Jump to content

Major Physics Error


110 replies to this topic

Poll: Should decreasing Mech weight increase top speed and acceleration? (202 member(s) have cast votes)

Should decreasing Mech weight increase top speed and acceleration?

  1. Yes (97 votes [46.19%] - View)

    Percentage of vote: 46.19%

  2. No (113 votes [53.81%] - View)

    Percentage of vote: 53.81%

Vote Guests cannot vote

#1 Circumnavigate

    Member

  • PipPipPip
  • 53 posts
  • LocationForest, California

Posted 17 February 2013 - 05:23 PM

I just noticed a major error with the physics in this game.

If you have a Catapult A1 with a XL 300 engine with the total weight being 65 tons your top speed is 74.8 kph

If you have a Catapult A1 with a XL 300 engine with the total weight being 35 tons your top speed is still 74.8 kph


Why is it that by reducing weight in a Mech the top speed is not being increased? The same amount of power in the engine, everything else equal as well (aerodynamics) except less mass to be carried but the top speed and acceleration stay the same??

#2 Edustaja

    Member

  • PipPipPipPipPipPipPip
  • 730 posts
  • LocationFinland

Posted 17 February 2013 - 05:24 PM

Mechs are designed to function at full tonnage, so NO.

#3 Homeless Bill

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,968 posts
  • LocationA Box Near You

Posted 17 February 2013 - 05:27 PM

The fact that you liked your own post invalidates anything you have to say. If you're buying big 'mechs and leaving them with tons of spare tonnage, you're doing it all kinds of wrong.

#4 Coughlin

    Member

  • PipPipPip
  • Moderate Giver
  • 70 posts

Posted 17 February 2013 - 05:36 PM

This seems like it would take a lot of programming. I'd be fine with this, if I wasn't sure PGI putting effort into it meant them not doing something that is actually important.

#5 Vassago Rain

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 14,396 posts
  • LocationExodus fleet, HMS Kong Circumflex accent

Posted 17 February 2013 - 05:37 PM

They're tuned to operate at set capacity?

#6 Xyroc

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 855 posts
  • LocationFighting the Clan Invasion

Posted 17 February 2013 - 05:38 PM

Yes it should ... take a stock car remove seats and any extras you dont need it moves faster even without any changes to the transmission

Edited by Beliall, 17 February 2013 - 05:41 PM.


#7 Lokust Davion

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 927 posts
  • LocationNew Avalon, Inner Sphere.

Posted 17 February 2013 - 05:39 PM

OP's argument makes sense. A lighter loadout should make your mech go faster. If I remember correctly, the devs might actually implement this based on one of the "Ask the Devs" thread.

Even if you came with full tonnage, you might lose an arm or side torso in battle and that should reduce your overall weight and give you more speed.

#8 Vlad Ward

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Merciless
  • The Merciless
  • 3,097 posts

Posted 17 February 2013 - 05:41 PM

I hate these threads. Two in one weekend is just too much.

View PostVassago Rain, on 17 February 2013 - 05:37 PM, said:

They're tuned to operate at set capacity?


Probably. As was addressed in one of the other "mwo physics" threads, it's quite plausible that the upper limit on the operating speed of a Mech is determined by the maximum tolerance of its actuators and joints rather than the output of the engine (ref: MASC equipment, sarna, etc).

If we wanted to stay internally consistent, we could posit that the actuators and joints of a Mech are built in with the installed engine, which would give us our lower maximum speeds when we use lower rated engines.

#9 Thorqemada

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 6,400 posts

Posted 17 February 2013 - 05:43 PM

No - There are many things with a much higher priority.

#10 Edustaja

    Member

  • PipPipPipPipPipPipPip
  • 730 posts
  • LocationFinland

Posted 17 February 2013 - 05:45 PM

Obviously we need fully armored atlases running around at 100+ kph.

#11 Vassago Rain

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 14,396 posts
  • LocationExodus fleet, HMS Kong Circumflex accent

Posted 17 February 2013 - 05:47 PM

View PostEdustaja, on 17 February 2013 - 05:45 PM, said:

Obviously we need fully armored atlases running around at 100+ kph.


If said atlas doesn't have any guns, who cares?

#12 herosson

    Member

  • PipPipPipPipPip
  • 175 posts

Posted 17 February 2013 - 05:47 PM

There is nothing that is based in realty about this game why start now?

