20 NOV 2012 - Added XTRO Succession Wars Volume 1 - Added Interstellar Players 3:Interstellar Expeditions - Added a few new prototype systems, like freezers, prototype endo-steel/ferro-aluminum, and prototype improved jump jets - A few minor changes to code that may fix a few bugs 08 NOV 2012 - Added XTRO Phantoms, XTRO Primitives, the Bounty Hunter Dossier, and whatever other books came out since my last update. - Added all the supported books to the source book index HUGE BREAK Still Working On: - Vehicle/Fighter Sheets - Ability to submit a bug report added to each page - Multiple image support - BV/Cost calculations - Ability to create lists - Ability to modify units in your list (change armor, whatever, eventually I'll do repair calculations) 16 JUL 2012 - Refreshed data with canon MUL 10 JUL 2012 - Removed PUL (Pulse) and BG (Big Gun) from Quick Strike/BattleForce cards. Left the other stuff. - Changed the "too many weapons" for optimized calculations to 12 instead of 10, seems it was comming up alot - Fixed the math behind the strafe (STR) value for fighters. Stupid mistake on my part, its a good number now and should be used in strafing attacks. 30 JUN 2012 - Updated all fluff/manufacturer/etc data for all TRO 3067 units. Also updated all the DS/WS within that document. Often reordered the equipment. - Updated all fluff/manufacturer/etc data for all TRO 3058 units. Often reordered the equipment. 28 JUN 2012 - Fixed a HUGE amount of issues with the database. Roughly 655 out of 5241 entries had some form of issue, however 85% of those were expected, so less than 2% were not - Out of those 2%, I fixed nearly all of them. All the space ships should work now, images too. Many Protos were fixed, the buildings, and just a lot of other little typos - Looks like I left a bit of code unfinished, probably got called away and couldn't get back to it. Many support vehicle classes were completely wrong.... all fixed! - I haven't updated quick strike/battleforce cards to support things like Warships, Mobile Structures, or Dropships. Sometimes they may appear to work, but most of the time they get crazy with the circles (Like the Leviathan II!) 27 JUN 2012 - I found a HUGE bug. I've got all this data in big excel tables. I like excel as its easy to edit, I can see lots of data at once (pattern recognition helps finding bugs) and I can use formulas. However, I had some cells formatted to certain things. A Battleforce Gauss Rifle short range attack is 12.45, but I had it formatted to see only 12. So I updated my databases ALL the time, I clear everythign out, and reimport all the data. It takes a few minutes, but its much easier than editing the data in SQL. Anyway, I was just copy/pasting that huge chunk of data into text files for the database import (going straight from excel is a PITA). No biggie right? Wrong, that 12.45 that was formatted to see 12, only copied 12. So I had a LOT of little numbers like that which were off a wee bit. It doesn't change very many things, but dos change quite a few. All fixed now, but the database was mostly offline and probably threw errors between 9:30-10:30 PM CST on 26 JUN. - The Optimized factors are now calculated as how much the unit can do over 3 turns, sometimes generating some heat, but after 3 battletech turns being at 0 or less. This is the most accurate method of calculation possible. - I would actually recommend using those values instead of the ones on the left side of the card, which may make the point value of units make more sense. These numbers don't have my "3+" sorta values for attacks <5 yet. 26 JUN 2012 - Added a note on QS cards to the right if there was any issue with the data, so the card could be double checked for validity (like looking at the actual issue to see if its a big deal) - Added Optimized Ballistic/Energy attacks to the left side of QS cards. - These are actually pretty complicated. Basically I go through EVERY combination of weapons that could fire, and get the maximum damage within the heat the unit has available. - In some cases these values will be higher than regular attacks, in other cases lower. It will eventually replace regular attacks. They are here now for "double checking" - I also gave a maximum overburn value if there was any (OV1 = 2.5 BT heat/turn, OV2 = 5, OV3 = 7.5, and OV4 = 10 heat per BT turn) - Note, while some units may appear to be able to overburn, like the Marauder II Bounty Hunter, its 34 HS, -3 for Jumping, +10 for overburn 4, is 41 Heat, still not enough to fire 1 more ERPPC at short range. - Eventually I'll combine the 3 BT turns, so with +10 heat in a turn, you can't fire an ERPPC, but if I combine those 3 turns you'll have +30 heat, and can fire it twice, adding about +1 to the attack! - Please let me know if you see any issues with this, I only looked at a dozen or so mechs. 