#rework heat damage and passive dissipation
142 messages · Page 1 of 1 (latest)
the problem is that the damage is proportional and rock has absurd max ho
no other weapon other than mining laser can do so much dos
dps
Wait, does a mining laser apply heat damage now?
Ah, ok. Inflicting heat would be a cool feature, in my opinion, for an overclocked mining laser since it already looks like it's melting the target.
meh ? It's redundant with the new turret
OC:ed Mining Laser is already really strong too
Good to know; from what I saw looking at its stats it looks like it got weaker, but I guess it also got a small area of effect? I'll have to see what that does when I get enough resources for proper cooling.
It can essentially go through a layer of armor
Coupled with a 50 increase in range and no passive heat generation; it just eats smaller parts that are clumped together. Mining speed is roughly doubled as well.
interesting
yeah i dont see this happening too much
missile applies immense heat and asteroid gets increasingly more ticking damage
a single missile destroys it
i do feel like heat damage should have a max damage per tick
modded extreme example (it even has a lot of regen) and look at this
infinitely ramping up damage so sad
megaroids also yeah do that
i'm not sure what can be adjsuted
damage is exponential so maybe just a maxvalue at a good enough value?
alternatively (i'm not sure if it can be achieved currently) is limiting the max heat can be applied by canisters or resonance beams, giving some reason and still allowing other things to achieve higher heat
i think it could also just spread wayyyy faster at high levels
eg. higher amplification allows a higher maximum heat applied, instead of infinitely applying more heat
as it stands, having much health just means you last a second or two longer
let me see how it looks if i cap the damage per tick to 2k
MaxValue = 2000
it does'nt seem to be applying, this is odd
heat spreading quicker would be nice for the victim and the weapon user.
agreed
that'd be a good way to have a soft-cap on per-part heat
a microwave can only excite matter up to a point so i dont think infinite makes sense for also that reason
wait.... i think its actually the product of DamagePerTileHealth
one sec
yeah that's what's up from what i understand from reading the code
it basically causes percent damage

oh god (that's not particularly good)
i feel like i should make a different post about this
but yeah this seems to stem from heat status straight up causing (base damage * part health/tiles)
i'm currently experimenting changing it to be just (Base damage * tiles)
instead of using DamagePerTileHealth, now using Damage
i just need to find which BaseValue is roughly equivalent to the previous damage delt to armor and try to base it off that
especially for rocks
these look the same
i might have nailed the exact math to convert by accident?
(16k damage)
yeah, other weaker parts get destroyed faster
(it still scales infinitely if constantly firing but its an improvement, damage scales by heat and not by health)
this takes longer to ramp-up but still ramps up
i think a way to avoid this is having the passive heat dissipation ramp up as well
i'll play with it
"every 500 heat the dissipation doubles"
"multiply by -0.005"
oh it doesnt like that
welp since it doesn't seem you can put StatusRemap in it this wouldn't work so i'll try something else
This is a good idea because the greater the heat difference, the faster the transfer rate
that would be dispersion no?
i havent messed with that yet
i think you cant put 2 Type = Constant in ValueModulators{Modulators[]}
it doesn't already?????
its a flat -0.05 heat status
i think
this part is what i cant wrap my head around to mod
anyway air can i hijack your thread's name to change it to "rework heat damage and passive dissipation" soon
this kind of works but weapon applying ramps up faster than dissipation at the scales i tested
sure
rework heat damage and passive dissipation
i said soon 👹 i dont have the code and examples yet
Damage Demonstration
(yeah vanilla armor has a extra bit of thermal resistance but it didnt affect results too much)
Dissipation demonstration
.rules changes to heat.rules
And now for my explanation
Reworking heat damage:
I suggest a change to how the Heat status effect applies damage, as it stands now it deals a lot of damage to asteroids and especially megaroids. after a bit of investigation and experimenting it seems like heat damage deals damage proportional to the part's health per tile (Coming from DamagePerTileHealth)
this kinda of makes asteroids, parts with a lot of health per tile (such as "jimmy's 100x health super armor mod"), all have similar time to be destroyed, which doesn't make much sense
I messed around with values and changed the scaling damage to only deal damage per tile, instead of dealing what is essentially percentage damage
Replaces DamagePerTileHealth with normal Damage (basevalue of 16k damage seems to yield similar time to kill armor so i think its a good starting point)
i think % damage is fine, just make it fall off really hard
or proportional damage rather
that's paragraph 8 of the essay
Passive Dissipation:
At very high heat levels heat just doesnt seem to.... even go away?
