Friday, October 3, 2025

Confessions of an Automationeer, Part 230: Testing the New Automation Build Generator Under Basic Rules

Confessions of an Automationeer, Part 230: Testing the New Automation Build Generator Under Basic Rules

After finalizing the layout of the Basic Rules version of the Automation Build Generator spinner wheel set, I decided to generate some random combinations using it. Here is the set in its current form:


Above: This is the Basic Rules variant of the Automation Build Generator spinner wheel set, which I will be using for the purpose of generating random builds most of the time, unless I really need the more specific descriptions the Advanced Rules set can give me.

And here is the first of a few examples of random combinations generated under Basic Rules:


Above: The first example of a random combination generated using the Automation Build Generator under Basic Rules, with the respin result shown below.

In this case, the 1x Respin wheel landed on Choice; since the Option wheel landed on Color, I made a respin of that wheel, which landed on Orange/Brown, and I could either accept the new result, or reject it and revert to the original one (which was White). Here are several more examples.


Above, from top: An assortment of examples (and their corresponding respin results) created using the Basic Rules version of the Automation Build Generator spinner wheel set.

These examples show that although the Basic Rules version of this spinner wheel set does not yield the extra precision that the Advanced Rules version confers, it is still sufficiently useful when creating random combinations.

In short, the Basic Rules version of the Automation Build Generator spinner wheel set is not only simpler than the original Advanced Rules variant, but also more enjoyable - although Advanced Rules may still be used if you need to generate a more specific combination.

Thursday, October 2, 2025

Confessions of an Automationeer, Part 229: Evolving the Automation Build Generator (and Creating Another)

Confessions of an Automationeer, Part 229: Evolving the Automation Build Generator (and Creating Another)

Recently, I updated the instructions for the Convertible, Fleet/Passenger, Concept, and Custom/Tuned spaces on the Type wheel (the first one on the top row of the Automation Build Generator spinner wheel set) to read "Respin x1" (in parentheses), to reflect the fact that a single respin of that wheel is required if it lands on any of those spaces. However, apart from this, I have not yet added, removed, or even renamed any spaces on any of the wheels in the Automation Build Generator. 

On the other hand, I've been toying with creating a simpler version of this set (or adapting the current one instead), with fewer segments on some of the wheels, but this would entail merging multiple different spaces into a single option on a particular wheel - an operation that would have to be performed multiple times. Specifically, the Type, Market, and Color wheels could be reorganized as follows:
  • Type: Kei/Bubble/Micro, (Sub)Compact Hatch/City Car, Family/Premium Sedan, Luxury Sedan, Wagon/Estate, SUV/Crossover/4x4, (HD)Pickup Truck/Ute, MPV/Van (Cargo/Passenger), Coupe, Convertible, Muscle/Pony, GT Car/Luxury Coupe, Sports Car, Supercar/Hypercar, Concept, Custom/Race (16 total)
  • Market: North America, Central/South America, UK, Italy, Germany, France, Europe (other), Africa/Middle East, China, Japan, Asia (other), Australia/New Zealand
  • Color: Red/Maroon, Orange/Brown, Yellow/Gold, Green/Lime, Blue/Cyan, Purple/Violet, Pink/Magenta, White, Silver/Gray, Black
The resulting condensed version would be more like the original CEL Challenge set, but without provision for positive or negative modifiers, while retaining the possibility of selecting from various color options, albeit with a condensed set of choices.

