In my last post I showed how most Battlemechs couldn’t actually walk as fast as described in the game – if you missed that then you can read it at How fast can a Battlemech walk?. In this post I will present some optional Advanced Rules to implement the more realistic mech movement described there.
This is what I’m setting out to achieve here:
– Mechs now walk, run, and sprint at realistic speeds.
– Where possible, movement rates should be as consistent as possible with their current stats. That said, the fastest mechs must be slower here because it’s now impossible for them to be as fast as they were – this means they will have smaller engines and more space for equipment.
– It must be possible to design mechs so that their engine ratings (and gyros) are comparable with published designs.
– MASC, Superchargers and TSM will have a similar effect on speed as in the existing rules. Continue reading →
Or: “Can a Locust Battlemech really walk 240m in only 10 seconds?”
The answer, perhaps surprisingly, is “no, it can’t” – a Locust (or indeed any battlemech) could run that far in that time… but it is actually physically impossible for it to walk 240m in 10 seconds (at least in gravity similar to Earth’s). To discover why, we must take a rather fascinating scientific journey that sheds some light on something that perhaps many of us take for granted – the mechanics of how we move on two legs! Read on to learn more… Continue reading →
You hear the distant boom of an Autocannon echoing across the landscape and your mech shudders at the shell impacts against its left torso, blasting off some of the armour plating. It’s not enough to significantly damage your mech, but certainly enough to get your attention as you scan for your attacker and raise your arm-mounted PPC to respond…
And so the player peers at their Mech Record Sheet, and marks off five points of damage on the Left Torso:
But something’s funny here, to me at least. The way I see it, the side marked “Left Torso” is actually shown on the right side of the mech (it’s the player’s left side, but not the mech’s left side)! This has bugged me since I first started playing Battletech back in the 80s, and now I’ve started playing again I was reminded of it once again so I thought I’d dig into this a little further. Continue reading →
I’ve got back into Battletech recently and I’ve been trying to reverse-engineer how the Proximity Limit is calculated (because I like to know how these things work). First, here’s a little background if you’re unaware of how jump works in Battletech. According to the fluff, Jumpships use a “Kearny-Fuchida drive” to travel over interstellar distances almost instantaneously. Traditionally they arrive at the Zenith/Nadir points – above the north and south poles of a star respectively – at the Proximity Limit, which is (supposedly) determined by the gravitational field of the star. These Jumpships usually carry Dropships, which then detach from the Jumpship with their cargo of mechs and head towards their target planet using normal fusion drives. Meanwhile, the Jumpship (which has little more than a few manoeuvering thrusters) generally sits at the arrival point and unfurls a large solar sail about a kilometre in diameter that it uses to recharge its drive in readiness for the next jump, which usually takes around a week (150-200 hrs).
After looking at the latest version of the stellar data table on pg. 100 of Campaign Ops, and I made an interesting observation: the Proximity Limit is not based on gravity. Given all the fluff says that this distance is determined by gravity (e.g. the notes on pg. 122 of Strategic Ops, summarised as “hyperspace fields don’t like gravity”) this is somewhat surprising. It turns out I’m not actually the first to notice this either – a thread on the battletech forums from over a decade ago discusses this too, but no solution to this is presented there. So I wondered – what would it look like if the Proximity Limit was calculated using gravity?
If you just want to skip to the point – here’s the gravity-based Safe Jump Distance table that you can use in your Battletech games instead of the published ones (this is just intended as a variant to use if you want more realistic values):
If you want to know the technical details behind how I calculated this then read on… Continue reading →
I’ve posted a full playthrough of Everybody’s Gone To The Rapture on Youtube! I hope you take a look at it, it’s a fantastic story with great characters, beautiful graphics and an amazing soundtrack! If you enjoy watching it then I’d love to hear what you think in the comments, and please do like the videos and subscribe to my Youtube channel!
Episode 1: Quarantine: find out what happens to the inhabitants of the sleepy English village of Yaughton as they are visited by an unearthly force far beyond their understanding!
The next step on my journey to Colonia was from Sacaqawea Space Port in the Skaudaii AA-A Nebula to Gagarin Gate in the Gru Hypue AA-A Nebula, between the 14th March and the 25th March 3303. This was covered in Exploration Streams #7-10, which are available on my youtube channel! Continue reading →
Here is the third leg of the Great Colonia Expedition, from Eagle’s Landing in the Eagle Nebula to Sacaqawea Space Port – the voyage was from the 17th Feb to 11th March 3303! I also found my first Ammonia World here! During the trip I started up my Elite Dangerous Exploration Streams at https://www.twitch.tv/evildrganymede, so you can see where I took some of these in my streams too! Continue reading →
The second leg of the Great Colonia Expedition was from Amundsen Terminal in the Lagoon Nebula to Eagle’s Landing in the Eagle Nebula, spanning from the 9th Feb to 13th Feb 3303! On the way I stopped off at the Omega Nebula and the Traikaae AA-A nebula high above the Galactic Plane, and gradually realised that I was in this for the long haul! Continue reading →
I found an insane system on my travels!! It contains a Class V gas giant that orbits its white dwarf primary in only 15 minutes, and passes through the jet of the WD! Its orbital distance from the WD is 0.4 ls, so close that it cannot actually be reached using supercruise (the WD drops the ship out of SC about 2 ls out). There is also a nearby M V companion star a few ls away. As an aside, there is an unusually high number of Carbon Star systems around this location too.
The planet is so close to the WD that (a) it is within the WD’s Roche Limit and should have been torn apart to form a ring system and (b) orbits faster than the WD’s rotation period (which itself is only 16 minutes) and therefore is spiralling in to the WD anyway due to tidal forces. The system is also 7.8 billion years old – how the gas giant continues to survive, how it got into its current orbit around the WD, and how the WD and its planet both got so close to the M V star after the end of the WD’s former red giant phase are all deep mysteries!
The System Name is BLAA PHOE NC-D D12-230, and it should already be in the 3D map of the latest version of EDDiscovery (under the name “Death Spiral”). Check it out, CMDRs! 🙂
Click for larger version:
20 second timelapse video:
15 minute full video (with music in the first half):
Here is the Exploration Log (i.e. screenshot gallery) of the first leg of my Great Colonia Expedition, which I’m currently working on in my Elite Dangerous Exploration streams! This covers the somewhat roundabout journey the Bubble to the Orion Molecular Complex (yes, that’s in the other direction from Colonia – I took the scenic route!) and then turning around and eventually arriving at Amundsen Terminal at the Lagoon Nebula for some much-needed rest and repairs! Continue reading →