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Angelus Mox
Caldari Caldari Provisions
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Posted - 2010.04.24 18:33:00 -
[1]
Iv just started using a Torp Golem in lvl 4's and there seems to be an issue with the torpedo range.
Both EFT and my own calculations of flight time * max velocity tell me with my current skills I should hit out to 45.6km with javelin torps, however the actual range is between 37-38km, anything over this range the Torpedo does not hit the target.
I was at zero mps and my target was closing on my position, so I know its not affected by my targets speed. I also have read there is acceleration to take into account, but even if this reduced range by 10% my torps should still have a range of >40km.
So can anyone tell me is this a known issue, or have I missed something?
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Kadoes Khan
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Posted - 2010.04.24 19:27:00 -
[2]
Working as intended.
I actually sent CCP some tests as well as a video showing the problem and they said it's as intended. The torps need to accelerate and thus are not coming out of your ship at their max velocity and you'll lose typically 5km off your range. It's lame but I don't see them changing it.
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Ninetails o'Cat
League of Super Evil
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Posted - 2010.04.24 22:59:00 -
[3]
If you take the formula for acceleration in EVE:
-ln(0.25)*Mass_kg*Agility/1000000
and plug in the missile values (1500kg and 1000 agility) you find that it takes ~7 seconds to accelerate fully.
Then using the formula for acceleration:
V at time t = Maximum Velocity * (1 - e^(-time * 10^6 / Agility * Mass)
you can work it all out and find that the maximum range of your golem is: 38.01km.
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Khin'charin
Blue Republic
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Posted - 2010.04.25 05:40:00 -
[4]
Originally by: Ninetails o'Cat If you take the formula for acceleration in EVE:
-ln(0.25)*Mass_kg*Agility/1000000
and plug in the missile values (1500kg and 1000 agility) you find that it takes ~7 seconds to accelerate fully.
Then using the formula for acceleration:
V at time t = Maximum Velocity * (1 - e^(-time * 10^6 / Agility * Mass)
you can work it all out and find that the maximum range of your golem is: 38.01km.
There are still a few of them left?!
Don't see much of these 1337 posts anymore!
*bows to the nbernes*
Btw, wth happened to you name?
It's backwards! _________________________________ More blood for the blood god. Eternal darkness to the infidels. |
Ninetails o'Cat
League of Super Evil
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Posted - 2010.04.25 09:16:00 -
[5]
Originally by: Khin'charin
Originally by: Ninetails o'Cat If you take the formula for acceleration in EVE:
-ln(0.25)*Mass_kg*Agility/1000000
and plug in the missile values (1500kg and 1000 agility) you find that it takes ~7 seconds to accelerate fully.
Then using the formula for acceleration:
V at time t = Maximum Velocity * (1 - e^(-time * 10^6 / Agility * Mass)
you can work it all out and find that the maximum range of your golem is: 38.01km.
There are still a few of them left?!
Don't see much of these 1337 posts anymore!
*bows to the nbernes*
Btw, wth happened to you name?
It's backwards!
Thank you.
About the name, well it's a long story. Let's just say that Cat isn't all that good at science, and as detailed in this thread was playing around with some clone vats...
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Taja Calaren
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Posted - 2010.04.25 10:38:00 -
[6]
Have you actually tested if the missile accelerate the same way as ships? Shortening range from 45.6 to 38k seems kind of radical to me. Anyway, this is not the whole story yet. For static targets it might be correct, for moving targets there is another part: Your missiles always fly directly towards your target. So if your target has any transversal velocity they will correct there course very often resulting in them flying a curve rather than a straight line. Overall the missile path will be longer then the distance between you and your target.
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Ninetails o'Cat
League of Super Evil
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Posted - 2010.04.25 10:41:00 -
[7]
Originally by: Angelus Mox however the actual range is between 37-38km...
Seems fairly in line with the predictions I've made. And yes, transversal velocity also comes into it, but 38.01km is about the top limit of range for Javelin Torps on a Golem with no implants and rigs.