As for expansion of the current Automation Build Generator spinner wheel set, splitting some of the existing options on the Type wheel into two new ones is possible; if I were to do so, it could be as follows:
  • Compact Sedan/Hatch: Replaced with Compact Sedan and Compact Hatch. Both are identical except for body style.
  • Midsize/Premium Sedan: Replaced with Midsize Sedan and Premium Sedan, the latter of which is more upmarket than the former.
  • Sports/Super Sedan: Replaced with Sports Sedan and Super Sedan, the latter of which is more upmarket and places more emphasis on performance than the former.
  • Fullsize/Executive Sedan: Replaced with Fullsize Sedan and Executive Sedan, the latter of which is more upmarket than the former.
  • Premium/Performance Wagon: Replaced with Premium Wagon and Performance Wagon, the latter of which emphasizes performance more heavily than the former.
  • Premium/Performance SUV: Replaced with Premium SUV and Performance SUV, the latter of which emphasizes performance more heavily than the former.
  • MPV/Passenger Van: Replaced with MPV/Minivan and Passenger Van, the latter of which is generally larger than the former.
  • Sports Car: Unchanged, but has a new option (Premium Sports Car) added immediately ahead of it. This option, slotted directly behind the Supercar space, is more upmarket by comparison.
Another optional expansion would involve adding and/or renaming options on the Market wheel, as follows: 
  • Central America/Caribbean: A new option, placed directly after Canada but directly behind the South America space.
  • Spain: Could be added between France and Scandinavia.
  • South Asia: Could become a separate space, placed immediately before Southeast Asia, which in turn sits just behind another new space, titled Asia (Other).
The last candidate for expansion would be the Respin x1 wheel, which would have four spaces for each of its three options instead of one or two, as was the case previously.

It should be noted that implementing any (or all) of these expansions will not invalidate any previous combinations made using this particular set; however, considering the further increases in complexity they entail, the resulting set would have to be referred to as "Advanced Rules". The simpler version of that set, with fewer options, would be called a Basic Rule Set. As of now, the Advanced Automation Build Generator, with all three expansions implemented, would look like this:


Above: The Advanced Automation Build Generator after further expansion, with some spaces on the Type and Market wheels being renamed while new ones were added to both. In addition, the number of spaces on the Respin x1 wheel has been doubled.

And here are some of the combinations (including respin results, where applicable) that it generated after several experiments:












Above, from top: Some examples of combinations (complete with their corresponding respin results) generated at random using the Advanced Automation Build Generator.

I have since renamed the Lime Green and Sky Blue options on the Color wheel to "Lime/Bright Green" and "Sky/Bright Blue", respectively, as well as doubling the amount of spaces per choice on the Option wheel, but I haven't made any other changes to the set; the further updated version is shown below. However, while I will continue to use the original Advanced Rules set for when a more specific description is required or preferred, I will also use a simplified version (the "Basic Rules" variant) in its place whenever the greater precision afforded by the original set is neither necessary or desirable.


The simpler Basic Rules version of the Automation Build Generator (above) is closer in spirit to the original CEL Challenge spinner wheel set (or my Remix set based on it), but the more complex Advanced Rules variant (below) allows for a more precise result to be generated with each iteration.


In short, creating a simpler Basic Rules spin-off of my heavily revised and expanded Automation Build Generator (which I've since called the Advanced Rules set) should help restore its appeal to less experienced users, without compromising the greater depth desired by more highly skilled users who prefer the Advanced Rules variant. However, the Year wheels in both sets are exactly identical - and retaining it for both sets ensures that the trim year selection under Basic Rules is not too vague.

Confessions of an Automationeer, Part 228: Applying the Al-Rilma Automation Build Generator

Confessions of an Automationeer, Part 228: Applying the Al-Rilma Automation Build Generator

With the necessary revisions to my Automation Build Generator now finalized, I decided to give it a series of test runs, to determine its viability. After generating a multitude of example combinations, I was finally confident enough to run it for real, and it came up with this:


Above: The initial combination generated by the latest random experiment on the Automation Build Generator spinner wheel set after its most recent revision.

The Respin x1 wheel landed on Choice, so I had the option of spinning the Year wheel, since the Option wheel landed on Year. I chose to do so, and this was the new result from that wheel:


Above: This is what the Year spinner landed on after I decided to give it a respin - and I chose to accept the new result.

