Wednesday, July 8, 2026

MechDB Misadventures, Part 27: Patience, Grasshopper!

MechDB Misadventures, Part 27: Patience, Grasshopper!

I recently gave MechDB another try and attempted to create a loadout for the Grasshopper GHR-5H that would translate well to BattleTech tabletop rules, even though it might not necessarily be as effective in MechWarrior Online. Eventually, I came up with this all-energy setup with four ER Large Lasers (two per side torso), a standard Medium Laser in the center torso, 16 Double Heat Sinks (two of them in each side torso, and another one in each arm, to complement the 10 heat sinks built into its 270-rated standard engine), an AMS (Anti-Missile System) to simulate a Beagle Active Probe, four jump jets, and 13.5 tons of standard armor over an Endo-Steel internal structure, as follows:


Above: A proposal for a tabletop-friendly Grasshopper GHR-5H build I created in MechDB. While its relatively low combined alpha strike damage (41 points under MWO rules) and absence of melee functionality might make it ill-suited to the game, even when considering its excellent heat capacity and numerous quirks, its zombie status (bestowed upon it due to having a standard engine and an all-energy loadout, with a center torso-mounted Medium Laser as a backup weapon that remains usable even if both side torsos are blown off) and the more generous heat generation rules (such as the absence of MWO's heat scaling and Double Heat Sinks providing a 100% per-item heat capacity increase instead of MWO's 40%), when combined with hand actuators for improved melee accuracy, make it very annoying to face in combat, especially if you swap the AMS with a Beagle Active Probe to give it the ability to detect ECM-equipped units.

Under tabletop rules, this loadout can dissipate 32 heat per turn (2 per Double Heat Sink) while generating only 51 heat during an alpha strike (55 if jumping while performing such an action), for a net heat buildup of only 23 per turn, making alpha strike salvos more sustainable. A Grasshopper GHR-5H so equipped could serve as a highly mobile sniper or skirmisher, and could be more survivable due to carrying as much standard armor as a 70-ton heavy 'Mech can have (13.5 tons as opposed to the 13 found in the stock setup).

In short, for combining maximum durability and immense staying power with surprising agility during the Clan Invasion era, this customized Grasshopper GHR-5H is tough to beat on the tabletop, regardless of whether you fill the 1.5 tons and 2 critical slots of unused mass and space, respectively, with an Anti-Missile System or Beagle Active Probe. With a few tweaks to the loadout to make it better suited to the faster-paced gameplay style of MechWarrior Online, it can be equally effective there, too, if you're brave enough to trade durability for speed with the following setup:


Above: Swapping the 270-rated standard engine for a 325-rated Extralight (XL) unit reduces this Grasshopper GHR-5H variant's survivability somewhat, but increases its top speed frees up extra mass for the fitment of two more medium lasers; upgrading them (along with the single center torso-mounted one) to extended-range versions helps them synergize better with the four Large Lasers, which have been downgraded to regular items to improve heat efficiency. Also, with the presence of heat scaling in MWO and a milder 40% heat efficiency bonus for double heat sinks (as opposed to the tabletop game's 100%), the extra heat sink is much appreciated here.

There are many other Grasshopper variants in MWO that can run these exact loadouts, but the GHR-5H is one of the most (if not the most) flexible variant out there. So go ahead and try out some Grasshoppers if you get the chance - you won't be disappointed!

Thursday, June 18, 2026

Confessions of an Automationeer, Part 257: One-Ton Wonder

Confessions of an Automationeer, Part 257: One-Ton Wonder

With the Parana P600 and LVC LS60 under my belt, I decided to ask myself a question that I had been thinking about for months: what if I could combine the former's styling with the latter's engine, in a smaller platform? Right from the outset, the first problem that I wanted to deal with was the car's physical size. Both of those builds were quite large, with a width of around 2.0 meters and a wheelbase of over 2.6 meters. This made them heavier than I had intended to be; even the latter weighed 1.1 metric tons, and while this was 160 kilograms less than the P600, it still seemed a bit too much for me. So, I decided to apply the lessons I learned from both cars to create the Macale Imperia - revisiting a Kee-era manufacturer name, but reimagined for Al-Rilma with a nameplate last used on a now-deprecated build from the pre-Ellisbury UE4 days, and made possible in this latest game build due to nearly everything made prior to the Ellisbury update being rendered non-canon.




