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A Discussion on Heat.


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#41 Fecal

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Posted 07 March 2012 - 02:19 PM

View PostWraeththix Constantine, on 07 March 2012 - 01:42 PM, said:

In Battletech, heatsinks STORE the thermal energy... As time goes on, the heat sinks dissipate the heat from the mech. This is wrong.


Isn't this why they are called 'heat sinks' and not 'heat exchangers'? Is your problem the separation between core heat sinks and add-on heat sinks? If you overloaded the core heat sinks of course the mech would have to shut down. If you overload the add-on ones then you'd imagine they would explode and disable whatever weapon they were cooling. So you'd have to force a shut-down either way to prevent damage.

Edit: So disregard what I wrote above.

Doesn't this mean that the concept of coolant should be removed or completely separate from heat sinks? Coolant would fall prey to any of the stuff I said before, but a heat sink with its theoretical wizard conductor would work as you said.

Edited by Fecal, 07 March 2012 - 02:27 PM.


#42 Project_Mercy

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Posted 07 March 2012 - 02:38 PM

View PostFecal, on 07 March 2012 - 02:19 PM, said:

Edit: Hmm. Thinking about your reply... I see what you're saying. So the concept of coolant is wrong and confuses the heat sink system, correct?


Coolant in Battletech is a bit of a slight of hand, as it has multiple uses depending on which type you're using (coolant guns, vs coolant trucks), and talking about coolant flushes of the system, or coolant suits for the mechwarrior.

There's talk of coolant trucks (like http://www.sarna.net...K_Coolant_Truck ) being used to "flush mechs of exess heat between battles", but no real reason as to why the mech can't just do it by sitting there. If it hasn't blown up, one would assume that even the lightest mech would expunge any excess heat it could have generated without and enforced shutdown within 5 rounds (50 seconds). I've always assumed that there's some magical fluid part of the "heat sink" system, that includes transfering heat from the heat source/thermal sink to the radiator, and that this fluid somehow gets degraded over the course of use. I don't know why, but again, wizards. The coolant IBM uses IRL will run roughly forever in a closed system.

Maybe overheating a mech (going beyond the exchange capacity of the sinks) results in the coolant "boiling" or something and being expunged from the system or degraded. Who knows. It's one of those things you run into in the novels and fluff. It sounds cool, but it doesn't actually make a lot of sense from a rules perspective.

Edit: now that I think of it, it could also be used in the case where a mech took engine hits, and is now operating at a net positive heat index, even when standing, so if they wanted to (for some reason) get the mech back into combat with a 0 heat standing, they would have to externally cool it. I think if it was up to 2 engine hits, crits aside, it's probably not something _I'd_ be all the keen on going back into combat with, since it was down to internals.

Edited by Wraeththix Constantine, 07 March 2012 - 02:45 PM.


#43 Mr MEAN

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Posted 07 March 2012 - 03:01 PM

I shut off Auto Shut-Down and fire at point blank range, If I explode you take the damage and die.

'Cause thats MEAN

#44 Fecal

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Posted 07 March 2012 - 03:13 PM

View PostWraeththix Constantine, on 07 March 2012 - 02:38 PM, said:

Maybe overheating a mech (going beyond the exchange capacity of the sinks) results in the coolant "boiling" or something and being expunged from the system or degraded.


That's the only possibility that could make sense to me... if the coolant is that wizard conductor and the heat sinks have extra in case there is wear and tear on the stuff and it needs to be flushed / exchanged.

You could imagine the coolant truck being useful in the case of a mech with damaged heat sinks that needs a quick repair job.

Anyhow, it's been an interesting conversation! I guess that puts me in agreement with you've said :P

Edited by Fecal, 07 March 2012 - 03:15 PM.


#45 MaddMaxx

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Posted 07 March 2012 - 03:31 PM

Very interesting read linked. Just scale up for a Mech sized HS. The Fusion engine uses a Coolant based system that also converts some of its Heat into energy for direct use by the Mechs internal systems. :P

Heat Sink

Edited by MaddMaxx, 07 March 2012 - 03:32 PM.


#46 Project_Mercy

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Posted 07 March 2012 - 03:44 PM

View PostMaddMaxx, on 07 March 2012 - 03:31 PM, said:

Very interesting read linked. Just scale up for a Mech sized HS. The Fusion engine uses a Coolant based system that also converts some of its Heat into energy for direct use by the Mechs internal systems. :P

Heat Sink


And this one, from the wiki: http://www.sarna.net/wiki/Heat_sink

Edited by Wraeththix Constantine, 07 March 2012 - 03:45 PM.


