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Scale The Speed To Actual Weight.


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Poll: Scale speed with actual weight (20 member(s) have cast votes)

Should we scale the speed with the actual weight put on ?

  1. yes (10 votes [50.00%])

    Percentage of vote: 50.00%

  2. no (10 votes [50.00%])

    Percentage of vote: 50.00%

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#1 smokefield

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Posted 15 May 2014 - 10:46 PM

I think that we should have a scaled speed to the actual weight that you take into field.

for example :

an atlas with 300 engine moves at 48 kph. No matter how mcuh weight you put on it. So 300 engine can move 100 tons at 48kph.

Normally - if we drop some weight we should gain some more speed. This is a common practice in a lot of sports, more so in motorized sports.

lets say that if we drop to 1/5 of the tonnage =>80 tons left, the 300 engine shold be able to do a + 35% in speed gain = 64 kph without speed tweak and 66.5 with. A much better formula can be found so you have a small but visible gain for dropping tonnage , lets say starting from 5% of total tonnage.

the speed gain should be a logharitmic scale with biggest earnings at the beggining then slowly fading (because the engine has to have a max cap point)

Posted Image



this would allow some interesting builds and add some variety in the strategy involved. Also it is much more realistic than the present situation.

#2 Strum Wealh

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Posted 16 May 2014 - 04:43 AM

View Postsmokefield, on 15 May 2014 - 10:46 PM, said:

I think that we should have a scaled speed to the actual weight that you take into field.

for example :

an atlas with 300 engine moves at 48 kph. No matter how mcuh weight you put on it. So 300 engine can move 100 tons at 48kph.

Normally - if we drop some weight we should gain some more speed. This is a common practice in a lot of sports, more so in motorized sports.

lets say that if we drop to 1/5 of the tonnage =>80 tons left, the 300 engine shold be able to do a + 35% in speed gain = 64 kph without speed tweak and 66.5 with. A much better formula can be found so you have a small but visible gain for dropping tonnage , lets say starting from 5% of total tonnage.

the speed gain should be a logharitmic scale with biggest earnings at the beggining then slowly fading (because the engine has to have a max cap point)

Posted Image



this would allow some interesting builds and add some variety in the strategy involved. Also it is much more realistic than the present situation.

Adding or reducing a 'Mech's weight might not necessarily scale in the same way as altering the weight of an automobile or aircraft, and most people probably wouldn't be significantly (if at all) faster runners if, say, their arms were surgically removed.

However, 'Mechs are legged vehicles driven by musculature (e.g. myomers, bundles of electroactive polymer) and designed to emulate the human skeletal and muscular systems - which also makes them subject to all of the limitations of that system, of which total mass & weight are only a couple of several factors.
Some potentially-interesting studies on the subject:
A Movement Criterion for Running
Effect of Running Speed on Lower Limb Joint Kinetics
Exploring Dynamic Similarity in Human Running Using Simulated Reduced Gravity

The actual electrical output of any given Fusion Engine would be constant (or close enough to it) under normal operating conditions, and the working conditions of a 'Mech's myomers (things like activation thresholds & stress-strain curves) would likewise be constant (or close enough to it).

With considerations like lower joint kinetics to take into account & the fact that conditions that make 'Mechs move faster than their normal design speeds (such as use of systems like MASC (which runs the risk of damaging/destroying the leg actuators) and Superchargers (which runs the risk of damaging/destroying the Engine), or activating Sprinting Mode (which generates 0.3 HPS (3 heat per TT turn), versus 0.2 HPS (2 heat per TT turn) for normal running; see pg. 18 of Tactical Operations)) are detrimental to the condition of the 'Mech, it may be that a given 'Mech with a given Engine simply could not sustain higher-than-normal speeds without eventually suffering catastrophic damage.

Even TSM, which is arguably more sustainable than either MASC or Supercharger use, can only be sustained when the 'Mech is overheating & the speed benefit is proportionally smaller for 'Mechs that are already relatively fast (in TT terms, TSM increases the ’Mech’s Walking MP by 2 and recalculates its Running MP by multiplying the new Walking MP by 1.5; an UrbanMech with active TSM goes from being a 2/3 'Mech to being a 4/6 'Mech (both walking and running speed are doubled (that is, both increase by 100%)), while a Dasher goes from being a 10/15 'Mech to a 12/18 'Mech (that is, both walking and running speed increase by only 20%)).

#3 FupDup

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Posted 16 May 2014 - 07:26 AM

The problem with having a mech's current weight dictate speed, rather than maximum weight, is that it kind of kills the point of driving a mech of lesser tonnage. I.e. why would I ever drive any 60 ton heavy if I could load up a Jagermech or whatever to only 60 tons? If you want the speed of a mech smaller than your current mech, you should hop in that smaller mech.

It also could lead to some very silly situations, such as a literal Steiner Scout Lance (under-tonned assault mechs going at crazy speeds). It would be ultra hilarious but probably not something we'd want to have as a game feature.

Edited by FupDup, 16 May 2014 - 07:26 AM.