Above, from top: In response to any criticism that the Parana P600 and the LVC LS60 were too large and heavy, I decided to combine the best attributes of both in the 1995 Macale Imperia - a smaller, lighter car than either, combining the former's styling with the latter's lightweight interior and smaller, higher-revving engine, complete with a 10,000 rpm redline.

Although built on the '88 Copy Cat like the P600, with very similar styling, the Imperia uses the smaller 2.53m wheelbase variant in fastback configuration instead of any of the larger 2.64m wheelbase variants. This results in an even lighter curb weight (exactly 1000kg), giving it a 500bhp/ton power-to-weight ratio in its final form, and thus making it even more eager to get up and go from a standstill or dance around corners, especially with modestly sized 305/35ZR18 rear tires and a 42.5%/57.5% front/rear weight distribution. While it retains the full carbon-fiber body/chassis and manually adjustable four-wheel inboard A-arm suspension of its inspirations, its size (or lack thereof) is its greatest asset, being 200mm narrower, and thus making it less unwieldy in confined spaces. Finally, its suspension. though relatively softly sprung by default, can be set up to be stiffer if necessary.

In short, the Macale Imperia is the ultimate embodiment of what I think an ideal supercar should be: relatively small and light, with a great naturally aspirated engine hooked up to an equally stimulating (preferably manual) transmission driving the rear wheels, and just the right amount of electronic intervention (or even none at all) to keep things in check.

Tuesday, June 16, 2026

Confessions of an Automationeer, Part 256: An Agile Albatross

Confessions of an Automationeer, Part 256: An Agile Albatross

Migrating to Al-Rilma for the latest stable build of Automation created a few problems, to say the least. In particular, many of my Ellisbury-era builds were either unviable or needed major revision. The 1962 AMS Albatross was a clear example of the latter, being largely based on my earlier KMA KS20 aesthetically, but with a fiberglass body and a smaller engine to cater to the requirements of a Discourse challenge. Its 1989 namesake, meanwhile, is now called the EMR ECT4, and has also been revised accordingly.

As for the 1962 Albatross, its lighter weight helps it more easily leverage what little power its smaller engine develops - and vastly improves the driving experience. Being quicker off the mark and through the corners was an inevitability, but in the context of the challenge in which it was submitted, where it was one of a few cars with at least 100 horsepower, it was enough to justify its $18,000 AMU price (the highest allowed) with ease. Key to its performance is the fitment of tubular headers and dual DCOE carburetors, yielding a 110-horsepower output harnessed using radial tires (again, to meet challenge requirements) and a 4-speed manual gearbox (to save weight, and also because a fifth gear would've been overkill given the era in which the car was launched). I had toyed with submitting a lighter mid-engined car in its place, but felt that it wasn't enough of an improvement over a single flying lap by comparison to deem it worthwhile.




Above, from top: Reimagining the AMS Albatross as a 1960s sports car with a fiberglass body made perfect sense, since it more closely aligned with its avian name.

On the other hand, the EMR ECT4 was more faithful to its progenitor, retaining the steel/aluminum body it once had, along with a turbocharged iron-block/alloy-head 16-valve straight-four driving all four wheels via a helical center differential.




Above, from top: The first car that bore the Albatross nameplate is now called the EMR ECT4, with extensive mechanical revisions to make it suitable for Al-Rilma.

In short, both of these cars may have come from different eras and aimed at two distinct market segments, but they are united in their quest to put smiles on drivers' faces at reasonable prices.

