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Xamys
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Posted - 2006.11.27 02:01:00 -
[1]
As the subject says...
I know it has to do with the weight of the ship and its agility, but what is the actual formula to calculate how long it will take for a ship to start warping?
Let's say the ship is stopped.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.27 02:21:00 -
[2]
I don't think anyone has found the acceleration formula so sadly we can't calculate it. ---------------------------------------- A Guide to Scan Probing in Revelations |
Azerrad InExile
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Posted - 2006.11.27 02:23:00 -
[3]
Ttw = Tw - Ts
where
Ttw = Time to warp Tw = Time your ship enters warp Ts = Time your ship initiates warp
But yeah... I'm pretty sure we don't have an exact formula for that. I'd suggest timing a few warps and taking an average if you really need to know.
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.11.27 02:42:00 -
[4]
For more accurate timing you can run the logserver (logserver.exe in the main eve folder), it's meant for bughunting but can be used for other things (like this) as well. ---------------------------------------- A Guide to Scan Probing in Revelations |
Razean
Minmatar Agony Unleashed
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Posted - 2006.11.27 03:00:00 -
[5]
Originally by: Xamys As the subject says...
I know it has to do with the weight of the ship and its agility, but what is the actual formula to calculate how long it will take for a ship to start warping?
Let's say the ship is stopped.
It sounds a bit like you aren't aware of what's required for a ship to enter warp. If that's not the case, then ignore this reply.
Two things have to happen for a ship to enter warp speed. The first is that the ship has to align with the warp to point (ie it has to turn to point in the direction it wishes to warp). The second, it has to accelerate up to 3/4ths it's normal max speed before it enters warp. If it's max speed is 400m/s, it will have to accelerate up to 300m/s to entering warp. If it's max speed is 100m/s, it has to accelerate to 75m/s to enter warp.
Turning and accelerating are quite variable, and even dynamic. Each ship turns and accelerates at different speeds, and this is all affected by skills and modules, both active and passive. For example, when you engage an afterburner, you increase your max speed and acceleration, and you have to reach 3/4ths that new max speed to enter warp. ABs also affect your agility though, and thus make you turn slightly slower when aligning.
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Xamys
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Posted - 2006.11.27 05:41:00 -
[6]
Edited by: Xamys on 27/11/2006 05:43:04 STUPID BUGGY FORUM I was quoting something and it just "double-refresh" and discarded what I typed!
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PartyVaN
Minmatar The Hand Trade Alliance
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Posted - 2006.11.27 05:49:00 -
[7]
Edited by: PartyVaN on 27/11/2006 05:52:58
Kinda off topic, but does anyone know how to calculate warp speed? I know the tier 1 (or maybe tier 2) intys have double warp speed of a normal frigate but Im not sure if actual warp speed is hardcoded into ships or its somehow based of size/weight/propulsion strength etc etc. Anyone know?
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Noomee
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Posted - 2006.11.27 05:53:00 -
[8]
Edited by: Noomee on 27/11/2006 05:54:26
Originally by: PartyVaN Edited by: PartyVaN on 27/11/2006 05:51:47 Kinda off topic, but does anyone know how to calculate warp speed? I know the tier 1 (or maybe t2) intys have double warp speed of a normal frigate but Im not sure if actual warp speed is hardcoded into ships or its somehow based of size/weight/propulsion strength etc etc. Anyone know?
Please stay on topic, I really wnat MY question answered, don't mix up things... thanks.
Sorry : Noomee = Xamys, same account...
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PartyVaN
Minmatar The Hand Trade Alliance
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Posted - 2006.11.27 05:59:00 -
[9]
i vote we answer partyvan's question first
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Xamys
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Posted - 2006.11.27 06:17:00 -
[10]
Originally by: PartyVaN i vote we answer partyvan's question first
Seriously man, start your own thread if you want to ask something else don't hijack mine. Thanks.
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Tachy
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Posted - 2006.11.27 07:09:00 -
[11]
Acceleration is given by thrust and shipmass.
Alignment speed depends on shipmass, speed and some hidden ship agility number.
Some modules and skills have an effect on acceleration and agility, as do webbers and bumping.
Warpspeed is fixed, depending on the ship(sub)class.
Warprange is given by capsize, shipmass and some hidden number for capuse per distance that's set by the devs independently for each ship. (Ie. Stealthbomber warprange is a design decision, not an odd effect of a weird formula.) Rumor has it that the direction within a system (towards/away from the sun) has an impact on range too. --*=*=*--
The cause for this is not yet known, but we do have a possible fix in testing. by Sharkbait | 2006.09.20 |
Lady Loom
Red Mercury Industries
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Posted - 2006.11.27 09:24:00 -
[12]
Originally by: Xamys
Originally by: PartyVaN i vote we answer partyvan's question first
Seriously man, start your own thread if you want to ask something else don't hijack mine. Thanks.
Seriously man? Calm down, try not to insult the people who try to help and generally don't act like a whiny ***** if you ever again want to have your questions answered, now read Tachy's post and realize there is no known formula for it, actually "your" thread was over after Hoshi's reply. Thanks
[power corrupts, absolute power is kind of neat] |
Verus Potestas
Caldari Perkone
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Posted - 2006.11.27 09:35:00 -
[13]
Time to accelerate seems to be dependent on mass and agility. Not acceleration rate, as far as I can tell, which makes the formula simpler.
I don't know for sure, but the obvious formula would be something like this:
S = Max speed V = current velocity A = Angle between current trajectory and warp target M = Time to reach max speed T = Time to go into warp
T = M( (2/3) - (V/S)cos(A) )
This obviously isn't quite right (it assumes that acceleration is constant: it isn't, it falls off as you reach max speed).
If someone could give me the acceleration forumula, I'd be most appreciative.
I'm also not sure this properly takes into account turning around times
Between corps atm, the NPC one is strictly a temporary thing. RAWR!111 Sig Hijackz0r!!11 - Immy |
James Lyrus
Lyrus Associates Interstellar Starbase Syndicate
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Posted - 2006.11.27 10:13:00 -
[14]
http://www.evegames.hostingbig.com/eve/data/ has some ship data. It's a bit out of date I think.
Included in there is 'warp multiplier' and 'warp cap usage'.
Warp multipler x3 AU/sec is warp speed.
Cap usage is ... well mass multiplied to figure out cap usage. (And of course range adjusted too)
As for acceleration, time to warp, the major factor is initial vector - from a standing start, aligned, acceleration is inversely proportional to mass.
If however, you're at 75% (or more) max velocity on the right vector, entering warp is pretty much instant.
Rate of turn is directly proportional to mass x agility. (In EVE, higher agility = less agile)
I'm _fairly_ sure that 'top speed' has nothing to do with it (same as cap/shield - recharge time is unaffected by max).
I've never got out a stop watch for it, since ... well it's hard to measure objectively if you factor in latency (lag :)). Someone's mentioned using the logserver though, which would seem to make a lot of sense to me. I may have to try that at some point.
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