#4 9erRed

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Posted 16 May 2014 - 10:39 AM

Greetings all,

I tend to agree with Strum, in that the function of the legs and devices to move them will not be effected too much by changing the mass that is above them.
- Yes they will have reduced load on them
- Yes initial inertia will be reduced overall

But the systems that operate the legs, torso locations still operate at the near max potential all the time. The weight changes from any other location above the torso only reduces the 'load' on these lower components, you may see an increase in the start speed from a dead stop but once the lower components are 'at speed' you will not see any great difference.

The Mech's leg design, stride length, foot shape all play a role in how much force can be transferred down during each step.
- more force that can be generated down during the stride = more speed
- At some point the tolerances of shock/impact exceed what the legs are designed to handle
- The components within the design are sized for their operating parameters.

All the systems for the legs and torso are tuned to operate within a set limit, movement of the structure has many variables that need to all operate within these limits. (in this BattleTech verse)

9erRed

#5 Durant Carlyle

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Posted 16 May 2014 - 01:51 PM

This is explained in the lore:

Situation:
Battle on low-gravity moon.
Summoner's control computer is incorrectly programmed for the lesser gravity.

Summoner's pilot accelerates during battle, to a greater speed than the legs' structure was designed. A leg breaks off at the knee.

The control computers are programmed for the specific conditions of each planetary body the 'Mech drops onto. Limits are put in place, depending on gravity and other factors.

Even with less weight, driving speed beyond designed specs would still result in extra stress to components.

-----

And if we're going to start doing what you're suggesting, then we'd better have weight distribution control penalties too. You know, for those people who have 20 tons of weapons on one side of the 'Mech and 1 ton on the other. Or those who strip the armor from an arm to maximize the armor everywhere else. We should see 'Mechs losing control every match.

Right?

No. No need for that extra complexity, and no need for the OP's either.

#6 Nothing Whatsoever

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Posted 16 May 2014 - 03:48 PM

As interesting as this could be, I'd vote no, or a maybe.

Also, there are in-universe aspects that would limit the utility of under-tonning in relation to the engine size and the myomer setup of a a particular mech, along with going with a non-stock engine that isn't applied to MWO already (here's an old post).

And, it would be easier to constrict speed profiles with existing limits, such as adjusting Max Engine Ratings further.


Here's the Formula for Speed also, for any interested:
Spoiler


#7 smokefield

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Posted 16 May 2014 - 11:00 PM

good post strum but i have some observations to it :

Quote

The actual electrical output of any given Fusion Engine would be constant


- that proves my point. if the output is constant then we can acheive greater speed if we reduce the weight.


Quote

the working conditions of a 'Mech's myomers (things like activation thresholds & stress-strain curves) would likewise be constant (or close enough to it).


this is not a constant. actually these articulations and everything else are directly proportional with the speed and conditions. (or should be). And these should be calibrated in such way that with max speed and harsh condition they operate at only 75-80% of their max capacity, so that in cases of much greater stress on those parts, for short time, they can accomodate that stress without failing. this is done in any engineering construction. you do not put in place a part that is under 100% stress because it will fail fast.

yes - we have limitations but they are not reached now at max use. we can even take those into calcul and came up with a formula that adds damage over certain limits to the mech - i agree with that.

@fupfup

that is exactly the point - to give us more builds to play with, and maybe some surprising ones. the formula can be adjusted so that the weight classes do not exclude one another and there are drawbacks if you want to take a heavier class and have the speed of a lighter one.


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But the systems that operate the legs, torso locations still operate at the near max potential all the time.


no - on the contrary. see above.



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All the systems for the legs and torso are tuned to operate within a set limit, movement of the structure has many variables that need to all operate within these limits.



sure. in rl is the same. but those limits are greater than you think.


Quote

And if we're going to start doing what you're suggesting, then we'd better have weight distribution control penalties too. You know, for those people who have 20 tons of weapons on one side of the 'Mech and 1 ton on the other


i thought about that and i think that the impact of the situations described is not that big. anything under 1/10 of the weight would have minimal impact regardless of where you place it (almost :ph34r: ). there are particular situations yes but if you place it inside the chassis, the impact willbe minimal. so a 10 ton difference would not have such a great impact on 100ton mech. on another side - the same 10 ton difference should have a big impact on a 40ton mech -agree.

#8 Strum Wealh

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Posted 17 May 2014 - 09:30 AM

View Postsmokefield, on 16 May 2014 - 11:00 PM, said:

good post strum but i have some observations to it :



- that proves my point. if the output is constant then we can acheive greater speed if we reduce the weight.




this is not a constant. actually these articulations and everything else are directly proportional with the speed and conditions. (or should be). And these should be calibrated in such way that with max speed and harsh condition they operate at only 75-80% of their max capacity, so that in cases of much greater stress on those parts, for short time, they can accomodate that stress without failing. this is done in any engineering construction. you do not put in place a part that is under 100% stress because it will fail fast.

yes - we have limitations but they are not reached now at max use. we can even take those into calcul and came up with a formula that adds damage over certain limits to the mech - i agree with that.

No, one fragment of one sentence does not "prove your point".