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Mashie Saldana
Red Federation
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Posted - 2010.04.25 11:44:00 -
[8]
Originally by: Ninetails o'Cat If you take the formula for acceleration in EVE:
-ln(0.25)*Mass_kg*Agility/1000000
and plug in the missile values (1500kg and 1000 agility) you find that it takes ~7 seconds to accelerate fully.
Then using the formula for acceleration:
V at time t = Maximum Velocity * (1 - e^(-time * 10^6 / Agility * Mass)
you can work it all out and find that the maximum range of your golem is: 38.01km.
I like this T2 Cat.
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Ninetails o'Cat
League of Super Evil
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Posted - 2010.04.25 11:47:00 -
[9]
Originally by: Mashie Saldana
Originally by: Ninetails o'Cat If you take the formula for acceleration in EVE:
-ln(0.25)*Mass_kg*Agility/1000000
and plug in the missile values (1500kg and 1000 agility) you find that it takes ~7 seconds to accelerate fully.
Then using the formula for acceleration:
V at time t = Maximum Velocity * (1 - e^(-time * 10^6 / Agility * Mass)
you can work it all out and find that the maximum range of your golem is: 38.01km.
I like this T2 Cat.
Thank you!
In more forum-whoring apprenticeship I have found the formula for many things. They might come in useful one day...
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RentableMuffin
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Posted - 2010.04.25 11:54:00 -
[10]
Originally by: Ninetails o'Cat Edited by: Ninetails o''Cat on 25/04/2010 11:46:54
Originally by: Mashie Saldana
Originally by: Ninetails o'Cat If you take the formula for acceleration in EVE:
-ln(0.25)*Mass_kg*Agility/1000000
and plug in the missile values (1500kg and 1000 agility) you find that it takes ~7 seconds to accelerate fully.
Then using the formula for acceleration:
V at time t = Maximum Velocity * (1 - e^(-time * 10^6 / Agility * Mass)
you can work it all out and find that the maximum range of your golem is: 38.01km.
I like this T2 Cat.
Thank you!
In my forum-whoring apprenticeship I have found the formula for many things. They might come in useful one day...
don't forget to stock up on some devices, as they do things! should be interesting to see what you cook up with some useful formulas and things that do things!
and out of all the torp range questions I've never seen anything beyond oh it takes a bit to accelerate, chop off a few km, I need to bm this one. Kudos!
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Ninetails o'Cat
League of Super Evil
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Posted - 2010.04.25 17:49:00 -
[11]
Originally by: RentableMuffin
Originally by: Ninetails o'Cat Edited by: Ninetails o''Cat on 25/04/2010 11:46:54
Originally by: Mashie Saldana
Originally by: Ninetails o'Cat If you take the formula for acceleration in EVE:
-ln(0.25)*Mass_kg*Agility/1000000
and plug in the missile values (1500kg and 1000 agility) you find that it takes ~7 seconds to accelerate fully.
Then using the formula for acceleration:
V at time t = Maximum Velocity * (1 - e^(-time * 10^6 / Agility * Mass)
you can work it all out and find that the maximum range of your golem is: 38.01km.
I like this T2 Cat.
Thank you!
In my forum-whoring apprenticeship I have found the formula for many things. They might come in useful one day...
don't forget to stock up on some devices, as they do things! should be interesting to see what you cook up with some useful formulas and things that do things!
and out of all the torp range questions I've never seen anything beyond oh it takes a bit to accelerate, chop off a few km, I need to bm this one. Kudos!
What needs to happen now is for someone with a lot of time and more than just a Maths A-level to come and integrate the speed formula so we can have a proper missile range calculation.
And no, I can't do it...
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stoicfaux
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Posted - 2010.04.25 19:56:00 -
[12]
Originally by: Ninetails o'Cat If you take the formula for acceleration in EVE:
-ln(0.25)*Mass_kg*Agility/1000000
and plug in the missile values (1500kg and 1000 agility) you find that it takes ~7 seconds to accelerate fully.
Very nice! However, shouldn't it be 2.08 seconds instead of 7?
