Welcome to Tetsuhara Heavy Industries (THI).
We are a small engineering firm based on Awano and we specialize in the refit of Battlemechs. We also have a small weapons development division that is working to bring new technologies to the modern battlefield of 3039.
THI Battletech Releases
We are proud to announce the release of the following Mech refits for the Battletech Game – Kickstarter Beta.
In addition to the two Releases, we also have a Weapons Division Release, meant for modders. We will cover this more in depth in an upcoming page.
|Link for Feedback|
|In Release 1, the focus is on providing Mech variants found in BattleTech Record Sheets 3039 Unabridged that can be used with the game client. All variants here are compliant to both the record sheets and to MWO’s hardpoint system, unless necessary to workaround the client’s peculiarities.||In Release 2, the focus is on providing Mech variants found in BattleTech Record Sheets 3039 Unabridged that can be used with the game client. All variants here are compliant to both the record sheets and to MWO’s hardpoint system, unless necessary to workaround the client’s peculiarities.
Release 2 Mechs are usually based off almost completed HBS assets that are included in the client, but with some patched-around support content. As a result, these Mechs can have some problems that may not be visually appealing, but are generally ok and stable.
In this Release Version 2, 12 additional variants are added:
|In this Release Version 1, the following Mechs are added:
The Firestarter assets are largely complete but I believe the flameris still undergoing balancing. As such used at your own perils.
The Raven is not really complete and is missing animation. In this case though, both of these are “Battle” Ravens and don’t have any ECM equipment, so are safe enough to release.
The Spider files also had a bug from previous and has been fixed.
The files have also been restructured to update/ standardize to record sheets.
|The following mechs are included:
||The following mechs are included:
|In the case of Victor VTR-9A, the model itself has a bit of issue, but overall is not very noticeable. As such it is included in the Release 1 schedule.||The Spider and Thunderbolt assets in game are incomplete and don’t have some animation and parts.
However the Spider brings fast, jump-capable recon ability, and the Thunderbolt has so. much. firepower. that they can bring a different gameplay experience.
The Cataphract has some minor model issues with glowing weapons. The Mech brings with much needed staying power with the heavy mechs in game, so the problem is smaller than the value it brings.
Instructions for Refit
In each Release pack there is a README file. Please read the file before refitting your client.
All files in THI releases have a THI_ prefix. The files included are already in their correct directories.
What you need to do:
- Download and Unzip the Release, from the links above.
- Go to your client’s data directory. Typically, this would be: [STEAM_INSTALL_PATH]\steamapps\common\BattleTech – Private Beta\BattleTech_Data\StreamingAssets\data\
- *BACK UP* your VersionManifest.csv, found in the \data\ directory above. this is the only file that needs to be modified in this Release, so save a copy just in case.No other existing original files are modified, unless specifically mentioned in the README file.
- Copy the files from the Release into the matching directory in your client.
- Copy and paste the stated lines from the README file into your VersionManifest.csv at the end of the file, just before the trailing comma.
- IMPORTANT: Leave the trailing comma in the last line in place, on its own line.
- DO NOT leave blank lines inbetween anywhere.
That is all that is needed to be done. You can start up the Beta client now.
In Case of Emergencies
If your client refuses to run and you suspect the Releases to be the culprit, you can turn off the release by doing the following:
1. Replace the modified VersionManifest.csv with your original backup, OR
2. Delete the lines introduced from the VersionManifest.csv.
The files are safe to leave in the subdirectories, but if you feel particularly threatened by them, just search by the THI_ prefix and delete the files.
This portion is a small technical discussion for the modders who are interested in these things.
The mechdef/ chassisdef here are, as closely as possible, record-sheet accurate, and as hardpoint compliant to Mechwarrior Online (MWO) as possible. There are a few issues where it wasn’t always possible to be 100% the same.
Engine Heat Sinks
Battletech’s implementation of Engine Heat Sinks is a flat, default 10 for everyone. Anyone who’ve done Mech creation would know it’s not the case; small engines need to provide critical space for heat sinks that can’t fit into in, and big engines can swallow extra heat sinks.The principle I approached this problem is to ensure all criticals are represented; the approach I chose was:
For small engines, the heat sinks on the record sheets were added as per normal, but marked as destroyed. This is to preserve the in-game heat dissipation rate as per design specs, Otherwise you’d have overcooled designs.
For big engines, I would add any heat sinks to CT only, meaning in some cases there will be more crits in the CT than is possible. This isn’t as common as it sounds in 3039, but does happen. Again, this has to be done to preserve heat-dissipation rate, otherwise these designs would be undercooled
Battletech classify certain weapons as “Antipersonnel”, such as MGs. Small Lasers and Flamers. In MWO, where the art assets come from, these are classified as “Ballistics” and “Energy”.For stock builds this isn’t a big issue, but if you start customizing, the issue become whether there are art assets for the alternative weapons; also in some cases, you can no longer swap in a big-bore AC where MGs used to be.
Costs of Battlemech
On the question of costs, I took Master Unit List‘s C-bill listing; Battletech’s internal values appears a bit high. This does have the effect of making my variants cheaper than the Beta mechs….