MechWarrior: Living Legends Banner
News:
Pages: [1] 2
  Print  
Author Topic: yo dawg i herd you like heatsinks  (Read 1580 times)
Flyingdebris
Lance Captain
***
Online Online

Posts: 266


View Profile
« on: September 08, 2008, 12:12:40 PM »

so we put a heatsink in yo car so you can group fire ppcs while you drive

pic related http://www.encyclopediadramatica.com/Image:Sup_dawg.jpg

here's an idea for heatsink customization i'd like to throw out there for a little peer review.  Instead of cbt's shoving heatsinks into various left over spots on your mech which could probably account for a good chunk of customization time, or mw4's overly simplistic "just add tonnage method," how about something that is both fast but doesn't feel like its insulting the user's intelligence.  What if customizing heatsinks was almost like choosing an engine.  You choose essentially an entire cooling system in 1 go.  Having different cooling systems with their own particular tonnages, cost, and performance specs. 

maybe each one can be rated at how much heat they bleed off immediately upon firing i.e. managing the initial heat spike, how fast they bring it down after the spike, how durable it is(if it can be targeted) and maybe how much coolant you have for flushes if you happen to have those included.

if it does take damage, it could just be that heat efficiency is parrallel to the health of your cooling system, representing various parts of its function (the individual sinks) getting popped.

Logged
ToeBall
Code Monkey One
Lead Dev
Star Colonel
*
Offline Offline

Posts: 956



View Profile
« Reply #1 on: September 08, 2008, 02:29:27 PM »

Actually our heat system uses Fourier's law to calculate heat conduction. more heat sinks add more surface area. Heat spikes don't exist per say, as heat is added per weapon over a fraction of a second. The tonage part we kept and the CBT values but the way they work is much more realistic. Think of it as a reward for pilots who can keep their energy vehicles/mechs near overheat but not over it. The hotter it is, the faster it cools.
Logged
Flyingdebris
Lance Captain
***
Online Online

Posts: 266


View Profile
« Reply #2 on: September 08, 2008, 02:35:48 PM »

that works too i guesstimate  Grin
Logged
TimoBlastem
Lance Sergeant
***
Offline Offline

Posts: 199



View Profile WWW
« Reply #3 on: September 08, 2008, 03:38:41 PM »

Actually our heat system uses Fourier's law to calculate heat conduction. more heat sinks add more surface area. Heat spikes don't exist per say, as heat is added per weapon over a fraction of a second. The tonage part we kept and the CBT values but the way they work is much more realistic. Think of it as a reward for pilots who can keep their energy vehicles/mechs near overheat but not over it. The hotter it is, the faster it cools.

Wow, that's really clever.  Who came up with that idea?
Logged


KorJax
Level Design (Reader of Stickies)
Apprentice Dev
Lance Captain
*
Offline Offline

Posts: 402


Memento Mori


View Profile
« Reply #4 on: September 08, 2008, 06:16:43 PM »

Actually our heat system uses Fourier's law to calculate heat conduction. more heat sinks add more surface area. Heat spikes don't exist per say, as heat is added per weapon over a fraction of a second. The tonage part we kept and the CBT values but the way they work is much more realistic. Think of it as a reward for pilots who can keep their energy vehicles/mechs near overheat but not over it. The hotter it is, the faster it cools.

Wow, that's really clever.  Who came up with that idea?

Science, my friend.

Logged


Masakari
I wont forgot to brung it next time :downs:
MWLL DEV
Star Colonel
*
Offline Offline

Posts: 922


Better safe than sorry.


