I finished in game testing. The JJ type and weight of the mech don't change the statistic similar to tabletop.
Burn time: Only 3.5seconds no matter how many JJ you have. More JJ add to vertical velocity but not burn time
Height: Increases by slightly less than 6m per JJ after the first JJ, the first JJ gets you to 35m.
* The problem is that you can't use all your JJ to reach that height since you have to worry about fall damage.
* In BattleTech TT they can raise you up 1 mech height about 9meters of elevation per JJ. That means initial height of 8m + 9x8 means a spider could jump 79m. In game it I listed as 76m so very close.
Also in TT you can reach that peak without needing to use burn to slow down. This means to be more like tabletop there should be no fall damage.
Vertical velocity = Increases from 10m/s to 22m/s at 10JJ in an accelerating curve. This means each jump jet changes the acceleration value.
Vertical acceleration = This appears to be 2.86m/s2 for the first jump jet and an additional 0.49m/s2 for each additional jumpjet (At 8 JJ on a spider it has a vertical acceleration of 6.2m/s2. This makes sense as burn time is fixed at 3.5 seconds.
Descent time = This is how long it takes the mech to reach the ground from its maximum height. This is 2.9sec for 1JJ to 5.5sec for 8JJ. This is following a gravity acceleration pattern. The reason the game seems so floaty is that on earth those numbers should be 2.7 sec for 1 JJ and 3.9 sec for 8 JJ. That means their acceleration for gravity is calculating at 5m/s2.
The biggest problem with jump jets is that descent physics appear to be running at 5m/s2 instead of 9.8m/s2. If anyone knows how to mod this value then that would make huge difference.
The other issue appears to be with Horizontal movement. Per TT you should cover 30m per JJ. So 8JJ would move you 24m/s or 86.4kph (which matches technical readout for the spider). By jumping from the side of a fixed building while stationary and measuring the distance with the sight I have found that each JJ increases horizontal distance with an initial curve and then linear component suggesting initial acceleration followed by steady movement once JJ stop burning. Overall the linear component moves you 20m per JJ added. 8JJ move you 130m total which is equivalent given the jump time to 52kph. While this is much slower than the TT listed values the game is different and you continue to move at your initial running speed. However it is odd. If your run speed is less than lower then the velocity is additive. However if your run speed is greater their is an inflection point at which you lose velocity (Spider with <4JJ loses velocity while a spider with 5 or more JJ gains velocity while using JJ. This part is weird and makes it hard to see if horizontal distance is correct.
Launch angle appears to be 33.6 degrees for 8JJ.
Edited by Oraeon1224, 10 February 2020 - 09:25 PM.