# User:Hirmuolio pine

A voice in your head: |
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Work on wiki editing |

## Contents |

## Medal box

## Data/relic stuff

Level | High | Low | Null | Data site | Relic site |
---|---|---|---|---|---|

1 | ✔ | Local (Faction) Virus Testing Site | Crumbling (Faction) Excavation | ||

2 | ✔ | Local (Faction) Data Processing Center | |||

3 | ✔ | Local (Faction) Production Installation |

## Archives

DED complex: http://web.archive.org/web/20160225234439/https://wiki.eveonline.com/en/wiki/Category:DED_Complexes

Expeditions: http://web.archive.org/web/20160226015706/https://wiki.eveonline.com/en/wiki/Category:Expeditions

https://targetcaller.blogspot.fi/p/cosmic-signature-ratting-guide.html

http://gamingwithdaopa.ellatha.com/eveonline/exploration-sites/combat/

eve survival http://web.archive.org/web/20150202165540/http://eve-survival.org/wikka.php?wakka=HomePage

## COSMOS

https://forums.eveonline.com/default.aspx?g=posts&t=472989

http://wiki.eve-inspiracy.com/index.php?title=Gallente_COSMOS_Guide

http://wiki.eve-inspiracy.com/index.php?title=COSMOS

https://www.eveinfo.net/complexes/index~56.htm

## CMB site stuff

Structures on site## Math stuff

### Variables and constants

v = velocity(m/s)

v_t = transversal velocity

v_r = radial velocity

v_max = max velocity (m/s)

t = time (s)

I = inertia modifier

M = mass (kg)

### Flying

#### Acceleration

Velocity at time t

v(t)=v_max * (1-exp( (-t*10^6)/(I*M) ))

time to velocity v

t = -I * M * 10^-6 * ln(1 - v/v_max)

Ships warp out after reaching 75% of their max velocity. From this it is easy to calculate time to warp for stationary ship.

time to warp = -I * M * 10^-6 * ln(0.25)

\omega = v_t * r

### Warp

### Standings

Effective standing

E = effective standing

B = base standing

S = diplomacy/criminal connections/connections level

E = 10 − (10-B) × (1 - 0.04 × S)

Increase in base standing

i = increase (decimal form)

L = Level in social

dB = i*( 10-B+L(0.2-0.05*B) )

### Shooting

#### Turrets

ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)

The chance to hit value is comared to random value X∈[0,1]. If X<ChanceToHit the shot hits.

X also determines damage of the shot.

Damage of the shot = BaseDamage*(X+0.5)

#### Missiles

D = base damage

S = signature radius

E explosion radius

v_e = Explosion velocity

v_t = target velocity

drf = damage reduction factoro

Damage = D * min( 1, S/E, ((S*V_e)/(E*Vt))^(ln(drf)/ln(5.5)) )