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 Post subject: SubCapitals in HMA
PostPosted: Sun Oct 25, 2009 5:10 pm 
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Test Pilot
Test Pilot

Joined: Fri Jan 25, 2002 8:00 pm
Posts: 12373
Location: That flattop, up the well, overhead …
Anyone have a good hack for typing these weapons in?

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 Post subject: Re: SubCapitals in HMA
PostPosted: Mon Oct 26, 2009 3:34 am 
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Major General
Major General

Joined: Sat Aug 03, 2002 8:00 pm
Posts: 843
Location: Nottingham
I have made a few attempts. I think I have two sets, one for warships and another for DropShips. I will do a design tomorrow when I finish work.


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 Post subject: Re: SubCapitals in HMA
PostPosted: Mon Oct 26, 2009 3:41 am 
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Loki
Loki

Joined: Sun Sep 16, 2001 8:00 pm
Posts: 11444
Location: Minnesnowta
I enter them in as cap weapons. *shrugs*

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 Post subject: Re: SubCapitals in HMA
PostPosted: Tue Oct 27, 2009 4:55 am 
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Major General
Major General

Joined: Sat Aug 03, 2002 8:00 pm
Posts: 843
Location: Nottingham
I was going to put all the weapons I have on one warship but things started to go wrong. For some reason all the PPCs and lasers were given Artemis IV and I was informed that they did not have enough ammo :crazy: I checked on some designs I did last week and all the custom weapons had lost their ammo. Shutting down HMAero and re-starting put everything back to normal :dunno:

The Sub-Cap missiles should work ok on warships and DropShips, though the Stingray and Manta Ray have some rounding issues with the ammo weight.

There are two sets of Sub-Cap lasers, one for warships and another for DropShips (SCL/1-DS* These are standard scale lasers but really heavy :crazy: and you need to remember to adjust the number of gunners)

There are two sets of Sub-Cap Cannons, one for warships and another for DropShips (Light SCC-DS* These are Capital missiles which works ok when you print a record sheet. the only problem is with the Light SSC-DS*, its ammo is double weight)
Code:
                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPONS

Class/Model/Name:  Weapons 
Tech:              Inner Sphere / 3075
Vessel Type:       WarShip
Rules:             Level 3, Modified design
Rules Set:         AeroTech2

Mass:              2,500,000 tons
K-F Drive System:  (Unknown)
Length:            1,652 meters
Power Plant:       Standard
Safe Thrust:       1
Maximum Thrust:    2
Armor Type:        Standard
Armament:          
    1 Piranha*
    1 Stingray*
    1 Swordfish*
    1 Manta Ray*
    1 Light SCC*
    1 Medium SCC*
    1 Heavy SCC*
    1 Light SCC-DS*
    1 Medium SCC-DS*
    1 Heavy SCC-DS*
    1 SCL/1*
    1 SCL/2*
    1 SCL/3*
    1 SCL/1-DS*
    1 SCL/2-DS*
    1 SCL/3-DS*
------------------------------------------------------------------------------
Class/Model/Name:  Weapons 
Mass:              2,500,000 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                      150,000.00
Thrust:  Safe Thrust: 1
      Maximum Thrust: 2
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 47)             1,131,250.00
Jump Sail: No Sail (Fusion-Charged K-F)                                   .00
Structural Integrity: 60                                           150,000.00
Total Heat Sinks:    592 Double                                           .00
Fuel & Fuel Pumps:                                                     102.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              6,250.00
Fire Control Computers:                                                   .00
Armor Type:  Standard  (1,236 total armor pts)                       2,999.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                227
   Fore-Left/Right:                  206/206
   Aft-Left/Right:                   206/206
   Aft:                                 185


