Wednesday, April 30, 2025

Confessions of an Automationeer, Part 205: Amadeus' Antithesis

Confessions of an Automationeer, Part 205: Amadeus' Antithesis

In my previous post in this series, I described how, and why, the 1990 WM Amadeus' size and weight forced rival manufacturers to make their hypercar competitors lighter and smaller, at the expense of creature comforts - but with a greater sense of exclusivity. Now, I'll show you another reason why other manufacturers decided to simplify and lighten their offerings in response: the KMA KS620. This small, light, fiberglass-bodied sports coupe was mid-engined, just like the Amadeus, but weighed a little over half as much, and had a 200-horsepower 2.0-liter naturally aspirated flat-six mounted longitudinally in the middle, behind the passenger compartment and ahead of the rear wheels.





Above, from top: The 1990 KMA KS620 may have had only one-third as much power as the WM Amadeus that also debuted within the same year, but was far smaller and lighter, thanks to having fewer creature comforts within its fiberglass skin.

With a simple mid-grade cassette tape stereo and no driving aids (not even power steering or anti-lock brakes), this mid-engined pocket rocket was a far more visceral experience compared to the Amadeus (especially since the KS620 also had A-arm suspension front and rear, along with a 6-speed manual gearbox and helical limited-slip differential) - but one that was even less likely to be used as a daily driver. Even so, as a more straightforward tool for slicing up twisting back roads or purpose-built road courses, it was far wieldier than you'd expect for something not equipped with driving aids.

Serving as a smaller companion to the KX12 which I'd described earlier, this build was actually the result of repurposing and revising another challenge entry (which I did by cloning both the base model and engine family). The result was the KS620 - distinguished from its larger sibling by the option of a contrasting black roof (as shown here). However, this car is also the reason the 1995 HPG H2L (itself the subject of another previous post in this series) exists: I've just realized that the H2L is even lighter and smaller (due to its aluminum chassis and smaller four-cylinder engine) compared to the KS620. If HPG's engineers believed that the KS620, for all its virtues, could be improved upon still further, it might have inspired them to surpass it, and the best way to do so was to start work on the H2L.

In short, as a counterpoint to the WM Amadeus, the KS620 is every bit as amazing as its larger, far more expensive counterpart - and the origin of yet another rivalry.

Confessions of an Automationeer, Part 204: Motor Symphony

Confessions of an Automationeer, Part 204: Motor Symphony

Having discussed an entry-level offering from the late '80s in the previous post, I'll explore something at the opposite end of the price lists that came out at the dawn of the '90s: the WM Amadeus.





Above, from top: The 1990 WM Amadeus was built to be the pinnacle of hypercar opulence, with a hand-built interior and top-end stereo sound system among its extensive standard equipment list, and a 600-horsepower naturally aspirated V12 to propel it to earth-shattering speeds, while manually adjustable suspension allows for a wide range of setups covering many scenarios for road and track driving - all wrapped up in a menacing shape that urges anyone in front of it to move over. 

Powered by a 600-bhp 7.2L naturally aspirated V12 driving the rear wheels via a six-speed manual transmission and helical limited-slip differential, the Amadeus is best known for its dramatic styling and bespoke tailoring for its high-quality interior and exterior, to complement its immense straight-line pace. Thus, in theory, no two examples made during its production run could be exactly alike. With unequal-length A-arms at each corner suspending forged alloy wheels concealing large vented disc brakes and wrapped in high-performance tires, it has the agility to match its power.

However, being built on an advanced steel spaceframe clad in aluminum alloy bodywork meant it was quite heavy, at 1.5 metric tons. Nevertheless, its success forced rivals to counter it with lighter, more focused and even more exclusive offerings later in the decade - the AMS Archangel and LVC LS60, which I have shown previously in this series at least once each, were among them. In short, the Amadeus raised the bar for craftsmanship in the emerging hypercar market, and remains sought after today.

