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Farjung
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Posted - 2005.01.11 03:16:00 -
[1]
Edited by: Farjung on 06/02/2005 18:13:27 As threads concerning how top speeds are calculated seem to crop up every few days, I thought I would have a go at writing a guide explaining this. Let me know if you see any omissions or mistakes and I'll try to fix them.
The list of things that affect your "cruising" speed, i.e. before you've turned an afterburner or microwarpdrive on is:
Base speed of ship Overdrive Injector Systems, Nanofiber Internal Structures and/or Expanded Cargoholds equipped (low slot modules) Level of navigation skill (5% per level of skill) Level of racial ship skill where applicable, e.g. 5% per level of Racial Industrial skill on industrial ships Implants that effect velocity, e.g. Hardwiring - Eifyr and Co. 'Rogue' CY-1
Cruising speed = (base speed of ship + increase/decrease from Overdrives/Nanofibers/Expanded Cargoholds) * (1 + navigation skill level * 0.05) * (1 + racial ship skill level * x) * (velocity implant(s))
E.g.
Vigil, with navigation 4, acceleration control 2, minmatar frigate 5, a local hull conversion nanofiber structure I, and a CY-1 hardwiring implant.
Base speed of ship = 310m/s Local hull conversion nanofiber structure I gives 24m/s velocity increase Vigil gets a 5% per level velocity bonus from Minmatar Frigate skill CY-1 implant gives a 3% increase to top speed
Cruising speed with these skills and modules applied
= (310 + 24) * (1 + 4 * 0.05) * (1 + 5 * 0.05) * 1.03
= 516.03 m/s
That's all pretty straightforward, the part that isn't as simple is when considering afterburners and microwarpdrives. Apart from the factors that affect the cruising speed, listed above, there are additional factors that decide what the top speed with a particular afterburner or microwarpdrive equipped are. These are:
Base boost provided by the AB or MWD Level of acceleration control skill (5% per level of skill) Mass of ship Size of speed boost module (1MN/10MN/100MN) Implants that affect microwarpdrive/afterburner boost, e.g. Hardwiring - Eifyr and Co. 'Rogue' MY-2
The size of the speed boost module actually determines two variables: the thrust of the module and the mass that is added to the mass of the ship when the module is activated.
1MN modules give a thrust of 1,500,000 N and add 500,000 kg to mass 10MN modules give a thrust of 15,000,000 N and add 5,000,000 kg to mass 100MN modules give a thrust of 150,000,000 N and add 50,000,000 kg to mass
Boosted speed (i.e. the top speed when the boosting module is active)
= Cruising speed * (1 + (base boost of AB or MWD * (1 + accel control level * 0.05) * (ab/mwd implant(s)) * (thrust / (ship mass + module mass)))
= (base speed of ship + increase/decrease from Overdrives/Nanofibers/Expanded Cargoholds) * (1 + navigation skill level * 0.05) * (1 + racial ship skill level * x) * (velocity implant(s)) * (1 + (base boost of AB or MWD * (1 + accel control level * 0.05) * (ab/mwd implant(s)) * (thrust / (ship mass + module mass)))
E.g.
Thorax with navigation 4, acceleration control 4, two beta hull mod overdrive injectors, a 10MN Microwarpdrive II, a CY-1 implant, an MY-2 implant.
Base speed of ship = 165 m/s Base mass of ship = 12,000,000 kg A beta hull mod overdrive adds 33 m/s CY-1 implant gives 3% bonus to velocity MY-1 implant gives 3% bonus to afterburner or microwarpdrive boost 10MN Microwarpdrive II gives a base boost of 550% (thrust = 15,000,000 N, additional mass = 5,000,000 kg)
Boosted speed = (165 + 33 + 33) * 1.2 * 1.03 * (1 + (5.5 * 1.2 * 1.03 * (15,000,000 / (12,000,000 + 5,000,000)))
= 285.516 * (1 + 5.998) = 1998.1 m/s
Edit: examples updated with new hardwiring implant values
Someone really needs to keep me away from the Taranis |

Farjung
Gallente TAOSP Band of Brothers
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Posted - 2005.01.11 03:16:00 -
[2]
Edited by: Farjung on 17/12/2005 10:42:54 I've run into the character limit while trying to update this, so read further down the page for the updated version. ---
Wave of Mutilation 2 |

Farjung
Gallente TAOSP Band of Brothers
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Posted - 2005.01.11 03:16:00 -
[3]
Edited by: Farjung on 17/12/2005 10:42:54 I've run into the character limit while trying to update this, so read further down the page for the updated version. --- Wave of Mutilation 2 |

