Author Topic: 'Mech Bays  (Read 2740 times)

Lanceman

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'Mech Bays
« on: 15 February 2011, 16:26:55 »
At this time, is it possible to put 'Mech Bays on anything beside DropShips?  For example, even if the design is invalid, could I handjam some 'Mech Bays on a bluewater naval vessel?
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Greystar

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Re: 'Mech Bays
« Reply #1 on: 15 February 2011, 20:30:47 »
Well, you can call it a cargo bay with a 100 ton capicity and add a door for the mech to depart. But, with my own albiet quick experiement on HeavyMetal Vee, you can only get two on before it becomes so over weight that it is unable to move. You'll need an XL engine, and you'll only have about 30 tons for armor and equipment. Speed is 1 / 2. Honestly, the 'Mechs can walk faster under the water.

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          BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Mech Carrier Boat
Tech:          Inner Sphere / 3060
Config:        Surface Ship
Rules:         Level 2, Standard design

Mass:          300 tons
Power Plant:   270 GM XL Fusion
Cruise Speed:  10.8 km/h
Maximum Speed: 21.6 km/h
Armor Type:    Standard
Armament:      None
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Mech Carrier Boat
Mass:          300 tons

Equipment:                                 Items    Mass
Int. Struct.:  120 pts Standard              0     30.00
Engine:        270 XL Fusion                 2      7.50
Shielding & Transmission Equipment:          0      4.00
    Cruise MP:   1
     Flank MP:   2
Heat Sinks:     10 Single                    0       .00
Cockpit & Controls:                          0     15.00
Crew: 20 Members                             0       .00
Armor Factor:    0 pts Standard              0       .00

                          Internal    Armor
                          Structure   Value
   Front:                    30          0
   Left / Right Sides:       30        0/0
   Rear:                     30          0

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
'Mech Bay Capacity       Body                1    100.00
'Mech Bay Capacity       Body                1    100.00
--------------------------------------------------------
TOTALS:                           0          4    256.50
Items & Tons Left:                          61     43.50

Calculated Factors:
Total Cost:        55,125,000 C-Bills
Battle Value 2:    206 (old BV = 30)
Cost per BV:       267,597.09
Weapon Value:      0 / 0 (Ratio = .00 / .00)
Damage Factors:    SRDmg = 0;  MRDmg = 0;  LRDmg = 0
BattleForce2:      MP: 1N,  Armor/Structure: 0 / 4
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: NS;  Point Value: 2

Taharqa

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Re: 'Mech Bays
« Reply #2 on: 16 February 2011, 11:40:20 »
Theoretically it should work in MM, but in practice I bet it won't, most likely because somewhere in the code I made the assumption that Bays would only be on droppers. Why don't you try it out and let us know?  ;)
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Lanceman

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Re: 'Mech Bays
« Reply #3 on: 16 February 2011, 15:18:35 »
I tried a simple copy and paste from the Leopard over to the Monitor file and saved it as something else.  I knew the design would be invalid, but that's beside the point.  Loaded it up in MegaMek and looking at the new design all that showed up was the troop bay the monitor already had.  I attempted again, this time with a cargo bay instead of a `Mech bay, but got the same result.

Looks like your assumption about your assumption might be spot on Taharqa  ;). 
"Pure truth cannot be assimilated by the crowd; it must be communicated by contagion" -  Henri-Frédéric Amiel

Taharqa

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Re: 'Mech Bays
« Reply #4 on: 16 February 2011, 15:31:38 »
I tried a simple copy and paste from the Leopard over to the Monitor file and saved it as something else.  I knew the design would be invalid, but that's beside the point.  Loaded it up in MegaMek and looking at the new design all that showed up was the troop bay the monitor already had.  I attempted again, this time with a cargo bay instead of a `Mech bay, but got the same result.

Looks like your assumption about your assumption might be spot on Taharqa  ;).

Yes, and now I am remembering why. The loader routine for *.BLK files only looks for bays in Aero units, so its not even looking for it on the Monitor. I think B might have changed that recently, but it may not be out in a release yet.
MegaMek Dev and Bug Creator

The Flaming Devil Monkeys - The adventures of a band of misfit gladiators turned mercenary mechwarriors during the Word of Blake Jihad.
The Free Company of Oriente - No longer bound by the politics of the great houses, the Free Company of Oriente seeks its fate and fortune among the stars.
Ronin Cat Avengers - Fleeing the destruction of their Clan across an Inner Sphere at war, the Ronin Cat Avengers seek a new home ... and vengeance.

Make your own campaign website with the MekHQ Blog

 

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