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Author Topic: Excel BV calculator  (Read 5950 times)

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BootDisk

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Excel BV calculator
« on: January 07, 2018, 07:58:02 AM »

Background: I never played Table Top BattleTech before. 

I am currently working on a Battle Value calculator for Microsoft Excel.  I have a lot of the formulas already done, and a lot of data from 'Mechs in a table.

I have a question about where to get the most accurate data for my 'Mech tables.  I used to think the Technical Readouts were the best source, but then I noticed that they don't have the specific locations of all equipment listed.  Then I found something called "Record Sheets".  I suppose these are the gold-standard of 'Mech information.  I found some website called "Machine Shop" that seems like I can look up the critical locations of all weapons, ammo, and equipment.  If you know of a better source for finding all of this data, please share, because I can't seem to find a Locust there, only "IIC" variants.

I am really only interested in Mechs available right around 3050, the Common IS and Clan Mechs.
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Takiro

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Re: Excel BV calculator
« Reply #1 on: January 07, 2018, 10:21:22 AM »

First off, welcome aboard!

I've never used BV all that much in assembling forces to do battle partly out of a belief that combat is rarely fair and balanced. But I have heard that Battle Values (1.0 and 2.0) do a good job of providing an equally matched force for a given contest.

I'm still in the dark ages when it comes to Mech Design programs but I believe Heavy Metal Pro (which I still cling to stubbornly) calculates everything in BV 1.0

I'm sure other design programs also do the same or better nowadays with most of my buddies here recommending MegaMek.

Currently my home group (4 to 6 players) and I are set in the early 3050s just following the Battle of Tukayyid in one of my alternate BattleTech timelines.

Have fun BootDisk - I remember in the old days when I had to use you a lot (the olde 5.25 floppy I say). ;)
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Ice Hellion

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Re: Excel BV calculator
« Reply #2 on: January 07, 2018, 12:10:57 PM »

Record Sheets should give you the locations you need (although I don't remember if every variant is in them).

Otherwise you can use Solaris Shunk Werks, a free 'Mech editor, which let you access a lot of 'Mechs (but was not updated with the newest tech).
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

BootDisk

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Re: Excel BV calculator
« Reply #3 on: January 08, 2018, 06:02:23 PM »

MY HEAD HURTS SO BAD.

The short version of calculating BV is as follows:

Calculate Defensive Value
Calculate Offensive Value
Add the together to get the final Battle Value

The problem is I have been looking at the instructions for how to calculate BV for about a week now, and I'm literally getting sick just from trying to understand them.  Are there any tutorials or walkthroughs on this stuff?
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Ice Hellion

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Re: Excel BV calculator
« Reply #4 on: January 09, 2018, 02:20:43 PM »

Apart from reading the books and the examples you might find there, I don't think so
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Fallguy

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Re: Excel BV calculator
« Reply #5 on: January 22, 2018, 07:59:15 PM »

MY HEAD HURTS SO BAD.

The short version of calculating BV is as follows:

Calculate Defensive Value
Calculate Offensive Value
Add the together to get the final Battle Value

The problem is I have been looking at the instructions for how to calculate BV for about a week now, and I'm literally getting sick just from trying to understand them.  Are there any tutorials or walkthroughs on this stuff?

Compiled and dissected many years ago...

---
2d6 Probability Table

2d6  chance to roll  chance to roll or beat
 2       2.78%          100%
 3       5.56%          97.22%
 4       8.33%          91.67%
 5      11.11%          83.33%
 6      13.89%          72.22%
 7      16.67%          58.33%
 8      13.89%          41.67%
 9      11.11%          27.78%
10       8.33%          16.67%
11       5.56%           8.33%
12       2.78%           2.78%


At short range, a weapon without minimums or to-hit modifiers will have its damage multiplied by 91.67% for each short range hex. (look at "chance to roll or beat for 4 on the above table) If it were a pulse laser, you would add a -2 to-hit, making the short range to-hit only 2, meaning it will hit all the time so the damage is multiplied by 100%. If it has (at a particular hex range) a +1 or more modifier due to minimums, then you would use a 5, 6, or 7 from the above table.

Then, do the same thing for each hex of Medium Range, where the base to-hit is 6. (hitting 72.2% of the time, 91.67% for -2 or 83.3% for -1)

Finally, do the same thing for each hex of Long Range, where the base to-hit is 8. (hitting 41.67% of the time, 72.2% for -2 or 58.3% for -1)

Add all of these separate damages for each range, from 1 to the maximum long range, together.