25 JUN 2012 - Redid rocket launcher code for battleforce/quickstrike cards. Its far more accurate now. - Fixed overburn calculation for battleforce/quickstrike cards. It will now show a Ballistic/Energy value (or just 1 if its the same for both). - Fixed an issue I created where units of all types had rocket launchers (it only existed a few hours today) - Added DT # for fighters, the damage threshold value - Added STR # for fighters, this is the strafe attack value used - Removed all the special attacks for fighters (SRM, LRM, IF, etc) as they don't use them. 24 JUN 2012 - Added all fluff from TRO 3075 - Added all fluff from TRO 3057 Revised - Minor bug fixes of all sorts - Roughly 22% of entries now have fluff. Took me nearly 2 full days to get those done, and without copy/paste error checking or reading the text for updated info. - Note, while most infantry works, and the armor divisor is taken into account, the special abilities of armor like ECM/IR/Camo Sneak are NOT taken into account yet - Fixed structure calculation for BF/QS, I had large/regular fusion engines reverse. Not sure why it took so long to notice :( 23 JUN 2012 - Updated all the infantry weapons and gave them battleforce values in my weapon tables. This means infantry should have valid attack values now. Some are quite powerful and cheap (like Field Gun Infantry) 22 JUN 2012 - Lots of little changes on the record sheets. Should handle split weapons better, and my data can now include ammo and weapons on the same line for mechs. Hopefully that didn't break anything :) - Fixed battleforce CT special ability, though its still not totally accurate as I need to update how cargo is referenced in my data files. - Fixed some screwed up ammo (LA ability) counts in BF, should be better now - Changed the abilities list so PUL, BG#, and LA #/#, all I invented, are the last on the abilities list. Also added an * before them to denote they are "special" - Added support for different skills on the QS/BF cards, though you can't change it on the site yet - As coolant pods are single use, I am now ignoring them. They simply don't have that much of an effect over 3 battletech turns (just 1), so like APods/MPods/BPods they are ignored in BF/QS calculations - Added rocket launcher support. The ARC-6W now has 2-2-0-0 attack, ENE, and a RL 5/5 value to represent its single rocket attack. - Rocket launcher attacks total 1 turn of all rockets fired, plus anything else that an be fired with remaining heat, then adds 2 other turns fo normal attack, and divides by 3. - Added support for weapons that do <5 damage. If a unit has a single MG its damage is normally 0. However, it could do SOME damage, so now any attack with a + after means its a 1d6 roll to get or exceed that number for 1 hit. - The Gabriel TDF for example, has 2 RL 10's. That is 12 damage in 1 turn from rockets, divided by 3 its rocket damage is only 4, rounding to 0. However, it has a 3+ instead, meaning a 1d6 roll of 3+ allows it a single damage - If there is no attack in a range band, its "-". There may have been some bugs with this previously and it just showed up as 0 - I think it would be REALLY cool that instead of little strings like "SRCH" or "ENE", we could have icons on the sheet as well. This would save space, and look great. Perhaps a small spotlight icon and lightning bolt for example. 21 JUN 2012 - Fixed battleforce values for units with Mech Mortars (assumed 2 damage per shell in battleforce) 20 JUN 2012 - Fixed duplicate "SPC" abilities on QS sheets - Removed "LG" ability from fighters and small craft on QS sheets 19 JUN 2012 - Refreshed data with canon MUL. This fixed 20 units that didn't have entries, however it added duplicate entries to 3 units (GLD-1R, ICR-1X, and CRS-X). - I still have 227 units not on the canon MUL, and the canon MUL still has 542 units in it that are not published yet, and 7 with duplicate entries 18 JUN 2012 - Added Atlas Devlin/Awesome Cameron from Total Chaos - Fixed armored Engine/Gyro and Cockpit stuff that wasn't showing with the little armored circle, also the ARM ability on battleforce sheets - I think the Limited Ammo, or LA battleforce ability will work now. The values are LA Turns/Tons. Turns is the # of turns of