Here's the relevant evelopedia acceleration page: http://wiki.eveonline.com/en/wiki/Acceleration
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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Ninetails o'Cat
League of Super Evil
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Posted - 2010.04.25 21:45:00 -
[13]
Right, I decided that I couldn't leave it at that, so here is a formula for working out missile range taking acceleration into account:
Quote: t/3*v*e^(-t*250000/m/a)-11/12*t*v+t/6*v*e^(-t*500000/m/a)+t/12*v*e^(-t*1000000/m/a)+t/3*v*e^(-750000*t/m/a)
where:
t=flight time v= Maximum velocity e= exponential constant m= Mass of missile a= Agility of missile
It's only an approximation, but it gives pretty good answers.
Major respect for anyone who uses it though.
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stoicfaux
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Posted - 2010.04.25 22:46:00 -
[14]
Originally by: Ninetails o'Cat Right, I decided that I couldn't leave it at that, so here is a formula for working out missile range taking acceleration into account:
Quote: t/3*v*e^(-t*250000/m/a)-11/12*t*v+t/6*v*e^(-t*500000/m/a)+t/12*v*e^(-t*1000000/m/a)+t/3*v*e^(-750000*t/m/a)
Major respect for anyone who uses it though.
Use named fields in a spreadsheet. Ex: for openoffice =flight_time/3*max_velocity*'e'^(-flight_time*250000/mass/'agility')-11/12*flight_time*max_velocity+flight_time/6*max_velocity*'e'^(-flight_time*500000/mass/'agility')+flight_time/12*max_velocity*'e'^(-flight_time*1000000/mass/'agility')+flight_time/3*max_velocity*'e'^(-750000*flight_time/mass/'agility')
For a torp velocity of 5026.5, the above formula gives -37,820.64? Oopsie on the negative sign?
Problem? However, the formula doesn't seem to hold for my torp speed of 7,487.53 (Golem with speed/range skills at V, 2xSpeed II rigs, +5% velocity implant.) Your formula gives 55,937.41km and my spreadsheet hack gives 56,221.62 km. I know I can hit things out to 60 or 61km, so the formulas are off by 4-5km, which is significant. Very odd that it seems to be accurate at low speeds, but way off for high speeds.
I generated my numbers by using the spreadsheet trick of creating 900 rows of "Vt = Vmax * (1 - e^(-t * 10^6 / IM)" to increment t by .01 seconds (couldn't remember my calculus. =/ ) My numbers were: * 5,026.5 m/s -> 38,012.79km which matches your original posting * 7,487.53 m/s -> 56,221.62km which is also close to your new formula
There's a big difference between 56km and 60km. I tested the 60km range against a stationary target several weeks ago, and I can hit NPC sentries and stationary mission structures at 60km.
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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Alsyth
Night Warder
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Posted - 2010.04.25 23:37:00 -
[15]
Edited by: Alsyth on 25/04/2010 23:46:51 Edited by: Alsyth on 25/04/2010 23:46:18 Edited by: Alsyth on 25/04/2010 23:44:47 Edited by: Alsyth on 25/04/2010 23:43:32 Edited by: Alsyth on 25/04/2010 23:43:06 Edited by: Alsyth on 25/04/2010 23:38:50 Edit : What a f*cking Edit wh*re I am :x
Originally by: stoicfaux
Here's the relevant evelopedia acceleration page: http://wiki.eveonline.com/en/wiki/Acceleration
If this link is right then here is the formula :
D_m = V_m * (T_m + T_0*[exp(- T_m/T_0)-1])
where : D_m : maximum distance reached (m) T_m : Missile flight Time (s) V_m : Missile maximum velocity (m/s) T_0 : 10^6/(M*I) (s) [Time constant, can be thought of as "Time to Accelerate", though it doesn't mean it reachs full speed within T_0] M : Missile mass (kg) I : Missile inertia modifier (s/kg)
For the above poster's Golem with Javelin, we have : V_m = 7487, T_m = 9, Inertia Modifier 1000 , Mass 1500, we have : 62,39 kilometers.
