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, 10 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.

Update 1 (Al Rilma Open Beta Patch 6): The '75 Orion now has 10 wheelbases - 6 for the sedan and 4 for the 2+2 coupe (the former of which has 8 to 11 body styles as opposed to the latter's 3), as follows:



Above, from top: The expanded range of wheelbases and variants for the '75 Orion body set, as of Al-Rilma Open Beta Patch 6.

The addition of these new shapes and sizes thus makes it more in line with its legacy equivalent, although an additional morphing zone (to raise or lower the beltline) would be welcome.

Update 2 (Al-Rilma Open Beta Patch 7): Another new body set, the '87 Bossa Nova, has been added, with 4 variants (coupe, targa, wagon, and convertible) shared across 4 wheelbases (2.23m, 2.4m, 2.55m, and 2.7m) in both front- and mid-engined configurations, and 23 morphing zones for each:






Above, from top: Compared to its superseded legacy counterpart, which dated back to the early UE4 days of Automation, the '87 Bossa Nova is much more versatile, with a greater range of body sets, morphing zones, and wheelbases - its predecessor had only one body type for each of its two wheelbases.

While the engine bays in all variants aren't as large as they are in other similar body sets, they are still suitably sized for a wide variety of engines - even an overhead-valve V8 can fit in the nose of a front-engined variant if its height isn't too great. And therein lies the problem - the engine bays in the front-engined configurations aren't very tall, which can make fitting V-type and inline engines in them very difficult. This isn't as much of a problem for flat (boxer) engines, though. Also, the mid-engined variants' engine bays are definitely longer than they used to be, but they're not as long as they are in, say, the '86 Rosso. Even so, after experimenting with the '87 Bossa Nova, I can say that this long-awaited body set improves on its predecessor in every way.