ballistic ammo on board, tons is the tons required in ammo to reload 08 JUN 2012 - If a unit has the same IF abilities as LRM, I removed the IF ability as its redundant - Fixed some calculations with ENE attacks that were a bit too high because they weren't reduced enough by heat - Combined the attack and energy into the regular attack line. So where there are 2 numbers, it is Regular-Energy, feel free to only use the 1st if you dont like the optional rules - Got rid of the AP value, it seems many units had more than enough firepower to obliterate even the most heavily armored infantry in 3 battletech turns, so infantry will probably do better as designed on average - Heat efficiency is calculated by reducing 4, obviously as they are no heat effects at 4 heat. However over 3 turns that would be 12 heat, not 4, its all cumulative, so I no longer remove those 4 heat. - Along those same lines, +10 heat in a turn represents +30 over 3 turns, so each overburn factor is really about 3.33 heat in a battletech turn, hardly enough to make a difference - In fact, I think overburn should be completely ignored in battleforce/quick strike, as it is 3 turns not 1, and an overburn is actually far MORE damage in BF/QS than it would be in BT. 07 JUN 2012 - Added a lot of Quick Strike/Battleforce updates so many more units will start working, or at least have more data. Units that use other cards like WS/JS/DS will usually break, or be really crazy lookin. - Medium, not short range, is now used to determine if the unit has an AC/SRM/LRM/FLK/etc value (there should be less units with stuff like AC 0/0/1). This was canon and my mistake. - If a unit has all energy weapons, it'll have ENE as an ability like usual. However, if that unit has ammo consuming weapons, it'll have ENE #/#/#/#, this is an attack that doesn't consume ammo and can be used fully underwater. - Example. AS7-D Atlas has 2 Medium lasers to the front. Its normal attack (no SRM/LRM/AC) is just 1/1/0/0, however, it also has an ENE 1/1. The ENE 1/1 can be used without consuming ammo, and is used underwater - The AC 2/2, SRM 1/1, and LRM 1/1/1 factors are all limited by a "LA3/5" value, which means it only has 3 turns to use ammo before it is stuck with only the ENE 1/1 attack ability. - If the unit is inactive 1 turn near a CT5 or better unit carrying ammo, it can then attack another 3 turns. - The "LA3/5" value as well as "ENE 1/1" can be ignored if you do not wish to use those rules in your game. ENE still appears normally on units with no ammo whatsoever. - NOTE: The LA#/# value isn't implemented yet - I added a "BG#" value. This is "Big Guns". This is the # of weapons on the unit doing over 12 damage in a single location, and each 2 points of damage a free critical is applied, up to the # of BG factors the unit has. - So a mech with 3 Gauss Rifles has "BG3", which means if it does 6 damage in a turn, it gets 3 free critical hit rolls. Each Fire Control/Weapon and even No Critical Hit effects reduce this factor by 1. - I added a "AP #/#/#/#" factor. This represents the damage that is done when attacking conventional infantry only. If ammunition is out, it can be no higher than the ENE attack. It can be freely ignored if not used. - Notice that some units (with things like MGs, APGRs, SPLs, Flamers, etc) are VERY effective against infantry, while others (Gauszilla) just suck. - I added "PUL" if the unit is completely equipped with pulse weapons, ignore this for now, but eventually damage will be reduced by 20% and a -2 to hit will apply instead. - I may add "TC" as well and stop increasing damage by 10% in exchange for a -1 to hit, but this would only work on units without missiles and non-TC compatible systems 06 JUN 2012 - Updated the Battleforce/quick strike values. .NET has a wacky issue with rounding 0.5 down, so I had to fix that. Also updated the calculations overall slightly. - ProtoMech TROs and Quick Strike cards are implemented - Battle Armor TROs and Quick Strike cards are implemented, but not thoroughly tested - Non mechs/BA/PM may be broken and display only an error, I'll work through them in the next few days 03 JUN 2012 - Added quick strike cards - Fixed some errors in calculation for QS/BF IF values (they were way too low) 30 MAY 2012 - Ammo wasn't being printed on some units - Fixed multiple continuing items from having too many "..."'s prepended onto the slot names 29 MAY 2012 - Fixed a pretty major bug where the total # of weapons wouldn't appear on the record sheet (just the W&E inventory). Not sure how I