Difference between revisions of "User:Hirmuolio Pine"
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+ | * Local Serpentis Virus Test Site (high) | ||
+ | * Local Serpentis Mainframe (high) | ||
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Level 3: | Level 3: | ||
* Ghost sites | * Ghost sites | ||
+ | * Regional Serpentis Data Mining Site (low) | ||
Level 4: | Level 4: | ||
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* Phi-outpost (high) | * Phi-outpost (high) | ||
* Hydroponics (low) | * Hydroponics (low) | ||
+ | * Serpentis Watch (high) | ||
Level 3: | Level 3: | ||
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Level 1: | Level 1: | ||
+ | * Calabash Nebula (low) | ||
Level 2: | Level 2: | ||
+ | * Glass Nebula (low) | ||
Level 3: | Level 3: |
Revision as of 15:07, 14 August 2018
A voice in your head: |
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Work on wiki editing |
Medal box
Sites
- Depends on security.
Relic
Level 1:
Level 2:
Level 3:
- Crumbling Serpentis Explosive Debris (high)
Level 4:
- Crumbling Serpentis Mining Installation (high)
Level 5:
Data
Level 1:
- Local Serpentis Virus Test Site (high)
- Local Serpentis Mainframe (high)
Level 2:
Level 3:
- Ghost sites
- Regional Serpentis Data Mining Site (low)
Level 4:
- Limited Sleeper Cache (high)
- Standard Sleeper Cache (high)
Level 5:
- Superior Sleeper Cache (high)
Combat
Level 1:
- Serpentis Narcotic Warehouses (high)
- Serpentis Hideout (high)
- Phi-outpost (low)
Level 2:
- Phi-outpost (high)
- Hydroponics (low)
- Serpentis Watch (high)
Level 3:
- Serpentis Vigil (high)
- DED 6 (low)
Level 4:
Level 5:
Wormhole
Level 1:
- K162 (?)
Level 2:
- X720 (high->c3)
- Unidentified wormhole (drifter system ->)
Level 3:
Level 4:
Level 5:
Gas
Level 1:
- Calabash Nebula (low)
Level 2:
- Glass Nebula (low)
Level 3:
- chemical lab
- phoenix nebula
Level 4:
- Core runner exile
Level 5:
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
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)) )