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UCMethod [ie compatable]
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Vagabond
Mercenary
Mr. Referee
Mr. Referee


Joined: 04-Feb-2002 00:00
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PostPosted: 20-Mar-2002 20:44    Post subject: UCMethod [ie compatable] Reply to topic Reply with quote

I made a new mech construction process! One that is as relaistic and quick as I could make it with my limmited Engineering Knoledge!

So here it is!

Step One: Select Tech Base!

Clan or Innersphere!

Step Two: Select Tonnage!

Battle mechs weight between 5 tons and 100 tons! Increase in 1 ton increments! Record this tonnage on a sheet of paper then multiply this number by 1000! This is how many Kg's the mech weights!

Step Three: Height and Critical Space avalible!

OK next! You determine how high you mech stands! To do this use this formula: Height = 5 = (Ton * 0.07) Round Up to next whole number! This number is how many meters high you mech stands!

Critical space avalible in a mech grows as it size and mass increase! To determine how many critical space is in each locations use this table:









*: This is before being modified by the Engine and Gyro Size.

Location Crits Max
Head 1 1
CT 2 2*
Side T 3 12
Arm 3 10
Leg 0 2

Use this formula to determine how many extra crits you mech recives in addition to the basics: Add Crits = Ton * 0.09 Round Down! (IE LT of a 20ton mech would have 4 crits, 3 + (20 * 0.09) or 3 + 1.8 rounded down to 1.) Do not go over the max for that location.

The location tells you witch location the table is refering to. The crits is the number of crits that start in that location. The Max is the max number of open crits that location may have. An open crit is a critical that is not part of the basic structure before anything is put on. (Example Engine, Hip, Shoulder) The Lower Arm and Hand Accuators are not considered part of the basic structure and need to be added taking up open criticals!

Step Four: Internal Stucture!

This is were the internal structure is figured out. There are three parts of the internal stucture, weight, internal stucture points, and type. There are 2 types of stuctures, Humandoid and Quad Structures.

Type, you must select what type of stucture there will be for this mech, Humandoid or Quad. This effects how much the structure weights and how many criticals spaces are avalible. Remember, quads have 4 legs and no arms.

Weight, figureing how much the internal weights is easy. Humaniods are: Internal = (Ton * 100) and Quads are: Internal = (Ton * 110) These figures are in Kg's. Subtract this value from you total mass.

If using Endo Steel structure, divid the internal weight number by 2. Remember to allocate the critical spaces for these, 14 for IS, and 7 for Clan.

Internal Stucture Points:

Use this table to figure these numbers out,









Location Pts
Head 3
CT Ton * 0.31
Side T Ton * 0.21
Arm Ton * 0.17
Leg Ton * 0.21

Round Normaly!

This is how many pts of Internal Stucture each location gets. Record this on a piece of paper. Remember you only get 2 * Internal Pts in armor!

Step Five: Control Equipment!

There are three things that help a pilot control a mech, Command Couch, Life Support, and Control Electronics.

Command Couch and Life Support Weight: 1500kg

Control Electronics Weight: Ton * 15 Round Nearest 5kg

The control elect include the command computers, wiring, servos, circut boards. Since smaller mechs are less massive they have less distance to cover with this equipment.

Step Six: Engine!

Determine Engine Rating by using this formula: Engine Rate = Walking MP * Ton

Then determine the weight of your engine use this table:




















Rates Weight per Rate Criticals
1 - 50 25kg 4
51 - 100 30kg 4
101 - 150 35kg 5
151 - 200 40kg 5
201 - 225 45kg 5
226 - 250 50kg 5
251 - 275 55kg 6
276 - 300 60kg 6
301 - 313 65kg 6
314 - 325 70kg 6
326 - 337 75kg 6
338 - 350 85kg 6
351 - 363 90kg 6
364 - 375 100kg 6
376 - 387 110kg 6
388 - 400 125kg 6

To determine the weight of the engine, use this formula: Engine Weight = Engine Rate * Weight per Rate. (IE 250 Engine weight 12500kg (250 * 50 = 12500)

Round to nearest 5kg

Step Seven: Gyro!

Unlike the FASA gyro, mine uses a little more relism in it!

To determine the weight of you gyro use this formula: Gyro = (Engine Rating * 5) + (Ton * 30) Round to nearist 5kg

To determine the size of the gyro use this formula: Gyro Crit = (Gyro weight/1000) * 0.8 Round Up!

Step Eight: Jump Jets!

