Understanding Mech Engineer

Mech Engineer is one of the main gameplay experience changing mods added to RogueTech, which allows for many different aspects from the core game between the un-modded BattleTech experience and the RogueTech experience, adding new armor types, structure types, reintroducing engine ratings and engine core types. And this many additions will be explained, as well as some tips from fellow commanders.
== Mech Engines for Beginners. ==
Mech Engines Cores are the main component for any mech, it defines how many "Internal Heat Sinks" and/or "Additional Heat Sinks" a mech can have. As well as how far a mech can move per turn, which also determines the evasion pips generated for your mech when it moves.
=== What are Internal Heat Sinks? ===
Internal Heat Sinks are heat sinks which come with the engine, and will provide passive cooling per turn.
 A mech needs at least 10 heat sinks Total, Internal (inside engine), or External (as additional heat sinks inside a mech as allotted critical space equipment).
 If you have an Engine Core with less than 10 heat sinks total, then the difference of the needed heat sinks are free tonnage-wise, but they will take up more bulk.
=== What are Additional Internal Heat Sinks? ===
Additional Internal Heat Sinks are heatsinks which can be put inside a mech's Engine Cooling system directly, still using the necessary tonnage for each heat sink installed, but without the need for additional chassis space being used. However, they are not always equivalent to external heat sinks.
With the new MechEngineer 3.0 a new system was introduced to install in a more friendly visually way to change's an engine internal cooling systems.
The additional Heat Sinks are now items called Engine HS which shows various details of the engine core. The standard version can be exchanged by any Engine HS upgrade.
There are multiple version available as upgrades. From Engine HS +1 to Engine HS +7. Which are equal in their passive heat dissipation to 1 Additional Heat Sink and 7 Additional Heat Sinks respectively. 
Note: If the external heat sinks compatible with the heat sink kit have additional heat-reducing effects, internal Engine HS will not carry them. e.g. a Heat Sink Kit Prototype allows the use of Prototype Double Heat Sinks, which have the effect of -4 Heat per turn as well as -4% Weapon Heat generated, but an Engine HS +1 installed with said Heat Sink Kit will only carry the effect of -4 Heat per turn, while still weighing the same 1 ton as an external Prototype Double Heat Sink.
 To Install a Engine HS upgrade, e.g. Engine HS +1, drag and drop to the Center Torso, where its slot is located.
 A compatible Engine Size needs to be used to be able to mount Additional Heatsinks. Please refer to the table below.
== Core Heat Sinks Kits and You. ==
Core Heat Sink Kits, more commonly known as Double Heat Sink Kits, are special upgrades that will change the engine's heatsinks to a variety of Double Heat Sinks (or DHS), which will then provide additional cooling per turn. Regular Heat Sinks cool 3 heat per turn, DHS cool 4-6 heat sinks per turn. So a 250 core (10 internal heatsinks) with normal heatsinks will passively cool 30 heats per turn, but a DHS upgraded 250 core will cool 40-60 heat per turn. There can also be other bonuses regarding heat management from Heat Sink Kit upgrades.
The standard Heat Sink Kit version is called Cooling , named as the cooling system currently being used by the mech. The standard version can be exchanged by any Cooling.
 To install a DHS Kit Upgrade, just drag and drop the DHS Kit towards the Center Torso, where its slot is located.
 DHS Kit Upgrades also provide their bonuses to the Additional Heatsinks installed on the Engine Core.
== Armor Types. ==
Please Note TP refers to Tech Point and CB refers to C Bill
Armor Type 	Weight Effect	Slots 	Bonus Effects	Description
Light Ferro Fibrous	-6% 	5 	* Armor TP Cost:+10%
* Armor CB Cost: +15%	Light Ferro-Fibrous armor (FF) is an attempt by the Inner Sphere to mimic SLDF Ferro-Fibrous armor. Utilizing a weave of ferro-steel, ferro-titanium, and diamond weave fibers which boosts the tensile strength of the plating, it provides more protection per ton than standard armor, but takes up more space on the 'Mech or vehicle.
