Category Archives: Software

Community Outreach – Mark Nicholson, 3D Artist At MechWarrior Online Developer PGI

Courtesy of PGI

Welcome back to another edition of Community Outreach. This week, Sarna sat down to talk to Mark Nicholson, 3D artist at PGI, and one of the architects turning ‘Mechs from mere ink on a page (or pixels in a digital image) into an actual moving, stomping, Autocannon-blasting giant robot.

Mark has been talking about his work over on the MechWarrior Online forums revealing some of the finer aspects of his job, but I wanted to get a little bit more into some of the technical issues of building ‘Mechs designed for customization. MechWarrior Online is the first MechWarrior game that really changes the look of your ‘Mech as you change its loadout, which makes building modular 3D models an enormous technical challenge. I find the whole thing fascinating, and I hope you do too. Enjoy.

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The Succession Wars and so much more…

Way back in August 2013 we featured an article on Scrapyard Armory’s Succession Wars online game. With the surge in popularity of BattleTech both in virtual and physical formats we thought now was a good time to revisit this great game.

Based on the 1987 table top board game by FASA, Scrapyard Armory’s Succession Wars recreates the struggles of the five Great Houses in an online multiplayer environment. Players take control of the Great Houses and fight, negotiate and backstab their way to domination over the entire Inner Sphere. The board game featured two scenarios: the primary one is set in 3025, around the time of the 4th Succession War, with an alternate set at the outbreak of the 1st Succession War in 2786. Both of these scenarios have been lovingly recreated.

Since our last article the community at Scrapyard Armory has grown considerably and a team of content creators have expanded the free, playable scenarios (also called Orders of Battle) to phenomenal levels. Now you can play games ranging through the BattleTech timeline from 2550 to 3145. Custom maps for many of these games let you recreate The Age of War, the rise and the fall of the Star League, The Clans: Operation Klondike (a 2 player scenario), the 1st, 2nd and 4th Succession Wars, the Clan Invasion, the rise of the Word of Blake, and on to the Renaissance of 3145.

One of SYA’s content creators and a six-year veteran of the site, ‘Jimmy the Tulip’, spoke to us about creating Succession Wars scenarios. “What I love about what Scrapyard Armory has developed here is the flexibility to really get in and create something in incredible detail. The ability to create new maps, adding units and leaders and coming up with new ways of using the game mechanics to make something truly unique keeps me coming up with new ideas.”

Jimmy went on to talk about playing the games. “The tension can really be palpable at times, especially when you have a group all online simultaneously. Even when you’re waiting for actions to be taken you can study the map, think about strategies for taking out your opponents and really delve into what makes grand scale strategic games great. I’ve made some great friends while playing this game too. The community is fantastic.”

With a total of 19 different scenarios currently live (and more in development) Scrapyard Armory’s Succession Wars offers an immersion into the BattleTech universe in unprecedented fashion. There is a small amount of variation in the rules from the original board game in order to better facilitate the online nature of the game but, aside from that, the games play true to the nature and feel of its originator. The Development Team continues to work on ironing out the occasional bug and has provided a wide array of Orders of Battle and game options, including custom cards, the ability to play with Battle Armor units and over-size JumpShips, to provide nearly limitless replayability. A small team of Admins are also active to assist new players and veterans alike.

If you haven’t already signed up, run on over and check them out at Succession Wars. Join in one of the many games on offer or, if you’re bold, create a game of your own and take on the community there. Remember…. No guts, no galaxy!

Did You Know? Tabletop Simulator has BattleTech in VR

Nothing quite beats the feeling of sitting down around a big table with your friends and spending an evening playing tabletop BattleTech. The sound of rattling dice, the camaraderie, the drinking (at least when I do it), and the inevitable hollering that follows when someone bumps into the table and knocks over everyone’s ‘Mechs. Priceless.

Sadly this option isn’t available to everyone. Sometimes there’s just not enough people around to get a good playgroup going. For those ‘Mech heads there’s always been MegaMek to get there giant stompy robot fix, but the virtual world has never really lived up to the meat world in terms of delivering the authentic games night experience.

That remained the case until 2015, when a hitherto PC game got some much needed giant robot love.

Battletech - An Introduction Ep. 1 [Tabletop Thursday]
Watch this video on YouTube.


Tabletop Simulator is a game available for download on Steam (or Humble Store or- y’know what? Just go to their website for the full list) that’s really not much of a game at all. It’s more like a physics sandbox designed to mimic real life as much as possible. The game comes with a few classic board games (like checkers, pachisi, and go), but in a terrible oversight from the designers, it did not ship with BattleTech as an available game to play.

Lucky for us, Tabletop Simulator is easily modified by enterprising individuals with a little modeling experience and a love of the game.

“When I heard of Tabletop Simulator I found out that there was nothing on the Workshop for BattleTech.”

