Wednesday, December 31, 2025

Infinite Space Insights: Time for Fireworks!

Infinite Space Insights: Time for Fireworks!

As part of my last Sea of Stars-related post of 2025, here's a photo album showing off some highlights of my most recent session:





Above, from top: In my last Sea of Stars session of 2025, I set the NPC fleet strength and nebular area to their maximum values in order to maximize my score. I started out by forging an alliance with the tiny Calatians and tearing the Ravian fleet to shreds.

I'd chosen the High setting for both Enemy Strength and Nebular Mass, to make it as challenging for myself as possible, and indeed it was very difficult early on, but less so in the later stages.





Above, from top: Taking on the might of the Urluquai, Tan Ru and Tchorak fleets was the most difficult part of this attempt - I almost lost my Terran capital ship (which was the only such vessel in my fleet) to a pair of Tan Ru Decimators carrying the same Particle Vortex cannon as my own ship - but it survived, and I went on to thrash the Urluquai fleet, ensuring that I could buy a Sardion Optimizer and a Plasma Coil Cloaker for unmatched effectiveness.

Following these initial struggles, things got somewhat easier from there, although I still had to be alert to avoid defeat in future engagements.





Above, from top: Late in the playthrough, I rescued the Calatian castaways, recruited a Zorg helmsman, visited the Zorg home system, and destroyed Primordius - the last of which after I'd converted a Timeless Bauble into a Nova Cannon, which made combat much easier.

There was little left for me to do but mop up any and all remaining hostile fleets, in addition to upgrading every single ship in my fleet as much as possible - without having to trade them in for larger ones. I even captured the sword-shaped capital ship Damocles (whose Anti-Graviton Shunt would've otherwise been necessary to reach the wormhole around which Primordius orbited - I'd found another example of that item to fit to one of my other capital ships before then) and, by the end of the game, had fully upgraded that vessel as well.






Above, from top: The end of this game was, quite frankly, anticlimactic - I'd upgraded all four of my capital ships (including the Damocles) so thoroughly that I didn't need to deploy any fighters. Although not shown on this post, I'd maxed out my earnings still further by selling off every lifeform that I'd found at Gamma Station for three times their normal price.

By the end of the game, my fleet composition was extremely formidable - and it wasn't just my Terran corvette (armed with a Nova Cannon) that played a part; the Zorg corvette Kuti (which inherited the Particle Vortex Cannon I'd acquired earlier on after I created said Nova Cannon from a Timeless bauble) participated in the capture of Damocles, a much larger vessel that, like the Calatian destroyer Thunderbucket, could've been deployed in combat, but in the end, weren't actually needed, considering that my other capital ships could destroy an entire fleet on their own.





Above, from top: With a fleet like this, you have four different capital ships capable of taking on an entire hostile fleet on their own - and usually winning (or always, in the case of the Terran corvette and Prince Arcturus' Damocles), even against overwhelming odds. Although the Damocles cannot be used in a custom scenario, its loadout can be replicated using any capital ship with at least two large turrets.

In short, this playthrough attempt ended up being an undisputed success, even though it appeared doomed to failure at first. I was literally seconds away from having the entirety of my fleet annihilated, but after that, I'd learned a key lesson and adapted my tactics and strategy to make later battles less difficult. Making savvy trades later on also helped, especially when delivering lifeforms to Gamma Station for maximum profit. Here's to a Happy New Year 2026 for all you Infinite Space commanders!

Thursday, December 25, 2025

Confessions of an Automationeer, Part 241: The Gift of Hosting

Confessions of an Automationeer, Part 241: The Gift of Hosting

Happy holidays! My Automationeering Christmas gift this year is not a new Automation build or a revision of an existing one, but the privilege of hosting a Discourse challenge for the first time in months after my surprise top-5 finish in the previous round. You can find the new challenge here.

So how did I prepare for it? By creating test mules reflecting the intended rule set of the upcoming challenge, as usual. I created almost a dozen of them - it was inevitable that they showed some diversity in engineering (mainly in engine configuration) - in an attempt to prove the concept's viability. Eventually, I went ahead with a challenge themed around convertible supercars from 2007. You'll find out more about that in a future post in this series, but in the meantime, you'll have to sit tight and wait for the results that will be shown there. And so I'll wrap up this post with a simple phrase: Merry Christmas and a Happy New Year!

