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Thread Statistics | Show CCP posts - 1 post(s) |

Mr Krosis
The humble Crew Odyssey.
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Posted - 2008.03.09 18:42:00 -
[1]
I like some of the new features in 2.5, but I'm curious what formula you are using for the targeting time display?
It doesn't seem to be the "original" 10000/scanres/asinh(sigrad) formula, and it doesn't seem to be the newer one we reverse engineered either. It looks like it shows a targeting time that is faster than it should be, especially for larger size targets.
-- Mr Krosis The greatest obstacle to discovery is not ignorance; it is the illusion of knowledge. |

Mr Krosis
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Posted - 2008.03.29 23:38:00 -
[2]
The lock time function still seems to be returning bad values. It's pretty accurate for smaller targets, but for larger targets the lock time listed is faster than it should be. Targeting a battleship shows about 15-20% faster than it should. Any word on what formula you use to come up with those times?
-- Mr Krosis The greatest obstacle to discovery is not ignorance; it is the illusion of knowledge. |

Mr Krosis
The humble Crew Odyssey.
|
Posted - 2008.03.30 15:37:00 -
[3]
Originally by: Gripen I've answered you here. The formula came from the thread you've linked.
Sorry I must have missed your original response. I'll admit I never really took a look at the formula Darunia submitted until now. I dug up some old numbers and compared measured values against TomB's original formula, Taylorana's formula, and Darunia's formula. Comparison was made with 56.25mm ScanRes.
Result table is here.
It looks like that formula is close for small things but gets too fast as the target gets larger. The specific version of Taylorana's formula that I used was from this post. The source for a little web calculator in perl that uses it is here if that is of any benefit.
Also EFT doesn't seem to cap the time at 180 seconds as would happen in game, although that may be intentional.
-- Mr Krosis The greatest obstacle to discovery is not ignorance; it is the illusion of knowledge. |

Mr Krosis
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Posted - 2008.03.31 01:46:00 -
[4]
Originally by: Fist1 about a week ago I noticed the Onyx shield resist is not matching up to whats in game.
EFT has EM 25%, TH 85%, KN 77.5%, EX 62.5%. in game EM 0%, TH 80%, KN 70%, EX 50%.
saw there was an update was hoping the resist were changed and its not. wasn't sure if you were aware of this and just bringing it to your attention.
Originally by: FAQ.txt Q: I found that sometimes when I change the skill responsible for the ship bonus nothing changes. A: Some ships require certain skills at level 5 and give bonuses based on such skills. In that case bonuses in EFT will always be like you have this skill at level 5 even if you don't have it at all. For example you can't fly any Heavy Assault Ship without having it's race cruiser skill at level 5 so the bonuses those ships get from their cruiser skills will be always like you have this skill at level 5.
-- Mr Krosis The greatest obstacle to discovery is not ignorance; it is the illusion of knowledge. |

Mr Krosis
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Posted - 2008.04.01 07:27:00 -
[5]
Originally by: Blazde The most accurate lock time formula I know of is:
seconds = ((40000 / ScanRes) / (asinh(SigRadius) ^ 2))
Which I derived after testing the very long lock times on EW starbase mods (10mm scan res) before they got boosted back up. It also fits short lock times perfectly.
Wow, where were you when we were working on that thread? Look at all of the crazy formulas we came up with, and it looks like the simple ^2 was all we needed.
To clarify, the formula you mentioned appears to be the exact one the game uses, and matched all of my measured values exactly with millisecond accuracy. Use that formula Gripen. 
-- Mr Krosis The greatest obstacle to discovery is not ignorance; it is the illusion of knowledge. |

Mr Krosis
The humble Crew
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Posted - 2008.05.11 21:09:00 -
[6]
Originally by: Gripen
Originally by: Stolen Lotus Could we get "Maximum warp distance" as well as "Warp speed" ?
I've seen the formula for the warp distance somewhere but don't remember where. If someone knows it - post it here and I'll add this parameter.
It takes the "warpCapacitorNeed" stat of the ship, multiplied by the mass of the ship. This gives you cap consumed per AU warped.
So.. Distance = <cap_capacity> / (<mass> * <warpcapneed> * (1 - (0.1 * <warpdriveop_skill>)))
Might be useful to display the cap/AU stat as well.
-- Mr Krosis The greatest obstacle to discovery is not ignorance; it is the illusion of knowledge. |

Mr Krosis
The humble Crew
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Posted - 2009.01.13 20:25:00 -
[7]
A few minor feature requests:
1) Improve recognition of character files from older versions of EFT. Whenever I download a new version, I try to copy over 20 some characters, but I run into the problem that EFT won't update their skills from the API anymore. For the current version, I just needed to add the capital industrial skill to the file, then it updated just fine. Is there a way you can automatically add any skill not found in the character file for future versions? This would eliminate the need to manually edit each file, or manually re-enter the API keys when recreating characters.
2) Remove the "Setups" text from the setups window title so the ship name is visible when the setup is minimized within EFT. So for example the window title instead of "Setups for <Ship> <Class>", it would say just "<Ship> <Class>" or "<Ship> <Class> Setups". This way when setups are minimized within EFT, we can see the name of whatever ship it is in the minimized title bar. As it is now if I have 5 setups open and minimize them all, I have 5 minimized title bars that all say "Setups..." on them.
Thanks again for keeping up work on this great app!
-- Mr Krosis The greatest obstacle to discovery is not ignorance; it is the illusion of knowledge. |
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