Difference between revisions of "User:Hirmuolio Pine"
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{{NPCTableRow|Sentry|1|}} | {{NPCTableRow|Sentry|1|}} | ||
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+ | |||
+ | ==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)) ) |
Revision as of 18:58, 16 April 2017
A voice in your head: |
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Work on wiki editing |
URB-988 Cosmic Signature Data Site 100,0% 35,74 AU
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
CMB site stuff
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)) )