Ferro Fibrous 	-12% 	10 	* Armor TP Cost:+5% 
* Armor CB Cost: +10%	Ferro-Fibrous armor (FF) is a special type of armor used by vehicles and BattleMechs. Utilizing a weave of ferro-steel, ferro-titanium, and diamond weave fibers which boosts the tensile strength of the plating, it provides more protection per ton than standard armor, but takes up more space on the 'Mech or vehicle.
Heavy Ferro Fibrous	-20% 	15 	* Armor TP Cost:+15%
* Armor CB Cost: +20%	Heavy Ferro-Fibrous armor was developed by Durallex for the Lyran Alliance based on the Inner Sphere's attempts at Light Ferro-Fibrous. Utilizing a weave of ferro-steel, ferro-titanium, and diamond weave fibers which boosts the tensile strength of the plating, it provides more protection per ton than standard armor, but takes up more space on the 'Mech or vehicle.",
Spall Liner 	+15% 	5 	* Armor TP Cost:+15%
* Armor CB Cost: +20%
* Damage Taken: -10%
* Crit Resistance: +50%	Hard hits can break pieces off the inside of armor, without piercing it, turning them into shrapnel. This reinforced lining material slows or catches this spall before it can cause damage. Reserves 5 slots.
Reactive Plating 	No Effect 	10 	* Armor TP Cost:+10%
* Armor CB Cost: +15%
* Kinetic Protection: +20%
* Energy Protection: -10%	Reactive Armor Plating (sometimes called Blazer Armor) is a type of specialized armor that uses a series of microscopic explosions to reduce the effects of explosive weapons fire like missiles, artillery, and mortars. Reserves 10 slots.
Reflective Coating 	No Effect 	10 	* Armor TP Cost:+10%
* Armor CB Cost: +15%
* Kinetic Protection: -10%
* Energy Protection: +20%	Laser Reflective Armor dissipates energy weapon attacks more efficiently than other armor types, reducing the amount of damage taken by the 'Mech mounting it. Despite the name, Laser Reflective Armor is effective against all energy weapons, not just lasers. PPCs, Flamers, and Plasma Rifles and Cannons are all less effective against it. Reserves 10 slots.
Impact Resistant 	No Effect 	6 	* Armor TP Cost:+20%
* Armor CB Cost: +25%
* melee Protection: +35%
* Crit Resistance: -50%	Impact Resistant Armor was originally developed by Lyran Commonwealth engineers for use on Solaris VII and other gladiatorial combat worlds. The armor consists of a flexible sealant that covers interlocking rings, covered by a thick flexible outer shell similar to tank treads. These rings flex when hit by a 'Mech sized melee weapon, reducing the damage. Despite being effective against physical weapons, the armor's flexibility means it is more likely to fail against armor-piercing ammunition and in hostile environments. Reserves 6 slots.
Hardened 	+100% 	No Effect	* Armor TP Cost:+50%
* Armor CB Cost: +50%
* Total Armor: +100%
* Crit Resistance: +50%
* Walk Speed: -20%
* Run Speed: -20%	Hardened Armor is a thicker armor type that uses multiple overlapping plates to provide additional protection against enemy fire. Though capable of diverting more damage than standard armor, the increased number of armor plates and their lack of flexibility makes any unit employing it more difficult to pilot, and can affect the speed as well. In fact, Hardened Armor is so heavy that it cannot be mounted on hovercraft, VTOLs, or WiGE vehicles. Reduces incoming Critical Hits.
LAM Aluminium Armor	+10% 	6 	* Armor TP Cost:+10%
* Armor CB Cost: +15%
* Jump Distance: +20%
* Weapon Heat Generation: -10%
* Passive Heat Sinking: -9 per turn
* REQUIRED: Partial Wing System	Originally conceived during the Star League era, the Land-Air 'Mech (or LAM) is a hybrid military unit capable of transforming between BattleMech and Aerospace Fighter forms.
