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Post by rabbitflyer on Jul 26, 2017 1:50:30 GMT
Based on some discussions in the " More transparency for the math behind the game" suggestion thread, I thought I should create a thread devoted to finding the equations that determine module and/or ship performance. Please post your data, analysis, etc. below! Please note that this isn't intended as a place for discussing optimization and design-related matters involving significant subjective judgement, e.g. "What is the most effective railgun for point-defense?". On the other hand, a question like "What is the fastest achievable muzzle velocity for a stock railgun?" would be fair game (although extremely difficult to answer).
Thanks, rabbitflyer
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Post by rabbitflyer on Jul 26, 2017 1:53:11 GMT
Preliminary Roadmap:
Finding the equations that dictate module performance is a serious task to say the least. Here is an outline of what directions might be the most productive to explore, and what might be more difficult. Sorry if this seems a bit random; I hope it will improve as others add to the knowledge base.
Different modules have varying numbers of design parameters: I feel that the easiest module to characterize would be crew compartments, perhaps followed by explosive payloads and flares. Gun muzzle velocities are calculated numerically, so I wouldn't bother looking for a symbolic expression. Pretty much everything else is roughly equal in difficulty: Very Difficult One thing that would be useful for characterization is a script to generate sets of materials that span the set of reasonable of material properties. Currently, the process of copying data from the game to a spreadsheet is the most significant bottleneck; if anyone can think of a way to automatically tabulate module performance statistics, it would be very helpful. Results:The following plot shows the projectile shattering threshold for perturbations of bore radius and projectile mass, based on the stock sniper coilgun.
The equation for the best-fit line is y=19.8 x2.3
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Post by omnipotentvoid on Jul 26, 2017 16:29:39 GMT
Heres a suggestion for a way to get information out of the game:
To see what material properties a module uses for it's calculations, make modded materials that vary in one property from a standard material. This would allow us to see ties to material propeties the game does not specifically state. It could also tell you in what relation individual propeties are used if multiple ones are.
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Post by rabbitflyer on Jul 26, 2017 17:37:43 GMT
omnipotentvoid , I'm hoping to make a script for this later today or tomorrow (no guarantees). As far as what properties are used for certain modules, I think this might be able to be inferred from the PDB file that comes with the game, but such a script would be very useful determining how material properties affect module characteristics. Edit: Scriptwriting has been delayed indefinitely for... reasons.
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Post by 𝕭𝖔𝖔𝖒𝖈𝖍𝖆𝖈𝖑𝖊 on Oct 13, 2017 5:42:48 GMT
I have an equation that would only be useful for reducing lag in long range engagements with projectile weapons A is the number of tracers you want in the air at once D is the number of tracers that will appear per round fired, with a minimum of a 1:1 ratio, based off of the number of rounds that will appear at once cut down on lag V is velocity(meters/sec) F is fire-rate in rounds per second It is essentially taking the number of rounds fired per second, taking the time in flight, and using that to calculate the number of rounds that will be in the sky at once.
D=F/1*(0.1/A)*(R/V)
A is the variable that I propose the human who makes the gun can adjust in the editor It controls the maximum number of tracers in flight at the gun's maximum range
The number 10 of the number of tracers The equation is currently set to make there only ever be 10 tracers visible in flight at a time, but this can be changed easily.
D=f/1*(0.1/10)*(r/v) Will have 10 tracers in the air at once, but
D=f/1*(0.1/100)*(r/v) will have 100 tracers in the air at once IF it is possible to do so.
more detailed explanation of the equation here Desmos calculator
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