So, to put
the fluff out there...
1.) "Heat sinks, which sharing names with real world passive radiators found in computers, are actually complete
heat pumps, not
'true' heat sinks in the engineering sense."
2.) "Heat sinks operate by collecting heat with coolant distributed to heat sources (weapons, engines, myomers, electronics, etc.) and delivering that to a radiator. Because a BattleMech may operate in environments considerably hotter than the interior of the 'Mech, the system includes a heat pump to 'force' the heat out of the 'Mech by elevating the temperature of the coolant in some reversible fashion. (The vapor-compression heat pump of home air conditioners is a typical example, but 31st Century BattleMechs may make use of more exotic heat pumps.)
Note that if the heat sinks were true heat sinks or simple combustion engine radiators, a BattleMech operating in a hot environment would find the exterior heat being driven into the BattleMech rather than having internal heat rejected.
BattleMechs generally have two types of heat sinks: those mounted in the fusion engine and those mounted elsewhere on the chassis. The chassis-mounted heat sinks perform as described above, while the engine-mounted heat sinks constitute a '
regenerative cooling' system that scavenges excess heat for power."
3.) "Despite the heat pump, heat sinks are affected by the surrounding environment as a matter of basic thermodynamics - it takes less work to dump heat into a cold environment than a hot one, and water is a better coolant than air. Many 'Mechs on desert worlds often have to be refitted for the different conditions, or risk overheating from the compounded effects of weapons-fire and the environment. Conversely, heat sinks operating in cold regions and worlds dissipate heat much more effectively, as the environment's natively-cold temperature helps cool the BattleMech by default. This often leads to many garrisons on ice-worlds using a larger number of energy weapons, as they don't have to worry about heat as much. A 'Mech submerged in water, however, is often the one with the most efficient heat sinks as they can pump dense water (with its enormous heat capacity) over the heat sink radiators instead of low density air."
Canonically:
Each Standard Heat Sink (SHS) normally dissipates one unit of heat per 10-second period (one TT turn), or an average of 0.1 units of heat per second.
Each
Double Heat Sink (DHS) normally dissipates twice as much heat in the same time period - an average of 0.2 units of heat per second.
Being submerged in water doubles the heat dissipation rate (0.2 heat/second for SHS, 0.4 heat/second for DHS).
Having the BattleMech walk at its cruise speed generates an average of 0.1 units of heat per second (one unit of heat per turn).
Having the BattleMech run at its maximum speed generates an average of 0.2 units of heat per second (two units of heat per turn).
Activating a BattleMech's Jump Jets generates three units of heat, plus an additional one unit of heat for each 30 meters (one TT hex) covered.
Each attempt to stand after falling generates one unit of heat.
Firing weapons and being subject to heat weapons (Flamers, Inferno rounds) produces the documented effects.
The Heat Scale:
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One MP = approximately 10.8 kph, so achievable speed could decrease as temperature increases so that the listed speed losses are realized when the temperature is at the listed heat level.
"Modifier to Fire" could be implemented via having the reticle(s) begin to come unaligned and having tracking/convergence speed decrease as the BattleMech's temperature increases.
"Avoid Shutdown" could be implemented via a player-toggled override (which should not function if the temperature exceeds 30 heat points).
"Avoid Ammunition Explosion" could be implemented via a chance simulator (yes, a random number generator
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) testing against
the average heat level across a 10-second period, computed for each 10-second interval where the temperature passes one of the ammo explosion risk levels.
Average Heat = 0-18.999 units: 0% chance of ammunition explosion
Average Heat = 19-22.999 units: 18.18% chance of ammunition explosion
Average Heat = 23-27.999 units: 36.36% chance of ammunition explosion
Average Heat = 28+ units: 54.55% chance of ammunition explosion
IMO, the environment should have additional effects - wading through a forest fire should impart heat on a 'Mech, being in a hot-and-dry desert environment should reduce the effectiveness of the Heat Sinks, cool-and-humid environments might see a slight increase in Heat Sink efficiency, icy/arctic environments might see a larger increase in Heat Sink efficiency, warm-and-humid environments might see a slight decrease in Heat Sink efficiency, having different atmospheric compositions and densities (or even a lack of atmosphere) should have an effect on Heat Sink efficiency, and so on and so forth.
Your thoughts?