Heat Dissipating 	+10% 	6 	* Armor TP Cost:+10%
* Armor CB Cost: +15%
* Heat Bank: +30 heat units
* Overheat Limit: +20 heat units
* Weapon Heat Generation: -10%	Heat-Dissipating Armor is a derivative of the Fire-Resistant Armor used by Clan battlesuits. Created by the Capellan Confederation, it reduces the effects of fire and incendiary weapons on a BattleMech's heat exchange system while intact. Unlike some specialty armors, it is effective against most weapons, but the increased bulk of the armor (from additional insulation and modified sealants) results in less overall protection per ton.
Spiked 	+30% 	6 	* Armor TP Cost:+30%
* Armor CB Cost: +40%
* Walk Speed: -10%
* Run Speed: -10%
* Crit Resistance: +30%
* Melee Damage Bonus: +20%
* Melee Protection: +50%	A typical deep Periphery derivate of Impact Resistant and Hardened Armor with a twist of the Lyran Solaris Spikes, Covering the whole Mech in additional interlocking hardened Spikes to give it an edge during the grittiest of infighting at cost of armor weight.
== Engine Types ==
There are different types of engines in Roguetech that determines how a mech will die due to the loss of the engine. 
With Compact or Standard engines, you can survive with just your mech's Center Torso, meaning it can survive losing two side torsos. Which in Battletech means either the Right side Torso - RT, or the Left side Torso LT. 
 With IS Light Fusion Engine (LFE) or clan eXtra Light (cXL) engines, you can survive one side torso being blown up.
 With IS eXtra Light (XL) engines, Clan eXtra eXtra Light (Clan XXL) or IS eXtra eXtra Light (XXL) engines, you will die if any of your side torsos are removed.
 NOTE: All engines will be destroyed if they receive 3 critical hits (crit). Which could occur with Through Armor Criticals (TAC), and the larger the space (protrusion) into the side torso of the mech the engine takes up, the more likely a critical hit will happen and cause a engine kill even without the loss of any side torsos. The loss of the engine means the loss of a mech.
Please Note TP refers to Tech Point and CB refers to C Bill
Engine Type 	Weight Effect	Slots	Bonus Effects	Description
Compact 	+ 50% 	3 	 	The Compact Fusion Engine is mechanically similar to a Fusion Engine but uses much denser radiation shielding. The Compact fusion engine is 50% heavier for the same performance, but occupies less space in the center torso and is less likely to receive a critical hit.
Fuel Cell 	X1.6 	2 	
* Heat Generated: -60% 
* Armor TP Cost:-10% 
* Armor CB Cost: -10%
* Cannot use Additional Cooling Kits, Exchanger or Banks	Fuel Cell engines are primarily used in civilian applications like rail systems, personal transport, and IndustrialMechs. Fuel Cell engines generate electrical power that is then used by the vehicle to operate its propulsion system. A Fuel Cell engine has several advantages over the typical Internal Combustion Engine. While they require an oxidizer to operate, they are readily able to accept a stored oxidizer along with their fuel, making it a good choice for submarines, satellites, and naval applications. As most fuel cells run on hydrogen and oxygen, they have no exhaust other than water vapor so Fuel Cells are also used as generators for buildings and other large structures.
ICE 	X 2 	3 	
* Walk Speed: -20%
* Run Speed: -30%
* Heat Generated: -40%
* Armor TP Cost: -20%
* Armor CB Cost: -30%	For all intents and purposes identical to a modern internal combustion engine, the I.C.E. in BattleTech is used mainly for conventional vehicles and IndustrialMechs. Its power output is less than a fusion engine of similar mass, meaning an I.C.E. needs to be heavier in order to have the same engine rating of a fusion engine.
Land Air Mech (LAM)	-15% 	4 	
* Jump Distance: + 20%
* Evasive Max: +1
* Evasive Pips +1
* Requires Wings	Originally conceived during the Star League era, the Land-Air 'Mech (or LAM) is a hybrid military unit capable of transforming between BattleMech and Aerospace Fighter forms.