“I’ve been playing BattleTech since… well, yeah I started playing MechWarrior since I was, like, you know, three,” says Steam user Turduckens, who was the first to see the potential for Tabletop Simulator and its glaring omission of BattleTech. “When I heard of Tabletop Simulator I found out that there was nothing on the Workshop for BattleTech. And I think the game had only come out for, like, a year or so, so then I decided I’d get to work on that.”

Bringing BattleTech to Tabletop Simulator wasn’t entirely a walk in the park. Because the game has almost no scripting outside of rolling dice, everything that exists in real life has to be made to work in game. That means hex maps, ‘Mech models, even the Record Sheets had to be recreated by hand to work in Tabletop.

“The hardest thing was originally trying to find good sources for models. Like, there was always the paper models, which a lot of the times were MechWarrior 4 and 3 models, which I don’t know what magic they used to rip those from the game because I could not figure it out.”

And of course there were some mishaps along the way. When developing the original hex boards for use in Tabletop, he ran into a few minor issues. “I didn’t know how to use the hexagonal snap at the time so all of my hexes were slightly uneven and disjointed, haha!”

Fortunately for Turduckens, after the initial release of the hex boards he didn’t have to work alone. “As the word got out it kind of blossomed. Like, a lot of people started making stuff for Tabletop Simulator,” says Turduckens after his initial release of the BattleTech game boards.

Soon a community of user created content would develop around the project, culminating in the BattleTech Collection page under the Tabletop Simulator Workshop. Turduckens curates the page where he compiles and collates all the latest and greatest in BattleTech mods for Tabletop Simulator.

And there is quite a lot available. From hundreds of Record Sheets from Steam user Insaniac99, to a full fledged campaign from Steam user WuSu. There’s even other BattleTech games like the TCG and Alpha Strike.

Getting started in BattleTech Tabletop Simulator is easier than ever, with many user created quick-start scenarios. Turduckens has his hosted on Nexus called Davion vs. Mercenaries, a well balanced 4v4 scenario that pits a Federated Suns lance against a mercenary lance of classic 3025 era Battlemechs. For more experienced users, there’s more comprehensive collections such as Steam user ItchyDani3l’s Skirmish, which gives players dozens of ‘Mechs to choose from, both Clan and Inner Sphere.

Best of all, Tabletop Simulator has recently gotten VR support, adding a level of immersion never before seen to simulated BattleTech. Turduckens sadly didn’t have a working VR headset to test out his designs, but he did have a friend do it for him.

“One of my favorite moments when I was making this stuff was my friend joined and he had his VR headset on, and it shows you in-game exactly where his head is and where his arms are and he was, like, picking stuff up and he was looking at these ‘Mech models I imported and it was just so cool.”

It may be soon that the virtual world will be the space of choice for tabletop BattleTech fans.

For those looking to find Tabletop Simulator players, Turduckens recommends Clan Ghoul as a place to start. “They were so fun to play with, oh my god. Our gamemaster was running, like, eight ‘Mechs at a time versus us, and he was such a good host.”

Of course, we couldn’t leave Turduckens without asking him his favorite ‘Mech. “Oh, I’d have to say the Awesome. Yeah, I love ‘Mechs that can peek out and do a crap-ton of damage and then just go back into cover and cool off.”

Until next time, ‘Mech fans. Stay syrupy.

Solving the Range Problem with Armor Piercing Pancakes

There are two types of sci-fi universes: there’s the universe that provides no explanation and uses science as a substitute for magic (like Star Wars), or there’s the universe that tries to justify its awesomeness with plausible explanations. BattleTech has always erred on the latter side but for a few exceptions (the largest, of course, being the Kearny-Fuchida Jump Drives). However, one logical inconsistency in BattleTech has bugged me more than any other.

The guns.

I can understand from a game balancing perspective why the range of your cannons will decrease as the bore size increases, but from a pure physics perspective, this makes absolutely no sense.

image courtesy of Taurus Manufacturing Inc.

Allow me to illustrate. Here, we have a standard 9mm pistol, available anywhere in the United States (depending on the state), and available nowhere in Canada. Effective range: ‘bout 100 meters, if you’re a reasonably good shot.

image courtesy of warfaretech.blogspot.ca

Moving on up, here we have a much larger round, the 30mm M230 cannon (of Apache attack helicopter fame). Effective range: 2000 meters.

image courtesy of turbosquid.com

Next up, the 155mm howitzer. Effective range: well, it’ll depend on which round you use, but the standard M107 HE is 24,000 meters or 24 kilometers.

Anyway, you see the pattern here, right? As a general rule, the bigger the gun, the further your projectile goes.

Now let’s go to BattleTech. The actual bore size of autocannons vary by manufacturer and can range from 25mm to 203mm. Curiously, however, the range on these autocannons decreases as you go higher, with the 25mm AC/2 having an effective range of 720 meters, while the massive AC/20 has an effective range of a mere 270 meters.

Thus, the question for the BattleTech universe becomes what happened to cannons to make them lose range instead of gain it as the bore size gets larger?

