Difference between revisions of "User:Hirmuolio Pine"
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{{NPCTableRow|Sentry|1|}} | {{NPCTableRow|Sentry|1|}} | ||
|} | |} | ||
+ | |||
+ | =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== | ||
+ | |||
+ | ==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=== | ||
+ | Damage = D * min( 1, S/E, ((S*V_e)/(E*Vt))^(ln(drf)/ln(5.5)) ) |
Revision as of 12:39, 8 March 2016
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
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
Damage = D * min( 1, S/E, ((S*V_e)/(E*Vt))^(ln(drf)/ln(5.5)) )