So I wrote the code today to calculate aerospace and conventional fighter BV (and it should work the same for small craft and dropships), and there are some major differences.
HeavyMetalPro has completely different formulas than the Tech Manual. I ended up going with the Tech Manual rules, hopefully that was a correct assumption. Some differences:
- TM multiplies SI for DBV by 2, not 1.5
- TM multiplies armor by 2 by default, not 2.5 (or the actual armor type modifier, which varies)
- TM has no DBV reductions for explosive ammunition
- TM has no DBV for Fuel
- TM has no OBV modifiers for bomb load
So basically, I completely understand why there is no BV2 for aerospace forces around, as there is no utility to do it.... well, there wasn't yesterday, but I have one today :) I do think the bottom 2 items have a place in BV2, so who knows.
I also wrote the code to determine the rules level, tech rating, all 3 availabilities, the earliest possible year a unit can be created, the latest possible year a unit can be created (before being extinct), the earliest year the unit can be created with recovered technology, and the year the unit goes extinct. That ended up throwing quite a wrench into TRO3063, but it'll get fixed quick. Basically, lots of equipment in the TRO was actually created a year or two AFTER the unit was. Oopsie! Glad I caught that! I can't wait to run this code against all 5200 or so units in my database, see how many need an MUL update :)
Thoughts of the day:
I think engines should burn fuel based on their rating, not their weight. For example, an XL engine weighs 50% as much as a regular fusion engine. For a fighter this unit would use double the fuel in any maneuvers. For non-fuel using units, they'd have half the time between required maintenance. XXL engines would be 3x, light 1.5x, and so forth.
Along the same lines, I think things like MASC or Superchargers should also increase maintenance considerably.
I'm still thinking of knocking out a top down, real time, multiplayer, battletech game in the near future. Think megamek but without turns. It'll be a 100% conversion, and probably have vehicles or fighters first. I'll use megamek unit graphics, turns will be 10 seconds of real time, weapons will fire every 10 seconds, damage is the same, etc. I have some ideas that may allow a *lot* of people in a game, more than 64, and the maps will always probably be effectively unlimited in size. Anyway, still thinking about it, I'd need people to show major interest I think before pursuing it, but it is within my skill set.
My new job sucks up a lot more of my time :(
The Texas unemployment system is completely stupid, I gotta find a lawyer tomorrow :(
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