Monday, December 22, 2025

MechDB Misadventures, Part 19: Tweaking the Royal Locust

MechDB Misadventures, Part 19: Tweaking the Royal Locust

Although the Locust has a reputation for being one of the flimsiest BattleMechs in BattleTech (even by light 'Mech standards) due to its low armor capacity (4 tons), its speed and low cost makes it a highly effective scout 'Mech. One variant, the LCT-1Vb, takes the basic LCT-1V and removes its ammunition dependency issues by swapping out the arm-mounted machine guns with one each of a Small and Medium Pulse Laser in each arm. To accommodate the extra mass, it uses an extralight engine, endo steel structure, ferro-fibrous armor, and double heat sinks. However, this variant is absent from MechWarrior Online due to the LCT-1E and especially LCT-3M rendering it redundant.


Above: The stock configuration for the Locust LCT-1Vb, though not officially present in the game, can be matched on the LCT-3M as shown above.

Given that the LCT-3M has the same hardpoint arrangement as the LCT-1Vb, replicating the latter's loadout on the former is quite easy. Start with a 160-rated XL engine, then install Endo Steel structure and Ferro-Fibrous Armor (both of which occupy 14 critical slots each). Now place a Medium Laser in the center torso energy hardpoint, followed by a Small Pulse Laser and a Medium Pulse Laser in each arm. Finally, add four Double Heat Sinks to bring the loadout's total tonnage as close to the 20-ton limit as possible. The result is essentially an LCT-3M with the LCT-1Vb's setup - but what if I told you that it can be customized further?

For starters, the LCT-3M shares its engine cap of 190 with other Locust variants. Installing an XL engine with that particular rating will increase its maximum running speed to 153.9 km/h - something that very few 'Mechs can exceed, and even then, only if they are compatible with MASC (Myomer Accelerator Signal Circuitry) and have been fitted with it. This engine adds two tons of mass to the overall loadout, so we'll need to save some weight elsewhere on the 'Mech to compensate. Doing so involves installing either a Small Pulse/X-Pulse Laser or a Medium Laser (the latter of which may be of the Extended Range variety) in all five of its energy hardpoints, as shown below.



Above, from top: A comparison of two alternate loadouts for the Locust LCT-1Vb, both of which are based on the LCT-3M variant. Replacing the entire loadout (especially the bulky Medium Pulse Lasers) with a quintet of either regular Medium Lasers or Small Pulse Lasers frees up 2 tons for use in a higher-rated engine (in this case, a 190-rated XL item) and improves its heat management.

Arming the LCT-1Vb (or in MWO, the LCT-3M) with five standard Medium Lasers allows it to serve as a very fast, if lightly armored, harasser that can match the stock loadout for raw firepower, but, crucially, does so with a lower heat load, at the expense of damage per second. Fitting five Small Pulse Lasers instead yields more sustained DPS (while also matching the stock setup's overall value) and even more heat efficiency, but reduces its effective range. Finally, swapping those weapons for Small X-Pulse Lasers  reduces the sustained DPS somewhat, but yields a higher overall DPS ceiling.

In short, trading DPS or alpha strike firepower (and range, with the 5x SPL loadout) for extra speed on the Locust LCT-1Vb and LCT-3M is a viable option. With the chassis' low armor capacity (4 tons when using ferro-fibrous armor), they need all the speed they can get, and both of my loadouts prove it by leaning further into one of two specialties (at the minor expense of the other) that the original loadout had to compromise on out of necessity.

Friday, December 12, 2025

Confessions of an Automationeer, Part 240: Decal Patching over Light Fixtures

Confessions of an Automationeer, Part 240: Decal Patching over Light Fixtures

Given that many light fixtures have only one slot for their lens (i.e., the glass/perspex cover over a bulb), many Automationeers have learned to take matters into their own hands and create their own custom lens sections - usually red for taillights and brake lights, clear for reversing lights, and amber for indicators (although there are exceptions, depending on era and market). I'll illustrate this with a recent example.





Above, from top: Due to this particular light fixture having only one cover glass slot (a liability when using it as a taillight housing), I had to set that slot's material to transparent (to avoid overlapping with any patch fixtures I want to place there), then apply three regular patch fixtures over it for the desired result: a clear one over the reversing light bulb, an amber one over the indicator bulb, and a large rectangular red one over the taillight and brake light bulbs, effectively making it look like a segmented fixture with separate glass slots for the brake/taillights, reversing lights, and indicators.

