Bubba Wilkins, on 09 November 2012 - 02:47 PM, said:
Not an engineer, but my background is power delivery.
Our primary disagreement pertained to where heat was generated and how it was handled. You proposed relocating it outside of the engine which is very much against lore and generally against physics. My response explained why the existing system generally made more sense.
As for which enriches gameplay the most, the KISS method would imply the current system to be superior.
From the "Heat Sink" article on the BattleTech Wiki,
Quote
Heat sinks operate by collecting heat with coolant distributed to heat sources (weapons, engines, myomers, electronics, etc.) and delivering that to a radiator.
Waste heat generation by electrical devices is definitely not against physics. By discussing heat generation in the weapons, I did not mean to imply that the fusion engine does not produce waste heat, or that this is not a major factor. In fact, I was not considering the engine at all. In any case, heat generated by the weapon itself would be lumped together with induced waste heat as the "total heat" of the weapon, so the distinction is not very relevant from a gameplay standpoint.
I don't know the operating principle of BT lasers, except that they are definitely not chemical lasers (these exist but wouldn't be used on vehicles with fusion engines). Current solid-state lasers generate a great deal of waste heat, and this is a major obstacle to scaling up such systems for military purposes. The waste heat is deposited into the solid-state gain medium, i.e., into the laser itself; it does not represent losses in the transmission lines or at the power plant. On the other hand, free electron lasers (to my limited knowledge) jettison their own gain medium--an electron beam--at nearly the speed of light, so waste heat is not much of an issue.
Regardless of the operating principle(s), phrases like "the heat generated by the laser" are frequently used in BT canon, and most people (including, probably, the authors) would take them at face value. When we talk about the heat generated by a light bulb, for example, we don't mean the waste heat generated by a distant power plant in producing the electricity that powers the light bulb, we mean the heat flowing out of the bulb itself, and it shouldn't be different with lasers or other devices.
And there is still the issue of missile and autocannon heat, which you haven't addressed.
Anyway, I was merely trying to illustrate that, even if heat is generated quickly in a particular component--be it a weapon or the engine--it would not instantaneously spread throughout the chassis and begin to affect other systems before the HS have had a chance to work. Instead, the heat would bleed out gradually, just as it is removed gradually by the HS.
Yes, the rate of heat transfer out of a given weapon would be larger initially (when it is much hotter than the surrounding medium) and smaller later on. Assigning an average rate of heat production for 10 seconds (or some other interval) should be adequate for a computer game. But the point is not to faithfully replicate real world behavior; instead, it is to
put weapon heat generation behavior on the same basis as heat dissipation behavior.
Increasing the heat threshold was a kludgy solution that made alpha strikes possible without overheating but introduced the heat "front loading" issue. In fact, it introduced the
complication of a variable heat threshold, where most people would have expected a uniform one. Putting heat generation on the same basis as heat dissipation would elegantly fix the problem.
The KISS rule is applicable when a solution is more complicated than would be necessary to adequately solve a problem. A broomstick is undeniably simpler than an airplane, but that does not make it better for flying.
Edited by Amaris the Usurper, 09 November 2012 - 05:30 PM.