Author Topic: Guide to editing design files?  (Read 1159 times)

Offline Onisuzume

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Guide to editing design files?
« Reply #15 on: June 05, 2007, 06:47:16 AM »
I could try to update it at the very least.
Also, I wrote the weight calculation of scale 2 mecha in some other thread on the forum. Including how armour affects the weight.

Though some things in the wiki aren't clear. (can a module be size 11? can a bigger sized limb compared to mecha size have more armour than the mecha size? etc.)

How is mecha movement speed calculated, etc.

I guess I *could* look into that tomorrow...

Offline SharkD

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Guide to editing design files?
« Reply #16 on: June 13, 2007, 12:12:19 AM »
I've been overhauling the guide to design file editing now that I'm at least somewhat familiar with Pascal code. Any corrections or requests for info I should look into?

Offline SharkD

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Guide to editing design files?
« Reply #17 on: June 14, 2007, 06:40:13 PM »
I think I've completed my work on the guide. Except for a few bits (search for the string 'Ed.') I think I've covered all the topics pertinant to design file editing. LMKWYT

Offline The Lone Badger

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Guide to editing design files?
« Reply #18 on: June 14, 2007, 06:53:42 PM »
That's really useful. Thanks.

So even with the 0.5t for the mounting point it is always superior to mount a weapon than install it.

Offline SharkD

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Guide to editing design files?
« Reply #19 on: June 14, 2007, 08:03:33 PM »
I haven't done the necessary calculations. Please explain in detail.

Offline The Lone Badger

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« Reply #20 on: June 15, 2007, 07:08:04 PM »
Based on the fact that installed items give you -1MV per 7.5 tons and equipped items give you -1MV per (7.5+x) tons where x is always >1.

Offline SharkD

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Guide to editing design files?
« Reply #21 on: June 15, 2007, 07:28:53 PM »
Hmmm... This is not made apparent by looking at the formula. Unless I've confused the definition of Intrinsic Mass, it makes no difference whether the weapon is equipped or installed.

I may be just not understanding the formula.

[edit]
My definition of Intrinsic Mass was wrong and has been corrected in the article.

Offline Joseph Hewitt

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Guide to editing design files?
« Reply #22 on: June 16, 2007, 08:19:45 AM »
It's usually better to be externally mounted, but because everything is measured in integers there are cases where it's preferable for a particular gear to be mounted internally. Also, there are some disadvantages to externally mounted weapons: they're more likely to be disabled by damage, and in GH2 there may be to-hit penalties based on mass*.

*In GH2 there are two-handed weapons. If you equip a weapon that's above a certain weight limit, you are told that the weapon is too large to be used single handed. As long as you have one hand free, it's no problem. However, if you try to fire it and you don't have a free hand to use, you suffer a to-hit penalty. This also applies to mecha. Internal weapons don't suffer this penalty.

Offline SharkD

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Guide to editing design files?
« Reply #23 on: June 16, 2007, 10:35:33 AM »
Quoting: Joseph Hewitt
In GH2 there are two-handed weapons. If you equip a weapon that's above a certain weight limit, you are told that the weapon is too large to be used single handed. As long as you have one hand free, it's no problem. However, if you try to fire it and you don't have a free hand to use, you suffer a to-hit penalty. This also applies to mecha. Internal weapons don't suffer this penalty.

That doesn't really make sense. How can you install a two-handed weapon? Maybe the penalty should apply to installed weapons, too. I think that would make more sense.

Offline Francisco Munoz

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Guide to editing design files?
« Reply #24 on: June 16, 2007, 03:34:01 PM »
Keep in mind that in GH2 the slot space and slot size are more heavily enforced, so really big weapons cant be usually installed in small mechas...

Offline macksting

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Guide to editing design files?
« Reply #25 on: June 16, 2007, 04:42:20 PM »
True, true! Probably a self-balancing issue, there.
Although it does bring up a really, really interesting visual. JHewitt, is there any chance a mech's arm can have two hands? One in the front, one in the back? A pair of stubby "T-Rex" arms might also do the trick, but it just wouldn't look as cool as a pair of waldos around the elbow to supplement a massive, mawling pair of manipulators!

Offline Joseph Hewitt

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Guide to editing design files?
« Reply #26 on: June 16, 2007, 09:35:46 PM »
You can only mount one hand per limb, but you can stick a weapon on a mounting point on the arm then leave the hand free to act as the extra hand. The Wyvern's mega-cannon from Jovian Chronicles is designed like this; it connects to a mounting point on the shoulder, but then needs to be aimed with the hand.

Francisco Munoz has it exactly with installing two-handed weapons; much of the time, if a mecha needs two hands to fire a weapon it can't be installed internally anyhow.