didn't catch that before! - Environmental sealing crits now show up - After me cropping all the images some mechs weren't showing up on the record sheets. This was because they had a non-white pixel in the upper left corner, which I use to determine the transparent color So they DID render, but since many images are black and white, the black pixel from the top left ended up setting the entire image to transparent. I went back through all images and add a 1 pixel border around them 23 MAY 2012 - I noticed quite a few units have a # of items listed = to ammo on board. I went through and fixed I think all of these. - Major database update so items under weapons and equipment will be listed with a count, not 1 per line - Added all fluff information from TRO:Prototypes (many of these units had issues as well, copy/paste errors from XTRO's mostly) - I updated the code so when megamek icons are created, it'll shrink the camo file to the size of the actual image before merging them. - For example, the Davion Guards is red in the middle, then white, and then blue stripes on the outside - Megamek will make really small units only red and white with no blue. My code will shrink the camo down, so all units have the same percentage of color on them - I changed all the unseen art from the black silouhettes, to the 3025 unseen art, and updated the IIC original unseen art - http://masterofcaps.deviantart.com/ has produced some cool unique variants for those unseen, especially warhammers and marauders (plus flashman, thug, and 1 Stone Rhino). I made his images the primary for those unseen designs. - I added mechwarrior online and mechwarrior tactics as potential images - I re-indexed the page numbers for RS:Prototypes, they had some issues. If you didn't know, that is what the number in parenthesis after the source or TRO title - http://mwomercs.com/forums/topic/315-repainted-concept-art/ is *exactly* what I was trying to attempt with my recoloring, I was told nobody would be interested, but that thread is *AWESOME* - Of course my implementation sucks ass. 2 reasons. #1, I am using PURE colors, not additive colors, which makes them look more cartoony. #2. I'm working with MUCH crappier images - Added 5 units with fluff descriptions in Era Report 2750 (p135-139), though I'm not 100% sure on the details of any of them... especially the BLR-1GHE which surely doesn't have 9.5 tons of armor - Trimmed all images (95 lines of unoptimized code!), that is removed even a single extra byte of space around them. It appears it reduced my average size of images by about 33%, woot! They'll look better on Record sheets now too. - Updated the MUL data from the canon masterunitlist.info site - Implemented http://jquery.com/ and http://tablesorter.com to allow you to click on cell columns for instant sorting - Implemented ajax to get auto complete working on the search box... just start typing stuff in and click enter when you match up! - Screwed with the look/feel yet again through style sheets and some various tweaks - I downloaded nearly 600 images from http://mwomercs.com/forums/topic/315-repainted-concept-art/ of recolored mechwarrior online art. I'll include it eventually, but need support for hundreds of images, not just 10 like I have now. - Completly updated the settings page to show you, as you select them, how changes in camo's or your colors will appear 17 MAY 2012 - Fixed Mad Cat Mk II Enhanced. Some units have typos in the items where it shows as many items as it has ammo. They are quick fixes, but have to be noticed first. Thanks to however clicked on this unit :) 14 MAY 2012 - Completely changed the stylesheet, though its still really not what I want, it made some stuff more usuable. - Replaced the search page with a completely new one, with a bit more detail - Updated default page to have links for history/issues/etc instead of making the page ugly and excessively large over time - LOTS of minor updates to the database. Tweaked the way cargo was handled, renamed a bunch of things to make them easier to read, remove duplicate command consoles, etc. - Went through about 900 mech sheets, any issues that I noticed were resolved (however there were very few that weren't just text size related) - Full head ejection system (FHES) listed on W&E list - Units with armored actuators or cockpit components now show armored correctly - Changed "[cont]" that was added to multislot equipment to "... " before the item name, I still need those darned lines tho! - Modular armor now adds hexes to the armor