Difference between revisions of "User:Hirmuolio Pine"

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==Math stuff==
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===Variables and constants===
 +
v = velocity(m/s)
 +
 +
v_t = transversal velocity
 +
 +
v_r = radial velocity
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 +
v_max = max velocity (m/s)
 +
 +
t = time (s)
 +
 +
I = inertia modifier
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 +
M = mass (kg)
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 +
===Flying===
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====Acceleration====
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Velocity at time t
 +
 +
v(t)=v_max * (1-exp( (-t*10^6)/(I*M) ))
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 +
time to velocity v
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t = -I * M * 10^-6 * ln(1 - v/v_max)
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 +
Ships warp out after reaching 75% of their max velocity. From this it is easy to calculate time to warp for stationary ship.
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time to warp = -I * M * 10^-6 * ln(0.25)
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\omega = v_t * r
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===Warp===
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===Standings===
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Effective standing
 +
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E = effective standing
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B = base standing
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S = diplomacy/criminal connections/connections level
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 +
E = 10 − (10-B) × (1 - 0.04 × S)
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 +
Increase in base standing
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 +
i = increase (decimal form)
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L = Level in social
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dB = i*( 10-B+L(0.2-0.05*B) )
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===Shooting===
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====Turrets====
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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.
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 +
Damage of the shot = BaseDamage*(X+0.5)
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====Missiles====
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D = base damage
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S = signature radius
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E explosion radius
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v_e = Explosion velocity
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v_t = target velocity
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drf = damage reduction factoro
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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:
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

Unrated: http://web.archive.org/web/20160225234451/https://wiki.eveonline.com/en/wiki/Category:Unrated_Complexes

Anomaly: http://web.archive.org/web/20160225234442/https://wiki.eveonline.com/en/wiki/Category:Cosmic_Anomalies

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

Template:StructureTable


Spawn table
WD EWAR L


Hauler 1 x Industrial alvin Target painting
Frigate 1 x Frigate coreli Target Painter
Elite Frigate 1 x Elite Frigate shadow Target Painter Tracking Disruptor
Overseer Frigate 1 x Overseer Frigate joku Energy Neutralizer
Commander Frigate 1 x Commander Frigate
Destroyer 1 x Destroyer
Commander Destroyer 1 x Commander Destroyer
Cruiser 1 x Cruiser
Storyline Mission Cruiser 1 x Storyline Mission Cruiser
Elite Cruiser 1 x Elite Cruiser
Overseer Cruiser 1 x Overseer Cruiser
Commander Cruiser 1 x Commander Cruiser
Battlecruiser 1 x Battlecruiser
Battleship 1 x Battleship
Commander Battleship 1 x Commander Battleship
Overseer Battleship 1 x Overseer Battleship
Sentry 1 x Sentry

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)) )