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External Heat Transfer?


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#1 Pr8Dator

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Posted 13 June 2016 - 08:49 AM

Whats this quirk on the Hellsinger about?

#2 Pariah Devalis

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Posted 13 June 2016 - 08:56 AM

In a hot map, your heat sinks normally don't work as well, since they function as if they are taking more than normal environmental heat at all times. On cold maps, your heat sinks work better than normal because the baseline environmental heat is lower than in heat neutral maps. That is the external heat transfer factor. A mech quirked to reduce the impact of that is less affected by the temperature of the map.


Edit: Would be nice if it also impacted flamers, as they are an external source of heat. However, as far as I know, it does not.

Edited by Pariah Devalis, 13 June 2016 - 08:57 AM.


#3 Pr8Dator

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Posted 13 June 2016 - 09:02 AM

View PostPariah Devalis, on 13 June 2016 - 08:56 AM, said:

In a hot map, your heat sinks normally don't work as well, since they function as if they are taking more than normal environmental heat at all times. On cold maps, your heat sinks work better than normal because the baseline environmental heat is lower than in heat neutral maps. That is the external heat transfer factor. A mech quirked to reduce the impact of that is less affected by the temperature of the map.


Edit: Would be nice if it also impacted flamers, as they are an external source of heat. However, as far as I know, it does not.


I see... pretty interesting

#4 TercieI

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Posted 13 June 2016 - 09:16 AM

View PostPr8Dator, on 13 June 2016 - 09:02 AM, said:


I see... pretty interesting


Yeh, it seemed for a moment that quirks might be quirky and not just balancing. Ah well.

#5 Pariah Devalis

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Posted 13 June 2016 - 09:29 AM

View PostTercieI, on 13 June 2016 - 09:16 AM, said:

Yeh, it seemed for a moment that quirks might be quirky and not just balancing. Ah well.


Hope for the Night Gyr, at least. :\

#6 TercieI

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Posted 13 June 2016 - 09:35 AM

View PostPariah Devalis, on 13 June 2016 - 09:29 AM, said:


Hope for the Night Gyr, at least. :\


Laser HS? That would be cool. And I do like the Cyclops computer...

#7 Aeon Veritas

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Posted 13 June 2016 - 09:37 AM

Rumors say the upcoming Night Gyr will get this quirk too.
Because acc. to the Night Gyr FAQ they want to implement it's laser heat sinks.

Night Gyr FAQ said:

Q: Will the Night Gyr come with its Laser Heat Sinks?
We are currently evaluating options for providing the Night Gyr with some of the traits provided from its use of the special Laser Heat Sinks in standard BattleTech lore. However, it is unlikely that Laser Heat Sinks themselves will be added to MWO as a distinct item; it is more likely that the Night Gyr will be provided with a special Quirk implementation to account for its use of Laser Heat Sinks.
Additionally, we are also evaluating the feasibility of adding a special glow effect to the Night Gyr when overheating to help distinguish the Night Gyr’s traditional use of Laser Heat Sinks, but whether this glow feature is implemented in the final design is still to be determined.

And acc. to Lore Laser Heat Sinks are completely independent of the ambient temperature which could result in a -100% external heat transfer quirk.

sarna.net said:

Functionally identical to a Clan-tech double heat sink, the lack of liquid and gas in the system reduces the chances of heat-based ammunition cook-off and means that laser heat sinks don't get the decreased performance on warmer worlds that single and double heat sinks have, while at the same time preventing laser heat sinks from taking advantage of immersion in water or colder weather to boost their performance. For the same reason, laser heat sinks are completely incompatible with Coolant Trucks.

But I think/hope the Night Gry will be able to use cool shots unlike to the Lore.

#8 Khereg

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Posted 13 June 2016 - 09:49 AM

View PostPr8Dator, on 13 June 2016 - 08:49 AM, said:

Whats this quirk on the Hellsinger about?


Q = U * A * deltaT

Where:

Q = rate of heat transfer (i.e. how fast your mech cools down)

U = Heat Transfer coefficient (assumed to be the same for all mechs/heatsinks)

A = Area of heat transfer (i.e. more heat sinks = more effective area which increases the cooldown rate, double heat sinks work as if they contain more "area" per sink than singles)

deltaT = difference in temperature between mech and the outside environment


This is the actual thermodynamic calculation on which the theory is based, but may not represent precisely how PGI implemented the code for MWO. This is still useful to illustrate the point, however, since the concepts are the same.

On the Hellslinger, the quirk means that the deltaT term is held constant no matter the actual temperature of the map, so all else being equal, your mech dissipates heat at the same rate no matter the temperature of the map. Very useful on Vitric Forge or Terra Therma, counterproductive on Grim Portico or Frozen City.

Edited by Khereg, 13 June 2016 - 09:51 AM.


#9 Pariah Devalis

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Posted 13 June 2016 - 09:52 AM

View PostAeon Veritas, on 13 June 2016 - 09:37 AM, said:

Rumors say the upcoming Night Gyr will get this quirk too.
Because acc. to the Night Gyr FAQ they want to implement it's laser heat sinks.

And acc. to Lore Laser Heat Sinks are completely independent of the ambient temperature which could result in a -100% external heat transfer quirk.

But I think/hope the Night Gry will be able to use cool shots unlike to the Lore.


"Cool shot" is probably just a generic term for anything that cools the mech quickly. Obviously, it can't be heat sink fluid injection. However, having a network of tubes in the mech and weapon cowlings that can flow, say, stored liquid nitrogen through them would work to cool the hot areas of the mech rapidly.


Thermal shock induced cracking of the material chilled notwithstanding.

Edited by Pariah Devalis, 13 June 2016 - 09:53 AM.


#10 wanderer

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Posted 13 June 2016 - 12:45 PM

Actually, laser heat sinks don't work with coolant pods (or hooking up to a coolant truck), so MWO's cool shots (which basically ARE a coolant pod) should have no effect- there's no coolant system to boost to begin with.

#11 Aeon Veritas

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Posted 13 June 2016 - 12:58 PM

View Postwanderer, on 13 June 2016 - 12:45 PM, said:

Actually, laser heat sinks don't work with coolant pods (or hooking up to a coolant truck), so MWO's cool shots (which basically ARE a coolant pod) should have no effect- there's no coolant system to boost to begin with.

Theoretical I would agree with you.

Practical I hope PGI ignores that fact.
I think many people would be very sad and vocal about it, if a mech couldn't use cool shots.
I mean that are 3 of the 9 consumables which would not be usable.
And the laser heat sinks are "just" double heat sinks in the end, they got no better cooling and would leave the Night Gyr at a disadvantage there.
Like I said, I think this could cause some vocal disagreement in the community Posted Image

#12 wanderer

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Posted 13 June 2016 - 01:18 PM

Then again, flamers should also have no effect on one, since they're "external heat".

Which would make flamer-Gyrs hilarious since they're immune to what they'd dish out and could stroll casually across Mordor with no worries about silly things like the ground being on fire.





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