Crew and Passengers:
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Piranha*(10 msls)        Nose         3      3      3     --    9    200.00
1 Stingray*(10 msls)       Nose         4      4     --     --   12    292.00
1 Swordfish*(10 msls)      Nose         4     --     --     --   15    350.00
1 Manta Ray*(10 msls)      Nose         5     --     --     --   21    534.00
1 Light SCC*(10 rounds)    Nose         2      2      2     --   12    205.00
1 Medium SCC*(10 rounds)   Nose         5      5     --     --   30    510.00
1 Heavy SCC*(10 rounds)    Nose         7      7     --     --   42    720.00
1 Light SCC-DS*(10 msls)   Aft          2      2      2     --   12    210.00
1 Medium SCC-DS*(10 msls)  Aft          5      5     --     --   30    510.00
1 Heavy SCC-DS*(10 msls)   Aft          7      7     --     --   42    720.00
1 SCL/1*                   Aft          1      1      1     --   24    150.00
1 SCL/2*                   Aft          2      2     --     --   28    200.00
1 SCL/3*                   Aft          3      3     --     --   32    250.00
1 SCL/1-DS*                Aft      1(10)  1(10)  1(10)     --   24    150.00
1 SCL/2-DS*                Aft      2(20)  2(20)     --     --   28    200.00
1 SCL/3-DS*                Aft      3(30)  3(30)     --     --   32    250.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 393   1,446,052.00
Tons Left:                                                       1,053,948.00

Calculated Factors:
Total Cost:        1,852,676,800 C-Bills
Battle Value:      32,115
Cost per BV:       57,688.83
Weapon Value:      25,743 (Ratio = .80)
Damage Factors:    SRV = 510;  MRV = 499;  LRV = 299;  ERV = 26
Maintenance:       Maintenance Point Value (MPV) = 431,214
                   (159,249 Structure, 263,125 Life Support, 8,840 Weapons)
                   Support Points (SP) = 0  (0% of MPV)
BattleForce2:      Not applicable


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 Post subject: Re: SubCapitals in HMA
PostPosted: Tue Oct 27, 2009 11:02 am 
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General Know it All
General Know it All

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 1830
Location: Stafford , England
Thanks for that file.

Dave.

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 Post subject: Re: SubCapitals in HMA
PostPosted: Tue Oct 27, 2009 2:17 pm 
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Test Pilot
Test Pilot

Joined: Fri Jan 25, 2002 8:00 pm
Posts: 12373
Location: That flattop, up the well, overhead …
Yeah, tanks.

But you say one ammo weight came out funny? And something about gunner head count? Not the worst problem in the world . . .

Is there anything I need to know about printing the ranges out? Or, I guess, the damage diagram? (I'm guessing there'll be no help for it . . .)

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"He closes his eyes and remembers the night splattered with brightness, the sudden flare of erupting fuel, the mad chase as, supersonic, he bobbed and weaved among the hills and valleys of the Ozarks, the laws on his tail, burning for home …"


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 Post subject: Re: SubCapitals in HMA
PostPosted: Tue Oct 27, 2009 2:42 pm 
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Major General
Major General

Joined: Sat Aug 03, 2002 8:00 pm
Posts: 843
Location: Nottingham
The Sub-Cap lasers for DropShips will not show the correct ranges on the radar diagram and they will be listed with the standard weapons on the record sheet, the other weapons should be ok.

Maybe the Sub-Cap lasers for DropShips could be done with capital missiles to get the correct range and number of gunners :undecided:


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 Post subject: Re: SubCapitals in HMA
PostPosted: Tue Oct 27, 2009 3:22 pm 
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Major General
Major General

Joined: Sat Aug 03, 2002 8:00 pm
Posts: 843
Location: Nottingham
New and improved Sub-Cap lasers for DropShips. Looks odd when you are posting the TRO, but works out better with record sheets, radar diagram and gunners. If you stay with the minimum 10 rounds of ammo the mass, cost and BV1 should come out correct.
Code:
                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPONS

Class/Model/Name:  SCL/#-DS  
Tech:              Inner Sphere / 3075
Vessel Type:       Spheroid DropShip
Rules:             Level 3, Modified design
Rules Set:         AeroTech2

Mass:              12,000 tons
Length:            118 meters
Power Plant:       Standard
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Standard
Armament:          
    1 SCL/1-DS*
    1 SCL/2-DS*
    1 SCL/3-DS*
    2 ER Large Laser
------------------------------------------------------------------------------
Class/Model/Name:  SCL/#-DS  
Mass:              12,000 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                        3,120.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Structural Integrity: 10                                               240.00
Total Heat Sinks:    145 Double                                           .00
Fuel & Fuel Pumps:                                                     368.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 90.00
Fire Control Computers:                                                   .00
Armor Type:  Standard  (360 total armor pts)                            20.00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                140
   Left/Right Sides:                  60/60
   Aft:                                 100


