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Mech Heat Simulator "heatlab Beta"


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#1 arm0r

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Posted 14 November 2012 - 12:12 AM

HeatLab




Updated 21.11.2012

Hello Mechwarriors.
Introducing my attempt to create a mech heat simulator.
At this moment it is in beta state because it is not fully tested.

Download here:

Latest version:
HeatLab 1.3: http:// http://files.inbox.l...eatLab_V1.3.exe

Previous versions:
HeatLab 1.2 http:// http://files.inbox.l...eatLab_V1.2.exe
HeatLab 1.1 http:// http://files.inbox.l...eatLab_V1.1.exe
Follow links above and click file HeatLab_V1.x to download.

Requirements:
  • Microsoft .Net Framework 4.0 is mandatory. You will get an error message if your Framework version is lower than 4.0.

Edited by arm0r, 22 November 2012 - 07:04 AM.


#2 EnigmaNL

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Posted 14 November 2012 - 01:46 AM

Good program, I've tried it and it looks great, the basic functions work well.

I tested the time between shots with chainfire using 4 medium pulse lasers. In between shots there was about one second (timed to my best ability with stopwatch).

I have an idea, though it might be too much work. It would be nice if you could pick mech variants from a dropdown list so it automatically fills in the weapon slots. For example if you'd pick a Commando COM-1B it would fill the slots with 1 medium laser, 1 large laser and an srm2.

Edited by EnigmaNL, 14 November 2012 - 01:52 AM.


#3 arm0r

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Posted 14 November 2012 - 04:20 PM

Thanks Enigma
There already is a good alternative MechLab. MechBay if I'm not mistaken. So for now I'll concentrate on heat management.
But I like your idea. I'll return to it after heat math will be fully implemented.

#4 John MatriX82

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Posted 15 November 2012 - 01:43 AM

Interesting program, thanks for sharing it with us!

#5 evilC

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Posted 15 November 2012 - 02:51 PM

Excellent program, thank you.
Could you make it so that you can hold the number keys? Having to spam the keys to simulate the max possible fire rate is a little annoying.
Also, reset should clear the weapon delays as well as the heat bar.
Maybe also tickboxes to apply the figures from the pilot tree? ie "Mech cools down x% quicker"?

#6 arm0r

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Posted 16 November 2012 - 12:00 AM

View PostevilC, on 15 November 2012 - 02:51 PM, said:

Excellent program, thank you.
Could you make it so that you can hold the number keys? Having to spam the keys to simulate the max possible fire rate is a little annoying.
Also, reset should clear the weapon delays as well as the heat bar.
Maybe also tickboxes to apply the figures from the pilot tree? ie "Mech cools down x% quicker"?


You can hold down 1,2,3,4,5,6 keys to maximize fire rate.
Pilot tree is a next target.

Edited by arm0r, 16 November 2012 - 12:02 AM.


#7 Treckin

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Posted 16 November 2012 - 09:47 AM

Awesome ;)

Program needs to show some more numbers though:

Time to dissipate

Equivalent number of doubles or singles to make the same heat as selected configuration

Total heat cap as selected

Ability to remove a weapon

Ability to fire more then once and have heat build

Good work!


View PostevilC, on 15 November 2012 - 02:51 PM, said:

Excellent program, thank you.
Could you make it so that you can hold the number keys? Having to spam the keys to simulate the max possible fire rate is a little annoying.
Also, reset should clear the weapon delays as well as the heat bar.
Maybe also tickboxes to apply the figures from the pilot tree? ie "Mech cools down x% quicker"?


These pilot skills have been verified to be non-functional atm.

http://mwomercs.com/...36#entry1413036

Edited by Treckin, 16 November 2012 - 09:49 AM.


#8 arm0r

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Posted 17 November 2012 - 04:56 AM

"Ability to fire more then once and have heat build" Not sure I understood this. You can fire as much as you want. You cannot fire if you are overheated or weapon not ready.
"Time to dissipate" yes I know it should be done. But now I'm gonna add "Damage before overheat" view.

#9 arm0r

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Posted 21 November 2012 - 03:19 AM

Final update to version 1.3
This is final update for version 1.x. I've added damage view.
Thanks all for your reply.
Next time I will start with version 2.x which will be completely different. But I think it will happen in next year since I have a lot of other work to do.

Edited by arm0r, 21 November 2012 - 03:34 AM.


#10 Shiney

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Posted 21 November 2012 - 05:26 AM

Oh it's GREAT, I often used to do a drop to get a real world idea of how a mech would perform in the midst of combat. Whilst the heat values are an indicator, actual firing weapons is the best way to find out and this is pretty close making it a very useful tool!

There's a little bug, when you hit reset, it doesn't reset the damage done. So whilst it zeros the counter as soon as you 'fire' again, it takes the old total when calculating the value to display :)

#11 arm0r

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Posted 22 November 2012 - 07:09 AM

View PostShiney, on 21 November 2012 - 05:26 AM, said:

There's a little bug, when you hit reset, it doesn't reset the damage done. So whilst it zeros the counter as soon as you 'fire' again, it takes the old total when calculating the value to display ;)


Fixed.
Thanks Shiney

#12 Jman5

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Posted 22 November 2012 - 09:34 AM

Are you sure the Double Heat Sinks are accurate? Double Heatsinks in engine count as true double heatsink with 0.2 heat dissipation per second. Double heatsinks outside the engine or placed on it for the bigger ones are counted as 0.14 heat dissipation per second.

#13 arm0r

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Posted 22 November 2012 - 12:34 PM

View PostJman5, on 22 November 2012 - 09:34 AM, said:

Are you sure the Double Heat Sinks are accurate? Double Heatsinks in engine count as true double heatsink with 0.2 heat dissipation per second. Double heatsinks outside the engine or placed on it for the bigger ones are counted as 0.14 heat dissipation per second.

I'm sure they are not :P
To make them 100% accurate I need to add a field for engine selection. At this moment DHS have a multiplier of 1.4 and dissipation rate of 2.0. I found that this is more or less adequate solution with low error.
I wanted to fix this in version 2.x
But, since it will not take much time, I will try to do it on weekend.

#14 Panzersau

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Posted 23 November 2012 - 01:39 AM

This program either didn't work right or I doing some thing wrong. For example in game I have atlas whit 35 SHS, and I can fire 2xLL without overheat, and even become cooler after each shot. In this program I will overheat eventually.

#15 arm0r

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Posted 23 November 2012 - 02:37 AM

View PostPanzersau, on 23 November 2012 - 01:39 AM, said:

This program either didn't work right or I doing some thing wrong. For example in game I have atlas whit 35 SHS, and I can fire 2xLL without overheat, and even become cooler after each shot. In this program I will overheat eventually.


In game fire rate is affected by ping, delays, lags, and so on... But cooling isn't.
Program represent the perfect situation with zero delays. Thus it is always be divergence between game and program.

P.S. Right after 1.0.150 patch I had a 3 sec delay between shots for my AC/5s.

#16 EnigmaNL

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Posted 18 December 2012 - 02:38 PM

Are you still working on this software?

#17 Elizander

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Posted 19 December 2012 - 07:55 AM

I am curious what the effects of each type of heatsink has to the default 30 point heat cap. Does each heat sink add their heat dissipation value to the heat cap?

SHS - +1 heat cap
DHS Engine - +2 heat cap
DHS External - +1.4 heat cap

? :)





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