Solaris-Skunk-Werks / solarisskunkwerks

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Energy Weapons incorrect weight - SAW 0.7 #48

Open PizzaLawyer420 opened 5 years ago

PizzaLawyer420 commented 5 years ago

Clan ER Large Lasers weigh 4 tons. IS ER Large Lasers weigh 5 tons. SAW has Clan ER LL weighing 6 tons. While IS ER LL, are 7 tons.

An IS ER PPC is noted to weigh 7 tons but actually weighs 12 tons. A Clan ER PPC is marked as weighing 6 tons, but actually weighs 11 tons. IS Binary Laser Cannon is marked as weighing 9 tons, but actually weighs 15 tons. IS Bombast Laser is marked as weighing 7 tons, but actually weighs 9 tons. IS Large X-Pulse Laser is marked as weighing 7 tons, but actually weighs 11 tons. Clan ER Large Pulse Laser is marked as weighing 6 tons, but actually weighs 9 tons. Clan Heavy Large Laser is marked as weighing 4 tons, but actually weighs 12 tons. Clan Improved Heavy Large Laser is marked as weighing 4 tons, but actually weighs 12 tons. IS Heavy PPC is marked as weighing 10 tons, but actually weighs 15 tons.

Algebro7 commented 5 years ago

Thanks for the report. I spot checked one of these and I was wondering if you could clarify:

IS ER PPC is noted in TechManual pg 341 to weigh 7 tons. This is the value that shows up in the equipment tab in SSW. When I add it, my mech tonnage also goes up by 7 tons. Can you tell me where you're seeing 12 tons?

edit: just realized you're talking about SAW, not SSW. I do see some weird tonnages when equipping this gear in SAW.

Algebro7 commented 5 years ago

Could this be explained by additional heat sinks being added automatically? Vehicles have to be able to sink all heat from energy weapons, so the tonnage could be accounting for the heat sinks.

Example, if you add an IS ER Large Laser to a blank vehicle, which generates 12 heat and weighs 5 tons (12t + 5t = 17t), tonnage goes up from 4.5t to 22t (+17.5t). This checks out since without a fusion engine, 0.5 tons of power amplifiers need to be added.

PizzaLawyer420 commented 5 years ago

Could this be explained by additional heat sinks being added automatically? Vehicles have to be able to sink all heat from energy weapons, so the tonnage could be accounting for the heat sinks.

Example, if you add an IS ER Large Laser to a blank vehicle, which generates 12 heat and weighs 5 tons (12t + 5t = 17t), tonnage goes up from 4.5t to 22t (+17.5t). This checks out since without a fusion engine, 0.5 tons of power amplifiers need to be added.

But if I have a Clan XL Engine on a 50t vehical, at 1/2 speed, granting 45 tons of room, with 20 heat sinks, an ER PPC which generates 15 heat, shouldn't weigh 11 tons.

Algebro7 commented 5 years ago

Can you provide the .saw for the vehicle you're using?

PizzaLawyer420 commented 5 years ago

dgdg dfgdgd.zip

WEKarnesky commented 5 years ago

A Summary of our discord discussion:

It seems that every time you add or remove an energy weapon, it resets the heatsinks to the minimum required for the weapon loadout.

In most cases, this is fine because it used to be that it was impossible to have extra heat sinks (and you could argue that it's still not good design to have extra heatsinks); however, with the current rules you can technically add extra heatsinks if you want.

I'm marking this as a bug, we still need to decide how exactly we want to handle this situation and the related situations of adding a weapon when you don't have enough heat sinks, and taking a weapon away.

Maelwys commented 5 years ago

I'm a little behind on the build, but the older versions of SAW allowed for manual placement of heat sinks. So if you want extra heat sinks, you can simply add them. I would think the best way to do it would be as it is now. It auto adds and removes heat sinks as needed when you add and remove weapons, but also allows you to manually place the heatsinks if you want more.

Two things.

1) SAW doesn't allow you to go BELOW the number of heatsinks needed for the design (in other words, if you equip a ERPPC, you will have atleast 15 heat sinks). This is probably a good thing, though I guess that opens up the entire discussion of Illegal designs that XTRO:Boondocks started with its Illegal Quirk for both SAW and SSW

2) Under the Construction Tab in the Preferences box, there's a box called "Usability Options" where you can check whether or not to allow SSW and SAW to automatically add a Guardian ECM Suite if needed (for Stealth armor, etc). You could add a checkbox there to allow the user to decide whether or not SAW automates heatsink addition/removal.

WEKarnesky commented 5 years ago

Great input, thank you.