Difference between revisions of "User:Hirmuolio Pine"
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<math>\pagecolor{Black}\color{White}\text{Chance to Hit} = {1.5^{\left({\left({\frac{V_{angular} \times 40000m}{WAS \times sig_{target}}}\right)^{2} + \left({\frac{max(0, Distance - opt_{turret})}{fall_{turret}}}\right)^{2}}\right)}}</math> | <math>\pagecolor{Black}\color{White}\text{Chance to Hit} = {1.5^{\left({\left({\frac{V_{angular} \times 40000m}{WAS \times sig_{target}}}\right)^{2} + \left({\frac{max(0, Distance - opt_{turret})}{fall_{turret}}}\right)^{2}}\right)}}</math> | ||
+ | Archive: | ||
+ | |||
+ | 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 | ||
Revision as of 10:48, 6 February 2017
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[math]S_{\text{new}} = S_{\text{old}} - \frac{ \left( 5-T \right) ^2} {2}[/math]
[math]S_{\text{new}} = S_{\text{old}} - \frac{ \left( 5-T \right) ^2} {2}[/math] |
[math]\pagecolor{Black}\color{White}\text{Chance to Hit} = {0.5^{\left({\left({\frac{V_{angular} \times 40000m}{WAS \times sig_{target}}}\right)^{2} + \left({\frac{max(0, Distance - opt_{turret})}{fall_{turret}}}\right)^{2}}\right)}}[/math]
[math]\pagecolor{Black}\color{White}\text{Chance to Hit} = {1.5^{\left({\left({\frac{V_{angular} \times 40000m}{WAS \times sig_{target}}}\right)^{2} + \left({\frac{max(0, Distance - opt_{turret})}{fall_{turret}}}\right)^{2}}\right)}}[/math]
Archive:
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
Math
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)) )