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[Guide] Understanding Mech Rotation


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#1 BigShades

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Posted 04 January 2013 - 01:00 PM

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Edited by Bigshades92, 11 March 2015 - 09:19 PM.


#2 wickwire

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Posted 05 January 2013 - 10:08 PM

good stuff, keep it up!

#3 bensphynx

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Posted 06 January 2013 - 05:10 AM

It would be interesting to see if the skills that help these things are actually performing as described, too.

#4 Seth

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Posted 07 January 2013 - 10:29 PM

According to the 'Mechs files, all arms have a flex speed of 45. I don't know if there is anything yet that that effects that number other than the flat bonus from the Arm Reflex upgrade.

I'm pretty sure twist speed is affected by the engine installed on the 'Mech. Keep up the good work though, I would to see these numbers!

#5 BigShades

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Posted 08 January 2013 - 09:42 AM

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Edited by Bigshades92, 11 March 2015 - 09:23 PM.


#6 Kmieciu

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Posted 08 January 2013 - 10:22 AM

When you compare the data for a Raven and an Atlas you can see that they have the same parameters for turning. My guess is that the "Mech Turning Constant" is simply its mass.

You should measure two mechs of the same tonnage. My guess is that a Raven turns at the same rate as a Jenner with the same engine.


Objects.pak\Objects\mechs\atlas\as7-d.mdf


<MovementTuningConfiguration
MaxMovementSpeed="16.2"
TorsoTurnSpeedYaw="20"
TorsoTurnSpeedPitch="11.25"
ArmTurnSpeedYaw="45"
ArmTurnSpeedPitch="45"

TurnLerpLowRate="0.2"
TurnLerpMidRate="0.15"
TurnLerpHighRate="0.1333"
AccelLerpLowRate="0.1875"
AccelLerpMidRate="0.0425"
AccelLerpHighRate="0.025"
DecelLerpLowRate="0.15"
DecelLerpMidRate="22.5"
DecelLerpHighRate="22.5"

ReverseSpeedMultiplier="0.666"

MaxTorsoAngleYaw="80"
MaxTorsoAnglePitch="16"

MaxArmRotationYaw="40"
MaxArmRotationPitch="30"

TurnLerpLowSpeed="0"
TurnLerpMidSpeed="0.666"
TurnLerpHighSpeed="1.0"
DecelLerpLowSpeed="0"
DecelLerpMidSpeed="0.666"
DecelLerpHighSpeed="1.0"
AccelLerpLowSpeed="0"
AccelLerpMidSpeed="0.666"
AccelLerpHighSpeed="1.0"

MaxFreeLookYaw="55"
MaxFreeLookPitch="40"
/>
<EntityTuningConfiguration
MechMass = "100000"
MechMinSlideAngle = "89.0"
MechMinFallAngle = "89.5"
MechMaxClimbAngle = "50.0"
BoundingBoxDimensions="5.5,7.0,3.0"
BBHeightFromGround="10.0"
/>

Objects.pak\Objects\mechs\raven\rvn-2x.mdf


<MovementTuningConfiguration
MaxMovementSpeed="16.2"
TorsoTurnSpeedYaw="20"
TorsoTurnSpeedPitch="11.25"
ArmTurnSpeedYaw="45"
ArmTurnSpeedPitch="45"
TurnLerpLowRate="0.2"
TurnLerpMidRate="0.15"
TurnLerpHighRate="0.1333"
AccelLerpLowRate="0.1875"
AccelLerpMidRate="0.0425"
AccelLerpHighRate="0.025"
DecelLerpLowRate="0.15"
DecelLerpMidRate="22.5"
DecelLerpHighRate="22.5"

ReverseSpeedMultiplier="0.666"

MaxTorsoAngleYaw="120"
MaxTorsoAnglePitch="20"

MaxArmRotationYaw="0"
MaxArmRotationPitch="30"

TurnLerpLowSpeed="0"
TurnLerpMidSpeed="0.666"
TurnLerpHighSpeed="1.0"
DecelLerpLowSpeed="0"
DecelLerpMidSpeed="0.666"
DecelLerpHighSpeed="1.0"
AccelLerpLowSpeed="0"
AccelLerpMidSpeed="0.666"
AccelLerpHighSpeed="1.0"

MaxFreeLookYaw="55"
MaxFreeLookPitch="40"
/>
<EntityTuningConfiguration

#7 Seth

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Posted 08 January 2013 - 04:05 PM

Here is where the 'Mech info is, "Piranha Games\MechWarrior Online\Game\Objects.pak\Objects\mechs\". Use notepad, or some other text editor, to open the .mdf files. As you can see from the numbers Kmieciu posted, all 'Mechs seem to share the same base speed values. Only the angles seem to accurately reflected in the files. So there has to be some calculation that takes into account the 'Mechs engine rating and Speed, plus the base values. That is what I'm interested in learning about.