#47 Bullwerk

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Posted 07 March 2012 - 03:50 PM

Okay lets get one thing straight guys. Heat Sinks (Heat Pumps) do not create a buffer. They cannot create a buffer and here is why!

The "Heat" that is produced by the firing of weapons is due to the energy requirements of that weapon, the power that must be produced by the fusion reactor to operate the weapon. The fusion reactor is NOT a thermally perfect design, nothing can be, so when asked to do more work to fire a weapon it heats up. That heat is produced internal to the engine and instantaneously.

As we all know from the Canon sources when a fusion engine gets too hot it "overheats" and the mech shuts down to prevent catastrophic damage. That damage you are avoiding comes in several flavors including: damage to internal components, explosion of ammo due to ambient temperature, and most catastrophically the collapse of the containment field that surrounds the raging fusion reaction. All of these are bad things we look to avoid.

heat sinks exist only to whisk away this intense heat created by the vigorous use of the fusion engine strapped in to our machine. Due the realities of thermodynamics, specifically insulation properties, no amount of heat sinks is going to prevent the "Heat" from being produced, they can only do their best to remove the heat after it's creation. The inherent problem is that if you spike the heat too high (say firing 4 PPCs or a dozen lasers) you can cause a catastrophic failure of containment before the heat sinks even begin to remove the heat generated. Thus the computer controlling the reactor pre-emptively shuts the mech down if we are so inclined as to do something so very very stupid.

The only way to make a "buffer" as discussed would be to find a way to make a better reactor that could contain more heat within itself (away from surrounding ammo and internals) and with a more stable containment field which would not break down under the intense heat.

TL:DR version.... Heat is created instantly, heat sinks don't work instantly, thus no number of heat sinks can prevent a dumb alpha strike from shutting you down!

#48 Fecal

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Posted 07 March 2012 - 04:45 PM

View PostWraeththix Constantine, on 07 March 2012 - 03:44 PM, said:

And this one, from the wiki: http://www.sarna.net/wiki/Heat_sink

The reason why I love BattleTech is this kind of attention to detail :P

#49 Major Tom

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Posted 07 March 2012 - 04:59 PM

The main problem I have is the game is fundamentally based on the Battletech Table Top rules. I am fine with the idea of thowing those rules out the window because this is Sparta… Mechwarrior. But, as soon as we do that, we need to throw every mech constructed with those rules as well.

Everything in Battletech and Mechwarrior is based on function over time.
Weapons – are able to generate X damage for Y heat over 1 unit of time (turn).
Heatsinks – are able to dissipate Z heat over 1 unit of time (turn).
Movement – mechs can travel at a certain distance per unit of time.
Therefore a stationary Catapult cannot fire its Medium lasers faster than it can sink the heat, the physics of the weapon and the laws of thermal dynamics will not allow it. And the cagey Star League engineer knew it, and designed the mech accordingly.

Other Mechwarrior games were able to side step this issue by allowing almost complete customization of the mechs, and putting the onus on the players to determine survival of the fittest through trial and error (which ultimately meant that everyone built the same mech with a different skin).

I ask only one thing. If PGI changes the physics of the game, please document and provide technical specification of weapons, cooling, and movement.

Edited by Major Tom, 07 March 2012 - 05:03 PM.


#50 Solis Obscuri

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Posted 07 March 2012 - 05:59 PM

View PostArnold Carns, on 07 March 2012 - 06:56 AM, said:

That isn't quite correct!!
In the Solaris VII 'Mech Duel Rules the Heat Sinks were just as effective as the TT ones. 1 Standard Heat Sink dissipated 1 Heat Point in a 2,5 second game turn, and a Double Heat Sink 2. That would make them four times as effective as the TT HS, but because the weapons generated four times the heat of the TT heat values it had been evened out to 1:1.
The only difference is that you could fire some weapons more often due to decay rules (which also included high risks of overheating and destroying a weapon due to not let it entirely cool down).

How did Solaris VII rules address overheating and shutdown/ammo explosion risks? I'd imagine the tables would need some adjustment...

View PostTilon, on 07 March 2012 - 10:05 AM, said:

Most people on this topic have completely missed the point.

