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MechWarrior 5: Mercenaries - TableTopRulez_JumpJetMod v.1.0 - Game mod - Download

The file TableTopRulez_JumpJetMod v.1.0 is a modification for MechWarrior 5: Mercenaries, a(n) simulation game. Download for free.

file typeGame mod

file size22.4 KB

downloads172

(last 7 days)0

last updateMonday, August 3, 2020

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TableTopRulez_JumpJetMod is a mod for MechWarrior 5: Mercenaries, created by Oraeon1224.

Description (in author’s own words):

This mod to MW5 alters the acceleration of the jump jets to match the movement rules for tabletop BattleTech from TotalWarfare.

This mod tries to make jumpjets work like they do in tabletop (or for more recent users BattleTech computer game). All changes to jumpjets follow TotalWarfare rules. The following have been altered:

1. Burn time is now 3 total seconds. 2 seconds to reach Tabletop values for altitude and 1 second for decent. This decrease of 0.5 seconds was mathematically calculated to allow the vertical acceleration to be much faster. This makes the mech harder to hit with weapons fire, while allowing enough time for control of the jump. If you use >2 seconds of burn the vertical height may be greater than tabletop but you will also risk significant fall damage.

2. Jump jet regeneration time is now corrected to match a 10 second turn. You can now jump every 10 seconds including the time you spent jumping. With a stopwatch I made sure each weight of mech is close to 10 seconds per jump by altering each JJ class regeneration time. Since I can't set this value for the number of JJ it isn't perfect, but now JJ can be used the equivalent of each turn in TT. The heat changes balance this out.

2. JJ_Z acceleration curve is faster than before. This means you reach max altitude much quicker with less burn. Altitudes were checked in engine by using a commando scaled to the published jump heights for each class and number of jumpjets.

3. JJ_XY acceleration curve is dramatically faster than vanilla. This makes you much harder to hit. In addition you can now jump TT published jump distances from a standstill. This makes JJ now very useful for escaping a firefight or closing distance rapidly. Remember to tap JJ if you don't want max altitude.

4. HeatGeneration curves are altered to match tabletop rules. I altered the heat curves to generate more heat until an 8JJ jump generated heat that was then removed by 8 seconds on a stopwatch (10 heat sinks removing 10 heat in 1 round means 8 seconds to clear 8 heat).

Simply place the .pak file your MW5Mercs/MW5Mercs/Content/Paks directory and it should work

Future directions and feedback:

1. I am not sure if the horizontal jump distance is too much. It is great for defensive jumps, and carries you lore based distances without needing to be at max running, but without separate controls for x and z it is a big horizontal jump if you wanted to just go upward. Currently I feel they are better for defensive purposes similar to how they are used in TT and the BattleTech computer game. However, I may make a version that jumps 2/3 as far with the same vertical height to try to address this.

2. The game engine has gravity set at 5.0m/s2 which is about half of earth gravity. This makes the mechs descent floaty. I can fix this and make it feel like the real world by altering the gravity of a given map. However, I have located but can't edit the engine's default gravity value. Fixing this would be great but may not be possible.

3. Burn time is a bit of a pain. Altering the HUD to have a carrot 2/3 of the way down the JJ meter would be helpful. But I don't really want to make a HUD mod for this.

To install:

Extract to „…MW5Mercs/MW5Mercs/Mods”

We heavily recommend using MW5 Mod Compatibility Pack when modding MechWarrior 5.

  • Last update: Monday, August 3, 2020
  • Genre: Simulation
  • File size: 22.4 KB
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