I did three tests for performance on 4 mechs, one from each chassis using the HGN-732 as the standard. The tests were:
-a full speed run to a marker, igniting jets, then cutting throttle to zero; upon landing, I turned and marked the distance.
-a speed matching the slowest mech, igniting the jets, then cutting the throttle to zero; upon landing, I turned and marked the distance.
-going to office building in SW corner of C2 and jumping straight up with crosshairs straight level, counting height as firing clearance and not from the top of the mech.
-going to citadel from lower spawn and mounting it from water, then once on top I attempted to mount the center structure.
Each test was repeated three times.
For starters I took my HGN-732:
1 JJet
-Full speed run (58.5) then full jet: 61 meters distance.
-standing straight jump level with top of 3rd story: Cleared 7th story
-climbing jump: able to mount citadel from water, unable to mount center structure
2 JJets
-Full speed run (58.5) then full jet: 73 meters distance.
-standing straight jump level with top of 3rd story: Cleared 9th story
-climbing jump: able to mount citadel from water, able to mount center structure
3 JJets
-Full speed run (58.5) then full jet: 89 meters
-standing straight jump level with top of 3rd story: Cleared 10th story
-climbing jump: able to mount citadel from water, able to mount center structure
Next I took my CTF-3D and added a fourth JJ for testing:
1 JJet
-Speed matching HGN-732 (58.5): 68 meters
-Full speed run (69.4) then full jet: 80 meters distance.
-standing straight jump level with top of 2nd story: Cleared 7th story
-climbing jump: able to mount citadel from water, able to mount center structure
2 JJets
-Speed matching HGN-732 (58.5): 71 meters
-Full speed run (69.4) then full jet: 84 meters
-standing straight jump level with top of 2nd story: Cleared 8th story
-climbing jump: able to mount citadel from water, able to mount center structure
3 JJets
-Speed matching HGN-732 (58.5): 89 meters
-Full speed run (69.4) then full jet: 91 meters
-standing straight jump level with top of 2nd story: cleared 10th story
-climbing jump: able to mount citadel from water, able to mount center structure
4 JJets
-Speed matching HGN-732 (58.5): 97 meters
-Full speed run (69.4) then full jet: 100 meters
-standing straight jump level with top of 2nd story: Cleared building (12 stories tall)
-climbing jump: able to mount citadel from water, able to mount center structure
Followed up with my TBT-5J and used all 5 JJ for testing:
1 JJet
-Speed matching HGN-732 (58.5): 72 meters
-Full speed run (105.3) then full jet: 138 meters distance.
-standing straight jump level with top of 3rd story: Cleared 7th story
-climbing jump: able to mount citadel from water, able to mount center structure
2 JJets
-Speed matching HGN-732 (58.5): 76 meters
-Full speed run (105.3) then full jet: 155 meters distance.
-standing straight jump level with top of 3rd story: Cleared 9th story
-climbing jump: able to mount citadel from water, able to mount center structure
3 JJets
-Speed matching HGN-732 (58.5): 84 meters
-Full speed run (105.3) then full jet: 158 meters distance.
-standing straight jump level with top of 3rd story: Cleared 11th story
-climbing jump: able to mount citadel from water, able to mount center structure
4 JJets
-Speed matching HGN-732 (58.5): 92 meters
-Full speed run (105.3) then full jet: 168 meters distance.
-standing straight jump level with top of 3rd story: Cleared building
-climbing jump: able to mount citadel from water, able to mount center structure
5 JJets
-Speed matching HGN-732 (58.5): 99 meters
-Full speed run (105.3) then full jet: 175 meters distance.
-standing straight jump level with top of 3rd story: Cleared building
-climbing jump: able to mount citadel from water, able to mount center structure
And lastly, JR7-F:
1 JJet
-Speed matching HGN-732 (58.5): 71 meters
-Full speed run (138.9) then full jet: 188 meters distance.
-standing straight jump level with top of 1st story: Cleared 6th story
-climbing jump: able to mount citadel from water, able to mount center structure
2 JJets
-Speed matching HGN-732 (58.5): 78 meters
-Full speed run (138.9) then full jet: 196 meters distance.