Lygos
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Posted - 2005.01.11 03:28:00 -
[4]
How precise a figure does ship mass comprise? Are there simply 3 categories or are the adjustments unique for each vessel? Do battlecruisers or destroyers earn a closer look when I set up my numbers?
Do ship mass and agility share any relationship other than acceleration to the warp breaking point?
Yes/No responses are sufficient seeing as I am not much of a mathematician and can't contradict you if you are incorrect.
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Lygos
ISS Navy Task Force
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Posted - 2005.01.11 03:28:00 -
[5]
How precise a figure does ship mass comprise? Are there simply 3 categories or are the adjustments unique for each vessel? Do battlecruisers or destroyers earn a closer look when I set up my numbers?
Do ship mass and agility share any relationship other than acceleration to the warp breaking point?
Yes/No responses are sufficient seeing as I am not much of a mathematician and can't contradict you if you are incorrect.
--- Private Investment should preceed Public Investment |

Lygos
Amarr ISS Navy Task Force Interstellar Starbase Syndicate
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Posted - 2005.01.11 03:28:00 -
[6]
How precise a figure does ship mass comprise? Are there simply 3 categories or are the adjustments unique for each vessel? Do battlecruisers or destroyers earn a closer look when I set up my numbers?
Do ship mass and agility share any relationship other than acceleration to the warp breaking point?
Yes/No responses are sufficient seeing as I am not much of a mathematician and can't contradict you if you are incorrect.
--- T2 Risk | Corp Divisions |

Farjung
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Posted - 2005.01.11 04:02:00 -
[7]
Originally by: Lygos How precise a figure does ship mass comprise? Are there simply 3 categories or are the adjustments unique for each vessel? Do battlecruisers or destroyers earn a closer look when I set up my numbers?
There are simply three categories of afterburner/microwarpdrive, and the mass added by a particular size of module is constant. Fit a 10MN module on a frigate, destroyer, cruiser, battlecruiser or battleship and the mass will increase by 5,000,000 kg.
Quote:
Do ship mass and agility share any relationship other than acceleration to the warp breaking point?
They do, but I've not done extensive enough testing to quantify it.
It's not just acceleration to the warp breaking point that mass affects (ie straight line acceleration) but handling in general. With an oversized module the ship will not be able to maintain as close an orbit as with a regular sized module, or no module at all.
Someone really needs to keep me away from the Taranis |

Farjung
Gallente TAOSP Band of Brothers
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Posted - 2005.01.11 04:02:00 -
[8]
Originally by: Lygos How precise a figure does ship mass comprise? Are there simply 3 categories or are the adjustments unique for each vessel? Do battlecruisers or destroyers earn a closer look when I set up my numbers?
There are simply three categories of afterburner/microwarpdrive, and the mass added by a particular size of module is constant. Fit a 10MN module on a frigate, destroyer, cruiser, battlecruiser or battleship and the mass will increase by 5,000,000 kg.
Quote:
Do ship mass and agility share any relationship other than acceleration to the warp breaking point?
They do, but I've not done extensive enough testing to quantify it.
It's not just acceleration to the warp breaking point that mass affects (ie straight line acceleration) but handling in general. With an oversized module the ship will not be able to maintain as close an orbit as with a regular sized module, or no module at all. ---
Wave of Mutilation 2 |

Farjung
Gallente TAOSP Band of Brothers
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Posted - 2005.01.11 04:02:00 -
[9]
Originally by: Lygos How precise a figure does ship mass comprise? Are there simply 3 categories or are the adjustments unique for each vessel? Do battlecruisers or destroyers earn a closer look when I set up my numbers?
There are simply three categories of afterburner/microwarpdrive, and the mass added by a particular size of module is constant. Fit a 10MN module on a frigate, destroyer, cruiser, battlecruiser or battleship and the mass will increase by 5,000,000 kg.
Quote:
Do ship mass and agility share any relationship other than acceleration to the warp breaking point?
They do, but I've not done extensive enough testing to quantify it.
It's not just acceleration to the warp breaking point that mass affects (ie straight line acceleration) but handling in general. With an oversized module the ship will not be able to maintain as close an orbit as with a regular sized module, or no module at all. --- Wave of Mutilation 2 |