Light 	-25% 	4 	
* Survives one side torso destruction	The Light Fusion Engine is mechanically similar to an XL Engine, but uses Lostech energy shielding to allow a mech to survive the destruction of a side torso. The Light Fusion engine is 75% the mass for the same performance, but intrudes into the side torso bays of a BattleMech.
Pirate 	-15% 	4 	
* Walk Speed: +10%
* Run Speed: +10%
* Jump Distance: +15%
* Total Energy Heat Generation: +10%	So some gouzaizi thought he cracked how to make a Star League Grade Engine Shielding. If this doesn't blow up your mech when it breaks, it surely will boost the engine. There is a note etched into the main board that says Suck It Yang.
Pirate Fuel Cell 	X 1.4 	4 	
* Heat Generated -80%
* Cannot use Additional Cooling Kits, Exchanger or Banks	This was a Light Engine until someone ripped out the Fusion compartment and wired a Fuel Cell into its assembly. They even managed to improve the energy converters wired into it. I can repair it, but this thing can never leave this 'Mech or be used otherwise.
Primitive 	+20% 	5 	
* Armor TP Cost: -10%
* Armor CB Cost: -10%	Compared to their Star League and Succession War-era counterparts, Primitive Engines are larger and less efficient; typically, modern engines are 80% the size of these early engines for the same amount of power.
XL 	-50% 	6 	
* Destruction of a side torso destroys the engine	The Extralight Fusion Engine is mechanically similar to a Fusion Engine but uses much lighter radiation shielding. The XL fusion engine is half the mass for the same performance. The XL fusion engine is twice as large as the standard fusion engine and intrudes into the side torso bays of a BattleMech.
CXL 	-50% 	4 	
* Survives one side torso destruction	The Extralight Fusion Engine is mechanically similar to a Fusion Engine but uses much lighter radiation shielding. The XL fusion engine is half the mass for the same performance. The Clan XL fusion engine is 66% larger than the standard fusion engine and intrudes into the side torso bays of a BattleMech.
XXL 	-66% 	12 	
* Destruction of a side torso destroys the engine	The Extra-Extralight Fusion Engine is mechanically similar to a Fusion Engine but uses much lighter radiation shielding. The XXL fusion engine is one third the mass for the same performance, but extrudes into the side torsos of a Battlemech and produces additional waste heat.
CXXL 	-66% 	8 	
* Destruction of a side torso destroys the engine	The Clan Extra-Extralight Fusion Engine is mechanically similar to a Fusion Engine but uses much lighter radiation shielding. The cXXL fusion engine is one third the mass for the same performance, but extrudes into the side torsos of a Battlemech and produces additional waste heat.
Sub Mod Engine Types 
Engine Type 	Weight	Side Torso Slots	CT Slots	Bonuses	Description 	Sub Mod
Engine Light S-LAM	-25% 	6 	 	
* Jump Distance: 20%
* Evasive Max: +1
* Evasive Pips: +1
* Run Speed: +25%
* Walk Speed: +10%
* Heat Generated: +10%
* Requires Wings	This specially modified Marauder Engine Core enables the mech's thrusters to work in conjunction with a LAM system strapped into it while retaining the weight savings of a Light Engine, this effectively makes the engine lighter and makes the mech go faster, it adds a lot more bulk then normal LAM or Light engines.	Experimental Weapons
== Engine Ratings ==
Below are the details for a normal standard engine for each rating. Note that Non Standard engines (see above) may have differing tonnage to Standard Engines.