Guess it's right...
Edit : A little more information :
We have, for every Javelin torp, T_0 = 2/3 s.
And, if T_m >> T_0, we can approximate :
D_m == V_m*(T_m - T_0)
with above values, it gives... 62.39 kilometers too :) (in fact, error between the approximation and the real value is approximately (10^-6))
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Seriously Bored
Minmatar
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Posted - 2010.04.26 00:25:00 -
[16]
Originally by: Alsyth nb : EFT gives 67.4, which is exactly V_m*T_m
Absolute awesomeness, everyone who mucked around with the math.
How about we give Gripen wind of this, and maybe it'll be updated in the next version of EFT. (He gave way on the proper falloff/tracking/damage formula, after all.)
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Alsyth
Night Warder
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Posted - 2010.04.26 00:27:00 -
[17]
Now with a graph !
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stoicfaux
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Posted - 2010.04.26 00:29:00 -
[18]
Originally by: Alsyth
If this link is right then here is the formula :
D_m = V_m * (T_m + T_0*[exp(- T_m/T_0)-1])
For the above poster's Golem with Javelin, we have : V_m = 7487, T_m = 9, Inertia Modifier 1000 , Mass 1500, we have : 62,39 kilometers.
Heh, but if you plug in the OP's 5062.5 m/s torp velocity, you get 42.2km instead of the 38.0km. (I do get 62.39km when I plug in 7,487 m/s for missile velocity.)
This is getting silly.
On a side note, I wonder if target size/radius makes a difference. Meaning does collision detection apply or is a single coordinate/point used to determine missile hits?
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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Alsyth
Night Warder
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Posted - 2010.04.26 00:38:00 -
[19]
Edited by: Alsyth on 26/04/2010 00:42:25 Would you mind unrigging you Golem, unplug your implant, to test if you get 38km or 42 ? [Or just grab a Raven and give it a try with your test process, which is perhaps more accurate than the OP's one]
Distance is calculated between border of the spheres.
A ship is a, say, 1km radius sphere, a station a 50km radius sphere.
With the ship showing in his overview "100km from station", centers are 100+50+1 = 151 km away from each other.
If the ship was to fire a missile with 110 km range, it would hit, because it starts from the ship's sphere border, and hit as soon as it touches the station sphere border.
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stoicfaux
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Posted - 2010.04.26 02:40:00 -
[20]
Edited by: stoicfaux on 26/04/2010 02:44:25
Originally by: Angelus Mox Both EFT and my own calculations of flight time * max velocity tell me with my current skills I should hit out to 45.6km with javelin torps, however the actual range is between 37-38km, anything over this range the Torpedo does not hit the target.
I was at zero mps and my target was closing on my position, so I know its not affected by my targets speed. I also have read there is acceleration to take into account, but even if this reduced range by 10% my torps should still have a range of >40km.
So can anyone tell me is this a known issue, or have I missed something?
You missed something. The target was probably trying to orbit, which means it's not coming directly right at you. Which means your torp didn't fly in a straight line, instead it flew a curved path that cost you several km. When you have a ship selected, you can change the camera view to that of the target ship. This will allow to see which direction it is actually headed.
I say this because I just tested a motionless no-rig Raven with a +5% velocity implant firing torps at a stationary Caldari shuttle. The shuttle used the 'keep at range' feature to determine effective torp range.
Javelin Torp Test: EFT- 47.8km In-Game Fitting Window Numbers: 5315.625 m/s * 9.00s = 47,840.625 Actual hit range: 43.90km 43.90 / 47.84 = 91.7%
T1 Torp Test EFT- 31.9km In-Game Fitting Window Numbers: 3543.75m/s * 9.00s = 31,893.75 Actual hit range: 29.03km 29.03 / 31.90 = 91.0%
I'll do some rig testing when I get a chance.
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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Ninetails o'Cat
League of Super Evil
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Posted - 2010.04.26 06:44:00 -
[21]
My formula will be inaccurate, because it's an approximation of integration with Simpson's rule. I'm impressed that theres a neater formula for it all though.