I messed with the values again and also added a constant valuemodulator to divide by 1.005
this ramps up the dissipation to be a quicker time to eventually fade out, and you can more reasonably wait for your partially overheated ship to cool down even if at the edge of the damage threshold.
Things i didn't mess with/could'nt but i think are important additions:
Either adding ValueClampRange = [0, (&MAX_HEAT)] Or adding a MaxValue to the Damage TickingEffects in order to have a maximum heat capacity or damage dealt by heat status.
for damage, something like 4k (armor health) or double/quadruple that makes sense for what you could really achieve
alternatively making damage stop climbing exponentially at some point, would also work
these would be to both reduce damage on asteroids/megaroids and high health/tile parts.
I also couldn't figure out how to make the Passive dissipation scale stronger at higher levels, letting in (a hypothetical scenario where health is not a concern) a resonance beam constantly hitting to eventually leave the target at a constant heat status level
also, something that generates very low amounts of heat could also have a stable amount of heat
i think this wouldn't really happen in vanilla based on what i just described though...
Another thing, is increasing heat spreading at very high heat status levels
Benefits of these changes:
its much more possible to temporarily enable overclocking in a pinch and still have a usable ship, instead of having those weapons be covered in heat for minutes
Megaroids, Asteroids don't get (as terribly) demolished by heat anymore, (but can be improved from just these .rules edits i proposed)
Soft insides would break a bit faster than armor,
less of a need to mess with DamageResistances for thermal damage too much
Heat status feels less permanent
-# Modded higher health armor and the like can more reasonably sustain damage against heat
Cons(?) i know of these changes
- temporary overclock is a bit more viable
- Heat damage is no longer percentage based and now more damage per area-based
- heat fades faster when unattended
Another little idea about this:
Heat to damage threshold could have a different value for asteroid typecategory (or just ship class).
That, along the passive exponential dissipation could turn asteroids with strong heat resistance and being able to survive in the sun's damage zone (if the status to asteroids is low enough)
but not being immune to heat damage per-say, so you could still hit it with resonance beams or missiles and it would, if you have enough power, still melt away asteroids
ok i think that's everything
-# hope that's a convincing argument 🥺
Why wouldn't it make sense for a 10,000 degree block of steel and 10,000 degree metal frame to vaporise in the same amount of time? Heat doesn't care about how mechanically tough something is
Give it heat damage resistance if it needs to be more resistant
I haven't properly read all your messages yet, but I will later
Also fwiw, this is only true because microwaves are primarily absorbed by water, which boils off at 100 degrees Celsius. The resonance beam is not explicitly a microwave beam, either
was trying to bring up a similar analogy but yeah
i think the main change that just needs to be made is either a) faster dissapation as heat increases b) faster spread as heat increases (it's really not noticable at all currently for me) or maybe even both
Yeah might need a non-linear diffusion curve. It used to be much faster, but things would cool down before they really felt the effects of the heat they generated
i'd like it if super super hot things exploded as well, since all that dot stack just dissappearing is a bit sad
to vaporize at once, i mean, yeah that would make sense
how heat works with its ticking damage it feels more like its only surface vaporizing and not the whole at once,
while it does make sense physically in that way, noticing it's doing damage like that way feels odd as a game mechanic and i'm not sure how to put into words now
having to do specific heat resistances per stronger blocks seems very cumbersome, even if in some cases it would be somewhat easy to apply at a larger scale (base_part on asteroids)
DamageResistances = [Thermal, 99.5%] 
i think a single thermal missile making the megaroid glow so intensely is silly even without the ludicrous dot it recieves
so i don't think the damage resist is the issue - it's that they take 10k 7k heat and instantly heat like a ship part
yeah i dont know how that could be changed to cater to that specifically
per part status capacity/effects multiplier?
feels odd
Giving OC weapons more shots before reaching deleterious heat levels and more passive heat dissipation opens the door for alpha-centric loadouts that kill now, dissipate later, circumventing a lot of otherwise important thermal investment.