The answer, my friends, is in the math.

Curiously, however, the range on these autocannons decreases as you go higher, with the AC/2 having an effective range of 720 meters, while the massive AC/20 has an effective range of a mere 270 meters.

We all know that 1 ton of ammunition gets a standard amount of ammo completely dependant on the size of the autocannon; AC/2 gets 40 shots per ton, AC/5 gets 20, and so on and so forth. On the surface, this seems to make sense, as the bore size also decreases at a similar “divide by 2” rate – 203mm for an AC/20, 101mm for an AC/10, etc. But ammunition doesn’t just take up a linear length – it takes up volume. Simply making the diameter of each round smaller by half doesn’t allow you to keep jamming in half as many rounds in the same amount of space.

I’ll show you what I mean. We’re going to compare the volume of ammunition taken up by an AC/20 versus an AC/2. We’re also going to simplify the shape of each bullet into a rectangle to make the math easier (also to avoid the whole “stacking” problem), and also assume that the length of each round will grow proportionately to the “divide by 2” rate we saw in the bore sizes. Also, since the bore size is in metric, and BattleTech is a metric universe, we’re going to stay metric.

We begin with the AC/2. We know the diameter of the round is the same as the bore size (25 mm), so let’s assume the length of the round is about twice that, so 50mm. A rectangle is length by width by height, and through the power of math we get 31,250 mm3 (or 31.25 cm3)

I’m not going to bore you with the math for the AC/20 – because the numbers are vastly larger, it comes out to 16,730,854 mm3 (or 16,730 cm3, or 0.01673 m3).

Now we do a little more math. An AC/2 is 31.25cm3, times 40 rounds, means we need  1250 cm3 of space to hold those 40 rounds.

For an AC/20 with 5 rounds, we’d need 83,605 cm3. That’s actually 66 times larger than the space needed to house 40 AC/2 rounds.

But if a ton of ammunition holds a proportionate, “divide by two”  number of rounds, how can they not also take up the same space?! The only possible answer is one of our assumptions is wrong; the volume of each round does not remain proportional as you go up from AC/2 to AC/20.

In fact, we can work out what the proportion should be based on our above math. In order for the five AC/20 rounds to take up the same volume as forty AC/2 rounds, and keeping the known variable of bore size fixed (203 mm), then the length of each round would have to be a ridiculously short 0.76 mm.

Thus, through the power of math, we have determined that the reason an AC/20 range is so vastly reduced compared to an AC/2 is simply that instead of shooting bullets the AC/20 fires armor-piercing pancakes.

Tasty, tasty Hunchback pancakes. Servin’ ‘em up, hot ’n fresh!

Alright, I know at 0.76 mm the thickness of these pancakes is a shave wider than a human hair, but you cannot deny the amazing image they produced.

‘Till next time, Mechwarriors: Stay Syrupy.

stay syrupy

The First Slate of Changes at MegaMekNet is Complete

MMNET LOGO

Many Operations Await

As mentioned in a previous post, the online server for playing people online via MegaMek called MegaMekNet had instituted a new set of changes to shake things up.  The longest running server online, MMNet has decided to place the decisions for the latest cycle into the hands of the players.  Each faction elects a person to represent them on the stage, and then they suggest and vote on various rules changes that are fully player-suggested and supported.

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Future Possibilities for Tabletop BattleTech

The game Golem Arcana being played out

Pondering tactical possibilities.

I am lucky to count myself part of an active and ongoing BattleTech gaming group. While we have a great time stomping about in our ‘Mechs, trying to complete campaign objectives, by necessity we are stuck playing only a single battle per meeting. Each battle, ranging from lance on lance all the way up to company vs company sized battles can take a daunting amount of time, with our average lance + support units vs star/multi lanced size opponents taking anywhere from four or more hours to complete. Many times we simply run out of time, and make judgment calls as to the results of the battles.

This has lead me to wonder, is there a better way? Being a technology junkie, I’ve often thought as to how to leverage technology to remove the tedium of classic BattleTech game play.

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New Releases for MegaMek, MekHQ and MegaMekLab

On Sunday, December 14, all three in house products were released for MegaMek, MekHQ and MegaMekLab.  These three development releases are timed together in order that users of the different programs can use them simultaneously.

If you are feeling a little bored today, and want to play some BattleTech, then just check out the free java-based MegaMek and it’s suite of programs.  The additions to MegaMek 0.39.4 handle some bugs, as well as improve images and other miscellanea.  All told, there are around 20 changes to the software.  MegaMek is a free java-based program that simulates playing BattleTech against the AI or real folks, and can be used to host games online.

Meanwhile, the full list of changes for MekHQ reveals a number of bugs squashed.  It can be used to track campaigns and manage your unit, and works with MegaMek as well.  Meanwhile, the MegaMekLab predominately enables it to communicate with the others.  Feel free to build your best stuff and play it against folks in MegaMek.

Download all three and get that Mek on!