1. I like this change from a gameplay perspective, but can't really make sense of it from a mechanical realism perspective. What I could do though is have TUpper influence TLower, and vice versa, then it would act like there are two separate cooling lines that share the same radiator or something. You'd end up with more or less the same effect on gameplay.
Yeah, it really is a short term compromise of what I really want.
What I really want to do is have all of the following:
- TUpper influences TLower (in both directions)
- TLower influences TUpper (in both directions)
- Some amount of damage is calculated if TUpper is over a threshold (representing burn damage for example)
- Some amount of damage is calculated if TLower is over a threshold (representing burn damage for example)
- Some amount of damage is calculated if TAverage is over a different, slightly lesser threshold (representing overall being "baked" inside the PA, breathing too hot air, etc)
2/3/4. I had wanted to do a more sophisticated version of TRO that altered your speed based on your carryweight, so that you were always going as fast as you could without overheating. What you've done though is simpler, and accomplishes nearly the same thing.
I considered that, but didn't think it was consistent with the TRO -- that is to say, it isn't an intelligent device that lets you set-it-and-forget-it, always giving you the greatest benfit without the drawback... the idea (in my mind) is just disabling the safety device, and playing it "fast and loose" in a more manual fashion.
All I would change (and I will probably incorporate this into the next release) would be to make the speed bonus configurable via menu. That way, if you wanted to pack light and haul @%% you could, or if you wanted to carry a ton or so you could lower the speedmult enough that you weren't overheating every few seconds. I'm using a hotkey overloading system with my Energy Pulse Generator that lets you fire and switch explosion types using the same key (tap to fire, hold to cycle through available options, and boy is that script a headache to look at). I could do something similar with TRO, where tapping the hotkey toggled TRO, and holding it adjusted your speed multiplier. It would also still work with Sprint Mod the same way it does now, with the added benefit that you could tune your non-sprinting speed.
Doing something like that would be groovy, and a step in the right direction for the mod IMO, even though it is outside of my personal tastes/preferences regarding PA.
I'll need to think a bit about how weightmult is calculated. I think maybe calculating the players carryweight based on their strength base actor value, and subtracting a fraction of that from the total used for calculating weightmult, would probably be the way to go. It would be like the power armor was amplifying its wearer's strength, rather than just adding to it.
Yeah, that is what I'm doing now. Since PA worn by a stronger character wouldn't have to work quite as hard to move the same load, but at the same token the PA still has to move the mass - so even if you're strong enough to carry the load on your own, the PA is still going to be taxed by providing the same general benefits to you while moving the increased total mass.
On the other hand, once you've essentially made carryweight unlimited, maintaining compatibility with backpack mods and other things that increase carryweight becomes obsolete.
I haven't found that in my game --- I still wear a backpack, and have weight problems often... because the only time I'm effectively "unlimited", is when TRO is on... and the more I push that unlimited aspect, the more careful I have to be not to move when I pull out a weapon - and/or to never touch my sprint button - not to mention power drain being an issue (though I restrict myself much more than your mod does by default, and use a drain mult of 2.0 -- so power is a major consideration for me at times).
True neither the backpack nor my carryweight increasing perks help me any when TRO is activated... but they help push out the point before I'm actually turning on TRO just for the purpose of being able to run. Ideal? No, but seems workable thus far. (Is there a way to find the player's current max carry weight? If so, this should be trivial to solve...)
5. This seems mostly to be a matter of taste - you either see the temperature numbers changing frequently but in smaller increments, or less frequently but in larger increments. A real physical system would be changing continuously, so personally I think frequent, smaller increments is more realistic, but the way you have it set up its as if the thermocouple is sampling temperature every few seconds.
Actually it does change it more than that (the incremental math works out differently - and actually NOT in favor of the way that I'm doing it... I'm thinking about long term making two values - one that tracks the actual temperature, and one that tracks the displayed temperature, which would resolve that issue). (I might even be mean and make it so that the temperature gauges have an even more substantial delay in updating -- so the actual temp, which impacts damage done to the player, is updated every frame - while the display temp is based on the average of the (currentframe - 10) through (currentframe - 20))
Anyhow, much of the problem that I have with the default is that I don't feel I have control over making choices about how high I go with the temp -- the display changes so rapidly that sometimes I cannot see a number and register its meaning in my head, before I've already passed that by a good ways. (This is particularly an issue with sprinting, or swinging a supersledge, etc - things that cause big temp changes). In the end, yes it is a matter of taste. I prefer my way not due to any realism issues, but purely for gameplay aspects. I want the TRO to be a "pay attention and make decisions" sort of thing - when it updates too fast, it becomes too twitchy for me.
I liken it to overworking an engine -- when you gun it to redline, the engine temp dosen't peak in just a few seconds... it takes a while. And when you back off, it takes quite a while to cool down. That is ultimately what I want to work towards... one thing at a time.