it more of lowers the cooldown period as opposed to giving more shots so i dont think that changes how much alpha at once, only how often you can
i am hoping that would not be an issue anyways because i find it's a lot harder to disengage with the speed changes
I find it much easier to disengage. Higher speed + worse acceleration makes for more natural openings
interesting
we are having opposite opinions on almost every aspect of this update
perhaps we will see another meta divergence due to timezones like in some periods of classic
Watch some of our matches on the Tidepool. The council has had more time to get used to things. The best equalizer is diversity + time
or play with us 😀
the values can be adjusted, i mostly gave a semi random value in order for very-high heat to fade out at a more reasonable pace
it could go a bit lower to more original times, or do some curves that i could'nt manage to mess with myself
(this graph has no basis on the actual values its just for illustration)
I’m not really a fan of making armor harder to get through since TRBs are already struggling to keep up as main weapons. Also, any big heat changes mean having to rebalance heat weapons again 😅
i'm pretty sure those values should do a similar (if not equal but didn't test super extensively other than a similar time countdown) damage to armor
if anything its a buff to hitting corridors and the like
for heat spreading though, not sure about that
(i forgot to mention this on the benefits, but yeah, in ship to ship combat, in vanilla the damage and dynamics doesn't really change in the grand terms)
I have considered making parts spread like 75% of their heat on death
it's both good and bad that it it's lost on death since i really like using my deck cannons as emergency overclock on really old ships
i thought it spread some on death? based on some behaivour i was seeing
The 'proper' solution is considering material (part) heat capacities, but I've never put much thought into implementing it
atleast its not a system using defined material percentages like
40% tungsten
20% steel
1.2% carbon
-# i feel like dying on this hill
-# sorry if this ends up looking pushy
i do hope something like a max status cap/damage can be applied at least if nothing else,
vanilla doesn't have much of a extreme health per tile differences for it to be too influential (apart from asteroids)
having higher thermal damage resistance only delays the death of the part under constant fire (eg. TRB) by a small amount because of the exponentially increasing damage
-# and as a modded example: any regeneration would eventually fail to increasing heat damage (but could just passively remove its own heat to avoid that issue, possibly)
Off the top of my head, the energy released by black body radiation scales with temperature to the 4th power.
(Though I’ve been out of town and haven’t had a chance to play with meltdown yet, so I don’t know the specific mechanics)
reviving this for some ideas before it becomes official update:
at minimum, adding statusresistances equivalent to a multiplier of the asteroid's health/health per 1x1 tile for asteroids and megaroids is already great
something that would also help is cap heat damage to a maximum per tick, because of the exponential increase it would just keep getting stronger and the time for a part to break wouldn't be linear per how much status and damage resistance and etc you apply to the block
i dont think damage caps really work with DamagePerTileHealth so that's that unfortunately
BUT i think instead that could be handled with a cap on the value it remaps to
like limit the maximum value from the ticking damage RemapFrom = [700, 4600] to not surpass a limit
alternatively, just capping how much cosmoteer.heat can be applied per tile
changing from ValueClampRange = [0, Infinity] to something like ValueClampRange = [0, 5000] or whatever value would make sense for a extreme damage, i think a value that would be equivalent to "when completly covered, 1-tick destroy any part with 0% damage resistance" would be perfect
(adjust the value slightly so that vanilla armor is also considered since it has some resistance)
actually i'm gonna try making (another) mod that does these changes i'm curious what they can do and would'nt really impact vanilla
some testing seems to suggest 5000 heat is a good cap for maximum heat value (i cant seem to get anything higher before parts explode)
(exept on asteroids)
maximum heat cap might be unecessary though
Mod with changes (main point being the asteroid changes)
this is almost what i'd say i would want to see as the changes
theres just this extra change that is broken about megaroids that would need some way to fix but that is more technical, its about status grid affecting it properly instead of being 4x as big because of the grid size #1397759364852355266 message
I mentioned it elsewhere, but I have been considering adding some kind of 'capacity factor' to the status system - ie. Heat Capacity
Specifically for asteroids
Probably too complicated for stable release, but maybe afterwards
yeah!!!!
that would be a much better system for the future
and i rambled about a while ago i think
for now these are probably good enough to be a temporary solution
I think heat resistance for asteroids works close enough to Heat Capacity considering they don't have any heat management parts, yeah