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How Heat Appears To Be Working Per Map. [Garth Sighting!]


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#1 Bubba Wilkins

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Posted 09 November 2012 - 10:01 AM

So I've gone back and forth through posts and gameplay trying to figure out how the ambient temperature, modifiers, and such effect the heat mechanic.

This is the best I can come up with.

Using my Atlas with 325 engine and 17 total DHS I came up with the following:

The interesting thing I found is that it appears for every 10degs C off a baseline of 30degs, ambient temperature adjusts your overall dissipation rate .5 H/10s. (or for a one step (temp-30*.05).

EDIT: Data to follow as soon as I fix formatting. EDIT EDIT: Fixed!

Posted Image


NOTE: pilot skill gets applied after the ambient modifier is applied, not before.

I'm sure I'm missing some other intricate nuances of the math or just plan lag and human error are throwing off the observations. That being said, I think I'm pretty close and the overall numbers appear to make sense.

Please feel free to test and post your results. I only had one mech and a couple hours to hit all the maps last night, so do not have a huge pool of data to work with.

Edited by Bubba Wilkins, 09 November 2012 - 10:45 AM.


#2 Bubba Wilkins

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Posted 09 November 2012 - 10:19 AM

Bumpage.

#3 Garth Erlam

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Posted 09 November 2012 - 10:23 AM

This is really cool, thanks for doing it.

#4 Bubba Wilkins

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Posted 09 November 2012 - 10:24 AM

View PostGarth Erlam, on 09 November 2012 - 10:23 AM, said:

This is really cool, thanks for doing it.


Head Asplode!

...how bout that.

Edited by Bubba Wilkins, 09 November 2012 - 10:46 AM.


#5 Clay Pigeon

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Posted 09 November 2012 - 10:32 AM

View PostThontor, on 09 November 2012 - 10:30 AM, said:

Why do you have the internal engine DHS at 2.0? They are 1.4 just like external ones.


Lol no.

#6 aspect

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Posted 09 November 2012 - 10:34 AM

Thanks for doing this!

#7 Bubba Wilkins

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Posted 09 November 2012 - 10:38 AM

View PostThontor, on 09 November 2012 - 10:30 AM, said:

Why do you have the internal engine DHS at 2.0? They are 1.4 just like external ones.


My initial interest was to determine what they were working at. Since XML findings yesterday listed the in engine multuplyer at 2, I wanted to see for myself. Turns out that at 1.4 across the board, all my observations were performing well above. They made more sense if you you upped the internals to 2.0, but then I needed to figure out how to normalize for ambient temperature because you can't take the meter at face value. This lead me to the figure out where the neutral point existed and at what temp and rates engine heat at idle and run were negated.

So there you have it.

Edited by Bubba Wilkins, 09 November 2012 - 10:39 AM.


#8 Bubba Wilkins

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Posted 09 November 2012 - 10:50 AM

Shame to let this get buried....

#9 vettie

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Posted 09 November 2012 - 11:04 AM

maybe make the spreadsheet so it can be downloaded?
This is very usefull

One can take your numbers and plug in the numbers of their own mech(s) and see where they are heat wise.

Good Job, thanx!

#10 Capp

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Posted 09 November 2012 - 11:05 AM

Garth sighting? What is he, a Sasquatch?

#11 Khanahar

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Posted 09 November 2012 - 11:10 AM

Great job!

Is that true about in-engine doubles being better than others?

#12 Vapor Trail

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Posted 09 November 2012 - 11:13 AM

Not Sasquatch... more "melanisitc cougar".

#13 MeiSooHaityu

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Posted 09 November 2012 - 11:24 AM

Interesting. I could have swore River City was a hotter map than Forrest Colony. I see I was wrong.

#14 Raso

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Posted 09 November 2012 - 11:35 AM

That information is very detailed, and all, but in the thick of a fight I go with the way my heat gauge feels. That said, I could very much use what the base efficiency modifier is per map.

Also, does anyone know if the cooling effect on forest colony stacks with standing in water with leg heatsinks?

#15 Onyx Rain

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Posted 09 November 2012 - 11:44 AM

I feel like I run to hot on the snow maps...I'd like to see them cut your heat even more on those maps. Seems less then it used to be even...I don't know, I just think it should be more. I don't get the sense that It is really all that cold out there.

Also make weather more obvious and dynamic please....the weather fx in game so far are bit weak IMO.

If they aren't then why do people keep asking when we are going to get them and Devs have to keep pointing out they are already there?...That suggests they are a little to subtle :)

Edited by Onyx Rain, 09 November 2012 - 11:45 AM.


#16 Bubba Wilkins

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Posted 09 November 2012 - 02:31 PM

View PostMeiSooHaityu, on 09 November 2012 - 11:24 AM, said:

Interesting. I could have swore River City was a hotter map than Forrest Colony. I see I was wrong.


I took the temperature ratings directly off the map pages here on the site.

Big Thanks to a Mod for relocating this here from General.

#17 Dracol

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Posted 09 November 2012 - 07:56 PM

Awesome work, thanks.

Any chance do you plan to calculate the effects the heat vents in the caldara produce?

#18 Bagheera

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Posted 10 November 2012 - 01:21 AM

View PostMeiSooHaityu, on 09 November 2012 - 11:24 AM, said:

Interesting. I could have swore River City was a hotter map than Forrest Colony. I see I was wrong.



Were you standing in one of the fires? ;)

j/k

There does seem to be fluctuation in the ambient heat affects on a couple of the maps. Not just the caldera either. Haven't tried to get my science on with it though. Probably just my imagination.

#19 Lord Creston

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Posted 11 November 2012 - 10:55 AM

You could also think of it (from the perspective of heat dissipation) that each map provides either free extra heat sinks or negates the effect of heat sinks.

Map				 Approximate Single Heat Sink Bonus
 
Frozen City			+6
Frozen Forest Colony            +4
River City			 0
Forest Colony			 0
Caustic Valley			-3


So 20 heat sinks in Frozen city have the same heat dissipation as 29 heat sinks in Caustic valley.

Edited by Lord Creston, 11 November 2012 - 10:56 AM.


#20 Gwaihir

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Posted 13 November 2012 - 09:13 AM

Couple of notes for you. Ambient temperatures are a map attribute that you can read from one of the map definition xml files. Frozen forest colony has the exact same ambient temperature as normal forest colony and river city, which is to say, zero.

Frozen city has a value of -.5
Caustic has a value of .3, and .8 in the caldera. I don't know exactly how these values change dissipation rates or base heat capacity, though.

Also, just so you know, both of the heat talents are 100% non functional. Double Heatsinks are currently 2.0 for the 10 in-engine sinks and 1.4 for additional ones. I've tested this and the heat talents by just using fraps to record footage of firing two ERPPCs and then counting to the exact frame how long the heat takes to dissipate, with just the base 10 engine sinks from a 250, and then with additional heatsinks added on.

I did testing on both forest colonies and river city, and the ingame heat meter is 100% accurate to the frame for single heatsinks functioning at .1 hdps, engine DHS at .2 hdps, and external DHS at .14 hdps. Capacity is the same. Base heat capacity is 32, + 1 per SHS, 2.0 per engine DHS, and + 1.4 per external DHS. That capacity talent is just as non-functional as cool run is.





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