Jump to content

Math Behind Artemis Iv?


10 replies to this topic

#1 Slash

    Member

  • PipPipPip
  • Philanthropist
  • Philanthropist
  • 77 posts

Posted 03 December 2012 - 01:54 PM

Does anyone know the actual math for the improvements Artemis makes? Like how much tighter the spread is, how much faster the lock is etc?

I figured it's in the XML somewhere that one of our guys has datamined.

#2 xenoglyph

    Member

  • PipPipPipPipPipPipPipPip
  • 1,480 posts
  • LocationSan Diego

Posted 03 December 2012 - 02:07 PM

	<Module id="9001" name="ArtemisIV" CType="CArtemisIVStats">
	  <Loc nameTag="@ArtemisIV" descTag="@ArtemisIV_desc" iconTag="4"/>
	  <ArtemisStats lockTime="0.5" trackingStrength="1.5" missileSpread="0.8"/>
	  <ModuleStats slots="1" tons="1.0" health="0"/>
	</Module>


I'll leave it to you to decipher what the values mean. I assume default value for missileSpread will be 1 (it's not defined for weapons in the XML, meaning they use the default value)...suggesting a 20% improvement. That's just an assumption though, and I have other things to do right now, so cheers

Edited by xenoglyph, 03 December 2012 - 02:08 PM.


#3 Thomas Dziegielewski

    Member

  • PipPipPipPipPipPip
  • 279 posts
  • LocationInner Sphere - St.Ives - CERES METALS, AAlcadis Revised Underground Complex, B5

Posted 03 December 2012 - 02:14 PM

Yup good guess, they are factors.

lockTime 0.5 = 50% faster locking (Benefits locking weapons)

trackingStrength 1.5 = 50% the distance the missiles stop tracking than normal (mostly benefits LRMs)

missileSpread 0.8 = 20% tighter spread (mostly benefits SRMs)

#4 Kunae

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,303 posts

Posted 03 December 2012 - 03:05 PM

View PostThomas Dziegielewski, on 03 December 2012 - 02:14 PM, said:

trackingStrength 1.5 = 50% the distance the missiles stop tracking than normal (mostly benefits LRMs)

Thomas, what precisely does this mean? Is it loss of LoS; time before lost lock, or something else?

#5 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 03 December 2012 - 03:19 PM

View PostKunae, on 03 December 2012 - 03:05 PM, said:

Thomas, what precisely does this mean? Is it loss of LoS; time before lost lock, or something else?

If I would guess, I'd guess that it extends the range the LRMs track before starting their final, non-tracking descent towards their target.

At least that's how understand LRMs to work; the terminal phase is unguided.

#6 Kunae

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,303 posts

Posted 03 December 2012 - 03:27 PM

View Poststjobe, on 03 December 2012 - 03:19 PM, said:

If I would guess, I'd guess that it extends the range the LRMs track before starting their final, non-tracking descent towards their target.

At least that's how understand LRMs to work; the terminal phase is unguided.

Can't be that. LRMs track all the way into the target. I've seen them make 90deg lateral turns, just before impact.

#7 Corison

    Member

  • PipPipPipPipPipPip
  • 376 posts

Posted 03 December 2012 - 04:03 PM

1) Anyone can dig this out of the local files.. so feel free to go hunting.
2) Just because its in the XML, doesnt mean the game respects it.. or thats how it works. ;)

But yes, hard numbers make it a fair bit easier to guess the intended impact of a module.

#8 Thomas Dziegielewski

    Member

  • PipPipPipPipPipPip
  • 279 posts
  • LocationInner Sphere - St.Ives - CERES METALS, AAlcadis Revised Underground Complex, B5

Posted 03 December 2012 - 04:37 PM

TrackingStrength controls the distance at which missiles lose their guidance right before they impact the target.

So basically that controls how many missiles will hit/miss the locked target but without rolling dice.
-The faster the target the fewer will hit.
-The fatter the target the more will hit.



BUG : Artemis is only suppose to work if you have line of sight with the target, currently this is not the case. Fixing right now, don't think it will make it for Dec 18th.

#9 Orkhepaj

    Member

  • PipPipPipPipPipPip
  • 372 posts

Posted 03 December 2012 - 04:38 PM

hmm it instakills enemy mech proof :
" health="0" " --> sets enemy mech health to 0 (kills it)

#10 Fiatsu

    Member

  • PipPipPip
  • 66 posts

Posted 03 December 2012 - 04:40 PM

View PostThomas Dziegielewski, on 03 December 2012 - 02:14 PM, said:

Yup good guess, they are factors.

lockTime 0.5 = 50% faster locking (Benefits locking weapons)

trackingStrength 1.5 = 50% the distance the missiles stop tracking than normal (mostly benefits LRMs)

missileSpread 0.8 = 20% tighter spread (mostly benefits SRMs)



It should make the missles faster as well.

#11 Hauser

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 976 posts

Posted 03 December 2012 - 05:14 PM

Mmh.

Just a thought on how to calculate the damage done by LRMS.

E_dmg in dmg / m^2 as the missile damage per square meter.

CT_s in m^2 as the surface area of the center torso.

M_s in m^2 as the surface area of the mech.

Then CT_dmg in dmg as effective damage on center torso would be CT_dmg = E_dmg * CT_s

And M_dmg in dmg as the effective damage on the mech would be M_dmg = E_dmg * M_s

Now we just have to figure out E_dmg and M_ct for various mechs.

E_dmg depends on allot of factors. Mech speed. Mech size. Tracking. Flight size. Angle of attack

CT_m also depends on mech size and angle of attack.

But we could ball park these. But I'd have to have a look at the flight pattern some more. Make an estimate of how spread out flights are.

Edited by Hauser, 03 December 2012 - 05:15 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users