Hydrogen Heat skin (utility)

Reason:
-Ships get hot, very hot and there is not sustained cooling system (excluding engineering). If you over clock a computer, you up the cooling system... not spray it with 'cooling air' from a can (e.g the heat sinks we have now). Heat sinks have their place, but they are not designed to cool 'over-clocking'

-Suggestions have been raised but to me at least, they seem unbalance of not physically correct.

-This would add a new load out tactic but its not aimed at 'super' stealth.



How:
-A heat sink needs a coolant if it's to remove heat efficiently. You can't just put a small radiator in space and expect a high level of cooling. Conductive heating is a lot more efficient, but space is a vacuum.

-Heat sinks are conductive cooling, via dropping the heat into a coolant and ejecting the coolant in a heat sink package. Some people want to see a cooling/coolant module, but this has practical issue, 'how does it disperse heat'. To make it practical, it would have to be a larger version of a heat sink, with more ammo... that would cause load out balancing issues. It can't just cycles heat like a water cooling system in a computer, the heat can't escape the system.

-I suggested hydrogen venting utility modules. These passively cool (no hot dump via a key) and increase the fuel usage of the ship.


Restrictions:
-It must go in a utility slot, so you are forced to pick between such things as shield boosters, chaff, point defence. If your going for a strike attack build, you may be willing to give up on sustained shield for more fire power, via constant cooling.

-It will use ship fuel at a constant, Fuel/hr.

-(probably not a mechanic for this, yet). It does not work as a stealth tool. You are still hot, but the heat is now in the vented hydrogen around and near the ship. This may have sensor effect (more on that later)

-power draw should be more than such things as chaff, should be on par with shield boosters, as its constantly active.



Reasoning:
I want it! nuff said....

It adds another lout-out tactic, another meta, maybe. Boosting, high heat weapons, all them things get you hot fast. That is fair, but there are not options to balance out that downside with others options.

It's restrict how a high heat build can be used, and unless you are using special effect that vent heat, or use heat to boost damage, then it just unwanted heat.. a limitation you cant do anything about.

Not saying there should be some easy way to remove this downside, but allow people that are willing to give up on others benefits an option (shift the downside to another area).

This idea will best benefit shield-less builds and maybe make them viable again, in a fair and balanced way (I hope, willing to hear where I may have got it wrong). Vented hydrogen will not make a ship invisible to scanners/sensors, but will distort its signature, depending on the amount of utilities on the ship. We already have a counter for this effect, via special effects, Emissive Munitions . So this is not a stealth function, but could affect gamble locks, which could countered via gunner position in multi crew, if they add sub system targeting. I guess it could also be countered via missiles, don't expect it to brake locks and its not stealth....

..now the reaction to this may be, 'but that makes the ship to hard to hit'... well, yeah, if your not loaded out to combat that load out. As I have said, there are ways to defeat it, but you can't expect to have a ship that can take on every build out there... If you come across such a ship in your gimballed, with no missile, no fixed weapons, no Emissive Munition ship, then it may be a ship you need to run from/not attack.

I would expect the ships detectable range to increase the more hydrogen vents it has, becoming a bigger sensor target, just not as well defined for subsystem targeting.

We already have ways to make a shield tanks, via boosters and SCBs, all we have on shield-less builds are hull reinforcements (kind like buffing a shield, but remember, hull does not auto regen) and module reinforcements (I guess this is kind like SCB). Even with what we have, and an engineered armour/shielded modules layout, your not on par with a shield build. Still to easy to target one subsystem and cripple a ship.

in my option, a shield-less builds should be high risk and high damage, when done correctly. Would not expect it to be sustainable in battle, but a bit more than it is. A relative low skilled pilot can take out a tanky shield-less build, unless is spamming chaff after chaff... yes chaff if an option, but its not a satisfying one for me.

hydrogen vents would also give a must needed boost to constant heat reduction, allowing for sustained damage, what I would want to see in a 'strike' build... You not there to fight it out, but make a hit and get in as much damage as you can before you have too run.

hydrogen vents would not make ships over the top un-targetable, but people may find they cant just pop them with gimbals, or target one sub system with a cannon...

