Math Behind Artemis Iv?
#1
Posted 03 December 2012 - 01:54 PM
I figured it's in the XML somewhere that one of our guys has datamined.
#2
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
Posted 03 December 2012 - 02:14 PM
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)
#5
Posted 03 December 2012 - 03:19 PM
Kunae, on 03 December 2012 - 03:05 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.
#6
Posted 03 December 2012 - 03:27 PM
stjobe, on 03 December 2012 - 03:19 PM, said:
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
Posted 03 December 2012 - 04:03 PM
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
Posted 03 December 2012 - 04:37 PM
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
Posted 03 December 2012 - 04:38 PM
" health="0" " --> sets enemy mech health to 0 (kills it)
#10
Posted 03 December 2012 - 04:40 PM
Thomas Dziegielewski, on 03 December 2012 - 02:14 PM, said:
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
Posted 03 December 2012 - 05:14 PM
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.
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