Liz Bathory
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Posted - 2005.01.11 08:08:00 -
[10]
the mass gain, is related only to the module the ships mass is unique to that ship
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Liz Bathory
Minmatar Eve University
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Posted - 2005.01.11 08:08:00 -
[11]
the mass gain, is related only to the module the ships mass is unique to that ship
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Liz Bathory
Minmatar Direct Intent
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Posted - 2005.01.11 08:08:00 -
[12]
the mass gain, is related only to the module the ships mass is unique to that ship
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Sadist
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Posted - 2005.03.26 02:14:00 -
[13]
Edited by: Sadist on 26/03/2005 02:14:47 Your formula is wrong, it doesnt involve ship agility, maybe some people should actually test it, before posting? You've said yourself you didnt involve agility. thx. _______________________________________________
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Sadist
Rage and Terror Against ALL Authorities
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Posted - 2005.03.26 02:14:00 -
[14]
Edited by: Sadist on 19/03/2006 09:05:31 flame removed -Farjung òòòòòòòòòòòò
VIP member of the [23]
Quote: - Numbers alone do not win a battle - No, but I bet they help.
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Sadist
Rage and Terror Against ALL Authorities
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Posted - 2005.03.26 02:14:00 -
[15]
Edited by: Sadist on 19/03/2006 09:05:31 flame removed -Farjung òòòòòòòòòòòò
VIP member of the [23]
Quote: - Numbers alone do not win a battle - No, but I bet they help.
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Farjung
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Posted - 2005.03.26 11:58:00 -
[16]
Edited by: Farjung on 26/03/2005 12:11:04
Originally by: Sadist Edited by: Sadist on 26/03/2005 02:14:47 Your formula is wrong, it doesnt involve ship agility, maybe some people should actually test it, before posting? You've said yourself you didnt involve agility. thx.
Agility has nothing to do with the ship's top speed, just the rate at which it accelerates and changes direction. Hence training evasive maneuvering will not change your top speed.
Since you're such a fan of testing before posting...
My skills: navigation 5, acceleration control 4, no relevant implants
Helios:
base speed of 285 m/s base mass of 2,300,000 kg Overdrive Injector system I fitted (+30m/s) 1MN Microwarpdrive I fitted (500% base boost)
My non microwarpdrive top speed would be: (285 + 30) * 1.25 = 393.75 m/s My in-game top speed: 393.75 m/s
My top speed with microwarpdrive on would be: ((285 + 30) * 1.25) * (1 + (5 * 1.2) * (1,500,000 / (2,300,000 + 500,000))) = 1,659.375 m/s
My in-game top speed: 1,659.375 m/s
Someone really needs to keep me away from the Taranis |

Farjung
Gallente TAOSP Band of Brothers
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Posted - 2005.03.26 11:58:00 -
[17]
Edited by: Farjung on 19/03/2006 09:07:40 Counter-flame removed -Sadist ---
Wave of Mutilation 2 |

Farjung
Gallente TAOSP Band of Brothers
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Posted - 2005.03.26 11:58:00 -
[18]
Edited by: Farjung on 19/03/2006 09:07:40 Counter-flame removed -Sadist --- Wave of Mutilation 2 |

Namo Iluvatar
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Posted - 2005.06.13 14:00:00 -
[19]
Edited by: Namo Iluvatar on 13/06/2005 14:08:28 Great post Farjung,
One discrepancy I noticed last night while putting this to the test however was the exclusion of Gorilla Tactics. When you are flying solo, the provided formula works exactly as shown. When in a gang however, there is a speed difference if you (or anyone in your gang) have the skill Gorilla Tactics. ItÆs a simple addition to the formula already given though.
Gang Speed = Solo Speed * (1+Gorilla Tactics skill level * 0.02)
Hope this helps anyone who may have wondered why their speeds donÆt match the calculation. (in case anyone caresà yes, I did test ità and it works as advertised )
*** All skill is in vain when an angel spits in the flintlock of your musket. *** |

Namo Iluvatar
Gallente
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Posted - 2005.06.13 14:00:00 -
[20]
Edited by: Namo Iluvatar on 13/06/2005 21:59:32 Edited by: Namo Iluvatar on 13/06/2005 14:08:28 Great post Farjung,
One discrepancy I noticed last night while putting this to the test however was the exclusion of Guerrilla Tactics. When you are flying solo, the provided formula works exactly as shown. When in a gang however, there is a speed difference if you (or anyone in your gang) have the skill Guerrilla Tactics. ItÆs a simple addition to the formula already given though.
Gang Speed = Solo Speed * (1+Guerrilla Tactics skill level * 0.02)
Hope this helps anyone who may have wondered why their speeds donÆt match the calculation. (in case anyone caresà yes, I did test ità and it works as advertised )
*** All skill is in vain when an angel spits in the flintlock of your musket. *** |
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Namo Iluvatar
Gallente
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Posted - 2005.06.13 14:00:00 -
[21]
Edited by: Namo Iluvatar on 13/06/2005 21:59:32 Edited by: Namo Iluvatar on 13/06/2005 14:08:28 Great post Farjung,
One discrepancy I noticed last night while putting this to the test however was the exclusion of Guerrilla Tactics. When you are flying solo, the provided formula works exactly as shown. When in a gang however, there is a speed difference if you (or anyone in your gang) have the skill Guerrilla Tactics. ItÆs a simple addition to the formula already given though.
Gang Speed = Solo Speed * (1+Guerrilla Tactics skill level * 0.02)
Hope this helps anyone who may have wondered why their speeds donÆt match the calculation. (in case anyone caresà yes, I did test ità and it works as advertised )
*** All skill is in vain when an angel spits in the flintlock of your musket. *** |

