Ok guys I've run through some tests again to see if heatsink values and the way it works have changed since 0.32
Just to let everyone know, these numbers are as exact as I could get from playing the game itself and using an empty server running test of strength as a test bed to put the assets in the game and test them there. Some of the higher numbers may be a degree or two out, but you get the idea of heatsink values from these following tests. The test was done by shooting weapons to get heat up to redline lever (when it gives shutdown warnings) and then recording the rate of cooling the mech is achieving.
BASELINE REACTOR HEATSINK TEST
41 degrees cooling per second whilst standing Vulture C (0 extra DUAL heatsinks) at redline heat levels
31 degrees cooling per second whilst at 100% speed Vulture C (0 extra DUAL heatsinks) at redline heat levels
41 degrees cooling per second whilst standing Mauler E (0 extra heatsinks) at redline heat levels
31 degrees cooling per second whilst at 100% speed Mauler E (0 extra heatsinks) at redline heat levels
41 degrees cooling per second whilst standing Bushwacker C (0 extra DUAL heatsinks) at redline heat levels
31 degrees cooling per second whilst at 100% speed Bushwacker C (0 extra DUAL heatsinks) at redline heat levels
ADDITIONAL HEATSINK TEST
49 degrees cooling per second whilst standing Vulture Prime (1 extra DUAL heatsink) at redline levels - 8 cooling per heat sink
45 degrees cooling per second whilst standing Warhammer E (1 extra heatsink) at redline levels - 4 cooling per heat sink
49 degrees cooling per second whilst standing Mauler C (1 extra DUAL heatsink) at redline levels - 8 cooling per heat sink
HIGH NUMBERS OF ADDITIONAL HEATSINKS TEST
104 degrees cooling per second whilst standing Loki D (10 extra DUAL heatsinks) at redline heat levels - abnormality, 6.05 cooling per sink
73 degrees cooling per second whilst at 100% speed Loki D (10 extra DUAL heatsinks) at redline heat levels - abnormality
124 degrees cooling per second whilst standing Awesome D (10 extra DUAL heatsinks) at redline levels - 8.3 cooling per extra heat sink
92 degrees cooling per second whilst at 100% speed Awesome D (10 extra DUAL heatsinks) at redline level -
145 degrees cooling per second whilst standing Novacat A (13 extra DUAL heatsinks) at redline levels - 8 cooling per extra heat sink
108 degrees cooling per second whilst at 100% speed Novacat A (13 extra DUAL heatsinks) at redline levels
145 degrees cooling per second whilst standing Madcat D (13 extra DUAL heatsinks) at redline levels - 8 cooling per extra heat sink
108 degrees cooling per second whilst at 100% speed Madcat D (13 extra DUAL heatsinks) at redline levels
INNER SPHERE STANDARD HEATSINK VALUE TESTS
82 degrees cooling per second whilst standing Awesome A (10 extra heatsinks) at redline level -4.1 cooling per extra heat sink
62 degrees cooling per second whilst at 100% speed Awesome A (10 extra heatsinks) at redline level
82 degrees cooling per second whilst standing Thanatos Prime (10 extra heatsinks) at redline level - 4.1 cooling per extra heat sink
62 degrees cooling per second whilst at 100% speed Thanatos Prime (10 extra heatsinks) at redline level
LOKI BASELINE CHASSIS TEST
41 degrees cooling per second whilst standing Loki E (0 extra DUAL heatsinks) at redline heat levels
31 degrees cooling per second whilst at 100% speed Loki E (0 extra DUAL heatsinks) at redline heat levels
To conclude:
Whilst moving at 100% throttle, heatsinks operate around 25-30% less effectively
Both inner sphere and clan mechs have exactly the same type and number of base engine heatsinks, which is 10 STANDARD heatsinks.
Standard heatsinks cool 4 heat per second when working at 100% capacity.
Dual heatsinks cool 8-8.3 heat per second when working at 100% capacity.
Heatsinks efficiency levels depends on the heat of the mech, the hotter the mech is, the faster it bleeds heat.
The Loki D does not seem to fit into the equation properly, this may be to do with a listing error on the number of heat sinks in the buy menu.
Certain prime variants (namely clan) are effectively 5 DHS down because of the standardisation of the engine heatsinks, this in turn may be the reason for a number of these variants to be considered 'too hot to handle'.
Jump jetting has the same effect as standing still on cooling rates.
I have however also noticed that cooling efficiency drops often if heat goes much over the red line, and this often is without any message about heat sinks being damaged. Once this state of inefficient cooling is reached, it remains until, I believe, a shutdown is made. However i'm not 100% on the facts of this but there is a definite link between overall cooling efficiency and pushing your heat above the red line.
This post is by no means an attempt at finger pointing or anything a long those lines, it is just a clear statement of fact based on the information I have obtained in game.