#8 MustrumRidcully

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Posted 09 January 2013 - 02:12 AM

Great work. The community needs people like you (and everyone that is aiding you in your efforts!).

#9 Panzersau

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Posted 09 January 2013 - 11:45 PM

Looks like its really mass related. Using your method i calculate constant for Centurion and its equal the one you got for your Hunchback - 0.190.
P.S. Cataphract constant is wrong. It is equal 0.136, not a 0.121.

Edited by Panzersau, 10 January 2013 - 12:09 AM.


#10 BigShades

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Posted 10 January 2013 - 12:12 AM

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Edited by Bigshades92, 11 March 2015 - 09:22 PM.


#11 Panzersau

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Posted 10 January 2013 - 11:53 AM

Heh looks like "Anchor Turn" skill didn't work :)

#12 80Bit

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Posted 10 January 2013 - 08:46 PM

I came here because I wondered what kind of guide could someone possible make about trial mech rotation.

I was pleasantly surprised.

#13 80Bit

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Posted 10 January 2013 - 08:51 PM

Also, the most useful thing I learned here is that backing up at full speed lowers your turn/rotate speed the same as going forward full speed. I find this very useful information. My standard tactic when caught in the open by a faster mech is to full reverse, which makes it harder for them to stay behind me. With this information, I think I will start going half reverse instead.

#14 BigShades

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Posted 11 January 2013 - 03:45 AM

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Edited by Bigshades92, 11 March 2015 - 09:22 PM.


#15 Panzersau

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Posted 11 January 2013 - 07:14 AM

Now you simply don't need that constants for every tonnage, just modify the formula, and use one constant:

Max. Turn Speed = Engine size / (0.088 x Tonnage)

And 1/0.088 = 11.(36)
I maybe wrong, but looks like it is this number

View PostKmieciu, on 08 January 2013 - 10:22 AM, said:

TorsoTurnSpeedPitch="11.25"


If it is then formula looks even better:

Max. Turn Speed = 11.25 x Engine size / Tonnage

#16 Panzersau

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Posted 11 January 2013 - 10:21 AM

View PostKmieciu, on 08 January 2013 - 10:22 AM, said:

MaxMovementSpeed="16.2"
TorsoTurnSpeedYaw="20"
TorsoTurnSpeedPitch="11.25"

Further investigation shows that those three is.
Speed modifier
Upper torso twist modifier
Mech twist modifier
For the formula (Max.Speed/Upper torso twist/Mech twist = modifier * engine / mass)

I test it on an Atlas and get pretty close results.

Example:
With speed its easy, Max. Speed = 16.2 x (300eng)/(100t) = 48,6 that is exactly atlas max. speed without skill bonuses.

The maximum angle of my atlas torso twist in one direction is 88, so the torso sector is 176.
I record couple of full sector twists, trying to do it as quickly as possible, and using the smallest engine 200. Then I put together time of all twists, and get that atlas doing 6 twists in 20.32 seconds. So the torso twist speed is 6/20.32*176 = 52 degrees per second.
Comparing that to the theoretical value(my atlas have 2x Basic bonuses so +40% faster torso twist.) 20*200/100*1.4 = 56 we can see that it almost equal (maybe efficiency bonus adds only 30% instead of 40% like it was with speed tweak, when it add only 7.5% instead of 10%)

Mech rotation speed is 11.25*300/100 = 33.75 degrees per second.

Using Bigshades92 method i calculate that my Atlas did 3 turns in 31.42 seconds so his turning speed is 3/31.42*360=34.37. Again pretty accurate. And as a conclusion it shows that 2x Anchor Turn efficiency didn work at all. Because whit it my Atlas shout turn at 11.25*300/100*1.2 = 40.5 degrees per second.

I test it only on my Atlas so its need addition confirmation.

#17 Seth

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Posted 14 January 2013 - 02:37 PM

I believe that the torso twist has an acceleration and deceleration speed (the different lerp numbers) that affect the measurement you are getting. Is there a way you can measure the middle 90^ by aligning your 'Mech to the map at a roughly 45^ angle to the map grid and recording it via fraps? Or is that going a bit overboard?

#18 Synchros

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Posted 15 January 2013 - 09:22 AM

nice work, thanks.

for sake of completness u could add units to the rotational speed as you did with the top speed. like degrees/s, rounds/s, whatever it is :-)

#19 BigShades

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Posted 15 January 2013 - 01:54 PM

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Edited by Bigshades92, 11 March 2015 - 09:22 PM.






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