Looking for feedback on this idea, but I would hope people that give feed back have tried out a shield-less build, if not a shield tank as well. Ty
 
I had posted a similar idea on this post:

https://forums.frontier.co.uk/showt...deas-Got-Any?p=5605067&viewfull=1#post5605067

I have another suggestion that hasn't already been mentioned, I call it the cryo-cooler. Basically our ships work by internally conducting heat to radiators and radiating it to the void. we can go silent by closing the doors on the vents keeping the heat built up within the ship. To stop the ship cooking itself in those circumstances we can deploy heatsinks using ammo. What I'm proposing I'm proposing is a module that uses a a system that sprays liquid hydrogen fuel onto the radiators to cool them down ice cold, without using ammo. The liquid hydrogen would hit the hot radiators and take some heat from them and use that to expand, that would then leave a cloud of colourless low temperature gas surrounding the ship which would look like heat haze or like that weird distortion we get around the flower ships in their wakes. This would do two things, it would offer a means of cloaking your ship indefinitely, and it would offer a chance to cool yourself if running hot, like fuelscooping / boosting on planets surface / using railguns / shield cell banks, jumping into a system getting sandwiched between two stars etc....

Engineering wise it works IRL Street racers / drag racers already use something similar spraying NOS or water-methanol mix onto their intercoolers to reduce engine air intake temperatures creating more horsepower. Gameplay wise it might need balanced, to not make it overpowered. I propose we do this by adjusting the amount of heat reduced per amount of fuel used. So if its deemed to be not worthwhile, we can make the cooling efficiency greater ie: more heat removed by the same amount of fuel, and if its OP we can reduce the amount of heat disspiated by a given amount of fuel.

A further extension of the idea would be to have 3 levels of cooler, a Basic Cryo-Cooler that only allows players to dump a preset amount of fuel at the radiators cooling it by a fixed amount and these have a reload time. an Intermediate Cryo-Cooler that is operated by a keybound button and sprays as long as that button is pressed, and an Advanced Cryo-Cooler, which the CMDR sets a target percentage of heat level and the ACC keeps firing fuel at the radiators as and when needed to keep it at the target percentage. Setting the "mode" for the ACC is probably best done with a menu item in the Right Hand Panel somewhere allowing the commander to select from a few presets such as off, 10%, 25%, 50%, Safety. Whereby "Safety" only kicks in ACC to prevent the ship from taking heat damage and the percentage values are setpoints that the system will use fuel to keep the ship below that temperature.

So yeah - we might have different ideas on the implementation and the results arising from it, however I can get behind your idea.
 
I like this idea.

Semi-persistent heat dissipation increase. Clever!

I'm going to put 6 on my FDL.
And run out of fuel before I leave the slot. :D

+1

Not being sarcastic. If these got added, I'm literally going to put 6 on my FDL and see how long I last. Lol

CMDR Cosmic Spacehead
 
I like this idea.

Semi-persistent heat dissipation increase. Clever!

I'm going to put 6 on my FDL.
And run out of fuel before I leave the slot. :D

+1

Not being sarcastic. If these got added, I'm literally going to put 6 on my FDL and see how long I last. Lol

CMDR Cosmic Spacehead

what about 8 on an anaconda +plasma slugs + a fleet of fuel rats :p
 
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what about 8 on an anaconda +plasma slugs + a fleet of fuel rats :p
But the Anaconda was designed with brains. It has a fuel tank.
The FDL however, was seemingly designed, and then they realised they forgot to add a fuel tank in, and just bunged one in from an Eagle they had laying around. :p

So it'd be more funny to try it in an FDL. Iol

With plasma slugs of course. 5 of them. :D
 
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