Heatsinks & Engine Size
#21
Posted 08 April 2012 - 07:33 PM
#22
Posted 09 April 2012 - 12:08 PM
boogle, on 08 April 2012 - 04:17 PM, said:
Perhaps boogle should learn to balance his heat instead of inventing an imaginary problem to make it easier.
Edited by Der Kommissar, 09 April 2012 - 12:09 PM.
#23
Posted 09 April 2012 - 12:24 PM
And in terms of balance, do you need to ask?
#24
Posted 09 April 2012 - 02:09 PM
Der Kommissar, on 09 April 2012 - 12:08 PM, said:
Perhaps boogle should learn to balance his heat instead of inventing an imaginary problem to make it easier.
Not only did I not qualify the relationship between engine size and inherent heatsinks a problem; but addressing it in no way makes managing heat easier. Heat management would be changed slightly, with some chassis becoming easier and others becoming more difficult based primarily upon powerplant size.
As you are still sticking with the same ad hominum diatribe, I'm forced to conclude that you have a learning or comprehension deficit of some kind.
#25
Posted 09 April 2012 - 02:22 PM
boogle, on 09 April 2012 - 02:09 PM, said:
Not only did I not qualify the relationship between engine size and inherent heatsinks a problem; but addressing it in no way makes managing heat easier. Heat management would be changed slightly, with some chassis becoming easier and others becoming more difficult based primarily upon powerplant size.
As you are still sticking with the same ad hominum diatribe, I'm forced to conclude that you have a learning or comprehension deficit of some kind.
Bingo. Der Kommisar, does a Mac Truck radiator FIT in a honda civic? No! Same friggin principle here. Is the CRITICAL slot size the SAME for a flea as an atlas? No. Are the heat sinks gonna be the same size? No! This is a debate over smashing square objects into round holes, while the mech is OFF and not running. Heat management is an altogether seperate issue. Either Der Kommisar is intentionally trolling or unintentionally obtuse. Either way, the effect is the same and entirely undesirable. The bottom line is not much headway in this discussion can be made while having to remedially backtrack for the purpose of hand holding someone through a discussion that is painfully self evident from its start.
Some amusement park rides require you to be a certain height before setting foot on the ride. Perhaps the OP should have used the same standards, in a sense, requiring that knuckles do not drag the floor.
#26
Posted 09 April 2012 - 02:35 PM
YES.. you could do it.. Yes it may even be more realistic...
But is it an efficient idea to over-complicate the architecture of a game mechanic (and its various supporting and supported mechanics) for little gain..
IMAHO.. not really.
#27
Posted 09 April 2012 - 02:40 PM
Since an engine is fairly expensive and heat sinks aren't...it balances out.
No fuss, no muss... try not to overthink it.
#28
Posted 09 April 2012 - 02:41 PM
#29
Posted 09 April 2012 - 02:52 PM
I agree with you that it may be too complicated a mechanic for the pencil/paper nature of the table top game, but the beauty of a video game is that we can have the computer do any necessary calculations for us. I really see no reason why (in a computer game) inherent heatsink number shouldn't be tied to power plant size.
#30
Posted 09 April 2012 - 02:56 PM
#31
Posted 09 April 2012 - 03:02 PM
boogle, on 09 April 2012 - 02:52 PM, said:
I agree with you that it may be too complicated a mechanic for the pencil/paper nature of the table top game, but the beauty of a video game is that we can have the computer do any necessary calculations for us. I really see no reason why (in a computer game) inherent heatsink number shouldn't be tied to power plant size.
2 words and a statment...
"Launch Date"
Development timetable in hindsight may have allowed the opportunity to construct the additional content required to deliver such an overture of accuracy, depending on the cost to PGI, of a theoretical physicist/thermodynamics engineer to create new, more plausible, realistic lore. Of course the cannon adherents, would have placed said physicist against a wall and promptly, verbally, napalmed him for touching their canon materials and breaking the rule about leaving fingerprints on their lore. Which would have split the boards and likely created a troll feeding frenzy the likes of which even the worms of Arakis couldn't out-swallow.
Edited by Vexgrave Lars, 09 April 2012 - 03:03 PM.
#32
Posted 09 April 2012 - 03:16 PM
mechs with smaller engines have to place some of them in critical slots thus taking up room for equipment.
so they are mass free but not space/critial slot free.
all of this goes back to the single heat sinks the orginal mech used, think or an awesome with 22 + single heat sinks it could barely mount weapons because of space/critical slots were taken up by heat sinks. it balanced energy weapons/high heat vs ballistic/low heat/ammo slots.