After a brief period of deliberation, I decided to accept the new result in place of the original one, which meant that I would build a dark green German grand touring car (or luxury coupe) with a trim year of 1994, instead of 2002 as originally planned. With these criteria now confirmed, I started by choosing a body set to use as the basis of my build. The '87 Boat, '88 Indicator, '89 Ice Cream, '90 Kompetitor, and '92 Evade all stood out as being the most compelling options, being available in the right size and wheelbase range for such a prestigious vehicle. As for the engine powering it, I settled on a 6-liter 48-valve quad-cam V12 with an aluminum/silicon closed-deck block and performance-optimized aluminum heads, capable of developing at least 400 horsepower in base trim while still retaining WES 9 compatibility - after all, I was planning to make this trim a range-topper, with lesser trims to follow.

In terms of aesthetics, I chose the '88 Indicator with a 2.85m wheelbase for being in the sweet spot - of the other four options initially under consideration, most of them turned out to be too large and heavy, and the '87 Boat and '92 Evade didn't even have a wheelbase within 0.03m of that figure. Moreover, capacity for four full-sized seats (as opposed to two full-sized seats up front and two smaller +2 seats in the rear) was non-negotiable. Air suspension was considered early on, but ultimately not fitted - I realized that its statistical improvements would not be worth the cost, reliability, and weight penalties it would incur. Finally, although I chose a 6-speed manual gearbox for my build, I designed it with provision for an automatic transmission option (specifically, a 5-speed electronic controlled unit) in mind, if comfort and drivability were to be even more important relative to sportiness.

Built on an AHS (advanced high-strength) steel unitary chassis with treated steel bodywork and fully independent suspension (dual wishbones up front and a multi-link rear end, augmented by adaptive dampers), this big, bulky behemoth of a car was not only strong, but surprisingly agile. By fitting large-diameter vented disc brakes (with 4-piston calipers up front and 2-piston items at the rear), the build was also capable of stopping just as well as it could go and turn. This braking system, incorporating anti-lock assistance, was housed behind 17-inch alloy wheels wrapped in staggered high-performance tires (245mm front/275mm rear). To keep wheelspin to a minimum, a helical limited-slip differential and traction control were both part of the standard equipment list. No undertray was fitted, however, since I felt it would be overkill on something that had to balance comfort with sportiness.

With a full luxury interior (available in a wide range of color and material combinations) and stereo sound system incorporating a CD player/cassette tape deck, plus the most advanced safety technology available at the time, all four occupants could enjoy a long trip in unexpected comfort, with assurance that they will reach their destination safe and sound. Variable-ratio hydraulic power steering was also fitted as standard - a necessity considering the car's weight. Although I had to choose a dark green exterior color for my build (as the combination stipulated), I also offered it a multitude of other paint colors in addition to this, to give the customer enough choices to satisfy their tastes.

I deliberately kept the car's price at or under $50,000 AMU, after realizing that this would be a reasonable price ceiling for anything aimed at the upper end of the Grand Touring demographic in-game, with the possibility of also competing in the even more exclusive Grand Touring Premium market. Both of these require an interior with four seats - hence my decision to fit exactly that many (full-sized) seats into my build, instead of just a pair. And while the 2-door sedan variant of the '88 Indicator had provision for such a seating arrangement, the same was also true of the 2-door coupe variant - which, crucially, was among the desired body styles for both Grand Touring demographics. It's worth noting that if the Type wheel had initially landed on the Convertible space (which would've led to a mandatory single respin of that wheel), and then landed on the GT Car/Luxury Coupe space, I would've had to choose the 2-door convertible variant instead.

Here is the car in its current form:


Above: The build resulting from the combination generated by the Automation Build Generator spinner wheel set.

In short, I enjoyed developing the build from this particular randomly generated combination, and could even add a fully detailed interior to it, if desired.

Friday, September 26, 2025

Confessions of an Automationeer, Part 227: Updating the Automation Build Generator for Al-Rilma

Confessions of an Automationeer, Part 227: Updating the Automation Build Generator for Al-Rilma

After migrating to the Al-Rilma open beta branch of Automation, I decided to make some minor, but noticeable, changes to my Automation Build Generator spinner wheel set, as shown below.