Expand/describe this:engine rating divided tonnage = movement (WIP)
=== List for Engines Ratings 10-100 ===
Rating	Standard Engine Tonnage	Gyro Tonnage	Internal	Free Ext. Heat Sinks	Max Add. Internal
10 	0.5 	1 	0 	10 	0
15 	0.5 	1 	0 	10 	0
20 	0.5 	1 	0 	10 	0
25 	0.5 	1 	1 	9 	0
30 	1 	1 	1 	9 	0
35 	1 	1 	1 	9 	0
40 	1 	1 	1 	9 	0
45 	1 	1 	1 	9 	0
50 	1.5 	1 	2 	8 	0
55 	1.5 	1 	2 	8 	0
60 	1.5 	1 	2 	8 	0
65 	2 	1 	2 	8 	0
70 	1 	1 	2 	8 	0
75 	2 	1 	3 	7 	0
80 	2.5 	1 	3 	7 	0
85 	2.5 	1 	3 	7 	0
90 	3 	1 	3 	7 	0
95 	3 	1 	3 	7 	0
=== List for Engines Ratings 105-200 ===
Rating	Standard Engine Tonnage	Gyro Tonnage	Internal	Free Ext. Heat Sinks	Max Add. Internal
100 	3 	1 	4 	6 	0
105 	3.5 	2 	4 	6 	0
110 	3.5 	2 	4 	6 	0
115 	4 	2 	4 	6 	0
120 	4 	2 	4 	6 	0
125 	4 	2 	5 	5 	0
130 	4.5 	2 	5 	5 	0
135 	4.5 	2 	5 	5 	0
140 	5 	2 	5 	5 	0
145 	5 	2 	5 	5 	0
150 	5.5 	2 	6 	4 	0
155 	5.5 	2 	6 	4 	0
160 	6 	2 	6 	4 	0
165 	6 	2 	6 	4 	0
170 	6 	2 	6 	4 	0
175 	7 	2 	7 	3 	0
180 	7 	2 	7 	3 	0
185 	7.5 	2 	7 	3 	0
190 	7.5 	2 	7 	3 	0
195 	8 	2 	7 	3 	0
=== List for Engines Ratings 200-295 ===
Rating	Standard Engine Tonnage	Gyro Tonnage	Internal	Free Ext. Heat Sinks	Max Add. Internal
200 	8.5 	2 	8 	2 	0
205 	8.5 	3 	8 	2 	0
210 	9 	3 	8 	2 	0
215 	9.5 	3 	8 	2 	0
220 	10 	3 	8 	2 	0
225 	10 	3 	9 	1 	0
230 	10.5 	3 	9 	1 	0
235 	11 	3 	9 	1 	0
240 	11.5 	3 	9 	1 	0
245 	12 	3 	9 	1 	0
250 	12.5 	3 	10 	0 	0
255 	13 	3 	10 	0 	0
260 	13.5 	3 	10 	0 	0
265 	14 	3 	10 	0 	0
270 	14.5 	3 	10 	0 	0
275 	15.5 	3 	10 	0 	1
280 	16 	3 	10 	0 	1
285 	16.5 	3 	10 	0 	1
290 	17.5 	3 	10 	0 	1
295 	18 	3 	10 	0 	1
=== List for Engines Ratings 300-400 ===
Rating	Standard Engine Tonnage	Gyro Tonnage	Internal	Free Ext. Heat Sinks	Max Add. Internal
300 	19 	3 	10 	0 	2
305 	19.5 	4 	10 	0 	2
310 	20.5 	4 	10 	0 	2
315 	21.5 	4 	10 	0 	2
320 	22.5 	4 	10 	0 	2
325 	23.5 	4 	10 	0 	3
330 	24.5 	4 	10 	0 	3
335 	25.5 	4 	10 	0 	3
340 	27 	4 	10 	0 	3
345 	28.5 	4 	10 	0 	3
350 	29.5 	4 	10 	0 	4
355 	31.5 	4 	10 	0 	4
360 	33 	4 	10 	0 	4
365 	34.5 	4 	10 	0 	4
370 	36.5 	4 	10 	0 	4
375 	38.5 	4 	10 	0 	5
380 	41 	4 	10 	0 	5
385 	43.5 	4 	10 	0 	5
390 	46 	4 	10 	0 	5
395 	49 	4 	10 	0 	5
400 	52.5 	4 	10 	0 	6
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