of the location it is in, they are bolded to show a difference between that and normal armor hexes - Fixed some issues with heat sink counts on the TRO weapons and equipment table, usually a negative number was involved - All units from TRO2750 have full fluff, all the mechs also have colorized images (the Exterminator however was anti-aliased, and it looks like ass, sorry) - These drawings sucked hard, not sure why, maybe the PDF I had. Most of them I had to fill in some lines so I could do fills and such. - I won't do any other units, these were here to prove I could do it and if ya'll like it, well, you'll have to colorize units yourself, I'm simply not motivated to - Added support for URL parameters, you can now append the following to the http://goodsetcts.gotdns.com/bte/default.aspx line to get started faster. - Each has options that should match any options in the list boxes -- Sourcebook -- GeneralType -- SpecificType -- Mobility -- Canon -- TechBase -- RulesLevel -- DataIssues -- OutputMethod -- SearchString - If this one is presented, a search is automatically performed when the page is loaded 09 MAY 2012 Ok, MAJOR update, but only for mechs, and not complete yet. However it looks a lot better than the previous. Give me a week or so and I should have the other units with a TRO, and many more features. The mech RS's seem to be pretty good, and I'm not encountering too many bugs anymore. Turrets, fire control, and things like swords and targeting computers don't show proper weight/slots in the equipment list, but they do appear correct on the record sheet. I don't have support for you to choose your own colors, but try looking at the Deimos, or 2750 Mongoose/Hermes/Mercury/Thorn to see some random colors get selected. Those mechs are also the only ones with fluff right now. If you want to make me some color images, just use pure red/green/blue and color an image, then send it to me at bad_syntax @yahoo.com and I'll update it. I defaulted everything to yellow/red/black, sorry. Mech turrets break things, luckily there aren't very many of them I have about a dozen more features to implement, mostly completely redoing the search page and adding a lot of features to support your interaction with the site. So right now, mechs are about 95% complete, everything else is very possibly broken or just ugly as sin. 04 MAY 2012 - LOTS of changes, but you can't see any of these yet ;) - Completely redid the database (I have a script that generates the SQL code from my excel files, so it isn't as hard as it sounds) - Added support for 3 colors on an image (Basically I replace RGB colors on the images, By default I'll make color1=254,254,254, color2=253,253,253, and color3=252,252,252) - Added support for a logo to be placed somewhere on the image, skewed if the location warrants it - Added support for a megamek icon, with your default camo applied - Can optionally apply a texture like megamek to the unit image itself. They sometimes look pretty good. Of course this can also be mixed with the color changes. They look best with front/top views. - Added support for up to 10 blocks of fluff text (capabilities, overview, pilots, etc) all with sources - Added support for 10 base image filenames per unit, but each of these can have a number at the end of the filename to allow virtually infinite image counts - Went from 56 blocks for equipment down to 40 (The Avalon Warship has 33, nothing else any more, so this should leave plenty of room to grow) - Changed my method of gathering data from the database from hard-coded, to dynamic object-oriented... basically loading a mech creates a "class" of that mech that could be used in a game or something - Completely updated the mech display TRO, I think ya'll will love it now... whenever I let you see them anyway ;) 02 MAY 2012 - Bastards! Since they banned my account, I don't get notifications to the newly released stuff anymore, apparently the new 3067 is out, all that work for nothin! - Updated all 3067 units and images - Almost EVERY unit now has an image, usually the right one. There are a *few* exceptions: - Shandra reconnaissance vehicle (from RS:MWDA), I can't find anything but crappy dark age miniature pics - Generic infantry has never had specific images, the canon MUL used infantry from TRO 3085 but I left them blank - Most buildings don't have graphics - Some more generic units I used substitute graphics, like some generic weapon carriers, or units that have alternate mobility types with no new pic, or some of the generic MWDA