Above, from top: I have just added explicit instructions for all of the options on the Respin x1 wheel in the Automation Build Generator, in case someone forgets about what to do when it lands on a particular space. A respin requirement has also been added to the Concept option on the Type wheel. The Pale Green and Pale Blue spaces on the Color wheel now read Light/Pale Green and Light/Pale Blue, respectively.

In addition to requiring a respin whenever the Type wheel lands on Concept (the antepenultimate space on that wheel), I have given explicit instructions to the options on the Respin x1 wheel, as follows:
  • Yes: Respin and keep new result.
  • No: Do not respin for new result.
  • Choice: Respin and keep or ignore new result.
In other words, if the Respin x1 wheel lands on Yes, you must respin the wheel whose name matches that of the space the Option wheel landed on after it has spun, and replace the current result from that particular wheel with the new result from the exact same wheel. However, if the Respin x1 wheel lands on No, you must not respin any wheels, and must accept the results from all of the first four wheels. Finally, if the Respin x1 wheel lands on Choice, you may decide whether or not to respin the wheel matching the space the Option wheel landed on, and if you do, you have the option of either accepting or rejecting the new result. Note that the mandatory single respin rule affecting any and all respin-based spaces (Fleet/Passenger, Convertible, Concept, and Custom/Tuned) on the Type wheel still applies, though.

Here's an example of a combination spat out by the Automation Build Generator:


Above, from top: An example of a random generation created by the Automation Build Generator spinner wheel set.

After a respin of the Type wheel, it landed on this:


Above, from top: The result of a respin on the Type wheel from the Automation Build Generator, due to the Respin x1 wheel landing on Choice, which allows you to spin the Type wheel again, if you wish, and if so, decide whether or not to replace its original result with the new one.

In short, clarifying some of the instructions on the Automation Build Generator has helped clear up any lingering confusion about what is meant by the individual options on each wheel. However, as a follow-up, I may consider reworking my older CEL Engine Generator spinner wheel set for Al-Rilma - as a future post in this series will show.

Thursday, September 25, 2025

MechDB Misadventures, Part 16: Flash Knight

MechDB Misadventures, Part 16: Flash Knight

With the Flashman still absent from MechWarrior Online after 12 years, I though it would be a good idea to replicate the loadout of one of its variants (specifically, the FLS-7K) as closely as possible on a different chassis. The Black Knight BL-6B-KNT (originally reserved for the Star League Defense Force's Royal units), with its 9 energy hardpoints, seemed like the closest match in MWO to the FLS-7K. My attempt at creating a Succession Wars-era equivalent of the FLS-7K on the BL-6B-KNT ended up looking like this:


Above: This Black Knight BL-6B-KNT has been customized to mimic the Flashman FLS-7K as much as possible using Succession Wars-era technology, but replaces the Flamer with a sixth Medium Laser, trading its ability to force other units to overheat for additional pinpoint damage. With 22 standard heat sinks and a 300-rated standard engine, it matches the FLS-7K for heat capacity and movement profile, but as shown here, carries an additional ton of armor for even more durability. Moving two of its energy hardpoints (and two of its medium lasers) to the center torso, to grant it the ability to attack even if both of its side torsos are blown off, would turn it into a zombie 'Mech in the truest sense.

While the oddly-shaped Flashman may never make it into MWO anytime soon (considering that the dev team at Piranha Games has other, more pressing priorities besides that 'Mech), this custom configuration of the Black Knight is a decent approximation equipment-wise, except for its lack of head- or center torso-mounted hardpoints and the presence of a hand actuator in each arm (a feature the Flashman lacks in either of its arms). In short, although the Flashman's absence from MWO may rankle some tabletop BattleTech traditionalists, fans and players alike still ask for its introduction to this very day, but even so, it is possible to pay tribute to some of its loadouts on other 75-ton Inner Sphere heavy BattleMech variants, which could make it redundant in the eyes of some.

Tuesday, September 23, 2025

Confessions of an Automationeer, Part 226: Copy That!

