on a single Alpha strike (or two), the game seems to build up to that. Does anything else produce heat?

Movement and jumping do produce heat, but I am unclear as to the values. Since it's likely a constant value across all mech chassis, I don't know if it would be a useful metric for the calculator. Perhaps something like heat produced by weapons in a given range increment? Or a ratio of max heat from weaponry vs heat dissipated per turn?
 
Pretty sure heat is defined in CombatGameConstants, it's actually pretty hard to work out exactly how they calculate though.
JumpHeatUnitSize: 6
JumpHeatPerUnit: 1
JumpHeatMin: 5

My reading is that is it _probably_ 1 heat per 6 metres with a minimum of 5 heat generated, but the Unit Size could be something else like dots moved (unlikely I think as everything else is in metres).
Either way jump heat in general is absurdly low to the point on anything except hot maps some mechs just spend every single turn jumping!
 
New Update!

+ Fixed tablet styles to fit more cleanly into the frame

+ iOS touch event now supported!

+ Scroll bar added to mobile views (to prevent conflicts with touch events)

+ WVR-4K added

+ Moar Dakka

Still coming:

- SM and XS views for phones and PDAs

- Mod support

- Even moar dakka

I will be on vacation, so no more updates for a week or two. I hope everyone is having a great summer!
 
A graphic that I'd like to see for mechs is a histogram of damage by range.

(I may whip up an example eventually, but not going to spend time on it right now.)

In any case, the site is looking good.
 
Good work @Railstar !

I plan on using this to demonstrate builds on the forum and have pinned it to my favorites :)
 
One thing I noticed while tweaking a dream Black Knight build is that that chassis seems to have something wrong with its Stability Damage. When running the stock loadout it shows 0 StabDmg, when you remove the PPC it shows -20.

Also, removing ammo for missiles or autocannons seems to glitch all the Alpha Strike displays - they show NaN for 'Not a Number' in all categories, even if the design still has ammo (like removing one of the Catapult C1s two tons of ammo) and it doesn't come back if you replace it. It does this whether or not the weapon the ammo is for is still mounted.

And would 'strip weapons' and 'strip equipment' buttons be easy to implement? Because sometimes I've got a radically different build to stock in mind, and the first few minutes are spent removing all the stock stuff (and running into the NaN problem, if it had any ammo).
 
Sorry for the doublepost, but I noticed something weird with the armour weight calcs, and I think I figured it out.

So a ton of armour should be 80 points, right? Since a ton of armour in tabletop is 16 points, and damage uses a x5 scaling, 16 * 5 = 80. And the stock values of all the variants on your mechbay bear that out - a Commando-2D has four tons of armour, that's 4 * 80 = 320. All good so far. But when you add or remove armour, it makes it so 16 points of armour is a ton! Making it a humble 25-ton Commando with its 4 tons of armour stock weigh a featherlight 6.875 tons when stripped of armour, and actually be in negative weight if you take the weapons off, too (-1.125 tons)!

What's happened is that at some point you changed the armour +/- buttons from adding or removing 5 points of armour to doing so for 1 point of armour, but left the weight calculations as if they were still doing 5 points. But since you've got everything being caculated from stock as a starting point, the stock loadouts still look right, and adding or removing weapons and equipment doesn't involve the broken armour weight calcs - it's only once the user starts messing with armour values that it all goes wrong.

So all you need to do is change it so instead of one press of armour +/- adding or removing 0.0625 tons, it instead does so for 0.0125 tons. Then it'll all work again!

Thanks for the wonderful tool, I hope this doesn't come off as critical of your skills - it's only a constant that missed getting changed, happens to everyone.
 
Sorry for the doublepost, but I noticed something weird with the armour weight calcs, and I think I figured it out.

So a ton of armour should be 80 points, right? Since a ton of armour in tabletop is 16 points, and damage uses a x5 scaling, 16 * 5 = 80. And the stock values of all the variants on your mechbay bear that out - a Commando-2D has four tons of armour, that's 4 * 80 = 320. All good so far. But when you add or remove armour, it makes it so 16 points of armour is a ton! Making it a humble 25-ton Commando with its 4 tons of armour stock weigh a featherlight 6.875 tons when stripped of armour, and actually be in negative weight if you take the weapons off, too (-1.125 tons)!

What's happened is that at some point you changed the armour +/- buttons from adding or removing 5 points of armour to doing so for 1 point of armour, but left the weight calculations as if they were still doing 5 points. But since you've got everything being caculated from stock as a starting point, the stock loadouts still look right, and adding or removing weapons and equipment doesn't involve the broken armour weight calcs - it's only once the user starts messing with armour values that it all goes wrong.

So all you need to do is change it so instead of one press of armour +/- adding or removing 0.0625 tons, it instead does so for 0.0125 tons. Then it'll all work again!

Thanks for the wonderful tool, I hope this doesn't come off as critical of your skills - it's only a constant that missed getting changed, happens to everyone.

First, thank you! I am glad you like it, despite the rough edges!

Second, you are absolutely correct. The game's .json has the following:

"ARMOR_PER_TENTH_TON" : 8.0,
"CBILLS_PER_ARMOR_POINT" : 625.0,
"TONNAGE_PER_ARMOR_POINT" : 0.0125,
"ARMOR_PER_STEP" : 5.0,

I will be making a new build tonight that addresses all three of the issues just described. Thank you for the shout out!

P.S. The new feature you want shouldn't be too hard. For armor at least. I think it would also need a way to enter a value for armor rather than increment, though. Having to re-add 1500+ armor to an assault mech by clicking each point would be rage inducing to me if I was the user. I will look into it for sure. My current priority is to add some sort of social media hook into the app, though. To make build's easier to share.