Use these formulas to figure weight of the Jump Jets:

For mechs 55 tons or less JJ = Ton * 9.

For mechs 56 - 85 tons JJ = Ton * 11.

For mechs 86 - 100 tons JJ = Ton * 20.

Round to nearest 5kg

This takes in to account that the size of the ports are not all the same size for smaller mechs, as less thrust is needed to get in the air.

Step Nine: Heat Sinks!

As smaller mechs require less tubing and flow controls to cool a mech, there Heat Sinks get lighter. Use these formulas to figure out the weight of HS on you mech.

Single Heat Sinks: HS = 250 + (Ton * 7.5) and 1 crit

Double Heat Sinks: DHS = 250 + (Ton * 7.5) and 3 crit(IS), 2 crit(Clan)

Use normal rules on alocation of the heat sinks, and the engine supplies 10 free heat sinks, use normal rules!

Step Ten: Armor!

To determine how much armor your unit can carry, multiply the Internal Stucture Points by 2. This is the max armor you can carry!

Armor varies from mech to mech. Smaller mechs have less area to cover then there bigger brothers. As such use this formula when adding armor: 2pts armor = 128 - [(50/Ton) * 5.5] Round to nearist 5kg.

(IE, 20 ton mech gets 2pts of for 115kg. 115kg = 128 - [(50/20) * 5.5] or 128 - 13.75)

This means that light mechs get to carry there armor at less weight for same protection.

For IS Ferro Fibours use 115kg instead of 125kg and 14 critical slots. For Clan Ferro Fibours use 108kg instead of 125kg and 7 critical slots.

Step Eleven: Weapons!

This is done using normal steps, exept that tonnage is times 1000. or you can reverse this and the weight left over is divided by 1000.

Remember 1000kg is equal to 1 ton.

Ammo, ammo maybe allocated in less then 1000kg alotments. Divid ammo by 1000kg, this is how much each shot weights in Kg. (IE, Mg ammo: 1000/200 = 5kg per burst) Also if the number you come up with is odd on the kg and not a mutilpe of 5, add the rounds together till they do! (IE, Lrm 5 ammo: 120 Missiles, 24 burst * 5 missiles per lauch = 120 Missiles for Lrm. 1000/120 = 8.3, so keep doing the math untill you get you missiles to a 5kg multiple. 8.3 * 3 = 25kg, when done on a calculator.) Missile ammo needs to be multiplied by the number of missiles per launch * bursts.

Omni mechs maybe constructed under these rules, instead of allocating weapons, you add that to the pod tonnage. Just mark off the crit slots that cannot be used because of max crit rule.

After selecting weapons, your mech is done.

BV and Cost of mechs in my method are equal to the same systems in BT.

I looked them over and there are no resones or differences between the 2. Cost is calculated by Ton, so list the tonnage of the mech. 9000kg is equal to 9 tons.

BV, asks for pts or equipment, list them, such and such internal pts, and armor. Has a medium Laser! Do you understand!



Ok, new responces!

I fixed the very evident problem with Armor and added a section on the Internal Step for determining how many crits a mech gets, I left that out by mistake last time!

Also the rounding on some of the stuff is different!

Readjusted the Crits on the engines.

More in depth rules on ammo where added!

That is all that has been changed.



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Kraken
Federated Suns
Marshal
Marshal


Joined: 04-Feb-2002 00:00
Posts: 2755
Location: United States
PostPosted: 20-Mar-2002 22:04    Post subject: UCMethod [ie compatable] Reply to topic Reply with quote

Mmmmm..... Not quite. Just because something's small doesn't always mean that something big can not be crammed into it. (IE: small brains with big ideas. This is what is often encountered when dealing with cheerleaders and those who keep making you mad, such as back-biting idiots. But I digress.)

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Vagabond
Mercenary
Mr. Referee
Mr. Referee


Joined: 04-Feb-2002 00:00
Posts: 5724
Location: United States
PostPosted: 18-Apr-2015 06:58    Post subject: UCMethod [ie compatable] Reply to topic Reply with quote

wow, i thought this was gone forever.
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Mordel
Mordel.Net
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Joined: 03-Feb-2002 00:00
Posts: 6061
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PostPosted: 18-Apr-2015 19:20    Post subject: Re: UCMethod [ie compatable] Reply to topic Reply with quote

Vagabond wrote:
wow, i thought this was gone forever.


See all the old nuggets you can dig up! Makes you feel old now, doesn't it? Smile
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