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Missile mechanics: Difference between revisions

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Hirmuolio Pine (talk | contribs)
m indent math
Hirmuolio Pine (talk | contribs)
text to <math>
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The equation can be written in this format:
The equation can be written in this format:


damage created = base damage * min[1, S/E, (S/E*Ve/Vt)^drf]
:<math>\displaystyle \text{Damage}= \text{Base damage} \times \min\left( 1, \frac{S}{E}, \left(\frac{S V_\text{e}}{EV_\text{t}} \right)^\text{drf} \right)</math>


This means that the base damage is multiplied by the smallest of either <code>1</code>, <code>S/E</code> or <code>(S/E*Ve/Vt)^drf</code>. In the equation, then, the number 1 represents 100% of the base damage – since if either of the other values is bigger than 1, they are rejected. Thus, the damage created can be no higher than 100% of the base damage.
This means that the base damage is multiplied by the smallest of either <code>1</code>, <code>S/E</code> or <code>(S/E*Ve/Vt)^drf</code>. In the equation, then, the number 1 represents 100% of the base damage – since if either of the other values is bigger than 1, they are rejected. Thus, the damage created can be no higher than 100% of the base damage.


When the target's signature radius is larger than the missile's explosion radius, <code>S/E</code> will be greater than 1, and that term will be rejected. If <code>S</code> is smaller than <code>E</code>, then <code>S/E</code> will be computed and compared with the third term. The smaller of these will be chosen and multiplied times the Base Damage.
When the target's signature radius is larger than the missile's explosion radius, <code>S/E</code> will be greater than 1, and that term will be rejected. If target signature radius is smaller than explosion velocity, then <code>S/E</code> will be computed and compared with the third term. The smaller of these will be chosen and multiplied times the Base Damage.


Since the part of the equation that is affected by velocity ... <code>(S/E*Ve/Vt)^drf</code> ... only matters if it is less than 1, it can be set to 1 and solved to find the point where it begins to matter.  Doing that gives <code>Vt = S/ (1^(1/ ADRF) * E) * Ve</code>. Since <code>1^x = 1</code>, then <code>1^(1/ drf) </code> also must equal 1, and the equation reduces to <code>Vt = (S/E) * Ve</code>. This can be rewritten as  
Since the part of the equation that is affected by velocity ... <code>(S/E*Ve/Vt)^drf</code> ... only matters if it is less than 1, it can be set to 1 and solved to find the point where it begins to matter.  Doing that gives <code>Vt = S/ (1^(1/ ADRF) * E) * Ve</code>. Since <code>1^x = 1</code>, then <code>1^(1/ drf) </code> also must equal 1, and the equation reduces to <code>Vt = (S/E) * Ve</code>. This can be rewritten as  


Vt = S * Ve/E
:<math>\displaystyle V_\text{t} = S \times \frac{V_\text{e} }{E }</math>


Since <code>Ve</code> and <code>E</code> are both attributes of the missile, <code>Ve/E</code> can be combined into a single "minimum velocity factor" for each missile class.
Since <code>Ve</code> and <code>E</code> are both attributes of the missile, <code>Ve/E</code> can be combined into a single "minimum velocity factor" for each missile class.
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So, the target velocity at which the damage created begins to be reduced is equal to the signature radius of the target times the minimum velocity factor.  
So, the target velocity at which the damage created begins to be reduced is equal to the signature radius of the target times the minimum velocity factor.  


Vt = S * MVF
:<math>\displaystyle V_\text{t} = S \times \text{MVF} </math>


This means that a rocket will begin doing less damage when the target velocity is at 7.5 * <code>S</code>,  a light missile at  3.4 * <code>S</code>, and a torpedo at 0.158 * <code>S</code>.  Thus, the same sized ship has to be going much faster to reduce damage from a rocket than it does to reduce damage from a torpedo.
This means that a rocket will begin doing less damage when the target velocity is at 7.5 * <code>S</code>,  a light missile at  3.4 * <code>S</code>, and a torpedo at 0.158 * <code>S</code>.  Thus, the same sized ship has to be going much faster to reduce damage from a rocket than it does to reduce damage from a torpedo.