Tuesday, April 29, 2025

Confessions of an Automationeer, Part 203: Starter Motors

Confessions of an Automationeer, Part 203: Starter Motors

One of my more recent challenge builds may have been very cheap, but it was also very cheerful. I'm talking about the 1989 AMS Abella 1.6iS 16v - but I'll explore the whole range as well in this post. The 1.6iS, as the flagship of the range, packed a naturally aspirated 120-horsepower 1.6-liter straight four into its tiny body, and sent it to the front wheels via a five-speed manual gearbox and helical limited-slip differential. In a car weighing 800 kilograms, this modest output yielded a 0-60 mph time of just under 8 seconds, but when paired with 4-wheel vented disc brakes and lower, firmer suspension compared to those found in lesser trims, the result was one of the most entertaining compact performance cars of its time. And with all five occupants able to enjoy standard-fit air conditioning and a cassette tape stereo, it was more comfortable and economical than you'd expect a subcompact of this era to be.




Above, from top: The 1989 AMS Abella 1.6iS 16v may look unassuming, but thanks to clever engineering, is not only cheap, but also cheerful to drive.

On the other hand, the entry-level 1.2 trim, with its 70bhp engine, is meant for budget-conscious shoppers looking for an bargain-basement offering that comes with the bare essentials. Narrower wheels and tires and softer suspension give it a more comfortable feel, while drum brakes are fitted at the rear to save costs. The most important visual feature, however, is the use of plastic (rather than color-coded) bumpers with no fog lights.



Above: The basic Abella 1.2i 16v sits at the bottom of the range, with less standard equipment than the other trim levels, but still provides enough to deliver a value-packed experience.

In between the two is the 1.4i 16v - a mid-range trim level positioned between the 1.2 and 1.6iS in terms of price, performance and standard equipment.



Above, from top: While not as fast as the 1.6iS, the 1.4i trim adds some extra standard equipment to the Abella (alloy wheels, upgraded stereo, and 4-wheel disc brakes) for a more upmarket experience.

In short, the 1989 Abella may be a small and cheap subcompact, but it provides great value for money throughout the range, and in 1.6iS guise, a surprisingly sporty driving experience comparable to that which is normally reserved for more expensive machinery. 

Friday, April 25, 2025

Confessions of an Automationeer, Part 202: Crossed Over

Confessions of an Automationeer, Part 202: Crossed Over

Not long after completing the AAA Centaurite, I decided to finish another fully detailed Automation build (i.e., one that has an interior comprised of 3D fixtures to complement its exterior), but this one was a whole decade older, and far more adept at off-roading. The result was the KMA KX1 - which I ended up submitting here. This small unibody crossover (as opposed to a larger SUV, which may have a partial unibody or even a ladder-frame chassis) had a 2.0L naturally aspirated I4 up front, transversely mounted and driving all four wheels (wrapped in high-profile all-terrain tires) via a switchable on-demand AWD system for some light sand or snow crawling.




Above, from top: The 1998 KMA KX1 may have been a typical small crossover of the late '90s, but its light weight made it more fun to drive than you'd think, considering how much larger and heavier today's equivalents tend to be.

Even when fitted with the optional 5-speed advanced automatic transmission (as installed on the example shown on this post), the KX1, despite its commensurately high ride height and soft suspension, never feels too sluggish when accelerating or turning, thanks to its 1.4-ton curb weight. With a 3-pedal manual it would certainly be quicker, but I spurned that option for the sake of drivability and comfort. Although not fitted to this particular example, a two-tone exterior color scheme was optional. I could've simulated it by setting the lower body, wheel arch, and bumper areas to a different, contrasting color (which would've most likely been pale gold or silver, both of which complemented the deep metallic red background color equally well) - something made possible by those sections being treated as separate sections on the body set I chose for this build - but I ultimately chose not to do so.

In short, the KX1 may be a somewhat out-of-character build for an Automationeer like me, who generally focuses on the performance and luxury segments, but I did a decent job with the tools and rule set, given that I entered this into another forum competition - my fourth Discourse entry over the past week, and the third build in that timespan with a fully detailed interior. It may have given me a higher workload than usual, but considering the amount of satisfaction I got out of the whole series of builds, I felt it was definitely worth it.

Wednesday, April 23, 2025

Confessions of an Automationeer, Part 201: Jekyll and Hyde

Confessions of an Automationeer, Part 201: Jekyll and Hyde

After creating (and submitting) something for QFC57, I decided to create an alternate version of it - one that focused more on performance than pure comfort. So, without further ado, here are the two trims of the 2008 AAA Centaurite - the softer-edged LS and the sportier GS. Both of them share the same engine and can be specified with the same transmissions (6-speed manual or electronically controlled automatic), but they are aimed at different types of buyers.





Above, from top: The AAA Centaurite LS (green) and GS (red) may have the same mechanicals, but they are aimed at two different target markets.

