...to clarify weapons maths

Tips, tactics, and general discussion for Evochron Legacy.
Triton83
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...to clarify weapons maths

Post by Triton83 »

From post: 156875, Topic: tid=10464, author=zex wrote:RPM needs a modifier to reflect cannon relay and heatsink.
RPM should not be influenced by cannon relay system as it concerns energy reserve. Regarding heatsinks, I'm not sure if it can be figured in weapon lab. I think it is a fixed RPM boost without heat consequencies, but I don't have any proof of that :D
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...to clarify weapons maths

Post by -splosives- »

From post: 156879, Topic: tid=10464, author=Nubarus wrote:So what settings do I use to make a low energy use, long range weapon that does more dmg then the icespear?
Plasma particle has low energy usage, but has slightly less range than an icespear.
Rail cannon has the same range as an icespear, but uses more energy and does more damage than a plasma.
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...to clarify weapons maths

Post by zex »

From post: 156884, Topic: tid=10464, author=Triton83 wrote:
From post: 156875, Topic: tid=10464, author=zex wrote:RPM needs a modifier to reflect cannon relay and heatsink.
RPM should not be influenced by cannon relay system as it concerns energy reserve. Regarding heatsinks, I'm not sure if it can be figured in weapon lab. I think it is a fixed RPM boost without heat consequencies, but I don't have any proof of that :D
I thought the cannon relay system also adds two additional cannon barrels?
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...to clarify weapons maths

Post by -splosives- »

it adds 2 extra barrels, but the fire rate doesn't change (just tested it) it only gives more energy and makes it look different.

I guess it just makes sure each barrel gets less shots fired, so they each have more energy.

[Edited on 1-25-2013 by -splosives-]
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...to clarify weapons maths

Post by zex »

Interesting, thanks for your diligence in testing that.
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...to clarify weapons maths

Post by Triton83 »

From post: 156883, Topic: tid=10464, author=-splosives- wrote:
From post: 156874, Topic: tid=10464, author=Triton83 wrote:
Don't forget the shot time ! The period is not C but (C+t) with t = shot time (cf post #1 and #15 in this thread)

C = 60000/RPM - t

Then your equation will be :

RPM x (Y - ((Y x 60000 x a / RPM) - t)) = Damage done per minute

Maybe S can be a coefficient and not a fraction of yield as in
Damage/min = RPM x Y x S = RPM x Y x a(t+C)

[Edited on 25/1/2013 by Triton83]
for 2 ships standing still, the period should be equal to C
C = 60000/ RPM, because C is independent of fire distance or fire time, as it calculates shots when fired, not when hit.

I would recommend removing the "shot time" from calculations because it makes things even more complicated, and it's not really necessary to get an idea of DPS.

RPM x Y x (60000 x a / RPM) would be reasonable, but the meaning of "a" wouldn't be the same as in my calculation.
When I say fire time I mean the time took by cannon to produce shots, not the flying time of the projectiles :)

Let's figure it in numbers ! As you said before, we can consider this :

f = 1 / T where frequency is the RPM and T the period in minute.

We want a period in milliseconds so : f = 60000 x 1/ T

If you consider the shot is immediate (i.e. takes 0 ms), the period T would match C as you said. Here are 2 examples picked up in the weapon lab :

- 430 RPM correspond with 10C. If you apply the formula : f = 60000/10 = 6000 RPM

- 360 RPM correspond with 20C. Let's test it : 60000 x 1/20 = 3000 RPM

The RPM don't match ! So there is missing something in the period.

That's why I think that each shot takes some time to be shot. Let's say t is the shot time, then (C+t) would be the period.

if it is the case, we should have :

f = 1/T then f x T = 1

That's why I can say :

RPM x (C+t) = 1 min

then RPM x (C+t) = 60000 ms

then RPM x C + RPM x t = 60000

then t = (60000 - C x RPM)/RPM

If I use my two examples datas I get :

With C = 10 and RPM = 430 : t = 129 ms
With C = 20 and RPM = 360 : t = 123 ms

The two results doesn't match because of the approximation on C. But this calculation prove there is ~125 ms after each "cycle rate time".

Maybe it's the cannon firing process, maybe something else, but I'm sure the real shooting period is very bigger than C.

[If we use frequencies to find out periods we'll have :
T = 60000/RPM
T = 60000/430 = 139.5 ms
Now T = C + t
then C + t = 139.5 ms
then t = 139.5 - 10 = 129.5 ms]

[Edited on 25/1/2013 by Triton83]
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...to clarify weapons maths

Post by -splosives- »

From post: 156899, Topic: tid=10464, author=Triton83 wrote:
- 430 RPM correspond with 10C. If you apply the formula : f = 60000/10 = 6000 RPM

- 360 RPM correspond with 20C. Let's test it : 60000 x 1/20 = 3000 RPM

The RPM don't match ! So there is missing something in the period.

That's why there's no C in my equation, I replaced it with 60000/RPM, because obviously the cycle rates are wrong.
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Triton83
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...to clarify weapons maths

Post by Triton83 »

From post: 156902, Topic: tid=10464, author=-splosives- wrote:That's why there's no C in my equation, I replaced it with 60000/RPM, because obviously the cycle rates are wrong.
OK if we consider weapon's lab C is wrong and ignore it, you're right.

Otherwise if we consider RPM and C values are correct, there is a constant (in ms) we have to add to C each time we reason about period (around 130ms).
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