Heat sinks are not merely heat pumps. They would also include a heat exchanger that absorbs and holds heat.

My solution is 100% true to the board game standards. That is not debatable. Take any mech from the board game and apply my rules to it, and it will work the same on the board as it does in real time.

What is NOT the standard are the people on this thread insisting that mechs overheat with one alpha strike even with a ton of heat sinks.

That. Is. Ridiculous.

I heard one person say "A clan mech couldn't fire 4 ER PPCs with 20 double heat sinks!"
4 ER PPCs is 60 heat. 20 DHS is 40 heat.

So yes, he would overheat to 20 heat.

If you don't like how heatsinks work, say so. But stating that heatsinks only increase the rate of cooling and do not increase the buffer of available excess heat, is quite simply wrong from both a rules and common sense standpoint.

I keep hearing this about 'spike heat': Are you saying an 80 ton, heavily armed, well built mech should not be able to fire the weaponry it is designed to handle? That putting 40+ heat worth of weaponry on a mech should NEVER be efficiently feasible, no matter how many heatsinks you use?

If your position is that a well built mech that intentionally builds itself to handle the heat it generates (sacrificing armor, speed, jumpjets to do so) should still not be able to fire its weapons except inefficiently, say so.

You are operating under the asumption that heat sinks instantaneously dissipate heat before it is absorbed into the cooling system of a 'mech. This is not true of how cooling systems work in the real world, and I think it's taking some liberties with the BT ruleset, as well.

View PostWraeththix Constantine, on 07 March 2012 - 12:11 PM, said:

Heat sinks in MW are like buckets with holes in the bottom. Taking the original example. when you fire 4 PPCs, and you have 40 heat sinks, your 40 heat sinks soak up 40 buckets of heat INSTANTLY. Then, over the progress of the round, heat leaks out the bottom of the bucket, and they're ready to go.

If you ran that round, then 2 buckets worth of heat are still sloshing around your chassis. At the start of the next round, two heat sinks "fill up" and you have space for another 38.

This is not actually all that astoundingly different than real life. If it wasn't like this, your CPU would die in a few seconds. If you have any doubts on this, pull off your heatsink while your computer while it's under load. You'd be surprised how fast it will cough up on you. It doesn't, "gently transfer" the heat from the core to the IHS to your heatsink/water-block. The heat is distributed almost instantly, assuming you have good TIM in place.

The MW series has always done heat wrong. The issue is, in the MW series, it assumes that the heat lives inside the mech, and that the heat sinks are "bailing" it out, like a sailor on a leaking ship. Instead, the heat "lives" in the heatsinks and the weapons. It isn't until the heat has to go somewehre ELSE that it starts effecting the rest of the mech.

Water cool your computer. You'll learn a lot about how heat disipation works.

You don't understand how cooling systems work. It takes time for heat to be absorbed from weapons/engine into a cooling medium, then that heat needs to exchanged to the heat sinks/exchangers in order to be removed from the system. Realistically, that cannot be an instantaneous process.

Now, it is true that heat sinks will continually be removing heat from the system (until it cools to an equilibrium point), but the way heat sinks are rated is by their capacity to dissipate a certain quantity of thermal energy over a certain period of time - however the hell much "1 point" is supposed to represent. Looking at old TT rules, everything is measured in 10s windows, wherein certain activities generate heat, and heat sinks dissipate heat. Everything in that window of time is sort of a "black box" - you input actions, results are generated at the end. The details in the middle are glossed over. In a real thermodynamic system, though, the fact that I may be able to dissipate, say, 6 kJ of heat every minute doesn't mean I should expect to dump all 6 kJ in at once and not overload the system.

Looking at your water-cooled computer analogy, the CPU is the weapon system, the heat sink is the heat exchanger between the weapon and the 'mech's coolant system, and the fluid in the water-coolant system is the 'mech's coolant system, and whatever external radiator/heat exchanger is hooked up to that coolant system would represent the 'mech's heat sinks. So cooling one CPU that produces heat at a fairly steady rate (some peaks and dips) shouldn't be an issue with a properly rated cooling system - it's like single-firing a weapon on a 'mech, no problem. But if you, say, hooked up multiple CPUs to that same cooling system, then craked them up as fast tas they'd go, they might overload the cooling system, and begin frying your system components - not instantly, but one the coolant medium got too high in temperature dissipate heat from each CPU at a fast enough rate.

