Comments (5)
The 4 SLDF mechs only need 3 standard engines with DHS: 270 (highlander) 275 (griffin) and 300 (black knight and atlas). None of them actually use XL engines. The griffin works out fine with un-rounded endo steel, just take the 2nd DHS out of each leg. The atlas works with endo steel weight, and losing the 8 single heat sinks from it's legs. The highlander trades the CT DHS for the engine and adds .5 tons, which can go into ST and CT armor. The Black Knight requires some more work. Especially since the default one crams something like 4 DHS into each leg. It works out to something like Endo steel a 300 std / dhs engine and 6 or 7 DHS spread throughout the chassis. Not sure if any of them but maybe the griffin have the crits available for endo steel, though..
Would add setting switches for 'allow mixed heat sinks' and 'allow partial endo-steel'. I think there are enough other switches already in that most people will be able to find settings they'll be satisfied with.
from mechengineer.
allow mixed heat sinks
allow partial endo-steel
created issue #22, will solve that
None of them actually use XL engines
how to solve #8 then? just some shops? a special mission with a nice reward at the end?
Especially since the default one crams something like 4 DHS into each leg
lets add all free slots heatsinks to the engines? should give us some nice crit space with minimal tonnage loss, see #20
from mechengineer.
Typically, you can add up to 2 extra heatsinks into the engine with the updated 3025 rules but I'm not sure its possible to enable this functionality in the HBS game.
"DissipationCapacity": 30 // Seems to be wholly dependent on file name to function. Tested and found that file name of "Gear_HeatSink_Generic_Standard-FusionEngine" will enable use of "DissipationCapacity", while "Gear_FusionEngine_Generic" will not enable.
from mechengineer.
Typically, you can add up to 2 extra heatsinks into the engine with the updated 3025 rules but I'm not sure its possible to enable this functionality in the HBS game.
right now you can add up to (rating - 250) / 25 additional heat sinks intothe engine. Thats one of the core features of this mod.
"DissipationCapacity": 30 // Seems to be wholly dependent on file name to function. Tested and found that file name of "Gear_HeatSink_Generic_Standard-FusionEngine" will enable use of "DissipationCapacity", while "Gear_FusionEngine_Generic" will not enable.
Dissipation capacity is calculated dynamically already, see the tooltip of an engine https://imgur.com/a/eByjZ9s . Thats necessary since heatsinks are part of the internal components of an engine.
from mechengineer.
I believe this is done, we have everything for a first version if we don't care about game balance too much.
from mechengineer.
Related Issues (20)
- Engine Core Issue HOT 2
- NRE caused by specific hardpointdatadef HOT 4
- infinite loading with customised base game mechs HOT 10
- BLR-1Gb LA hardpoint lacking model HOT 4
- SLDF mechs not being migrated to ME modules correctly HOT 6
- Gauss Rifle++ misses out on critical slot adjustment HOT 1
- Better MechLab Vehicle support HOT 2
- Weapon Damage Immunity HOT 3
- Introduce Expanded Critical Damage HOT 1
- CASE not working if CustomUnits loads first HOT 1
- AttackSequence might be null and throwing exceptions
- Ammo Explosions in Head exceptions
- Omni Hardpoint as own icon HOT 1
- Allow per-mech override of prefab mapping HOT 2
- DynamicSlots Moveable slots has no UIName HOT 2
- Engine heatsinks not counting towards heatsink capacity during tutorial HOT 8
- CB/CAC compatibilty issues
- Head destruction -> Cockpit destruction
- Mechengineer creates 2 duplicates of the AC10 HOT 1
- Idea: ComponentExplosion for Armor/External Damage
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from mechengineer.