Most long time players have said the biggest change in in BT was teh intoduction of the double heat sink thus making a pure energy weapon mech more capable and smaller mechs ( under 50 tons) the ability to carry more weapons.
#33
Posted 09 April 2012 - 03:47 PM
boogle, on 09 April 2012 - 02:52 PM, said:
I agree with you that it may be too complicated a mechanic for the pencil/paper nature of the table top game, but the beauty of a video game is that we can have the computer do any necessary calculations for us. I really see no reason why (in a computer game) inherent heatsink number shouldn't be tied to power plant size.
My reasoning for why it shouldn't be changed is twofold.
1. While the computer can handle the complex mathematics behind it, the more you complicate the system the harder it becomes for the noob to design a functioning mech. It's a lot easier to say, "mechs come with 10 free heatsinks and you can mount extra if you need more cooling," than it is to say, "The rate at which your mech cools is a factor of how large it's engine is in relation to its mass. Each engine comes with a varying amount of base heat sinks and how much effect additional heat sinks have is adjusted by engine size compared to the number of heat sinks."
KISS is a good rule here. Every engine comes with 10 heatsinks that get rid of 10 heat.
2. I'm not a battletech guru, so I can't comment on whether it's true or not, but Johannes seems to have said that it's already covered in TT rules.
Johannes Falkner, on 08 April 2012 - 03:50 PM, said:
The TT construction rules include 10 heatsinks with the engine weight.
The engine can incorporate more or fewer heatsinks according to its rating. For each full multiple of 25 in the engine rating you include the crits of the (single or double) heatsinks in the engine. This is part of the reason why some mechs like the Timber Wolf (mad cat to spheroids) are so powerful as energy weapon platforms. The TW has a 375 rated engine (75 tons at 5/8) and therefore can (and does) include 15 (double) heatsinks in the engine. Ten heatsinks were "free" with the engine and 5 more were added in the base configuration. The Flashman is a prime IS example. The
There is room to argue about the number of "free" heatsinks by engine size, but the TT rules already account for varying the number of incorporated heatsinks.
I would note a little bit of thermodynamics that you have probably not considered as well. You dissipate heat by surface area and smaller cylinders (treat mech torsos/legs/heads/arms as cylinder for simplicity) have a higher relative surface area than larger cylinders. This gives lighter mechs a proportionally higher dissipation rate by convection/radiation than heavier mechs.
Mech heat generation would also scale with size (weight, specifically). Heavier mechs would require more/stronger myomers with more power to drive them. By the time you say that a heavier mech would generate more heat just to move and be worse at radiating it away without aid, it becomes relatively fair, thermodynamically, to give lighter mechs "undeserved" free heatsinks.
If his post was too long for you, it boils down to: An engine has a number of crit spots = rating/25.
So, your light mech with a 100 rating engine will have to sacrifice 6 slots on its body to mount the "10 default heatsinks" because the engine itself can only hold 4. On the other hand, a 500 rating engine has 20 crit slots, so you can mount the "10 default heatsinks" and even add 10 more heatsinks before you need to start losing slots in your body.
Bigger engines come with more space devoted to/available for heatsinks and more power at the cost of being heavier and larger themselves, so I feel like that gets rid of the issues you have with it, without adding more complexities to mech building.
Edited by LackofCertainty, 09 April 2012 - 03:48 PM.
#34
Posted 09 April 2012 - 03:52 PM
Edited by Black Sunder, 09 April 2012 - 03:52 PM.
#35
Posted 09 April 2012 - 08:30 PM
If you have a smaller engine shouldn't it be much easier to have the room to have heatsinks all over and hence heatsinks do not need to be allocated.
Whereas in a larger engine; there is "more" engine space and where do the heatsinks be found? (where do you hide them if the engine should be taking more space?)
This is on the assumption that "smaller engines" should take "less" space than larger output engines.
#36
Posted 10 April 2012 - 05:48 AM
#37
Posted 10 April 2012 - 04:41 PM
boogle, on 08 April 2012 - 07:28 PM, said:
The heat reclamation systems benefit from the same materials upgrades that the normal heatsinks in a 'mech benefit from. Upgrade one, you upgrade the others.
Quote
No, it does not. The smaller fusions can not mount a heat reclamation system with enough thermal ability/mass to absorb the 10 points of heat the engine generates.
This can even be confirmed straight from the horses's mouth that maintains exactly this technical section of the lore for the people holding the battletech IP.
Edited by Pht, 10 April 2012 - 04:41 PM.
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