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Caedicus
Minmatar Einherjar Rising Dusk and Dawn
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Posted - 2006.10.09 17:15:00 -
[1]
I'm writing a program that involves calculating laser mining yield based on all possible attributes. I'm using the following calculation, can experienced miners verify this algorithm?
skill multiplier=(1+.05*mining)*(1+.05*astro)*(1+.02*foremanLvl)*(1+X*shipLevel)
foremanLvl is: the highest level of foreman skill that any player of your current gang has. It's 0 when you're not in a gang.
X is: .20 for frigates .20 for cruisers .03 for mining barges using strip miners .03 for Hulks using strip miners
miscMultiplier = implant1*implant2*(1+.05*upgrades)
upgrades: can be 0, 1 or 2 implant1 and implant2: are 1 or 1.05 depending if the player has it
crystalMult = 1*crystal*(1*.60*exhumerSkill)
crystal: Asssuming player is using modulated miners, and mining the correct roid 1.625 if T1 Crystal 1.75 if T2 Crystal 1.25 if T1 Merc Crystal 1.375 if T2 Merc Crystal
exHumerSkill: Players exhumer skill if player is using merc crystals AND using a Skiff
Final Calculation: laserYield = baseLaserYield * skillMult * miscMult * crystalMult
Ice Cycle Calculation: cycle = baseCycle*(1-.05*iceHarv)*(1-.05*upgrades)*(mackinaw) mackinaw = (1.25-.05*exhumerSkill)
Let me know if you see any inaccuracies and if I left anything out.
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Caedicus
Minmatar Einherjar Rising Dusk and Dawn
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Posted - 2006.10.09 19:18:00 -
[2]
Edited by: Caedicus on 09/10/2006 19:18:25
Originally by: Lab Technician071548
Don't forget to account for deep core modulated mining laser iis when looking into non-mining ship mining.
I'm not sure I understand what you mean by this. Can you explain?
Anyways...
Thanks, that helped alot actually. I overlooked the mining barge bonuses the exhumers had. I also allowed the use of 3 upgrades. Furthermore, I didn't include the whole Link module fiasco. But I am now. Should look like this:
Module Bonus: base*(1+.02*(directorLvl*(1+.1*squadronLvl)*1.5))
The 1.5 will only be added if the player/gang leader has a mindlink implant for mining. This all of course assuming the player is a gang, and the the above skill levels are owned by the the player with the highest skill levels.
I also plan to do the whole custom set of 8 lasers thing once I get this tool properly tested. It currently assumes that the ship will use all the same lasers and reports a per laser mining yield.
If people are interested in screenshots of this tool, let me know.
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Caedicus
Minmatar Einherjar Rising Dusk and Dawn
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Posted - 2006.10.09 22:29:00 -
[3]
Edited by: Caedicus on 09/10/2006 22:29:47
Originally by: Darrx There's also an important consideration here--if mining Arkanor, for instance, it's better to use two lasers with a yield of 32 per laser than three with a yield of 20 per laser. In the first instance, you get 4 ark/cycle, in the second, 3 ark/cycle.
--P
Here's a question for that topic. Say I mine some Arknor with a laser of 20 yield. I mine for one cycle, so I will get a unit of arknor. However, towards the end of that cycle I started on a new unit of arkonor. Since I deactivated my laser before I finished that second unit, I don't recieve it. So my question is: does that wasted partial unit of Arkanor stay on the asteroid or does it dissappear in to the abyss?
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Caedicus
Minmatar Einherjar Rising Dusk and Dawn
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Posted - 2006.10.10 00:35:00 -
[4]
Here are some screenshots of my program so far:
http://i71.photobucket.com/albums/i153/ckcornflake/Setup.jpg http://i71.photobucket.com/albums/i153/ckcornflake/Timer.jpg
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Caedicus
Minmatar Einherjar Rising Dusk and Dawn
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Posted - 2006.10.13 20:06:00 -
[5]
Okay so, I've added lot of stuff to the application and changed some things around.
It basically considers every factor that could effect your mining yield. It looks significantly different than the screenshots I put up a few days ago. I'll put some more up when I get home from work.
Here are the services that will be performed:
-The ability to quickly set up your information for determining yield
You can load in your character's xml skillsheet to load all of your skills related to mining, and you can modify them manually. You can load a set of 8 lasers/crystal at once or you can change each one. You can also similarly load a set of drones of your liking.
-The ability to display your yield in either meters cubed or in units of a specific asteroid
Say your ship mines 762.6 m3 per cycle. If you go to the menu and "select" mercoxit it will display 19 units of mercoxit. You can also change the display of your yield in terms of units per minute or units per 180s.
-The ability to save and load setups
If you want to save your current setup so you can compare to another setup. You can save it to a file.
-A timer that helps miners optimize their mining effeciency
A seprate window that provides a set of 5 timers. Each timer can be used for determining when an asteroid will be depleted. The units of the asteroid can also be entered in m3, for those who want to know when their cargohold will be filled.
I know these things have been done before. However, I'm bored at work and I wanted keep my programming skills in reasonable condition. I don't think there's anything that does all these things at once though. If you miner's can think of any features that would make the app more useful, speak up!
