Topic: Just some raw numbers (SFC3)  (Read 10606 times)

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Aenigma

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #40 on: January 26, 2003, 07:43:33 am »
I plotted the klingon engine masses and outputs with lvl 1 engineer and it seems to me that the impulse engines are divided in two groups: from I to V and VI to X.
Formulas coming soon.

Aenigma  

Aenigma

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #41 on: January 26, 2003, 07:59:51 am »
For klingon engine range 1 to 5 i found the following formula:
R*(6.17818*10^-9*M^4-2.085*10^-5*M^3+0.02566537*M^2-13.164414*M+2741.939029)=output
R is the skill of the engineering officer (lvl1 =1.000, lvl3 =1.500, lvl4 =1.572, lvl5= 1.715, lvl6= 2.000)
M is the engine mass.

Aenigma  
« Last Edit: December 31, 1969, 06:00:00 pm by Aenigma »

Aenigma

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #42 on: January 26, 2003, 08:09:53 am »
For Klingon engine range 6 to 10 the following formula:
R*(-3.91*10^-11*M^4+3.1637*10^-7*M^3-8.8532*10^-4*M^2+1.3972209*M-126.66137)=output

Aenigma  

Blitzkrieg

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #43 on: January 26, 2003, 08:25:20 am »
Very nice work, I didnt know FED DD's had 3 heavy hard points though. Must be my awful memory.
« Last Edit: January 26, 2003, 08:28:38 am by Blitzkrieg »

Aenigma

  • Guest
Re: Just some raw numbers (SFC3) *DELETED*
« Reply #44 on: January 26, 2003, 08:35:52 am »
Post deleted by Aenigma

Semper

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #45 on: January 26, 2003, 08:45:40 am »
Nice work Aenigma  

Version 1.0.2 is out.     -> Here <-

Added is : Freighters, Shuttlecrafts, Defence Platforms, Asteroid Bases, Base Stations, Battle Stations, Starbases, Stardocks. plus a very little facelift.

Aenigma's work soon to be added.
 

Thanos1

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #46 on: January 26, 2003, 01:58:51 pm »
Nice work. Finally, I know exactly how much damage I need to cause to get through armor and shields.
On that topic, it is quite evident that my 'unload 3 heavy plasmas at sovereign' tactic works great. 3 overloaded heavy plasmas (90 damage) will rip off a screen X AND the entire armor V of a sovereign (50+32) and cause 8 points of internals. Add 4*8 diz 2S hits and you have 40 points of internals in a single pass, on the heaviest Fed ship

-suleo

   

Vertigo

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #47 on: January 26, 2003, 03:00:20 pm »
Quote:

First results show that the total ship mass is not used to calculate the impulse power output, but is a factor in the top speed calculations.  




Yep, top speed is simply:

1000* (impulse power) / mass
 

Vertigo

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #48 on: January 26, 2003, 03:03:47 pm »
Quote:

Nice work. Finally, I know exactly how much damage I need to cause to get through armor and shields.
On that topic, it is quite evident that my 'unload 3 heavy plasmas at sovereign' tactic works great. 3 overloaded heavy plasmas (90 damage) will rip off a screen X AND the entire armor V of a sovereign (50+32) and cause 8 points of internals. Add 4*8 diz 2S hits and you have 40 points of internals in a single pass, on the heaviest Fed ship

-suleo

   




Actually, not true at all.  Shield strength is doubled in game.  A Class X shield w/ 32 points of strength stops 64 points of damage.  

Semper, you might want to make a note of that on the sheet.


 

Vertigo

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #49 on: January 26, 2003, 10:23:56 pm »
At the current time:

http://208.57.228.3/ubb/Forum1/HTML/019435.html

... is as close as you get.  BUT, things are going to change in the patch, which is why this thread ceased to be updated a while ago.  Hopefully, work will resume once the patch arrives.  

Thanos1

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #50 on: January 27, 2003, 12:31:43 pm »
Quote:


Actually, not true at all.  Shield strength is doubled in game.  A Class X shield w/ 32 points of strength stops 64 points of damage.  

Semper, you might want to make a note of that on the sheet.





Well, in that case:

3 HeavyPlas. O/L(90) + 4Diz2s(32) = 122
ShieldX (64) + armorV(50) = 114

Still some internals, but definately not as good as before. Good to know though, thanks for the correction

-suleo


 

TarMinyatur

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #51 on: January 27, 2003, 02:35:44 pm »
Thanos, you must then account for the OPS officer's skill. Your calculations are accurate for a Level 2 OPS only.

OPS Level: Damage Multiple
1: 0.9
2: 1
3: 1.05
4: 1.1
5: 1.2
6: 1.3  

Thanos1

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #52 on: January 27, 2003, 03:47:30 pm »
I understand the OPS officer modifier, but I also had in mind that the opposing ship has a security officer of equivalent skill. IIRC, the security officer decreases the damage taken. Is that right, or does he just make your ship harder to hit? In the latter case, the total damage would be 158.6 for a legendary OPS (typical case by the time you get a Raptor, when you start with an FF).  If the defence value stays the same (64+50), we are back at 40+ points of internals, which is good-assuming the plasmas hit of course

-suleo  

TarMinyatur

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #53 on: January 27, 2003, 04:15:37 pm »
The opponent's Security Officer does not directly reduce damage taken. The Security officer simply makes his ship harder to hit by all weapons (except mines). It multiplies the chance to be hit by roughly 0.8 for a legendary red shirt. Note that the firing ship's Tactical Officer will lower the base hit% depending on his skill level.  

For example, a ship with a Level 1 Tactical firing at a Level 6 Security is going to have a difficult time hitting outside of point blank range. Switch the skill levels around and it will be rather easy to hit. I've not quantified the effect for all 36 combinations of skill but it is very substantial for the extreme match-ups above.
« Last Edit: January 27, 2003, 04:18:51 pm by TarMinyatur »