The LS (the green example I submitted) focuses mainly on attainable luxury with a hint of performance. To that end, its suspension is softer compared to what the GS has as standard, and has a higher ride height to boot. Also, it comes with higher-profile all-season tires, as opposed to the GS' lower-profile summer tires. Finally, it has a few chrome exterior trim pieces in place of the GS' color-coded or black plastic items. The result is a more luxurious feel in terms of road manners, but without losing too much performance - perfect for long-distance freeway jaunts with the occasional back-road detour thrown in.

The GS (the red example I made shortly after finalizing the LS), on the other hand, is geared more towards sportiness with a bit of comfort thrown in. Lower, firmer suspension, combined with high-performance tires and a helical limited-slip differential, give it a decidedly sportier feel; with the 6-speed manual transmission, it can reach 60 mph from a standing start in just over 5 seconds, whereas the LS automatic needs almost 6 seconds. Combined with its more understated styling, a GS manual is an unexpected sleeper car - one that doesn't shout about its performance credentials very much.

In short, by offering two different trim packages for two different sub-genres (compact executive and midsize sports sedan), the Centaurite 3.6 is a strong contender no matter what variant you pick.

Monday, April 21, 2025

MechDB Misadventures, Part 15: Hellcat

MechDB Misadventures, Part 15: Hellcat


In BattleTech lore, the Hellcat (referred to in the Inner Sphere as the Hellhound II) was a Dark Age-era standard Clan BattleMech derived from the earlier Conjurer/Hellhound (itself based on the Inner Sphere Wolverine that weighed 5 tons more). Even though it's heavily armed for its era and tonnage (50 tons), its XXL engine makes it frighteningly expensive for a Clan-tech design that isn't even an OmniMech. But what if I told you there's another standard Clan 'Mech that's worthy of the Hellcat name - even more so, in fact? As a matter of fact, it may well be better value for money in any engagement than an actual Hellcat will ever be.

The 'Mech in question is the Mad Cat Mk II (a standard Clan 'Mech based on the 75-ton Timber Wolf/Mad Cat OmniMech, but 15 tons heavier), but not just any variant. Specifically, I'm using the Deathstrike, a Hero variant, and not just one of the best non-Omni Clan 'Mechs, but one of the best assault 'Mechs, period. The reason I'm calling this variant the Hellcat is because although it's based on a Mad Cat Mk II, its loadout reminds me of the Hellstar (a 95-ton Clan standard BattleMech that debuted during the Wars of Reaving) - specifically, the original Hellstar 1 and 3 variants - with the resulting Deathstrike build combining the former's quad-ER PPC armament (mounted exclusively in its side torsos) and the latter's advanced sensor accessories (a Clan Active Probe, and a Mk1 Targeting Computer in place of the Hellstar 3's Clan ECM Suite). There are no Jump Jets, though; then again, the Hellstar lacks provision for them in any of its variants (whereas the Mad Cat Mk II can have up to three). Finally, with 17 tons of standard armor over an Endo-Steel frame, it's as well-protected as a 90-ton assault 'Mech should be.


Above: A Mad Cat Mk II Deathstrike configured with a similar loadout to some Hellstar variants (specifically, the quadruple ER PPC setup of the Hellstar 1, and the Hellstar 3's Active Probe, with a Mk1 Targeting Computer instead of that variant's ECM system).

In sharing the same top speed, this variant plays very much like a Hellstar whose weapons are all torso-mounted, leaving the arms free for additional heat sinks. All in all, it's a great variation on the quad-ER PPC Mad Cat MkII theme, but trading some mobility for a bit more ground speed and heat capacity, plus the ability to penetrate ECM fields when necessary.

Friday, April 11, 2025

MechDB Misadventures, Part 14: Mad Dog Sigma Revenant

MechDB Misadventures, Part 14: Mad Dog Sigma Revenant

The recent introduction of a new Mad Dog/Vulture variant (the Legendary MDD-SI "Sigma") to MechWarrior Online has raised a few questions - and eyebrows, given that no other variants have jump jets in their OmniPods. However, the Sigma's set of 8 is currently of dubious utility due to excessive screen shake when using jump jets (even with all applicable skill tree upgrades) and a lack of hardpoints outside of the side torsos (which have two jump jets and one energy hardpoint each). As such, it is best to combine the Sigma side torsos with other OmniPods and/or other center torso options (such as that of the MDD-RV "Revenant", which has two extra energy hardpoints) to make the resulting build more viable than anything with the Sigma's OmniPod set bonus.

