Heat sink launcher rationale.

Everyone here does realize a heat sink has a limit as to how much heat it can remove, right?

Try double SCB banking in a Cutter, then double bank in an Adder and tell me which one maxes out the heatsink’s cooling rate.

As for the reasons why a smaller version isn’t available:
1. All utility mounts are the same size. Yes, even between the Cutter and Sidewinder, SLFs too.
2. Heatsink engineering is a thing.
My Courier currently has a .28 ton heatsink, while my Conda has a 4.something ton one.
 
I swear, of all the things to nitpick... We've got core game elements straight up broken and you want to overcomplicate the heat sink launcher? They already nerfed it by removing one of the pucks from the clip to blunt a stealth meta that doesn't even exist anymore.
 
I guess the real question is what might be done to acknowledge this and improve it without creating a situation where you need to fit 6 HSLs to a Cutter/Corvette and have them popping heatsinks like a one-armed bandit paying out it's jackpot.

If we accept that the amount of heat packed into a heatsink by something like a 'vette is representative of what a heatsink can absorb then presumably it should take much longer for a small ship to generate that amount of heat-energy?

That being the case, perhaps the way to do it would be that triggering a heatsink causes some kind of small "heatsink capacity bar" to appear on your HUD and then HS is ejected when it's filled?

Recharging the shields on a 'vette would fill it immediately and eject the heatsink.
Recharging the shields on a smaller ship wouldn't fill it and it'd carry on absorbing heat from the ship until it was full, and then it'd eject.
Engage silent running and trigger it on a big ship and it'd fill up and eject fairly quickly.
Do the same thing on a smaller ship (or any ship which runs cool) and it'd fill more slowly and then eject, enabling you to silent-run for longer.

Perhaps, in the interests of keeping things simple, the maximum time a HSL could remain "in use" would be 60s and then it'd eject anyway, regardless of whether it's full or not?

Might be a bit fiddly to implement but it'd add a bit of depth to smuggling and combat in smaller ships.
 
Why does a 1.3T heatsink launcher cool down a Cutter as well as it cools down an Adder?

The amount of heat a Cutter generates is somehow sunk into a tiny cube. Yet that same heat sinc launcher lasts less than a minute on an Adder. And weighs the same.

Another nonsense mechanic.

I wish they used systemic stats rather than Aspwipe bullspit arbitrary numbers.

Sinking heat from a corvette should be a Collossal Challenge. Certainly not a mere utility slot.

You’re concentrating the heat energy from 2000T of metal into a <1/4T block. It would reach temperatures of 100,000K or more which would pretty much emit gamma rays at that energy.

And a shield booster use the same amount of power to boost a 2E shield 20% as it uses to boost a class 8 primatic 20%.

Funny those utilities.
 
I see the heatsink as a coolant liquid that gets injected into the reactor to cool it down rapidly and then gets drained into a canister before its ejected. Technically speaking a bigger ship wouldn't run any hotter than a smaller one due to the surface area of the radiators that can dissipate the heat better. So for me its a supper cool liquid that is a set amount all the time.
 
It actually doesn't. If you fire off a maxed size SCB on a cutter and a heat sink, the sink won't be able to keep up. Fill the sidewinder up with SCBs and fire them all at once and the heat sink should be able to keep your heat below 66%.

The thing is that in general heat sinks are so effective that almost any ship can cool itself with 1 in most circumstances. But smaller ships are able to cool themselves faster, and under more extreme circumstances, with just 1. You don't really notice this though because those circumstances are rare.

A max sized scb... lol. Yep take any argument to the extreme and you can break it.
 
And a shield booster use the same amount of power to boost a 2E shield 20% as it uses to boost a class 8 primatic 20%.

Funny those utilities.

Yep. Worthless on smaller ships.

In the recent Beta, the E grade booster added a flat 60MJ to a shield’s capacity. But they reverted that in the live game.
 
I see the heatsink as a coolant liquid that gets injected into the reactor to cool it down rapidly and then gets drained into a canister before its ejected. Technically speaking a bigger ship wouldn't run any hotter than a smaller one due to the surface area of the radiators that can dissipate the heat better. So for me its a supper cool liquid that is a set amount all the time.

Personally, I just think that a heat sink should last for a minute or longer on a small ship.