-standing straight jump level with top of 1st story: Cleared 7th story
-climbing jump: able to mount citadel from water, able to mount center structure
3 JJets
-Speed matching HGN-732 (58.5): 91 meters
-Full speed run (138.9) then full jet: 208 meters distance.
-standing straight jump level with top of 1st story: Cleared 8th story
-climbing jump: able to mount citadel from water, able to mount center structure
4 JJets
-Speed matching HGN-732 (58.5): 98 meters
-Full speed run (138.9) then full jet: 215 meters distance.
-standing straight jump level with top of 1st story: Cleared 9th story
-climbing jump: able to mount citadel from water, able to mount center structure
5 JJets
-Speed matching HGN-732 (58.5): 101 meters
-Full speed run (138.9) then full jet: 225 meters distance.
-standing straight jump level with top of 1st story: Cleared 10th story
-climbing jump: able to mount citadel from water, able to mount center structure
Some things I noticed:
-Smaller mechs are most efficient with two jump jets, while larger mechs need a minimum of 2
-Faster mechs have a tendency to go out more than up, but speed can of course be throttled to change elevation of the angle to launch. Smaller mechs again perform more efficiently with fewer jets. Also, because smaller mechs have a wider range of speeds, they have more angles and distances that can be achieved with fewer jets.
-Larger mechs have more up than out, helping it climb not inhibiting outward movement
0
Jump Jet Data
Started by Saint Scarlett Johan, Aug 31 2013 07:07 PM
7 replies to this topic
#1
Posted 31 August 2013 - 07:07 PM
#2
Posted 31 August 2013 - 07:32 PM
This is very interesting data. Being in that JJs (at least in lights) do approach (slightly) cannon air-travel distances.
Can you do the same experiment with the spider (especially the 12 JJ variant) just for the sake of science?
We already know the spider can clear the tall building in Frozen city (at least before they patched it) but hard numbers would be good to have.
What's the sweet spot in JJs concerning lightmechs, such as the guy that ended up discovering that the cicada sweet spot engine is the 300XL
Can you do the same experiment with the spider (especially the 12 JJ variant) just for the sake of science?
We already know the spider can clear the tall building in Frozen city (at least before they patched it) but hard numbers would be good to have.
What's the sweet spot in JJs concerning lightmechs, such as the guy that ended up discovering that the cicada sweet spot engine is the 300XL
Edited by Kurkotain, 31 August 2013 - 07:37 PM.
#3
Posted 31 August 2013 - 07:39 PM
Kurkotain, on 31 August 2013 - 07:32 PM, said:
This is very interesting data. Being in that JJs (at least in lights) do approach (slightly) cannon air-travel distances.
Can you do the same experiment with the spider (especially the 12 JJ variant) just for the sake of science?
We already know the spider can clear the tall building in Frozen city (at least before they patched it) but hard numbers would be good to have.
What's the sweet spot in JJs concerning lightmechs, such as the guy that ended up discovering that the cicada sweet spot engine is the 300XL
Can you do the same experiment with the spider (especially the 12 JJ variant) just for the sake of science?
We already know the spider can clear the tall building in Frozen city (at least before they patched it) but hard numbers would be good to have.
What's the sweet spot in JJs concerning lightmechs, such as the guy that ended up discovering that the cicada sweet spot engine is the 300XL
My Jenners has always been 2 for the sweet spot. Most of my mechs, 2 is the sweet spot, with the exception of the 3D.
#4
Posted 31 August 2013 - 07:58 PM
Kurkotain, on 31 August 2013 - 07:32 PM, said:
This is very interesting data. Being in that JJs (at least in lights) do approach (slightly) cannon air-travel distances.
Can you do the same experiment with the spider (especially the 12 JJ variant) just for the sake of science?
We already know the spider can clear the tall building in Frozen city (at least before they patched it) but hard numbers would be good to have.
What's the sweet spot in JJs concerning lightmechs, such as the guy that ended up discovering that the cicada sweet spot engine is the 300XL
Can you do the same experiment with the spider (especially the 12 JJ variant) just for the sake of science?