If the weapon does single shot damage of 12 or more points, multiply this total by 1.2 (the head-chopper bonus).

If the weapon uses ammo, the ammo BV per ton is 1/8 the weapon BV. Round both to the nearest integer.

If the weapon is an energy weapon (no ammo), multiply this total by 1.5. Otherwise, multiply it by 1.2.

---

That's it... BV in a nutshell. So for example lets do the I.S. Gauss Rifle. Here is the chance to hit at every range interval:

Hex - Damage  x Probability to Hit = Probable damage at that range
01: 15 x .7222 = 10.83 (.722 due to +2 from Minimum range modifier)
02: 15 x .8333 = 12.50 (.833 due to +1 from Minimum range modifier)
03: 15 x .9167 = 13.75
04: 15 x .9167 = 13.75
05: 15 x .9167 = 13.75
06: 15 x .9167 = 13.75
07: 15 x .9167 = 13.75
08: 15 x .7222 = 10.83
09: 15 x .7222 = 10.83
10: 15 x .7222 = 10.83
11: 15 x .7222 = 10.83
12: 15 x .7222 = 10.83
13: 15 x .7222 = 10.83
14: 15 x .7222 = 10.83
15: 15 x .7222 = 10.83
16: 15 x .4167 =  6.25
17: 15 x .4167 =  6.25
18: 15 x .4167 =  6.25
19: 15 x .4167 =  6.25
20: 15 x .4167 =  6.25
21: 15 x .4167 =  6.25
22: 15 x .4167 =  6.25

Total all those together and you get 222.50 rounded to 223. Then multiply by 1.2 because it's not an energy weapon to get 267.6, then multiply by 1.2 again because it can head-chop (do more than 12 points of damage to a single location) and you get 321.12 rounded up to 321. The ammo would have a BV of 40 per ton. (321/8=40)

BV for units is more complex, but pretty straightforward.

First you calculate Defensive BV:
Points of Armor x 2 (for Mechs and Fighters, x1 for everything else) = Armor BV
Number of Internal Structure points x 1.5 (with standard engine, .75 with I.S. XL, 1.125 for Light or Clan XL) = Structure/Engine BV
Mech/Fighter Mass = Weight BV (zero value for other vehicle types)
Total BV of all Defensive subsystems (ECM, AMS, etc.)

Add all these together and you get a subtotal that you multiply by the Vehicle Modifier. (1 for Mechs and fighters, 0.8 to 0.4 for Vehicles based on type)

Then you subtract the Ammo Modifier which is 20 times the number of tons of ammo present on the design (5 per ton if using CASE II) and the Overheat modifier. (one half of the difference between Max heat produced by all activities including movement and the unit's Max Heat dissipation)

Multiply the subtotal by the Defensive movement modifier (1 plus one tenth of the highest to-hit modifier the unit can generate based on it's movement... i.e. 1.1 for units that have 3-5 MP running speed, etc.) with a 0.2 bonus if the unit has Stealth Armor. This gives you the Defensive BV.

For Offensive BV Simply total the BV of all weapons, ammo, and Offensive Systems (Targeting Computers, etc.) mounted on the unit and multiply it by the Heat Efficiency factor: ((1-(Heat Dissipation / Max Heat))/2) + (Heat Dissipation/Max Heat); maximum 1. (so you can't increase BV by having more heat dissipation than you need) For example if you have a max Heat generation (including movement) of 49 and 16 double HS then the factor is ((1-(32/49))/2)+(32/49) = 0.826530612

Lastly you multiply this by the Offensive Movement Modifier:
((((Running-Flank MP (double for VTOLs) + Jump MP + 1 for MASC or TSM + 1 for Supercharger) - 5) / 10) + 1) ^ 1.2 rounded to two decimal places

So for an 8 Running and 3 jump Mech the modifier is: 8+3=11-5=6/10=0.6+1=1.6^1.2=1.757696869 rounded to 1.76

Then add Offensive BV to Defensive BV for total Unit BV.

Hope this helps.
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BootDisk

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Re: Excel BV calculator
« Reply #6 on: January 26, 2018, 08:04:41 PM »

Thank you a lot. 

Is this BV 1 or BV 2?
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