Gabby05
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Posted - 2005.06.15 00:12:00 -
[22]
But how do you know the time it would take to get from A-B only knowing the speed your goin at and the distance???
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Gabby05
Amarr Doomheim
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Posted - 2005.06.15 00:12:00 -
[23]
But how do you know the time it would take to get from A-B only knowing the speed your goin at and the distance???
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Gabby05
Amarr Doomheim
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Posted - 2005.06.15 00:12:00 -
[24]
But how do you know the time it would take to get from A-B only knowing the speed your goin at and the distance???
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Farjung
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Posted - 2005.06.15 00:20:00 -
[25]
Originally by: Namo Iluvatar Edited by: Namo Iluvatar on 13/06/2005 21:59:32 Edited by: Namo Iluvatar on 13/06/2005 14:08:28 Great post Farjung,
One discrepancy I noticed last night while putting this to the test however was the exclusion of Guerrilla Tactics. When you are flying solo, the provided formula works exactly as shown. When in a gang however, there is a speed difference if you (or anyone in your gang) have the skill Guerrilla Tactics. ItÆs a simple addition to the formula already given though.
Gang Speed = Solo Speed * (1+Guerrilla Tactics skill level * 0.02)
Hope this helps anyone who may have wondered why their speeds donÆt match the calculation. (in case anyone caresà yes, I did test ità and it works as advertised )
Ah yeah, forgot about that one, thanks for that. Another thing I need to mess with is the stealth bomber speed calculations - I've got the skills for them but don't feel like spending that much on a paperweight, so I need to persuade a corpmate to let me borrow one of theirs some time.
Someone really needs to keep me away from the Taranis |

Farjung
Gallente TAOSP Band of Brothers
|
Posted - 2005.06.15 00:20:00 -
[26]
Originally by: Namo Iluvatar Edited by: Namo Iluvatar on 13/06/2005 21:59:32 Edited by: Namo Iluvatar on 13/06/2005 14:08:28 Great post Farjung,
One discrepancy I noticed last night while putting this to the test however was the exclusion of Guerrilla Tactics. When you are flying solo, the provided formula works exactly as shown. When in a gang however, there is a speed difference if you (or anyone in your gang) have the skill Guerrilla Tactics. ItÆs a simple addition to the formula already given though.
Gang Speed = Solo Speed * (1+Guerrilla Tactics skill level * 0.02)
Hope this helps anyone who may have wondered why their speeds donÆt match the calculation. (in case anyone caresà yes, I did test ità and it works as advertised )
Ah yeah, forgot about that one, thanks for that. Another thing I need to mess with is the stealth bomber speed calculations - I've got the skills for them but don't feel like spending that much on a paperweight, so I need to persuade a corpmate to let me borrow one of theirs some time. ---
Wave of Mutilation 2 |

Farjung
Gallente TAOSP Band of Brothers
|
Posted - 2005.06.15 00:20:00 -
[27]
Originally by: Namo Iluvatar Edited by: Namo Iluvatar on 13/06/2005 21:59:32 Edited by: Namo Iluvatar on 13/06/2005 14:08:28 Great post Farjung,
One discrepancy I noticed last night while putting this to the test however was the exclusion of Guerrilla Tactics. When you are flying solo, the provided formula works exactly as shown. When in a gang however, there is a speed difference if you (or anyone in your gang) have the skill Guerrilla Tactics. ItÆs a simple addition to the formula already given though.
Gang Speed = Solo Speed * (1+Guerrilla Tactics skill level * 0.02)
Hope this helps anyone who may have wondered why their speeds donÆt match the calculation. (in case anyone caresà yes, I did test ità and it works as advertised )
Ah yeah, forgot about that one, thanks for that. Another thing I need to mess with is the stealth bomber speed calculations - I've got the skills for them but don't feel like spending that much on a paperweight, so I need to persuade a corpmate to let me borrow one of theirs some time. --- Wave of Mutilation 2 |

Warm0nger
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Posted - 2005.08.25 21:19:00 -
[28]
Great stuff, Farjung... even if u are MC :P ---------------------
Eve Spawn Grounds
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Warm0nger
Dirty Deeds Corp. Axiom Empire
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Posted - 2005.08.25 21:19:00 -
[29]
Great stuff, Farjung... even if u are MC :P
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Warm0nger
Dirty Deeds Corp. Axiom Empire
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Posted - 2005.08.25 21:19:00 -
[30]
Great stuff, Farjung... even if u are MC :P
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