We already know the spider can clear the tall building in Frozen city (at least before they patched it) but hard numbers would be good to have.
What's the sweet spot in JJs concerning lightmechs, such as the guy that ended up discovering that the cicada sweet spot engine is the 300XL
Always consider the Top velocity of the Mech when jumping, with higher velocity better Jump results.
1 JJ it's pretty much the rock climber it do not provide awesome results but can help clear some small obstacles (example jumping from water to the sides in river city)
2JJ it's the standard to reach most of the Mech sized elevations (buildings in frozen city or river city, cross the **river** zones)
3+JJ it's just for travel efficiency on mid air, *how long you can travel while keeping a decent altitude)
curious notes.
The JJ basic strength was stealth nerfed in closed beta, in frozen city i was able to jump into the tall building near cave exit on the middle just from the addendum building with a 4JJ CAT now i need to climb the 3 times higher building right at cave exit to reach.
Also all the 3-4 Tall buildings can be reached with a basic JJ trust of 4 (the ones at each base starting spot, the one at cave exit and the other at south near Theta point
The 12 JJ spider is... marvelous.. this thing can soar the air like nothing lately i found myself running with one with tag and flamer (it's a troll spider) and i oftenly end being fired by the whole opposing team as i cross flying from one point to another in the maps.
P.S: this is how i feel everytime i use my 12 JJ spider
#5
Posted 31 August 2013 - 08:48 PM
First, thanks for conducting this experiment.
Second, for covering distance, I use a technique that I call "3-period jump", which consists of lifting up (using roughly 30% fuel), releasing JJ for a split-second then ignite JJ again to fly straight forward, and finally either releasing JJ at "Fuel at 25%" mark then re-ignite to compensate the drop, or keep holding JJ until fuel runs out, depending on the height of the final drop.
I'm really curious if this would actually cover more distance, since if your speed is measured when moving forward and upward, like when you hold JJ all the way till dry, your actual horizontal speed would be slower than measured.
Second, for covering distance, I use a technique that I call "3-period jump", which consists of lifting up (using roughly 30% fuel), releasing JJ for a split-second then ignite JJ again to fly straight forward, and finally either releasing JJ at "Fuel at 25%" mark then re-ignite to compensate the drop, or keep holding JJ until fuel runs out, depending on the height of the final drop.
I'm really curious if this would actually cover more distance, since if your speed is measured when moving forward and upward, like when you hold JJ all the way till dry, your actual horizontal speed would be slower than measured.
#6
Posted 31 August 2013 - 08:52 PM
Thanks for testing and sharing the data.
#7
Posted 31 August 2013 - 09:12 PM
Helmstif, on 31 August 2013 - 08:48 PM, said:
First, thanks for conducting this experiment.
Second, for covering distance, I use a technique that I call "3-period jump", which consists of lifting up (using roughly 30% fuel), releasing JJ for a split-second then ignite JJ again to fly straight forward, and finally either releasing JJ at "Fuel at 25%" mark then re-ignite to compensate the drop, or keep holding JJ until fuel runs out, depending on the height of the final drop.
I'm really curious if this would actually cover more distance, since if your speed is measured when moving forward and upward, like when you hold JJ all the way till dry, your actual horizontal speed would be slower than measured.
Second, for covering distance, I use a technique that I call "3-period jump", which consists of lifting up (using roughly 30% fuel), releasing JJ for a split-second then ignite JJ again to fly straight forward, and finally either releasing JJ at "Fuel at 25%" mark then re-ignite to compensate the drop, or keep holding JJ until fuel runs out, depending on the height of the final drop.
I'm really curious if this would actually cover more distance, since if your speed is measured when moving forward and upward, like when you hold JJ all the way till dry, your actual horizontal speed would be slower than measured.
Welcome, I usually flutter my jets too. But here, I was going for simple and consistent results. But some guys in ELP and I were having a discussion about the JJet performance and while we all had our opinions, we never had any actual numbers to crunch.
Another day I'll probably try to figure out the best ways to get most out of jump.
#8
Posted 31 August 2013 - 10:14 PM
Thanks for taking the time to conduct the experiement, good to know when I'm in the field and battling mechs.
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