One idea requires using the MDD-B right arm and MDD-H left arm OmniPods (which have three energy hardpoints each) with the Revenant center torso and Sigma side torsos, for a total of 10 across the 'Mech, placing a Clan Small Pulse Laser in each energy hardpoint, and filling the remaining unused space with Clan Double Heat Sinks (for a total of 24). The resulting loadout is an agile brawler with lots of spare heat capacity to keep blasting away at its foes constantly, even without skill tree upgrades.


Above: Turning the Mad Dog Revenant into a brawler requires fitting the B right arm, H left arm, and Sigma side torsos to give it four jump jets and 10 energy hardpoints - the latter of which all have Clan Small Pulse Lasers placed in them for maximum DPS - with 12 additional Double Heat Sinks occupying the leftover critical slots, ensuring that the 'Mech can easily cover its heat load.

Although it is possible to replace the torso-mounted Small Pulse Lasers with Clan Medium Pulse Lasers, you'd need to remove four Double Heat Sinks to free up the necessary weight for this modification, leading to a reduction in sustained DPS. However, if you instead keep all of the Revenant OmniPods and center torso (except for the side torsos, both of which will be replaced by those of the Sigma), you may get a more optimized setup out of it. Place a Clan Heavy Large Laser in the Sigma side torsos' hardpoints, then place a Clan ER Medium Laser in the Revenant arms' energy hardpoints (the Sigma side torsos and Revenant arms only have one such hardpoint each). Now put an additional Clan ER Medium Laser in both of the Revenant center torso energy hardpoints, and fit 10 Clan Double Heat Sinks to soak up the extra heat. 

The resulting Sigma/Revenant hybrid retains the agility of the former, but grants the extra flexibility of the latter, yielding some extra firepower and better quirks when compared to a stock Sigma. However, arming it with just a quartet of Clan ER Large Lasers instead is not recommended; even when fired two at a time (thus avoiding ghost heat), the 18 double heat sinks (20 if you swapped out three tons of armor to accommodate them along with a Mk1 Targeting Computer) may not be enough to soak up all the extra heat.


Above: With the stock Mad Dog MDD-SI "Sigma" not being as viable as hoped initially, a Sigma/Revenant hybrid setup such as the one shown here may be the best option for those who want a Mad Dog/Vulture with jump jets. Below: It is possible to configure the MDD-RV with the MDD-SI side torsos and turn it into a sniper with a quartet of Clan ER Large Lasers, but I wouldn't recommend it, since 18 double heat sinks (20 if you stripped back the arm and leg armor, as shown here) are insufficient to dissipate the high heat load, even when firing those lasers in pairs to avoid ghost heat.


In short, the MDD-SI side torso OmniPods have their place in MWO, but only when combined with other Mad Dog/Vulture center torsos and/or arm OmniPods for additional flexibility and effectiveness. With these changes, however, it can potentially become one of the best - and most enjoyable - variants to use if you like jump jet-assisted laser vomit. This will be even more true after future patches to improve the Sigma's viability (which apply to its OmniPods) are introduced.

Wednesday, April 9, 2025

Infinite Space Insights: Building the Ultimate Custom Capital Fleet

Infinite Space Insights: Building the Ultimate Custom Capital Ship Fleet




After thousands of playthroughs in Infinite Space III: Sea of Stars, there was one question above all others that puzzled me: What is the best fleet of four capital ships you can have in the game? It did not take me very long to realize that such a fleet would need a balance of speed, agility, firepower, and defenses. Eventually, I settled on having one each of a Terran corvette, a Zorg corvette, a Garthan frigate, and a Calatian destroyer as my capital ships - I never deploy fighters in combat during regular gameplay, but the two fighter slots in the fleet are free, so I could choose from any faction regarding those, although the Zorg and Garthan fighters are generally considered the most useful in custom battles.






Above, from top: This custom fleet contains one each of a Terran corvette, a Zorg corvette, a Garthan frigate, and a Calatian destroyer - all of which have been upgraded with the best weaponry and technology the game has to offer.