#13 Xyroc

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 855 posts
  • LocationFighting the Clan Invasion

Posted 17 February 2013 - 05:50 PM

View PostVlad Ward, on 17 February 2013 - 05:41 PM, said:

I hate these threads. Two in one weekend is just too much.



Probably. As was addressed in one of the other "mwo physics" threads, it's quite plausible that the upper limit on the operating speed of a Mech is determined by the maximum tolerance of its actuators and joints rather than the output of the engine (ref: MASC equipment, sarna, etc).

If we wanted to stay internally consistent, we could posit that the actuators and joints of a Mech are built in with the installed engine, which would give us our lower maximum speeds when we use lower rated engines.


Sure would be one way to think of it but I would also believe basic parts such as actuators would be fairly close to the same on most mechs ... but we are just pulling ideas out of thin air so until we get a Dev response .....

#14 Tuku

    Member

  • PipPipPipPipPipPipPip
  • The Grizzly
  • The Grizzly
  • 529 posts

Posted 17 February 2013 - 05:51 PM

At its base meaning the OPs argument makes sense....But you are applying logic to ....god I should really just save this somewhere.


A space robot fighting game set in the year 3050 where the human races greatest achievements in war are clunky bipedal walking tanks that would cook their pilots in the cockpit if the cooling system ever had a glitch in it or got destroyed in battle.

It is a videogame and I am sure the lore answer is that an XL 300 engine may be capable of more but limiters are put into place to make up for the way the legs and such are built so that the engine dose not do harm to the mech.

#15 Pancakeman

    Member

  • PipPipPipPipPip
  • 121 posts
  • LocationOregon

Posted 17 February 2013 - 05:52 PM

Acceleration would increase as well, not just top speed.

#16 Lokust Davion

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 927 posts
  • LocationNew Avalon, Inner Sphere.

Posted 17 February 2013 - 05:54 PM

View PostThorqemada, on 17 February 2013 - 05:43 PM, said:

No - There are many things with a much higher priority.


I doubt this feature would take too much time to implement. It gives a deeper complexity and gameplay into the mix.

#17 herosson

    Member

  • PipPipPipPipPip
  • 175 posts

Posted 17 February 2013 - 05:57 PM

This whole game is a fail in my opinion. There are SplatCats, the terrible hit detection for light mechs, the over F ed up game matching. What in the hell do you people thing this game brings to the arena.

#18 Vlad Ward

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Merciless
  • The Merciless
  • 3,097 posts

Posted 17 February 2013 - 05:58 PM

View PostBeliall, on 17 February 2013 - 05:50 PM, said:


Sure would be one way to think of it but I would also believe basic parts such as actuators would be fairly close to the same on most mechs ... but we are just pulling ideas out of thin air so until we get a Dev response .....


You'd think so, but otherwise the whole "smaller engine, lower speed" thing wouldn't make much sense. If the idea behind the MASC system is that it increases power to the legs for a short period of time but is unsustainable due to the increased wear on the actuators and joints, then it follows that Mechs aren't actually using as much power as they're capable of drawing from the Engine.

This makes a good amount of sense when considering the fact that Mechs are also operating all of their onboard systems and weapons with the same power supply. If we want to assume that the rails directing power from the Engine to the Legs have a set capacity, then it's still a crapshoot to try and justify the "Smaller Engine, Lower speed" mechanic. If the trouble is the total power of the engine, then shouldn't Mechs be able to run faster when they're not firing weapons?

I think this was addressed in the tabletop with the heat penalties, but we don't have those in MWO. This is probably a good thing, as I doubt most people would find the fact that their Mech slows to a grinding hault whenever they try and discharge their weapons very fun and/or engaging.

#19 Xyroc

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 855 posts
  • LocationFighting the Clan Invasion

Posted 17 February 2013 - 05:59 PM

View Postherosson, on 17 February 2013 - 05:57 PM, said:

This whole game is a fail in my opinion. There are SplatCats, the terrible hit detection for light mechs, the over F ed up game matching. What in the hell do you people thing this game brings to the arena.


... light mech arnt that hard to hit anymore ...


@ Vlad ... where doesnt a smaller engine = slower speed anywhere? especially when you factor in weight

Edited by Beliall, 17 February 2013 - 06:07 PM.


#20 herosson

    Member

  • PipPipPipPipPip
  • 175 posts

Posted 17 February 2013 - 06:01 PM

View PostBeliall, on 17 February 2013 - 05:59 PM, said:


... light mech arnt that hard to hit anymore ...


Yes they are.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users