The result was that the fixture now more closely resembled a typical taillight cluster, with separate areas for the brake/taillights, reversing lights, and indicators, which are colored accordingly. It takes more patch fixtures (and hence more time and effort) to apply this technique when creating more complex shapes forwithin a light cluster, but in any case, doing so results in a more realistically colored taillight lens than would otherwise be possible. In short, these design methods are indispensable if the stock glass slot arrangement on a light fixture isn't to your liking, and you want to replace it with your own custom setup.

Thursday, December 11, 2025

Confessions of an Automationeer, Part 239: Seam Shifting

Confessions of an Automationeer, Part 239: Seam Shifting

Automationeers often find that the default seams (referring to the panel gaps on bodywork) on some of the available body sets are awkwardly shaped and/or placed. Seam shifting helps cover some of those seams, while adding new ones in their place according to the player's desires. Here's a recent example I found to illustrate this.


Above: We're about to do some seam shifting on the notchback version of the '88 Copy Cat. Notice how the upper edge rear door seam doesn't quite line up with the top of the rear window? Most people would leave this section as-is, but I'm about to move the seam instead (and also cover up the original one) for a more harmonious look. In addition, with the morphing settings I chose on my test mule, I decided to apply a similar technique to the leading edge of the door.

There are several ways to create custom seams in Automation. One of them is to use the RB Seam Kit (a mod fixture pack in the Body Molding section of the Fixtures tab in the car designer) and select the variants you wish to use, then move, scale, and rotate them as required. Within this fixture pack, the "Base" variants sit flush with the bodywork, while the "Gizmo Down" variants are recessed inwards, and the "Gizmo Up" variants float above it. Regardless, it is usually best to use Surface Align (the 11th button from left on the top of the Fixtures Tab) to ensure these fixtures conform properly.







Above, from top: A close-up of the sections of bodywork on which I performed my seam shifting practice. I used the RB Seam Kit mod fixture (in multiple variants) to create custom seams that provided a cleaner look than stock, before obscuring the stock seams using patch fixtures (also classified in-game as body moldings).

Covering up stock seams after creating new ones also requires body molding fixtures - specifically, the Patches fixture set. This, unlike the RB Seam Kit (which actually comprises three different fixture sets - I only tried one of them on this example to get a feel for the technique) is a vanilla set (i.e., included within the game by default), but within it, there are two key variants: cutouts (which cover more effectively, but create jagged edges around them that are only visible if you zoom in close enough) or regular patches (which don't cover as effectively, but don't leave behind any jagged edges), both of which I used on this test mule. The difference is that cutouts overwrite the stock bodywork, while patches are instead applied on top of it. In addition to those two variants, I also applied decal patch fixtures for creating the curved window edges.

The drawback to seam shifting is that it takes time to learn and implement, especially when applied across the entire body, but this is only a minor inconvenience compared to the sheer amount of freedom it gives you to bend body sets to your will, as you see fit. There's a reason the best Automationeers devote several hours' worth of time to this technique alone when designing the exteriors of their cars, but for them, it's worth it - and I wholeheartedly agree.

Monday, December 8, 2025

MechDB Misadventures, Part 18: Annihilator as Devastator

MechDB Misadventures, Part 18: Annihilator as Devastator

With the Devastator still a long way away from being introduced to the lineup of playable 'Mechs in MechWarrior Online, I decided to have a go at adapting the stock loadout of one of its variants in MechDB. I chose the Annihilator ANH-1X as the basis for my build, which aimed to match the downgraded, Succession Wars-era DVS-1D variant as closely as possible. The result was as follows:


Above: This Annihilator ANH-1X had been configured to mimic the loadout used by the Devastator DVS-1D, which was downgraded from the DVS-2 due to much of the latter's equipment and weaponry (especially the Gauss Rifles) becoming lostech during the Succession Wars.

I had to take some liberties with the loadout, given that the ANH-1X has two energy hardpoints in its arms but none in the side torsos - the opposite of the DVS-1D's arrangement - and also because MWO doesn't support rear-facing weapons (which forces both center torso-mounted Medium Lasers to face forward). This forced me to place an Autocannon/10 in each side torso, since there was too little space for a Medium Laser and a Large Laser in the arms if the AC/10s were to be moved there. However, the number of heat sinks (15 standard) and armor mass (18 tons, one less than its maximum capacity of 19) still exactly match what the DVS-1D had.