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Hormone1971
Caldari BlackSite Prophecy Looney Toons.
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Posted - 2010.04.26 11:16:00 -
[22]
I have a even better formula. Fire a torp. If it hits, its in range. Simple. LOL. Seriously, you dont need the maths formula, just fire torps at enemy, you will soon discover what the TRUE range is without all the maths. Worked for me. The end result info gained is the same, just achieved differently. Pull my finger. |
Concubinia Scarlett
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Posted - 2010.04.26 12:00:00 -
[23]
Originally by: Hormone1971 I have a even better formula. Fire a torp. If it hits, its in range. Simple. LOL. Seriously, you dont need the maths formula, just fire torps at enemy, you will soon discover what the TRUE range is without all the maths. Worked for me. The end result info gained is the same, just achieved differently.
They should work out the yield of nuclear weapons this way. Maths is boring. "Hmm, the atmosphere has ignited.... give it a couple of handfulls less plutonium on the next one Bob."
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Alsyth
Night Warder
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Posted - 2010.04.26 12:48:00 -
[24]
Edited by: Alsyth on 26/04/2010 12:50:51
Originally by: Ninetails o'Cat My formula will be inaccurate, because it's an approximation of integration with Simpson's rule. I'm impressed that theres a neater formula for it all though.
Well as I said, mine is correct if the wiki is :) You don't need to approximate the integration of the formula in evewiki, it can be integrated directly.
But there may be some difference in Eve if distance calculation between 2 ships isn't what I thought it was first (but I highly doubt that), and because of the last "zigzag" a missile does just before it reaches its target.
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stoicfaux
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Posted - 2010.04.27 02:19:00 -
[25]
No implants, relevant range/speed skills at V. Stationary Raven shooting at a stationary shuttle. Use 'keep at range' button to set distance.
EFT - Range in EFT In-Game Numbers: Charge info from in-game Fitting Window Actual: actual range of torpedo hits X / Y = Z: % of range compared to max theoretical Alysth's Formula: X (Y%) X=value from Alysth's Formula, Y% = Alysth'sPredictedValue / ObservedRange
T1, No Rigs EFT - 30.4 In-Game Numbers: 3375 * 9 = 30,375km Actual: 27.50km 27.50 / 30.38 = 90.5% Alysth's Formula: 28,125.0 km (102.3%) Grins and Giggles: torps hit intermittently with shuttle orbiting at 27,500km at 350 m/s.
Javelin, No Rigs EFT- 45.6km In-Game Numbers: 5062.5m/s * 9s = 45,562.5km Actual hit range: 41.85km 41.85 / 45.56 = 91.9% Alysth's Formula: 42,187.5 km (100.8%)
T1, 2xSpeed Rigs EFT - 39.5km In-Game Numbers: 4387.24078882m/s * 9.0s = 39,485.16709938km Actual hit range: 36.22km 36.22 / 39.49 = 91.7% Alysth's Formula: 36,560.34 km (100.9%)
Javelin, 2x Speed Rigs EFT - 59.2km In-Game Numbers: 6580.86118323 * 9.0s = 59,227.75064907 Actual Hit Range: 54.40km 54.40 / 59.23 = 91.8% Alysth's Formula: 54,840.51 km (100.8%)
t1, 1xSpeed, 1xTime EFT - 40.2km In-Game Numbers: 3881.25 * 10.35s = 40,170.9375km Actual Hit Range: 35.92km 35.92 / 40.17 = 89.4% Alysth's Formula: 38,165.63 km (106.2%)
Javelin, 1x Speed, 1x Time EFT - 60.3km In-Game Numbers: 5821.875 * 10.35s = 60,256.40625km Actual Hit Range: 54.75km 54.75 / 60.26 = 90.9% Alysth's Formula: 57,248.44 km (104.6%)
2xSpeed versus 1xSpeed,1xTime: T1: 36.22 vs 35.92 (2xspeed is better) Javelin: 54.4 vs 54.75 (1x1x is marginally better)
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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Alsyth
Night Warder
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Posted - 2010.04.27 11:42:00 -
[26]
Edited by: Alsyth on 27/04/2010 11:44:26 I don't know how you used the formula (and I hope you took the second one, which is really close and easier to compute) but I find different results than yours (the real difference is really irrelevant unless flight time is smaller than 5 time constant, whith torp it's not the case)
