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→Overheating Effects: Condensed table rows to combine similar modules and effects |
→Heat: Something I really should have done last year: time formulae |
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The values from these tables cannot be found in game. They must be found on outside sources. Module heat generation rates can be found on modules, under the attribute <code>heatAbsorbtionRateModifier</code>, and hull heat generation modifiers can be found on ship hulls, under the attribute <code>heatGenerationModifier</code>. | The values from these tables cannot be found in game. They must be found on outside sources. Module heat generation rates can be found on modules, under the attribute <code>heatAbsorbtionRateModifier</code>, and hull heat generation modifiers can be found on ship hulls, under the attribute <code>heatGenerationModifier</code>. | ||
The time required for a rack to reach a certain heat level (starting from '''0%''' rack heat) with a given set of overheated modules can be calculated with the following formula: | |||
H(t)=(heatCapacity/100)-e^(-t*heatGenerationMultiplier*sum(heatAbsorbtionRateModifier)) | |||
:<math>\displaystyle \text{H(t)}= 1 - e ^ \left( \text{-t} \cdot \text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right) \right)</math> | |||
or, rearranged, | |||
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - H(t) \right)}}{\text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right)} </math> | |||
where | |||
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9) | |||
* t is the time in seconds | |||
* heatGenerationMultiplier is the "Rack Heat Generation Rate" from the above table based on hull size | |||
* sum(heatAbsorbtionRateModifier) is the sum of the "Rack Heat Generation/Second" (as a decimal) of all currently overheated modules in the rack | |||
So for example, if a frigate overheating a Warp Scrambler I, it would take: | |||
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.5}}{0.01} = \frac{0.693}{0.01} = 69.3 </math> | |||
69.3 seconds to reach 50% rack heat, and | |||
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.1}}{0.01} = \frac{2.303}{0.01} = 230.3 </math> | |||
230.3 seconds to reach 90% rack heat | |||
Meanwhile, if a [[Catalyst]], with 8 Light Neutron Blaster II, were overheating its full gun rack, it would take: | |||
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.5}}{0.85 \cdot 0.16} = \frac{0.693}{0.136} = 5.1 </math> | |||
5.1 seconds to reach 50% rack heat, and | |||
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{.85 \cdot \text{sum} \left( 0.01 \cdot 8 \right)} = \frac{-\ln{0.1}}{0.85 \cdot 0.16} = \frac{2.303}{0.136} = 16.9 </math> | |||
16.9 seconds to reach 90% rack heat | |||
This illustrates the speed at which large gun racks heat up and burn out, versus the much slower rate at which individual E-War or local repair modules will heat and burn. | |||
The time required to increase rack heat from a given level to a target level is found by calculating the time required to reach the higher level, and subtracting the time required to reach the lower level. So, for that frigate to increase from 50% rack heat to 90% rack heat, it would take (230.3 - 69.3) = 161 seconds. | |||
==== Rack Heat Dissipation ==== | ==== Rack Heat Dissipation ==== | ||
When no modules in a rack are being overheated, the rack will dissipate stored heat, at a rate proportional to how hot the rack is, via a very simple formula: Heat Dissipation per second = (Current Rack Heat %) * 1%. (For Example: at 60% rack heat, the rack will lose heat at 0.6%/second). However, Rack Heat is '''not''' immediately removed when a ship is docked ''or Repaired'', it continues to dissipate at the normal rate; as a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired. | |||
The actual time required for a rack's heat to dissipate can be calculated using the following formula: | |||
:<math>\displaystyle \text{H(t)}= \text{H(0)} \cdot e ^ \left( \text{-t} \cdot \text{heatDissipationRate} \right)</math> | |||
or, rearranged, | |||
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{\text{H(0)}}{\text{H(t)}}}</math> | |||
where | |||
* t is time in seconds | |||
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9) | |||
* H(0) is the initial heat level | |||
* heatDissipationRate is 0.01 (on all ships) | |||
So, for example, the time required for a ship to drop from 90% rack heat to 50% rack heat is equal to | |||
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.9}{0.5}} = 100 \cdot 0.58778 = \text{58.8 seconds}</math> | |||
and the time required to drop from 50% rack heat to 20% rack heat is equal to | |||
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.5}{0.2}} = 100 \cdot 0.91629 = \text{91.6 seconds}</math> | |||
The logarithmic nature of this formula implies that actually reaching 0% rack heat is impossible, so at some low value the server simply rounds down to 0%. | |||
=== Module Heat Damage === | === Module Heat Damage === | ||