Going Critical
#1
Posted 04 November 2011 - 06:35 AM
#2
Posted 04 November 2011 - 06:41 AM
#3
Posted 04 November 2011 - 06:46 AM
#4
Posted 04 November 2011 - 06:47 AM
#5
Posted 04 November 2011 - 06:48 AM
*deletes his vote, and picks the right one* There we go... really don't want it to go boom every time. XD
Edited by Grimm Wulf, 04 November 2011 - 06:48 AM.
#6
Posted 04 November 2011 - 06:48 AM
#8
Posted 04 November 2011 - 06:51 AM
#10
Posted 04 November 2011 - 06:53 AM
Saurok, on 04 November 2011 - 06:51 AM, said:
Later "optional rules" were officially published which had what is basically rules for "option 3" in this poll
Edited by Sideways, 04 November 2011 - 06:54 AM.
#11
Posted 04 November 2011 - 06:56 AM
Sideways, on 04 November 2011 - 06:53 AM, said:
Later "optional rules" were officially published which had the what is basically rules for "option 3" in this poll
Indeed, and those optional rules state clearly that it is added since some people want it for extra cinematic fireworks. And it does not really happen.
And MWLL did improve over MW4. But I still didn't like the way how they did those, it was way too common.
Edited by Saurok, 04 November 2011 - 06:58 AM.
#12
Posted 04 November 2011 - 07:14 AM
Razor Kotovsky, on 04 November 2011 - 06:48 AM, said:
From Sarna wiki, based on BT publications.
Quote
When heat is added to a gas, it expands. If it can't expand, its pressure goes up. Thus when the reactions spike a bit the plasma gets hotter and in turn it tries to expand. However, the magnetic fields aren't rigid so they will expand a little a bit, allowing the plasma ball to expand, which, in turn, lowers the pressure in the plasma - which cools the plasma and allows it to collapse to its normal size. There is a little bit of extra room in the reactor chamber for just this reason.
There are, however, other ways the reaction can cool down. If the magnetic fields don't do their job, the plasma ball can actually touch the frigid walls of the core which results in the plasma ball "blinking out." This barely even scuffs the walls of the reactor. When the plasma ball contacts with the frigid walls of the fusion reactor the fusion reactions in the plasma stop almost instantly because there is no stored thermal mass in the plasma ball. All of the heat in the plasma comes from active reactions. The multi-ton reactor walls (comparative to the plasma ball) have so much thermal mass that they can soak up the heat of the reaction and barely heat up. The plasma ball does not normally have enough thermal energy to do more than add a little heat to the walls of the engine around it.
Fusion reactors *do* on very rare occasions die in a spectacular manner and the majority of those times isn't due to an exploding reactor.
What normally happens is that the reactor core is breached allowing a large quantity of relatively cold air into the vacuum of the reactor chamber which puts out the fusion reaction instantly... but in so doing, the intruding air in the reactor chamber soaks up all the heat and comes blasting back out in a white-hot blinding gout of flame. Considering that it takes massive damage to breach a reactor core so quickly that the safety fields can't drop down before something intrudes into the chamber... the visual end effect is that the 'Mech has very nearly been blasted in half, followed very quickly by a blinding fireball. This is a spectacular way to decommission a fusion reactor - a rampaging super-hot oxygen flash fire - but it is not a nuclear blast.
In the last instance it will happen that a MechWarrior will figure out that they can overcharge the engine, causing the plasma ball to heat up to an amazingly high temperature - far beyond their normal operating range - and than kill the magnetic field quickly, causing the extremely overheated plasma to hit the reactor walls which causes the reactor lining to explosively evaporate. The result of this is that the reactor is over pressurized, which causes a respectable explosion - but again, not a nuclear explosion.
Tl:dr version: the only thing likely to happen is the reactor shutting down. And if it does get breached, you get a flash-fire, not an explosion.
Edited by kargush, 04 November 2011 - 07:17 AM.
#13
Posted 04 November 2011 - 07:30 AM
kargush, on 04 November 2011 - 07:14 AM, said:
I wanna be able to do that, as a last ditch effort of course.
#14
Posted 04 November 2011 - 07:34 AM
kargush, on 04 November 2011 - 07:14 AM, said:
Tl:dr version: the only thing likely to happen is the reactor shutting down. And if it does get breached, you get a flash-fire, not an explosion.
There is a very fine line between a tactical nuke and a big conventional bomb.
What i'm saying is the infamous explosion in the '09 trailer looks just like it is supposed to (for an atlas). I agree it's a rare event, but should happen every once in a while on a CT critical.
Adds an excellent smokescreen, too.
Edited by Razor Kotovsky, 04 November 2011 - 07:36 AM.
#15
Posted 04 November 2011 - 07:36 AM
Razor Kotovsky, on 04 November 2011 - 07:34 AM, said:
There is a very fine line between a tactical nuke and a big conventional bomb.
What i'm saying is the infamous explosion in the '09 trailer looks just like it is supposed to (for an atlas). I agree it's a rare event, but should happen every once in a while on a CT critical.
Uhh, wasn't it the Warhammer that went critical?
#17
Posted 04 November 2011 - 07:41 AM
- The core reactor is breached by a hit
- The core reactor overheats before it's able to shutdown
- All of the above
Keep it simple and plausible.
#18
Posted 04 November 2011 - 07:42 AM
Just sayin.
#19
Posted 04 November 2011 - 09:19 AM
Maybe a mech's gyro gets destroyed. No explosion, but entirely disabled mech.
I'm ok with ammo cooking off and an explosion engulfing the mech (or a critical hit destroying ammo in the same way). I don't really think that explosion should hurt nearby mechs.
I chose the "explode, but rarely" option not because I want reactors to explode but because I want ammo to explode.
#20
Posted 04 November 2011 - 09:20 AM
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