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Caedicus
Minmatar Einherjar Rising Dusk and Dawn
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Posted - 2006.10.13 21:38:00 -
[6]
Originally by: Karodnotos hey man,
maybe the formulas in my spreadsheet can help u. looks like we r working on the same thing...
i like the idea of importing xml data. would like to know how u do that.
keep it up!
oh, and the sheet:
Karos Sheet
Awesome, this will definately help me find any miscalculations. I like the how detailed the drone spreadsheet is. I haven't used mining drones that much before, but are those numbers with regards to the distance pretty accurate to what the yield is in practice? If so, I might include an option for distances for the drones.
I'm using C# to code the project. There's an included library for an xml reader class. It makes it super easy to find the skills you're interested in and parse them.
I'm not a huge Excel buff, but I know you can import xml files pretty easily into excel. The skillsheet imports to excel quit nicely without a schema. It's just a matter of figuring out how to find which cells to use in the calculation.
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Caedicus
Minmatar Einherjar Rising Dusk and Dawn
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Posted - 2006.10.16 01:11:00 -
[7]
Here are new screenshots:
Ship Tab Lasers Tab Drones Tab Skills Tab Timer Tab
If people are interested in helping me work out the kinks let me know. Again, suggestions are appreciated.
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Caedicus
Minmatar Einherjar Rising Dusk and Dawn
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Posted - 2006.10.16 17:26:00 -
[8]
Originally by: Jameroz That looks pretty nice... Few questions:
Is it free? Is it open source? When will it be released?
Is it free? Yes.
Is it open source? Possibly. I don't mind sharing the source code with other people as long as I retain credit for the oringal work. I'll need to figure out how to GPL it and I need to find someone with a trustworthy, respectable website who is willing to host the files and possibly a forum. Any help in these areas would be appreciated.
When will it be released? Well, OptiMiner is ready to go beta. There is a few things I would like to do before I release it publicly:
1. Get a few brave souls to help me test program (mainly the timer). I am the only one who has done testing on it so far. Compared to vets in this game, I'm still somewhat inexperienced. I would feel much more comforatble if I had a few more pairs of eyes making sure everythign is working correctly before I release it pubicly.
2. Find a trustworthy place to host the files. I might try my corp, but they aren't in to mining much.
So yeah, if anyone wants to help me out with this, please contact me.
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Caedicus
Minmatar Einherjar Rising Dusk and Dawn
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Posted - 2006.10.16 21:53:00 -
[9]
Originally by: Hunding Hey mate.
program looks swell. If you need some help.. I've been mining since beta, I know how ALL the equations work, and have ALL the skills max'ed.
that include all the leadership skills, and the implants, AND the mindlink.
if you need any help getting this utility up, just shoot me a mail. I can see it becoming a VERY useful utility.
Sweet! I'll eve-mail you the link to the download when I get home from work. If you notice any issues or have any questions, just convo me, or post them here. If there are anyothers willing to help me out, I would greatly appreciate it! 
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Caedicus
Minmatar Einherjar Rising Dusk and Dawn
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Posted - 2006.10.17 00:11:00 -
[10]
Well according to the A-Z mining guide, which has been recently locked for reason (grrrrr), it seemed that mining upgrades didn't stack on each other. Maybe because of a penalty of more than one mining upgrade? I'm not sure though. If anyone actually has experience with these modules, and are certain about the bonuses of multiple mining upgrades, please let me know.
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Caedicus
Minmatar Einherjar Rising Dusk and Dawn
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Posted - 2006.10.17 01:11:00 -
[11]
You guys are right and I made the change. Yeah I wonder what happened to the sticky.
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Caedicus
Minmatar Einherjar Rising Dusk and Dawn
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Posted - 2006.10.17 04:12:00 -
[12]
Okay, so I've worked out some kinks. But I like to compare my numbers with BS setups. Any BS miners wanna try it out?
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Caedicus
Minmatar Einherjar Rising Dusk and Dawn
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Posted - 2006.10.17 15:38:00 -
[13]
Originally by: Scurvy Scorr I presume that you're going to show the final formula's when you're done to complete the full yield on a laser?
So far I've seen parts and revisions on formula's but not the full equasion.
It's there, always has been. Under "Final Calculation", I bolded it for ya.
I also I added the mining cycle bonuses you get from people with the mining link module. That should be everything for the mining lasres.
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Caedicus
Minmatar Einherjar Rising Dusk and Dawn
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Posted - 2006.10.23 19:42:00 -
[14]
Edited by: Caedicus on 23/10/2006 19:43:30 Okay, I've made some final changes for the beta release. It seems to be ready to go. However, I want to see if I can get a few more people to test it, just to make sure everything works.
In the meantime, I am currently working on adding new features for the next release.
New Features of the next version will include: -Ability to import QuickFit xml files to automatically set up your ship/modules -A seperate window that contains very detailed output -The ability to include market values for ores and refined material to determine ISK/hour
Once I get the time, I plan to make an application called OptiManager. This will allow you to find the yield of multiple ships by using OptiMiner files. Mining Op leaders can use this to see how much a gang effect will increase their ISK/hour.
If there are any other features you guys like to see, let me know.
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