Now, of course, on the flip side, the logic of saying that all the heat from the weapons enters the 'mechs coolant system instantaneously is also wrong. There has to be some rate of output from each weapon into the coolant system (so long as the coolant is cooler than the weapon), and some rate of at which heat is transferred by convection throughout the coolant medium, and a rate of output at which the 'mech's heat sinks dissipate that heat into the outside environment. If we simplify this by just looking at the inputs and outputs to the 'mech's cooling system, and take the example of aplha-striking with a Masakari prime, and assume that each heat sink is outputting .1 heat per second, and that each cERPPC is pumping 1.5 heat/s into the system, we see something like this:
Posted Image
Now, truthfully, unless the 'mech is submerged, the efficiency of the heat transfer from the cERPPCs into the liquid cooling medium should be more efficient than the transfer from the heat sinks into the surrounding atmospher through convection, perhaps acting at twice the rate of the heat sinks, as per how heat sinks work on a submerged 'mech. So the coolant system still loses heat at .1 points/s per heat sink, but now the cERPPC is introducing 3 points/s into the system, until the cERPPC cools.
Posted Image
Now, here's an additional thought: Thus far we've been assuming each cERPPC has a "heat pump" which lets it push heat into the 'mech's system. But what if it doesn't, and instead only exchanges heat when the coolant temp is lower than the weapon temp? Here we risk more damage to the weapon, while the 'mech is somewhat protected (more like your liquid cooled computer analogy).
Posted Image
Thus far, of course, we've assumed the PPC can only fire once every 10s. What if we assume a shorter interval, say 7.5s, but the same cooling rates?
Posted Image
Posted Image
Posted Image
And lastly, another look at case our 2nd case, but firing PPCs in pairs, compared against firing by alpha-strike:
Posted Image

View PostFecal, on 07 March 2012 - 12:33 PM, said:

Didn't Mechwarrior 2 take this into account? Hence the need to constantly flush coolant? (I haven't played it in 10 years) It seems much wonkier in MW4 (I don't remember how MW3 worked).

MW2 didn't have a "coolant flush". That was a poor addition used in MW3/MW4.

#51 Vollstrecker

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Posted 07 March 2012 - 06:18 PM

I personally think people are straying away from the balance portion of the game and arguing minutia, especially considering a lot of this was conceived over 20 years ago. Furthermore, I would welcome a solution that makes heat more of a limiting factor and tactical decision instead of Ye Olde Pulse Boats and PPC Boats.

The way I understood the heat worked from the novels is that there was a short ramp-up time as the heat essentially washed through the interior of the 'mech, generated by the reactor as it spiked to meet the power requirements. From the Tabletop construction rules, a number of the basic 10 heat sinks you get are interior to the reactor itself, so I would imagine that excess heat is shunted from the reactor to the mech's interior and then out of the mech.

As the danger is from the reactor core reaching a lethal level (presumably for a certain period of time), the solution that would make the most sense is an instant heat spike followed by dissipation. More Heat Sinks should likely reduce the severity of the initial spike (so that the Warhawk doesn't explode with an Alpha Strike) but in almost every sense the machine is practically immobile while the Heat Sinks do their magic.

#52 Major Tom

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Posted 07 March 2012 - 06:27 PM

It is pretty clear you know your thermal dymics (and I may missed have some things up there), but I think you make too many assumptions about the heat generation and mitigation.

The heat genreated is not produced by the weapons systems. For example: If a Warhammers PPC overheated there is now way enough heat could be generated through the arm to ignite the SRM ammo in the opposite torso.

Instead all heat is generated by the Engine, even autocannons, as the system works to power to relaoding mechanisms. And heat sinks (as a generic term for heat mitigation in battletech) serve to both insulate and protect other internal components from the engines heat. After all you really aren't cooling a fusion reactor with your heat sinks, you are protecting everything else. This is why there are no meltdowns in battletech or mechwarrior, only ammo explosions and shutdowns. The engine core can withstand temperatures far exceeding the rest of the components.

Now what we are looking at is the insulating value combined with the cooling system, which is aggregated into the generic term "heat sink",a nd why every engine has a free an automatic 10 heat sinks (or whatever its engine rating dictates). It is that insulating value that prevents direct heat spikes under heavy load (like firing a PPC).

Edited by Major Tom, 07 March 2012 - 06:28 PM.






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