Distance = Missile_Velocity * (Flight_Time - Time_Constant)
Time_Constant = T_0 : 10^6/(M*I) (s) M : Missile mass (kg) I : Missile inertia modifier (s/kg)
For the last 2 situation, I get :
t1, 1xSpeed, 1xTime EFT - 40.2km In-Game Numbers: 3881.25 * 10.35s = 40,170.9375km Actual Hit Range: 35.92km 35.92 / 40.17 = 89.4% Alysth's Formula: 38,165.63 km (106.2%) ---> 37.583
Javelin, 1x Speed, 1x Time EFT - 60.3km In-Game Numbers: 5821.875 * 10.35s = 60,256.40625km Actual Hit Range: 54.75km 54.75 / 60.26 = 90.9% Alysth's Formula: 57,248.44 km (104.6%) --> 56.375
The others seem correct though.
There's still a surprising difference when a flight time rig is used, I don't understand why.
Thanks a lot for these experimentations :)
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stoicfaux
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Posted - 2010.04.27 12:45:00 -
[27]
Originally by: Alsyth Edited by: Alsyth on 27/04/2010 11:49:18 Edited by: Alsyth on 27/04/2010 11:44:26 I don't know how you used the formula (and I hope you took the second one
My mistake. The formulas were correct in my spreadsheet, but I think I simply transcribed the values using 9 seconds instead of 10.35 seconds. I've updated my post.
When/if I get the energy I'll see if I can't find some cheap t2 rigs for a stealth bomber. I'm highly amused that a pair of flight speed rigs appear to be better than a pair of speed and flight time rigs.
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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Ninetails o'Cat
League of Super Evil
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Posted - 2010.04.27 13:04:00 -
[28]
Originally by: stoicfaux I'm highly amused that a pair of flight speed rigs appear to be better than a pair of speed and flight time rigs.
If/when this formula ever gets put into EFT, the price of flight time rigs will plummet.
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Trebor Whettam
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Posted - 2010.04.27 13:26:00 -
[29]
Edited by: Trebor Whettam on 27/04/2010 13:27:23 These numbers are extremely interesting.
Since the faster javelins slightly favor the split rigs, I wonder if the split rigs will have a noticeable advantage with stealth bombers (not that people would care). I'll test next time I'm online.
I also anxiously await results from a test by people with T2 rigs on a Raven-kind ship (since I don't think we can trust that the numbers will properly translate from a ship that doesn't have exactly the same 50% speed bonus).
Liang has two speed rigs in his, because he wanted <10s flight time, right? What a bonus if the range is also superior.
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Alsyth
Night Warder
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Posted - 2010.04.27 13:55:00 -
[30]
Edited by: Alsyth on 27/04/2010 14:04:45
Originally by: stoicfaux
Originally by: Alsyth Edited by: Alsyth on 27/04/2010 11:49:18 Edited by: Alsyth on 27/04/2010 11:44:26 I don't know how you used the formula (and I hope you took the second one
My mistake. The formulas were correct in my spreadsheet, but I think I simply transcribed the values using 9 seconds instead of 10.35 seconds. I've updated my post.
When/if I get the energy I'll see if I can't find some cheap t2 rigs for a stealth bomber. I'm highly amused that a pair of flight speed rigs appear to be better than a pair of speed and flight time rigs.
Your formula for % is wrong on the last two results now. You took "tested value"/"Alsyth value" instead of "Alsyth value"/"tested value" for the others :D
(Meaning my formula seems to be ALWAYS a little bigger than in game testing, and always better than EFT current formula)
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Alsyth
Night Warder
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Posted - 2010.04.27 14:07:00 -
[31]
Edited by: Alsyth on 27/04/2010 14:10:31
Originally by: Trebor Whettam Edited by: Trebor Whettam on 27/04/2010 13:27:23 These numbers are extremely interesting.