IndustrialMechs - I still want to go back through all the unseen and IIC's and add their old imagery, but haven't gotten there yet (this also includes the pure black silouhettes for them) 01 MAY 2012 - Updated War of Reaving Supplemental released, I hoped the RS's would be fixed, but Nope!!! 19 (at least) out of 49 have issues and none were fixed in the update, argh. CGL QA sucks ass. - Any images I updated are *extremely* large sometimes, I believe some were over 6000 pixels when extracted from PDFs, they get shrunk for the RS's, but could be slow if you click on em - For starter book units that have specific named variants, I used the pilot picture from those books instead of the image or miniature, as technically they are the only ones who use those variants - I consolidated all the items on units, though ya'll shouldn't really notice. Basically instead of 10 entries on a mech with 10 MG's in 1 location, I made it just a single entry 30 APR 2012 AM Armor hexes are now symetrical on each side (frankmechs could differ). If ya'll don't like the hexes, its a minor change to change them back to circles. I moved some text around a wee bit to line stuff up better, added Mixed tech and rules level text The addons like Artemis should now display correctly Fixed compact engines so they show up (this fixed the broken BLR-10S BattleMaster somebody asked for) Still lots of bugs, I take a look at designs ya'll query, if any are broken I get them fixed asap, getting there... The display for mech data up top (the crap in the box) will be completely updated in the next day or two, sorry it looks like crap now A lot of the images may be broken or take a while, I need to resize them change the format 29 APR 2012 AM Went through *ALL* equipment in by database and matched up the names correctly, fixing lots of stupid typos. Things *should* be a bit more reliable now. I need to go through and tweak some of the way I'm storing data though, which will be a couple hours next. Sure wish more people would take a looksie at this, but with only a few thousand players worldwide, and me not advertising on the official forums, it may never happen :( 28 APR 2012 PM We have armor circles!!! Well hexes. They aren't alays symetrical, and don't center up too well, but it's good enough for now. Plus, its scalable, so I can handle the superheavy's!!! Take a look at http://goodsects.gotdns.com/bte/Details.aspx?ID=4728, its 100% accurate (though with ...'s instead of the connector lines) Still have a few more things, and I need to write something to go through the 3000 or so mechs to find the ones with issues, so I can work through them, but getting closer! Known Issues Left: Connector Lines, Addon Equipment. Possible Issues Left: Modular armor, special armor types, turrets, systems in multiple locations, items with a special crit like the retractable blade 28 APR 2012 AM Modified the search box so you can put in multiple parameters like "3039 -mech buster" or whatever, a - in front of a word is something that is removed from search results. I completely rewrote the way mech information is displayed, its a bit more logical now, though still not as nice as I'd like to have it Take a look at frankenmechs by searching for Ninja or Gustav I updated all the images from all the experimental technical readouts, TRO Prototypes, TRO 3075, and TRO 3085, TRO 3085 Supplemental, Era Digest Age of War/Golden Century, HTP Liberation of Terra, and JHS Terra/Final Recokoning There are still a lot of mechs that are busted, most of these simply need some item names updated so they match my equipment table, I got outta synch since I did these years apart, easy enough to fix, just time consuming 27 APR 2012 I know I said I was done, but I ended up tinkering again. I completely rewrote all the code for showing unit data for mechs, and now when you go to a mech it will USUALLY show you a record sheet. There are still bugs, I haven't finished the armor circle (or hex) algorithms yet, there are no lines connecting multi-slot items (equipment has '...' after if a continuation), and "addons" like Artemis and MG Array's don't display properly Images will get generated, but only once, so it won't create excessive load on my server. Any links straight to record sheets will work until I delete the files, which is common when I'm doing lots of updates There will be frequent bugs and crashes, if you try to view a particular unit and it dies, let me know the unit and I'll fix it first. The code is much more modular now, and it'll be easier for me to add RS's for other types of units. 