The Fusion Engines are only capable of putting out a limited quantity of electricity at once, and that amount is fairly close to constant unless the 'Mech is being pushed unusually hard (as is the case when invoking Sprinting Mode - which increases top speed by only ~33%, depending on the 'Mech) and/or when some additional external system (such as a Supercharger - which has the same speed increase limitations as Sprinting Mode, ~33%) to circumvent its normal limitations.
(In TT terms, both Sprinting Mode (which both increases heat generation by 50% & increases the likelihood of the 'Mech falling over) and Supercharger use (which carries the risk of damaging or destroying the Engine, and with the risk increasing rapidly the longer the Supercharger is active) result in being able to move at double the Walk MP, but do not result in a calculation of Running MP like TSM does. Moreover, note that MASC use (which comes with the risk of damaging/destroying the legs' actuators anytime the system is active) also produces the same speed boost as Sprinting and Supercharger use, a ~33% increase in top speed.)

In fact, the limits of Engine power generation were used as a plot point in the novel Blood Legacy.

Quote

Phelan nodded to himself and studied the auxiliary monitor. "Gauss rifle in my left arm?"
"Great weapon. It uses magnetic currents to launch a ball of ferrous metal about the diameter of a melon. Generates next to no heat and packs one hell of a wallop. The only problem is that its power requirements are fairly heavy. If you try to shoot it and the lasers at the same time, the computer will have to cycle and allocate power, so it will take a bit longer to get your salvo off." - Natasha Kerensky & Phelan Kell, Blood Legacy, chapter 19

-----

A fragment of something he'd heard suddenly hurtled forward into Phelan's consciousness, and it was as though a blindfold had been torn from his eyes. "Vlad isn't in control. Natasha warned me about the power requirements for a Gauss rifle. Vlad hit the triggers for everything in his first shot. He's got the Gauss rifles set up as his primary weapons, so they get first crack at the power from his fusion engines!" - Phelan Kell, Blood Legacy, chapter 19


On top of that, TechManual actually touches upon the issue of "oversized Engines" on page 37.

Quote

For the first couple of decades in BattleMech design, engineers used oversized Fusion Engines - powerplants that were larger than needed today for a given speed category of 'Mech. It was hoped that this would provide assorted, ill-defined boosts in combat. Unfortunately, these Engines simply ran too hot or shut themselves down with overloads. The problem - in part - was that BattleMech systems could only draw so much power at one time. Ramming more down their throats didn't help.

Which brings us to the second point: myomer bundles, like conventional electric motors (and real-world EAP bundles), have an activation threshold such that not potting in enough power to cross the threshold results in nothing happening, while putting in too much power results in damage & system failure.
Moreover, the several studies included in my previous post - particularly the second one - indicate that bipedal locomotion is dependent on a variety of factors beyond the weight of the walker/runner, many of those (as demonstrated by the third linked study) are largely, if not wholly, dependent on weight.
As such, having the 'Mech's arms blasted off (or having the 'Mech be modified to be armless, with no other design changes) doesn't change the material properties of the legs' myomer bundles or the legs' supporting structure, nor does it allow the motive systems to be able to use additional power from the Engine.

In fact, the fastest any 'Mech can hope to handle, if even only for short periods and at exceedingly high risk of catastrophic system failure, is around twice its normal top speed; this can only be achieved when Sprinting while both a MASC system and a Supercharger are simultaneously active.
By contrast, using only one or the other (of MASC or a Supercharger) in conjunction with Sprinting is still highly risky with regard to system failure & allows for an increase in top speed of only ~66%.

Edited by Strum Wealh, 17 May 2014 - 09:31 AM.


#9 smokefield

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Posted 18 May 2014 - 12:35 AM

If the mass is reduced then the acceleration of the object should increase. it is directly proportional - the acceleration will increase at the same rate as the mass is reduced. That is physics and nothing can change it. The max cap of the engine will give a top speed cap ofcourse, but you cannot argue with physics.

and for the second part - related with the myomer things. ANy system is thought and projected to sustain much more stress that the normal working conditions. It is called FoS

http://en.wikipedia....actor_of_safety

and if you want more about material resistance and strenght

http://en.wikipedia....th_of_materials

and as you can acknowledge, any system is build that way. I would expect much more from a war machine that is a mech. Therefore the entire mechanical system, regardless of what type is, would be able to absorb a much more applied load than the normal one, for at least a limited period of time. But because we are not talking about more load on the same chassis - like you keep saying about masc (which is pushing over the normal limits the SAME chassis..and that means it is overloading the systems which causes failures after some time, normal thing given the conditions), we are talking about a different chassis, one that lost a significative part of its weight, therefore the overload it is much smaller, maybe insignificative, on the mechanical system, that means it doesnt necessary causes failures or any other damage.

i also have read a nice document about myomers :

http://trs-new.jpl.n...1/1/05-0308.pdf

as you can see, there are a lot of types with a lot of different caractheristics. I am sure that in 3050 we will have so much more and better versions that we can safely say it will not affect nor limit the movments of our mech, and the only limits will be given by engines.

#10 l33tworks

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Posted 18 May 2014 - 01:19 AM

I agree some kind of scaling mass physics calculation needs to be implemented. Slower momentum changes to heavier mass but not as much reduced top speed.





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