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TimoBlastem
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« Reply #15 on: September 12, 2008, 03:31:19 PM » |
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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.  Yes, thank you for that explanation. Bill Nye was one of my favorite shows growing up.
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« Last Edit: September 12, 2008, 04:40:15 PM by TimoBlastem »
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Somebody Else
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« Reply #16 on: September 14, 2008, 01:16:24 PM » |
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though we're not showing dH/dT.
Err, why not? I'd think it would be quite useful, to make sure you're dropping heat as fast as possible.
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TimoBlastem
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« Reply #17 on: September 14, 2008, 07:27:35 PM » |
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How are you adjusting heat sink effectiveness for different environments? Is there an ambient temperature built into each map?
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MWLLKeeper
Professional Amature
MWLL DEV
Lance Captain
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Posts: 415
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« Reply #18 on: September 15, 2008, 01:24:00 PM » |
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We currently have one default ambient temperatures, and want to allow the map makers to define different temperatures in areas, however whether or not that happens depends on time at this point. Area temperature zones may need to be added AFTER the initial release. We're limited by this time to the things we can do with the current number of programmers we have. We can only do so much at the same time 
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PanzerBoxb
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« Reply #19 on: September 15, 2008, 01:41:27 PM » |
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We can only do so much at the same time  Read: Toeball can only be whipped so much.
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Flyingdebris
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« Reply #20 on: September 15, 2008, 02:03:32 PM » |
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ooh ooh ooh, can you do DYNAMIC EVERYTHING? 
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AoP
Web Admin & Community Manager
Lead Dev
Living Legend
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Posts: 1778
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« Reply #21 on: September 15, 2008, 02:20:08 PM » |
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From what I've heard, dynamic nosedrill is already working, but that's about it.
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 ================= With children use force, with men reason; such is the natural order of things. The wise man requires no law. Jean-Jaques Rousseau ==================
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Liam Campbell
Bondsman
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Posts: 2
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« Reply #22 on: September 15, 2008, 09:27:19 PM » |
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question can you destroy heatsinks like you can destroy weapons?
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Clan Blood Spirit
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Flyingdebris
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« Reply #23 on: September 16, 2008, 08:20:48 AM » |
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From what I've heard, dynamic nosedrill is already working, but that's about it.
so an atlas can pick it's own nose? sweet
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TimoBlastem
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« Reply #24 on: September 16, 2008, 10:09:53 AM » |
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We currently have one default ambient temperatures, and want to allow the map makers to define different temperatures in areas, however whether or not that happens depends on time at this point. Area temperature zones may need to be added AFTER the initial release. We're limited by this time to the things we can do with the current number of programmers we have. We can only do so much at the same time  That sounds great. As long as heat sinks don't work the same in the solaris arena as they do on a desert planet, I don't think anyone will miss dynamic temperature zones.
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Docthebutcher
Bondsman
Offline
Posts: 8
I am the BEAR
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« Reply #25 on: September 19, 2008, 08:34:35 AM » |
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So MWLL will have 7 ER large novacats runing around with NO heat problems once again?
DOC
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Landros Radick
Audio Director
Lead Dev
Star Colonel
Offline
Posts: 835
Landros "DarkWolf" Radick
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« Reply #26 on: September 19, 2008, 08:50:41 AM » |
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haha no, we designed the system so that there most definitely are heat problems and when you have heat problems you don't want to be engaged.
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KitLightning
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« Reply #27 on: September 19, 2008, 02:40:20 PM » |
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... a Novacat should fire (one alpha strike only) ... shutdown ... start up... fire (again only one shot) and shutdown ... [repeat sequence]! that´s the way of the Novacat!
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