24 APR 2012 Not sure why I did this, but I started working on record sheets for mechs. ..The multiple slot group lines don't work very good yet, not at all for heat sinks ..I didn't worry about critical slot ordering, its completely meaningless and in some cases, like having all 6 engine slots in 1 group, its quicker to do crits ..I don't have the armor/structure circles yet. I am pretty sure I am going to make them little hexagons instead of circles, to distinguish mine as different than canon RS's ....I already have this working, but the hexes don't center up very well and it looks like butt, I'll work on it ..The shaded heat sinks are internal, and cannot be destroyed ..As I wasn't planning on getting this far, my code sucks, but it seems to work ..To *attempt* to view a mech RS, append "&RS=True" to the URL line (No quotes, and you have to do this each time) .. Example: http://goodsects.gotdns.com/bte/Details.aspx?ID=2259&rs=true .. If you click on the RS, it gets bigger (VERY big in fact, don't kill my server please!), and that link will stay valid until I make a major code change. 23 APR 2012 Added the new 49 new units from War of Reaving Supplemental, some I really liked, many are in need of errata (http://bg.battletech.com/forums/index.php/topic,18465.0.html), sheesh, do they have no QA people at ALL??? 22 APR 2012 Changed the default count of returned results from 100 to 250 Got most of the bugs worked out of battle armor validation, many of them should have correct stats. However some don't, usually because of design issues or things like the ....Automatic Grenade Launcher that *STILL* have no statistics printed for battle armor, even after multiple errata requests by ME! ARGH ....Still need to finish BV, Years, and turrets don't really show the right info (but do calculate ok, as long as there wasn't empty space in them). Updated title of page I'm backing off this a bit until I see anybody else actually using it. Eventually I can make all the pages nearly similar to pages in a TRO, give you the ability to create a QS or BT record sheet, etc. 21 APR 2012 Ok, finished everything with battle armor validation *EXCEPT* the equipment. I gotta finish an algorithm or two, then I can toss that in and continue on with BV. ..NOTE: When I say "validation" this is actually 100% dynamic, it isn't hard-coded. All of the values on the battle armor tables are calculated each time you load the page .........Eventually I'll cache that, but for now it'll let me go through all 5500 or so units and find the issues with the canon designs .........Its unfortunate I don't have access to the forums anymore to post errata and ask questions, oh well Also, notice that only 100 results are returned for queries, that is by design, be more specific ;) IDEA: Make a unit tracker so people can track all their mechs on their cell phones or tablets .......Basically allow people to save units within their teams within battles, and track persistent damage and stuff .......Could even have an "intelligence" feature, where you could push a button and show the enemy how your mech looks without exact stats (like red or green armor) .......Could even be used to track units on the battlefield, and if using known maps, even hidden movement 20 APR 2012 Added link to MUL Updated battle armor equipment fixed the shadow hawk C missing SSRM2 ammo replace "Clan " and "IS " with :Tech=Clan/IS globally Imported equipment table and made a few updates to itAdded support on the site for images Added displaying history upon page load Modified search to also look in TROs, RSs, mobility, name, model, and class type fields Added all most MUL images, though it is just a band-aid until I parse them myself, but if there was an MUL image on 14 APR 12, its here now Added all images for BA and MS, had to add some images from JHS Terra and TRO 3075, as well as the Mechwarrrior Companion P98 (For Gray Death Heavy BA, which has no TRO/Image) IDEA: Planet version of this IDEA: Force version of this IDEA: Battle version of this IDEA: People version of this (I have ZERO motivation to input the data however, so somebody else will have to do it) IDEA: Megamek icons on the page, perhaps an ability to select your faction and the camo gets applied accordingly? IDEA: I can take a few of the better looking designs, apply special color bars on them, and let you select your unit colors, they could be drawn and colored accordingly 19 APR 2012 Initial Release Added support to search fields other than name