In addition, my attempt at replicating the original, Lostech-equipped DVS-2 was subject to the same constraints as the DVS-1D, as shown below.


Above: This attempt to match the Devastator DVS-2 using the Annihilator ANH-1X, with its 14 Double Heat Sinks, Dual Gauss Rifles, XL engine, and dual PPCs, is plagued by the same weapon location and orientation problems as the DVS-1D replica, but it still has the same weapons as its Lostech-enhanced inspiration.

As much as I love the Devastator in all its forms, I can't help but wonder how a Standard-engined, all-energy version of it (which I'd call the DVS-1E) would look like, with all of its weapons facing forward, and an additional head-mounted energy hardpoint for good measure. The resulting 'Mech would have a pair of ER PPCs in its side torso in addition to a trio of Medium Pulse Lasers (two forward-facing ones in its center torso, and a third in its head). In addition to this, it would have 22 Double Heat Sinks (10 in the engine, with two more attached to it via expansion slots, another pair in each side torso, and a trio of them in each arm) to absorb its immense heat load. Extrapolating this loadout to the ANH-1X would yield this result:


Above: This is my attempt at replicating my proposed Devastator DVS-1E variant on the Annihilator ANH-1X. Due to hardpoint location limitations, this ANH-1X carries its ER PPCs on its arms (each of which also houses a Double Heat Sink) and a quartet of Double Heat Sinks in each side torso, whereas my DVS-1E would instead have a pair each of side torso-mounted ER PPCs and Double Heat Sinks, leaving the arms free to carry a trio each of additional Double Heat Sinks. Also, both center torso energy hardpoints face forward and carry a Medium Pulse Laser each, with the newly added head-mounted energy hardpoint being used for a single example of the same weapon.

Such a variant, though not as powerful as the DVS-1D or DVS-2, would not suffer from ammunition depletion problems or vulnerability to weapon or ammunition explosions. Also, having as much armor as its chassis can carry (19 tons of standard armor on a 100-ton chassis), in addition to backup energy weapons in its head and center torso, ensures that it qualifies as a zombie 'Mech (slang for any BattleMech that could only be immobilized by destroying its center torso, head, or legs), and with 22 double heat sinks in total (equivalent to 44 under tabletop rules), it would have more than enough staying power to stay relevant in any battle. In other words, it would be an Awesome AWS-8Q on steroids: 25% heavier, and commensurately more heavily armed and armored.

In short, I had a lot of fun trying to get as close to the Devastator DVS-1D and DVS2 variants as possible using the Annihilator ANH-1X, even with having to make some compromises due to its different hardpoint configuration. I also shared key details on my proposal for an ER PPC-based loadout on an all-energy Devastator variant (again represented by the Annihilator ANH-1X, although the Stone Crusher legendary variant, with its side torso-mounted energy hardpoints, could be even better suited to this purpose) with an additional head-mounted energy hardpoint. Such a build pushes the idea of a zombie 'Mech in MWO to its limits, without resorting to some of the more exotic technology (such as Hardened Armor, quadripedal chassis, small and/or torso-mounted cockpits, compact engines and gyroscopes, and directly armored components) in the BattleTech tabletop game.

Monday, December 1, 2025

MechDB Misadventures, Part 17: Black Knight as Penetrator

MechDB Misadventures, Part 17: Black Knight as Penetrator

In BattleTech, the Penetrator is one of the most durable post-Clan Invasion era Inner Sphere BattleMechs due to having a standard engine and an all-energy loadout comprised of two ER Large Lasers and six Medium Pulse Lasers, plus an Anti-Missile System for countering incoming missile salvos and four Jump Jets to provide improved mobility. However, since MechWarrior Online has yet to introduce the Penetrator to its ever-growing list of 'Mech chassis, I decided to replicate the standard PTR-4D's loadout in MechDB using the closest chassis to that variant: the Black Knight BL-6B-KNT, which has nine energy hardpoints and an AMS hardpoint, thus making it almost a perfect match for the PTR-4D. The result was as follows:


Above: This is the closest you can get to replicating the Penetrator PTR-4D in MechWarrior Online - a Black Knight BL-6B-KNT carrying a pair of ER Large Lasers, three pairs of Medium Pulse Lasers, an Anti-Missile System with a ton of ammo, and four additional tons of AMS ammo to simulate each jump jet, all concealed within 13 tons of standard armor (out of a maximum possible amount of 14.5 tons). However, the Black Knight has a hand actuator on both of its arms, whereas the Penetrator lacks such items in each of its arms, so the PTR-4D's stock loadout actually uses only 45 of a possible 78 critical slots, two fewer than the similar loadout on the BL-6B-KNT shown here.

