Wiki: Missiles

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Imago
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Post by Imago »

:whistle:
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These bugs haven't been fixed yet because don't have any developers interested in fixing them up. --Tigereye
Imago's stupid-sensor is supersensitive. --RealPandemonium
The art is managing the flow of the drama to achieve the desired results. --Big_Beta_Tester
joeld wrote:But we’ve been amazed at the level to which some of the Allegiance fans have remained hard-core.
Jersy
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Post by Jersy »

Would it be possible to add missile lifespans to the chart? For the use in "MissileRangeTotal = YourSpeed*MissileLifespan + MissileRange" formula? Or are those values available somewhere already? Have been looking around for a while and still nothing...
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notjarvis
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Post by notjarvis »

Jersy wrote:QUOTE (Jersy @ Sep 30 2009, 11:33 AM) Would it be possible to add missile lifespans to the chart? For the use in "MissileRangeTotal = YourSpeed*MissileLifespan + MissileRange" formula? Or are those values available somewhere already? Have been looking around for a while and still nothing...
These values are core/missile dependent and may change regularly, so I expect they are not all directly placed in the wiki as it would be a difficult job to keep up to date.


Probably the easiest thing to do for this information is to download TEK or ICE from the downloads section. Then use them to look at the core you are interested in (I heartily recommend TEK, ICE is a bit more abstract/involved, and is really more for Core developers)
madpeople
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Post by madpeople »

notjarvis wrote:QUOTE (notjarvis @ Sep 30 2009, 11:36 AM) These values are core/missile dependent and may change regularly, so I expect they are not all directly placed in the wiki as it would be a difficult job to keep up to date.
Exactly the same argument applies to everything else that is already on there
notjarvis
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Post by notjarvis »

madpeople wrote:QUOTE (madpeople @ Sep 30 2009, 11:44 AM) Exactly the same argument applies to everything else that is already on there
True - but I guess the thinking is that the wiki should be for slightly more generic information, the faction pages list the global perks by faction for example, rather than the stats for each ship. There are relatively simple tools to get deeper information for the truly interested....
Alien51
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Post by Alien51 »

Jersy wrote:QUOTE (Jersy @ Sep 30 2009, 06:33 AM) Would it be possible to add missile lifespans to the chart? For the use in "MissileRangeTotal = YourSpeed*MissileLifespan + MissileRange" formula? Or are those values available somewhere already? Have been looking around for a while and still nothing...
I did the math and found all this out while CC_04 was played. Now CC_06 is played, but I checked most of the "main" missiles and found there were no differences. Download ICE to figure out stats for youself if you'd like. Just a notepad file I still have sitten around.

QUOTE ((a/2)*(t^2))+vt=d
Acceleration divided by 2, multiplied by the missle's squared lifespan, plus the missle's initial velocity multiplied with the lifespan, equals the maximum distance.

CC_04
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SRM Dumb1 = 800 + Velocity*4 (Minimum 25)
SRM Dumb2&3 = 1012.5 + Velocity*4.5 (Minimum 25)

MRM Seeker1&2 = 1080 + Velocity*6 (Minimum 25)
MRM Seeker3 = 1470 + Velocity*7 (Minimum 25)

MRM Quickfire1 = 975 + Velocity*5 (Minimum 25)
MRM Quickfire2 = 1075 + Velocity*5 (Minimum 25)
MRM Quickfire3 = 1175 + Velocity*5 (Minimum 25)

SRM AntiB's = 750 + Velocity*5 (Minimum 50)

SRM EMP = 750 + Velocity*5 (Minimum 50)

LRM Hunter1 = 1323 + Velocity*7 (Minimum 50)
LRM Hunter2 = 1519 + Velocity*7 (Minimum 50)
LRM Hunter3 = 1715 + Velocity*7 (Minimum 50)

LRM Killer1 = 1440 + Velocity*8 (Minimum 50)
LRM Killer2 = 1760 + Velocity*8 (Minimum 50)

LRM Aleph Res1 = 1500 + Velocity*10 (Minimum 20)
LRM Aleph Res2 = 2160 + Velocity*12 (Minimum 20)
LRM Aleph Res3 = 2940 + Velocity*14 (Minimum 20)

SRP Killer's = 0 + Velocity*2.21 (Minimum 500)

XRM AntiB's = 3281.25 + Velocity*12.5 (Minimum 5)

XRP AntiB's = 3281.25 + Velocity*12.5 (Minimum 5)

XRM Hunter Killer's = 4500 + Velocity*15 (Minimum 50)

XRM Torpedo1 = 2500 + Velocity*10 (Minimum 75)
XRM Torpedo2 = 3000 + Velocity*10 (Minimum 75)

XRM Cruise's = 3150 + Velocity*30 (Minimum 5)

SRM Tactical Nuke1 = 720 + Velocity*12 (Minimum 50)
SRM Tactical Nuke2 = 980 + Velocity*14 (Minimum 50)

LRR Thunder = 0 + Velocity*2 (Minimum 875)

MRM Zeus = 1080 + Velocity*6 (Minimum 25)

MRM Lightning's = 0 + Velocity*1.5 (Minimum 875)

MRT AntiB = 792 + Velocity*12 (Minimum 5)

SRM Nerve Gas = 64 + Velocity*8 (Minimum 5)

SRM Seismic = 125 + Velocity*5 (Minimum 50)

SRM Doomsday Res = 250 + Velocity*5 (Minimum 50)[/quote]
PS.)Keep in mind that the velocity of the missiles is the "Minimum" (or launch velocity) added to your ship's current velocity. These numbers are all BASE value. Now I'm gonna go make a post about GAs.
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Jersy
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Post by Jersy »

Thanks a lot :-)
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juckto
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Post by juckto »

QUOTE Exactly the same argument applies to everything else that is already on there[/quote]
Yeah, but at keast everything else that is already there can be read directly from ICE.

FYI When I made the pages I had no intention of keeping them up-to-date, hence the note "this info is based on cc_03"
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Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
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