Wednesday, June 10, 2026

Confessions of an Automationeer, Part 255: Roof Replacement

Confessions of an Automationeer, Part 255: Roof Replacement

Sometimes, the default roofline morphing range for a specific body set in Automation may not be enough for your aesthetic needs. Fortunately, the Steam Workshop offers a free 3D fixture mod set (Shadow's Roof Fixture Pack 3) that allows you to insert the turret (which includes the roof, pillars, and windows) from a specific real-world car into your build. The mod actually contains dozens of fixture sets based on Asian, American, Australian, and European machinery; some of these sets also have multiple variants each. Just select the set and variant that suits you best, then insert the window glass material into the window slots while using the default chrome or plastic materials for the window trim, along with either color-coding the roof and pillar slots or applying a contrasting color to them, and moving and resizing the fixture accordingly, and you're good to go.

Taking the '92 Evade (2.53m wheelbase) as an example, there are several options from this massive mod fixture pack that could be viable. In true mad scientist fashion, I examined all manner of possibilities after hiding the roof, pillars, and windows of the base body set, and after several hours, found multiple options, with the following three being the most promising, as shown below:




Above, from top: Three examples of combining custom roof fixtures (showing one variant each from SHD's Euro 00s Sports, Asian 00s Coupe, and American 90s Muscle 3D roof fixture mod sets) with the '92 Evade body set (2.53m wheelbase in notchback configuration, with a wraparound rear window that is not shown here), reshaped and repositioned accordingly to suit the base body set's morphing zone settings. I hid the roof, windows, and pillars by using a fully transparent material for the former two, and some transparent patch fixtures to mask the latter.

All three of the above options (especially the variants shown here) are recommended if you want an expansive yet low-slung glasshouse, but with a different shape from the stock roof.

To be fair, the stock roof/pillars on the fastback variant on this body set (the one without a wraparound rear window, instead having actual B- and C-pillars along with rear quarter windows) can be made quite sleek (though still more upright in side profile compared to the custom options I've shown) if the morphing settings for the A Pillar, B Pillar, B Pillar Adjustment, Lower C Pillar, Roof Detail, Roof Height, Upper A Pillar (vertical and horizontal), and Upper B Pillar zones are all set to zero, as follows:




Above, from top: The sleekest, lowest stock roof settings for the fastback variant of the 2.53m wheelbase '92 Evade body set can give it the cab-rearward proportions of a front-engined grand tourer, but look more upright in side profile compared to the custom 3D fixture roof options shown here, although they will most likely work fine if you would rather have an actual fastback instead of a notchback.

There are other roof fixture/body set configurations that are known to work well in some circumstances, but the three options I've shown here are generally seen as good starting points if you want an accentuated notchback profile. Just make sure the roof fixture chosen overlaps as cleanly with the stock bodywork as you can make it through resizing and repositioning the fixture, without too many unsightly gaps (or ones that are too large).

In short, if a body set's stock roof can't provide you with the right roofline, a custom-made 3D-fixture one can serve as a suitable replacement, provided that it is correctly sized and in the right place.

Tuesday, June 9, 2026

Confessions of an Automationeer, Part 254: A New Take on an Old Flagship

Confessions of an Automationeer, Part 254: A New Take on an Old Flagship

With the deprecation of the body set that underpinned my earlier 1987/1992 KMA KX12 in the Al-Rilma update (which added the '87 Bossa Nova body sets in its place), I decided to reimagine it from the ground up - as an even more upmarket flagship supercar. However, I realized that it would make even more sense as a hypercar considering how much more expensive it would potentially end up being. Taking my earlier 1984 Wolfram Warlord as a basis, I adjusted the morphing zone settings and reworked the aesthetics (for both the interior and exterior), while also adding 50 horsepower and a six-speed gearbox, along with a full carbon-fiber chassis/body and inboard pushrod-actuated suspension to improve overall performance, with the interior being a fully hand-made item (complete with a high-quality CD/cassette stereo audio system) to further justify its top-tier market positioning.




Above, from top: Reimagining the KMA KX12 and KF12 as a fully hand-built flagship hypercar made more sense with the Al-Rilma update - using the '86 Rosso was the only option given that the '87 Bossa Nova's closest equivalent in size had an engine bay that was too small for the engine I chose to use.

