Jump to content

In Depth Question About Heat Mechanics And Hs


4 replies to this topic

#1 SeaWolf2k

    Member

  • PipPipPipPipPip
  • 117 posts
  • LocationTacoma, WA, USA

Posted 08 November 2012 - 12:33 PM

I prefer to run fast Streak Cats (currently pretty useless) and SRM Cats. My play style is Stryker/Skirmisher and light Brawler.

Now, on to my question. Considering that I run an xl300 or xl315 engine, I am trying to figure out the optimum number of HS or DHS needed. I fire all (5 or 6) my launchers Alpha.

I understand that HS dissipate heat at one and DHS dissipate heat at 1.4. I have also heard that DHS raise your heat threshold 1.4.

Bearing all of this in mind, and taking into account the cool down rate of the SRM launcher, what is the mathematics formula that I could use to determine the least number of effective hs or dhs needed to run effectively. Once I have determined this I can look at my loadout and attempt to optimize it using either standard or double HS.

I could do this thorough trial and error but with the current cost of everything I would rather get it right the first time.

#2 Ockow

    Member

  • PipPipPipPipPip
  • Big Brother
  • Big Brother
  • 174 posts
  • LocationHouston, TX

Posted 08 November 2012 - 12:42 PM

There are a lot of topics on the math of the SHS and DHS out there, you should look one of them up

#3 SeaWolf2k

    Member

  • PipPipPipPipPip
  • 117 posts
  • LocationTacoma, WA, USA

Posted 08 November 2012 - 12:45 PM

View PostOckow, on 08 November 2012 - 12:42 PM, said:

There are a lot of topics on the math of the SHS and DHS out there, you should look one of them up


Thank you for your verbosity, But I have looked at them and none of them really addressed what I am asking. While the do look at pieces of the dissapation rate they do not take into account the "heat load" of the weapons usage in a way that can be used for accurate evaluation.

#4 Ockow

    Member

  • PipPipPipPipPip
  • Big Brother
  • Big Brother
  • 174 posts
  • LocationHouston, TX

Posted 08 November 2012 - 12:50 PM

PM "VAPOR TRAIL" He has writen some very good topic on the heat sinks, I think he can get you what you need.

#5 PhigNewtenz

    Member

  • PipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 126 posts
  • LocationUS

Posted 08 November 2012 - 01:05 PM

Total Heat Dissipation Per Second

H_d = N*D*C, Where:

N = Number of Heat Sinks
D = Dissipation Per Heat Sink (0.1 for single, 0.14 for 'double')
C = Dissipation Bonus from Skills (1.0 with no Cool Run skill, 1.075 with basic, 1.15 with elite)


Total Head Generation Per Second

H_g = M*G*F/P, Where:

M = Number of Missile Launchers
G = Firing Heat Per Launcher
F = Rate of Fire Bonus from Skills (1.0 with no Fast Fire skill, 1.075 with elite)
P = Period of Your Launcher (seconds between shots)

Solving for Number of Required Heat Sinks

N = M*G*F/(P*D*C)

Example (6 SRM6's, DHS, Elite CR, Elite FF)

N = 6*4*1.075/(4*0.14*1.15) = 40.1


Other things like environment temperature and mech motion affect this number as well.


That's the approach to answer your question. However, trying to be completely heat neutral is not usually a good idea. It will force you to use few, small weapons. It's best to compromise and bring big weapons so that you can still do big damage while your heat meter isn't full. Then, when it fills up, you can start firing a small group of your weapons in a way that is heat-neutral so that you don't shutdown.

For instance, I'm running a Jenner with 6 Medium Lasers. It's nowhere near Heat Neutral, but it let's me do great burst while getting in to a fight. Then, if the fight lasts more than 4 or 5 volleys, I switch to a Weapon Group that has only three of the lasers in it.

Edited by PhigNewtenz, 08 November 2012 - 01:09 PM.






2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users