Confessions of an Automationeer, Part 226: Copy That!

The Al-Rilma open beta update for Automation has brought with it a much-needed influx of new body sets, some of which replaced aging leftovers that dated back to the Kee era and haven't been updated since. Here are some of them. Granted, most of those that are shown here are first unlocked during the '80s or '90s, but they can be made to look appropriate for the 2000s and beyond with skillful use of body molding and other fixtures.

1975 Orion (11 variants, 5 wheelbases): Angular, as typical for the 1970s, this is quite versatile and can fulfill a wide variety of roles across the utility, family, and performance markets. It replaces a legacy body set which had only one variant (2-door coupe) across just two wheelbases.








Above, from top: The '75 Orion is a vastly superior replacement for its legacy equivalent, with a wide range of body styles across five wheelbases.

1986 Rosso (6 wheelbases, 9 mid-engined variants and 4 front-engined variants): Another replacement for a legacy body set, one that had exactly one wheelbase option and three body styles. This is a dedicated sports car/supercar body set, but within that niche, it's far more useful than its predecessor ever was. I used the 2.45m wheelbase mid-engined tunnel-back variant of this one for the 1990 Mantle Torpedo and its derivatives.













Above, from top: The addition of front-engined, targa-topped, and/or bubble-backed variants (in multiple sizes) to the '86 Rosso make it a far more attractive choice for a late 20th century sports  car/supercar build than its predecessor ever was.

1988 Copy Cat (5 variants, 7 wheelbases): This is a completely new body set, available in tunnel-back, fastback, and bubble-back coupe variants, as well as a soft-top or hard-top convertible.








Above, from top: The 1988 Copy Cat, one of several completely new body sets for Al-Rilma (as opposed to being a rework of an existing one), is notable for its voluptuous curves that contrast with the more traditional, angular shapes of the '86 Rosso.

1990 Kompetitor (7-13 variants, 7 wheelbases): Another rework of a Kee-era legacy body set, with much more variety in sizes and body styles. A worthwhile alternative to other similar body sets such as the '88 Indicator, '87 Boat, '84 Commoner, and '89 Ice Cream.









Above, from top: The '90 Kompetitor is essentially a debugged version of its Kee-era equivalent, but with far more sizes and body styles for added viability compared to its contemporaries.

1993 Loser (10-16 variants, 6 wheelbases): A new cab-forward sedan/wagon/MPV/SUV body set. While not really recommended for longitudinal RWD platforms, it's still a highly versatile choice throughout.







Above, from top: The '93 Loser may have seemingly awkward proportions at first glance (at least in 4-door sedan form), but it can still be made to look good with careful fixture placement.

1996 Kompact (7 variants, 6 wheelbases): Replacing a similar-looking mod body set last seen in 4.21 UE4 builds, this one offers multiple sizes and body styles (bubble-back, fastback, notchback, etc.), but with an edgier shape compared to some of its contemporaries, such as the '83 Bean, '92 Evade and '87 Fatale.








Above, from top: Compared to the pre-Ellisbury mod body that it replaced, the '96 Kompact is a far more adaptable body set for front-engined sports car builds, with far more variety in wheelbases and body styles, allowing it to be much more viable for low-budget, mid-priced, and even high-end builds.

1999 Slantnose (12-20 variants, 6 wheelbases): Another replacement for an early UE4-era body set that was never updated for 4.2 and beyond. Within this body set are two wide-bodied, mid-engined variants (one with a rear window, and one without).









Above, from top: Unlike its predecessor, which dated back to the early days of UE4-based Automation game builds, the '99 Slantnose has so many more body styles available that it is now infinitely more useful by comparison - as expected of the "newcomers" to the Al-Rilma body set list.

In addition to these, there are many other body sets that are new to Al-Rilma and were absent from the earlier Ellisbury builds, but the ones shown in this post are among my favorites. In short, the introduction of these body sets (among others) to Al-Rilma, after nearly a decade of UE4 development, has made me fall in love with Automationeering again.