All four capital ships in this fleet are fitted with Temporal Flux Shields (for maximum defense), Reactionless Thrusters (to maximize agility and speed during combat), Plasma Coil Cloakers (for increased stealth), Sardion Maximizers (which provide the greatest increase in accuracy and fire rate), and Multibot Repair Drones (which are the most effective means of repairing hull and component damage). In addition, with the exception of the Calatian destroyer, each capital ship also carries a Signature Projector (the most advanced ECM system for deflecting incoming missiles) and a Tachyon Ray Gun (the best weapon to use against fighters). The first capital ship in this fleet will be a Terran corvette with a Nova Cannon for its primary weapon. This makes it a highly effective sniper at long range, especially against larger, slower-moving targets. A Zorg corvette armed with a Particle Vortex Cannon (the only primary weapon that is effective at long range at all ranges) will occupy the second capital ship spot, while a Garthan Frigate loaded with two Cobalt Torpedo Tubes (the best homing weapon by far, with its high muzzle velocity) takes up the third such slot. Finally, the last capital ship will be a Calatian destroyer carrying four Proton Blasters for shooting down fighters and missiles at short to medium range.

Usually the best way to use most of these vessels in these configurations is in a sniping role facing the target(s) head-on, with the Calatian destroyer positioned near any of the other three capital ships to act as an "iron dome" against fighters and missiles. However, it's also possible to trap the opposing fleet in a pincer movement with the force composition I've suggested, by having the Terran corvette and Garthan frigate lurk behind the target(s) with their cloaking devices (only decloaking to attack, before reactivating their Cloakers if they are targeted), while the Zorg corvette and Calatian destroyer lure them forward into a trap. Although this tactic can also be attempted with other capital ship types and loadouts, I've found this particular one to be the most effective of all for this approach. This strategy also works with just the Garthan frigate and Terran corvette positioned ahead of and behind the target, respectively.





Above, from top: My custom fleet taking on some Urluquai vessels in a custom battle. After taking out the Urluquai flagship (an Urluquai carrier), I ordered my capital ships to turn around and open fire on the Urluquai Deep Hunters that had just decloaked and opened fire on my fleet.

Against Yellow Kawangi Dreadnoughts, however, the Zorg corvette and Calatian destroyer lack the long-range punch (in terms of raw alpha strike damage at such extreme ranges, as opposed to damage per second at closer ranges) to take down these behemoths with sustained fire, even with cloaking devices installed, so the respective loadouts for the Terran corvette and Garthan frigate are the only viable options in this specific scenario, where the Dreadnought's Temporal Flux Shield and Multibot Repair Drone give it nigh-impregnable defenses, bolstered further by four Graviton Disintegrators (two on each side) and a rear-facing Proton Blaster. Those weapons, however, cannot outrange a Nova Cannon (which the Kawangi dreadnought has by default), to say nothing of the even longer-ranged Cobalt Torpedo Tube (the latter of which is standard equipment only on the Damocles, although you can't encounter that particular vessel and a Yellow Kawangi Dreadnought in the same playthrough, or even have them face each other in any custom scenario).











Above, from top: The customized Garthan frigate and upgraded Terran corvette (positioned in front of and behind the target, respectively) team up to destroy a Yellow Kawangi dreadnought by trapping it in a pincer movement.

Even so, the force composition I proposed in this post may turn out to be the most effective one there is in a custom battle. It is possible to create a similar set of loadouts with the same capital ship classes in a regular game, but there are a few necessary differences: replacing the Cobalt Torpedo Tubes with Multi-Missile Launchers (which do not require the presence of the capital ship Damocles on the map to obtain), downgrading the Sardion Maximizers to Sardion Optimizers at best on most or all of the capital ships, and even then, the Zorg, Calatian, and Garthan home systems must all be present on the map to get anywhere close to the loadout I have suggested.

In short, this fleet composition and loadout combination I have suggested may just be the most overpowered one (assuming no duplicates of any capital ship class are being used), although there are a few that come close. The most promising alternative combines a pair of Terran destroyers with the Kestrel and a Muktian destroyer, with the Terran destroyers carrying 3 Multi-Missile Launchers each while the other two capital ships have two such Launchers each - but even with Proton Blasters filling all the remaining hardpoints on those capital ships, this fleet still uses two of the same unit (in this case, a Terran destroyer) from the same faction. So if you absolutely must avoid using the same unit more than once in a custom fleet, this setup is off the table, but the one that's the primary subject of this post most definitely isn't.