View Profile
« Reply #5 on: September 08, 2008, 06:27:17 PM »

I came up with the idea, everyone knows I'm the brains behind the project.
Logged


:conspiracy:
How i play this is it just for making it or playing and making it
Fail
Spyro
Lance Sergeant
***
Offline Offline

Posts: 132



View Profile
« Reply #6 on: September 08, 2008, 09:44:45 PM »

 Shocked  I love the science going into this game!
Logged

Tiger842
Lance Sergeant
***
Offline Offline

Posts: 213


View Profile
« Reply #7 on: September 08, 2008, 10:19:32 PM »

This Mod is NOTHING without Bill Nye the Science god damn guy.
Logged
ToeBall
Code Monkey One
Lead Dev
Star Colonel
*
Offline Offline

Posts: 956



View Profile
« Reply #8 on: September 09, 2008, 02:02:42 AM »

I was just confused as to how the mechs in 3 could reach 10k degrees... I wanted something a bit more realistic.
« Last Edit: September 09, 2008, 09:54:41 AM by ToeBall » Logged
TheANIMAL
Lance Sergeant
***
Offline Offline

Posts: 135


Marcus Nicholls


View Profile WWW
« Reply #9 on: September 09, 2008, 08:35:23 AM »

Wow, wont it be a bit tricky to for fine tuning heat sink capabilities if you have use this formula?

I always thought it was a simple case of a heat sink can reduce temprature by x amount over x time, and you multiply that up for the number of heat sinks in a vehicle.
Logged

ToeBall
Code Monkey One
Lead Dev
Star Colonel
*
Offline Offline

Posts: 956



View Profile
« Reply #10 on: September 09, 2008, 09:58:40 AM »

Not really. A simple integration produces a nice linear equation, a bit of code magic and some arbitrary numbers and it works perfectly. Although, since the design doc we're working from uses CBT values for some stuff and not sure where these numbers come from for other stuff, the heat sinks have 150 square meters of surface area each for a single and are 10 times better insulators than portland cement...
Logged
MWLLKeeper
Professional Amature
MWLL DEV
Lance Captain
*
Offline Offline

Posts: 415


View Profile
« Reply #11 on: September 10, 2008, 09:01:22 AM »

Not really. A simple integration produces a nice linear equation, a bit of code magic and some arbitrary numbers and it works perfectly. Although, since the design doc we're working from uses CBT values for some stuff and not sure where these numbers come from for other stuff, the heat sinks have 150 square meters of surface area each for a single and are 10 times better insulators than portland cement...


Just realized why the "portland cement" thermal conductivity...we never figured on the ambient temperature AROUND the heatsinks changing as the air heated up Wink. However giving it what amounts to an insulation grade heat transfer rate has worked well enough so far.
Logged

Flyingdebris
Lance Captain
***
Online Online

Posts: 266


View Profile
« Reply #12 on: September 10, 2008, 09:34:11 AM »

why would you want them to be insulators? i thought the idea was for them to conduct and radiate heat away
Logged
ToeBall
Code Monkey One
Lead Dev
Star Colonel
*
Offline Offline

Posts: 956



View Profile
« Reply #13 on: September 10, 2008, 05:17:55 PM »

They do, hell everything does. Just with the numbers provided in the design documentation I've got (alot of numbers seem to have been based on MW3, MW4, and TRO) the mechs have so much heat capacity it would take a stroll on the surface of the sun to keep them from cooling down instantly from even the most insane alpha strikes. By making the heatsink's material have very slow heat transfer properties, the game feels real. Really real in fact. Anyway, as far as tuning heat sink content on mechs, it's just something you'll get used to again. Trust me, it's not bad. In fact, it kinda reminds me of MW2's heat tracking system, though we're not showing dH/dT.
« Last Edit: September 10, 2008, 05:33:31 PM by ToeBall » Logged
Flyingdebris
Lance Captain
***
Online Online

Posts: 266


View Profile
« Reply #14 on: September 10, 2008, 05:26:29 PM »

ah thanks for clarifying
Logged
Pages: [1] 2
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Metallic Abyss Theme by SMFers
Powered by SMF 1.1.7 | SMF © 2006-2008, Simple Machines LLC
Joomla Bridge by JoomlaHacks.com
Valid XHTML 1.0! Valid CSS!