Obviously, this loadout isn't very heavily optimized due to its lack of heat sinks (only 12 double-strength items, but it can be improved further. One suggestion is as follows:


Above: This idea for a more optimized loadout for the Penetrator PNT-4D (not valid on the Black Knight BL-6B-KNT shown here due to occupying one more critical slot than the maximum limit of 78) downgrades the Medium Pulse Lasers to regular Medium Lasers, saving six tons, and swaps the ER Large Lasers for ER PPCs, while adding an Endo-Steel structure to allow fitment of six additional Double Heat Sinks. The quartet of AMS ammo bins (which simulate jump jets) remain in place, though.

Although this custom configuration for the Penetrator PNT-4D sacrifices some raw firepower (50 in the new configuration, whereas the original could deliver 54 damage per alpha strike), its heat sinking capacity has increased by 50%, and this allows for much more staying power in a tabletop battle, especially since it carries an additional 0.5 tons of armor. The lack of AMS makes it more vulnerable to missile barrages, but on the other hand, it removes whatever little probability of an ammunition explosion that can occur. Crucially, with both of its arms having upper and lower arm actuators but no hand actuators, the resulting Penetrator setup still has one critical slot in total left over, and would thus be valid for tabletop use.

In short, this modified Penetrator is a much better tool than the original for, erm, penetrating a defensive line without risking catastrophic ammo depletion or detonation.

Confessions of an Automationeer, Part 238: An Early Christmas Gift We're Thankful For

Confessions of an Automationeer, Part 238: An Early Christmas Gift We're Thankful For

Having just returned from a Thanksgiving vacation in Europe covering three different cities (Zurich, Prague, and Amsterdam, in that order), I'd like to show you another challenge entry, which you can find here:




Above, from top: The 1982 KMA KX2 may be small and light (on power), but it was designed to leverage it in the best possible way in all situations.

The car in question is the 1982 KMA KX2 1.6 - a small, light, analog machine of the kind I rarely saw in Europe (mainly due to my visit taking place during late fall/early winter - I even saw snow on some days), and in an increasingly complicated, tech-heavy motoring world, a highly refreshing tonic had it existed in real life. And just like my previous challenge build, this one comes with Beam export cameras at the hood and driver's side eye level.

Why, then, do I consider this build an effective antidote to the bloat that has plagued the car industry for a decade? For one, at less than four meters long and with a width of under 1.8 meters, it doesn't take up too much space on the road - perfect for the narrow, confined spaces commonly found in many European city centers and mountain passes. Also, with just 120 horsepower (from a 1.6-liter straight-four mounted transversely in the middle, revving to 7500 rpm, and driving the rear wheels via a 5-speed manual gearbox and helical limited-slip differential) pushing along 950 kilograms, it's surprisingly quick (0-60 mph in under 7.5 seconds), without being overpowering. Finally, with relatively narrow tires (165/70R14 front and 185/60R14 rear), it doesn't have too much grip for its drivetrain - the lack of power steering (also made possible by the low weight and those narrow tires) also helps.

Its softly-sprung all-strut suspension (chosen due to cost and space constraints) also works in its favor. While it retains a sporty driving experience, it still retains enough compliance to serve as a daily driver. Speaking of which, air conditioning and a tape deck come as standard, so you won't be sacrificing too many creature comforts, either. And with 4-wheel vented disc brakes, you'll have enough stopping power (and zero risk of fade) if you have to save yourself - and the car - from a sticky situation.

All in all, this would be a great way to venture into the world of mid-engined cars without throwing yourself into the deep end with an actual supercar or hypercar, and risking your license (and someone's life, especially your own) in the process. Happy (belated) Thanksgiving and Merry Christmas everyone!