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Jim Hsu
Teeth Of The Hydra R i s e
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Posted - 2007.05.29 19:49:00 -
[31]
I love maths ... see the stacking formula :p
Anyways, something to contribute:
Using the simple formula at v=v(max): r(max) = V(max)*AM,
it is notable after dimensional analysis, the "unit" for agility is seconds over kilograms:
meters = meters/sec * kilograms * (sec/kilograms)
This is actually the 'specific impulse' adjusted by dividing by the force of gravity on a one kilogram object (mg ~ 9.81N).
From the same page, you will also note that an engine with a higher specific impulse is also: - More efficient, using less propellant to attain a given momentum, - By engineering design, generally have lower thrust, which in layman's terms corresponds to a decreased change in acceleration. -- The stacking penalty post RMR:
http://oldforums.eveonline.com/?a=topic&threadID=255750&page=1
:)
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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2007.06.27 10:12:00 -
[32]
Originally by: Matyae R = Veff / (2 Arcsin(Aeff / (2Veff)))
With Aeff = SQRT((Vmax¦-Veff¦)/I¦) and I = inertia = A M / 10^6
Clarified. It wasn't initially clear whether you meant Veff or Vmax, but that's what I got once I'd worked through the algebra. ------ Spreadsheets: Top speed calculation - Halo Implant tanking |

Copine Callmeknau
Brutor tribe
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Posted - 2007.06.27 11:27:00 -
[33]
Wow Extreme maths pwnage
Bump for this thread, great work guys :)
-----
Originally by: Patch86 Depressing as hell though. By the end, you feel like someone's eaten your kitten.
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Endless Subversion
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Posted - 2007.07.02 17:45:00 -
[34]
Edited by: Endless Subversion on 02/07/2007 17:45:26
Was anyone able to get the Orbit / Speed Spreadsheet to work correctly? I can't seem to get it to reference data on the 'ships' page and really want to get this tool working!
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Matiaj
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Posted - 2007.07.04 02:16:00 -
[35]
Edited by: Matiaj on 04/07/2007 02:22:12
Oh noes I used the trolling alt.
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Matyae
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Posted - 2007.07.04 02:19:00 -
[36]
Edited by: Matyae on 04/07/2007 02:20:58
Sorry I completely forgot about this thread.
@Kazuo Ishiguro
Seems like you figured the answers yourself, all you said or supposed was correct, so I do not have much to add.
About the data I collected on the field, I sadly do not have it anymore. But it was quite simple : I just set orbit around something, at different ranges, and wrote down the orbiting speed (Veff) and orbiting radius (R or Reff). This two values can give the effective acceleration directly, using the formula Aeff = 2 Veff sin(Veff/(2R)).
Then I just put on a graph Y=Aeff/Amax (Amax was calculated with your (great) formula) and X=Veff/Vmax. And it drew this circle thing.
I'm quitting Eve as of today so I wish you luck in your pursuit of knowledge. This game's mechanisms were indeed great fun to study.
@Endless Subversion
I have evemailed you back. I had not read your post on this thread by then so what I answered might be a little off. Could you email me your non-working spreadsheet please ? With the ships you added and stuff. I'm going to have a look at the B37 cell thing if I have the time. Don't hesitate to contact me on msn as well.
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