At $100k AMU before options, such excellence doesn't come cheap, but you get what you pay for, which in this case is a lot. Then again, this was never meant for large-scale production anyway.

Sunday, June 7, 2026

Confessions of an Automationeer, Part 253: Of Warriors and Warlords

Confessions of an Automationeer, Part 253: Of Warriors and Warlords

Reimagining the Wolfram Warrior and Warlord in 1984 for the sixth iteration of the Automation (or should that be Aragan?) Legacy Challenge wasn't the work of an afternoon - but I made it look like it did by repurposing some of my preexisting designs. By taking my earlier WM Warrior and revamping it to align with the Wolfram brand philosophy, I ensured that I could create two trims of it: the GT (with 275 horsepower and a premium interior) and the GTS (with 300 horsepower and a sports interior, plus forged wheels and wider tires, in addition to a hood-mounted scoop fixture, a taller rear wing, and dual exhaust tips on each side in place of single items). Positioned further above the two was the Warlord, whose mid-mounted 48-valve V12 displaced six liters and cranked out 550 horsepower - good for 218 mph (almost 40 more than the Warrior GTS) thanks to a ground-effect undertray. Having a luxury interior helped justify its upmarket positioning even further, which was justified considering its whopping $80,000 AMU base price (nearly three times as much as a base model Warrior).



Above, from top: While the 1984 Wolfram Warrior GT (red) and its track-focused GTS sibling (yellow) were great sports cars in their own right, thanks to a high-displacement V8, neither of them had the true supercar status and presence of the larger, mid-mounted V12-powered Warlord (black).

All in all, this sports car and supercar blitz, despite being a necessary evil to compensate for the fact that their earlier iterations were based on deprecated or less desirable bodies, was an enjoyable experience for me, as it tied into the company's later history more easily.

Tuesday, May 26, 2026

Confessions of an Automationeer, Part 252: An Alternative Automation Build Generator?

Confessions of an Automationeer, Part 252: An Alternative Automation Build Generator?

After years of playing with the Automation Build Generator spinner wheel set, I decided to create an alternative configuration, one that relies more heavily on in-game classification than the first one I'd made. To that end, I created the Alternative Automation Build Generator, whose layout is as follows:


Above: An overview of the Alternative Automation Build Generator spinner wheel set.

As with the original Automation Build Generator (and its Advanced variant), you click the Spin All button once, then wait until all six wheels have stopped, before commencing construction of your build (if the resulting combination is valid). The mechanics of the set are as follows:
  • The top row contains three wheels, one each for the body type (sedan, hatchback, wagon, SUV, truck, MPV/van, coupe, and convertible), wheelbase (< 2.0m, 2.0-2.19m, 2.2-2.39m, 2.4-2.59m, 2.6-2.79m, 2.8-3.0m, and >3.0m), and layout (front-engined FWD, front-engined RWD, front-engined AWD/4x4), rear-engined RWD, rear-engined AWD, mid-engined RWD, and mid-engined AWD). 
  • Three more wheels are found in the bottom row, one each for the interior type (Basic, Standard, Premium, Sport, Luxury, Hand-made, and Race), audio system (Basic/None, Standard, Premium, and Luxury), and respin options (two spaces each representing the other five wheels, plus two more with None on them; if this spinner lands on either of those spaces, no respin is required, whereas all other options lead to a respin of the corresponding wheel). 
  • In addition, the Wheelbase, Layout, Interior, and Audio wheels each have a space marked Any, which allows for free choice among all other options on that specific wheel if landed on. Finally, if there is no valid combination of body type, wheelbase, and drivetrain layout in-game as suggested by the result, the current result is invalid and thus must be discarded.
It may be possible to combine this with either version of my earlier Automation Build Generator for a more complex and detailed build, but this new wheel set can also be used on its own if you don't need (or want) to introduce additional variables such as market, segment, trim year, and exterior color into the final result. So have fun and give it a whirl - you're guaranteed to enjoy it as much as the original one in either of its formats!