Crew and Passengers:
      1 Officers (1 minimum)                                            10.00
      6 Crew (5 minimum)                                                42.00
      3 Gunners (4 minimum)                                             21.00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 SCL/1-DS*(10 msls)       Nose         1      1      1     --   24    150.00
1 SCL/2-DS*(10 msls)       Nose         2      2     --     --   28    200.00
1 SCL/3-DS*(10 msls)       Nose         3      3     --     --   32    250.00
1 ER Large Laser           FL/R      1(8)   1(8)   1(8)     --   24     10.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 108       4,521.00
Tons Left:                                                           7,479.00

Calculated Factors:
Total Cost:        219,644,320 C-Bills
Battle Value:      2,364
Cost per BV:       92,912.15
Weapon Value:      2,748 (Ratio = 1.16)
Damage Factors:    SRV = 70;  MRV = 67;  LRV = 48;  ERV = 3
Maintenance:       Maintenance Point Value (MPV) = 43,016
                   (24,920 Structure, 16,100 Life Support, 1,996 Weapons)
                   Support Points (SP) = 10,017  (23% of MPV)
BattleForce2:      MP: 4,  Armor/Structure: 6 / 6
                   Damage PB/M/L: 1/1/1,  Overheat: 0
                   Class: DL;  Point Value: 24
                   Specials: sph


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 Post subject: Re: SubCapitals in HMA
PostPosted: Sun Aug 07, 2011 7:20 pm 
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Cubefarm Warrior
Cubefarm Warrior

Joined: Thu Apr 11, 2002 8:00 pm
Posts: 1385
Thank you for these files.

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 Post subject: Re: SubCapitals in HMA
PostPosted: Tue Nov 15, 2011 10:30 pm 
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Recruit
Recruit

Joined: Sun Nov 13, 2011 9:44 pm
Posts: 2
SO is no way to down load the file into HMAero??


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 Post subject: Re: SubCapitals in HMA
PostPosted: Wed Nov 16, 2011 11:02 pm 
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Test Pilot
Test Pilot

Joined: Fri Jan 25, 2002 8:00 pm
Posts: 12373
Location: That flattop, up the well, overhead …
If I understand the question: What you do is download these files, and put them in a subdirectory you can find from within HMA. Fire up HMA, and navigate to these files. When you have one loaded up, go into the Add/ Change Weapons Window. Highlight the weapons in question, and push the Absorb button, down near the bottom-middle of the screen.

Repeat as necessary …

_________________
[url=http://www.hitbox.tv/hmpgoose]Goose - The Egyptian God of Frustration[/url]

"He closes his eyes and remembers the night splattered with brightness, the sudden flare of erupting fuel, the mad chase as, supersonic, he bobbed and weaved among the hills and valleys of the Ozarks, the laws on his tail, burning for home …"


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 Post subject: Re: SubCapitals in HMA
PostPosted: Thu Nov 17, 2011 4:16 am 
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Major General
Major General

Joined: Sat Aug 03, 2002 8:00 pm
Posts: 843
Location: Nottingham
The weapons on these designs may need updating :undecided: Files for more weapons can be found below.

http://www.heavymetalpro.com/forums/vie ... 4&start=50
or
http://bg.battletech.com/forums/index.p ... 835.0.html


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 Post subject: Re: SubCapitals in HMA
PostPosted: Thu Nov 17, 2011 7:10 pm 
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Recruit
Recruit

Joined: Sun Nov 13, 2011 9:44 pm
Posts: 2
Thanks!!
:toast:


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 Post subject: Re: SubCapitals in HMA
PostPosted: Fri Nov 18, 2011 1:28 am 
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Major General
Major General

Joined: Wed May 28, 2003 11:50 pm
Posts: 891
Location: Hesperus II, Lyran Alliance
Thanks Leon Shirow :D

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