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==Data/relic stuff== | ==Data/relic stuff== |
Revision as of 15:19, 4 November 2017
A voice in your head: |
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Work on wiki editing |
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
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
http://gamingwithdaopa.ellatha.com/eveonline/exploration-sites/combat/
eve survival http://web.archive.org/web/20150202165540/http://eve-survival.org/wikka.php?wakka=HomePage
COSMOS
https://forums.eveonline.com/default.aspx?g=posts&t=472989
http://wiki.eve-inspiracy.com/index.php?title=Gallente_COSMOS_Guide
http://wiki.eve-inspiracy.com/index.php?title=COSMOS
https://www.eveinfo.net/complexes/index~56.htm
CMB site stuff
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)) )