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==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)) ) | |||