Since the faster javelins slightly favor the split rigs, I wonder if the split rigs will have a noticeable advantage with stealth bombers (not that people would care). I'll test next time I'm online.
I also anxiously await results from a test by people with T2 rigs on a Raven-kind ship (since I don't think we can trust that the numbers will properly translate from a ship that doesn't have exactly the same 50% speed bonus).
Liang has two speed rigs in his, because he wanted <10s flight time, right? What a bonus if the range is also superior.
Bomber expected range with TI rigs, All V, no hardwirings :
no rig : 57.75 1 velo : 66.41 1 Time : 66.75 2 velo : 75.07 2 Time : 75.75 1 each : 76.76
The difference is really thin, I'd take the 2 velocity rigs, velocity is better than fightime with similar range (better on hitting moving targets, hits sooner, less lost volleys...)
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Trebor Whettam
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Posted - 2010.04.27 14:27:00 -
[32]
Yeah, the stealth bomber case is really just academic. No one in their right mind would fit a flight time rig. It's only interesting in that it modifies another parameter.
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Baron Agamemnon
Caldari The Einherji
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Posted - 2010.04.28 07:47:00 -
[33]
Originally by: Hormone1971 I have a even better formula. Fire a torp. If it hits, its in range. Simple. LOL. Seriously, you dont need the maths formula, just fire torps at enemy, you will soon discover what the TRUE range is without all the maths. Worked for me. The end result info gained is the same, just achieved differently.
Maybe somone actually likes to use math? It not like math is this "scary" thing you know.
I liked this thread, as RL enigneer I find these things a fresh breath among all the troll posts usually in here. My only regret, is that I did not do this myself sooner --- "And thus, another of the world's dreamers died, taking his dreams with him. Just as John Lennon wanted world peace, Gerald Bull simply wanted a gun big enough to fire **** into space." |
Sokratesz
Rionnag Alba Against ALL Authorities
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Posted - 2010.04.28 08:54:00 -
[34]
I read this thread.
Reminded me of why EVE is awesome.
Thanks
VOTE SOKRATESZ for an unforgiving, unique and exciting EVE! |
Kadoes Khan
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Posted - 2010.04.28 09:18:00 -
[35]
Originally by: Alsyth
(Meaning my formula seems to be ALWAYS a little bigger than in game testing, and always better than EFT current formula)
Indeed and with the exception of the 5th scenario all seem to be less than 3% margin of error which is pretty acceptable. Rather odd that 5th one is at 4.6% though... --
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Alsyth
Night Warder
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Posted - 2010.04.28 12:55:00 -
[36]
Edited by: Alsyth on 28/04/2010 12:55:36
Originally by: Baron Agamemnon
Maybe somone actually likes to use math? It not like math is this "scary" thing you know.
As a real life mathematics student, I agree :)
As for the little difference, as i said earlier the final "zigzag" every missile does before it reachs its target could explain the small difference, but maybe more testing could even the last case to less than 3% too.
I'd like Gripen to use this formula in EFT :)
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stoicfaux
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Posted - 2010.04.28 14:40:00 -
[37]
Originally by: Alsyth
As for the little difference, as i said earlier the final "zigzag" every missile does before it reachs its target could explain the small difference, but maybe more testing could even the last case to less than 3% too.
I see no zigzag during my testing with stationary targets. Plus the zigzag may just be an artificial construct that represents synch'ing between the server and the client. Heck, often I'm getting damage notifications on both clients nearly a full half second before the missile actually hits on-screen.
Quote: I'd like Gripen to use this formula in EFT :)
I'm still running the stealth bomber numbers. Plus we really should test with other missile types before anyone runs naked and dripping wet through the forums screaming eureka.
----- "Are you a sociopathic paranoid schizophrenic with accounting skills? We have the game for you! -- Eve, the game of Alts, Economics, Machiavelli, and PvP"
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