Or, they could just make the number of “shots” available a function of the total heat generation of the ship so that smaller, cooler ships get more “shots.”
There needs to be •some• advantages to flying a small ship other than RP.

They know the heat generation of a ship. Give the coolant some capacity and stick with it.
Integrate the heat generation over time. When the coolant is expended eject it.
 
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afaik heat sinks are the coolant? dissipating heat in vacuum is very difficult, the ships do it through radiation which is very inefficient (thus unrealistic, but meh) and i don't think there is any other coolant involved, but would love to be proven wrong.

I’m sure there is internally circulating coolant moving heat to the radiators. But yes, unless they’re using those ridiculous smoke trails as coolant. After all, the rate at which a ship consumes Hydrogen is far too high for it just to be powering the reactor.

no, of course. we could go without heat altogether. it's just a lost opportunity, and not for realism but for core gameplay. the basic power/weight/heat balance of ships is actually quite cool, it's probably the best mechanic there is in the game. would love to see more of that, instead of it being made redundant or anecdotal because of magic engineered spells.

This is what I was getting at. The systemically driven gameplay such as eeking out max jump range is a fun way to differentiate your ship.

Making heat sinks as well implemented as FSDs would have been fun and far less of a : stick one on and be done with it.
 
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I agree a heatsink should dump a fixed amount of heat energy rather than remove a fixed % of heat (200% iirc), but having it based on realistic-ish calculations seems like overkill too.

How about heat removal uses the inverse of the masslock factor?
 
It's a game. We already have a crapload of variables to consider when outfitting and engineering a ship. It's probably already borderline impossible to figure everything out in a reasonable timeframe for new players.

No need to make it unnecessarily complicated.
 
It's a game. We already have a crapload of variables to consider when outfitting and engineering a ship. It's probably already borderline impossible to figure everything out in a reasonable timeframe for new players.

No need to make it unnecessarily complicated.

Ships already have differing masses, speeds, shields, jump ranges, etc... I think the heat management could have been another interesting game had it been done right.

It's a shame that 1.3T has quite a big effect on performance of smaller ships whose hulls only weight 20 something tonnes.
If you're building a smuggler, a heat sink is useful for preventing scan locks by ships over 500m away but it will reduce your jump range somewhat.
 
I agree a heatsink should dump a fixed amount of heat energy rather than remove a fixed % of heat (200% iirc), but having it based on realistic-ish calculations seems like overkill too.

How about heat removal uses the inverse of the masslock factor?
A heatsink already does use a fixed amount for heat absorption. It’s just high enough that you only really notice in the bigger ships when using modules that generate large amounts of heat.

If it was based on a percentage amount either a Sidewinder would overheat just as much as a Cutter when using SCBs or the Cutter would never have to worry about cooking like a Sidewinder does.

They would also both be nearly bursting into flames when jumping out of a star’s exclusion zone like the T-7 or Beluga.

I guess the real question is what might be done to acknowledge this and improve it without creating a situation where you need to fit 6 HSLs to a Cutter/Corvette and have them popping heatsinks like a one-armed bandit paying out it's jackpot.

If we accept that the amount of heat packed into a heatsink by something like a 'vette is representative of what a heatsink can absorb then presumably it should take much longer for a small ship to generate that amount of heat-energy?

That being the case, perhaps the way to do it would be that triggering a heatsink causes some kind of small "heatsink capacity bar" to appear on your HUD and then HS is ejected when it's filled?

Recharging the shields on a 'vette would fill it immediately and eject the heatsink.
Recharging the shields on a smaller ship wouldn't fill it and it'd carry on absorbing heat from the ship until it was full, and then it'd eject.
Engage silent running and trigger it on a big ship and it'd fill up and eject fairly quickly.
Do the same thing on a smaller ship (or any ship which runs cool) and it'd fill more slowly and then eject, enabling you to silent-run for longer.

Perhaps, in the interests of keeping things simple, the maximum time a HSL could remain "in use" would be 60s and then it'd eject anyway, regardless of whether it's full or not?

Might be a bit fiddly to implement but it'd add a bit of depth to smuggling and combat in smaller ships.
I agree that it would be a better system if heatsinks did work this way but yeah, it could lead to FD having to rebalance quite a few things and we have an idea how long that could take, if FD wants to change it at all.
 
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