Difference between revisions of "User:Hirmuolio Pine"

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{{NPCTableRow|Sentry|1|}}
 
{{NPCTableRow|Sentry|1|}}
 
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=Math=
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==Variables and constants==
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v = velocity(m/s)
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v_t = transversal velocity
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v_r = radial velocity
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v_max = max velocity (m/s)
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t = time (s)
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I = inertia modifier
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M = mass (kg)
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==Flying==
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===Acceleration===
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Velocity at time t
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v(t)=v_max * (1-exp( (-t*10^6)/(I*M) ))
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time to velocity v
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t = -I * M * 10^-6 * ln(1 - v/v_max)
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Ships warp out after reaching 75% of their max velocity. From this it is easy to calculate time to warp for stationary ship.
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time to warp = -I * M * 10^-6 * ln(0.25)
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\omega = v_t * r
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===Warp===
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==Standings==
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==Shooting==
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===Turrets===
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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)
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The chance to hit value is comared to random value X∈[0,1]. If X<ChanceToHit the shot hits.
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X also determines damage of the shot.
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Damage of the shot = BaseDamage*(X+0.5)
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===Missiles===
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Damage = D * min( 1, S/E, ((S*V_e)/(E*Vt))^(ln(drf)/ln(5.5))  )

Revision as of 12:39, 8 March 2016


shoot 'em
WD EWAR L


Drone 1 x Drone
Frigate 1 x Frigate
Elite Frigate 1 x Elite Frigate
Overseer Frigate 1 x Overseer Frigate
Commander Frigate 1 x Commander Frigate
Destroyer 1 x Destroyer
Commander Destroyer 1 x Commander Destroyer
Cruiser 1 x Cruiser
Storyline Mission Cruiser 1 x Storyline Mission Cruiser
Elite Cruiser 1 x Elite Cruiser
Overseer Cruiser 1 x Overseer Cruiser
Commander Cruiser 1 x Commander Cruiser
Battlecruiser 1 x Battlecruiser
Battleship 1 x Battleship
Commander Battleship 1 x Commander Battleship
Overseer Battleship 1 x Overseer Battleship
Sentry 1 x Sentry

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)) )