Topic: Just some raw numbers (SFC3)  (Read 10600 times)

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Semper

  • Guest
Just some raw numbers (SFC3)
« on: January 25, 2003, 11:08:38 pm »
Link  ->HERE<-   either left click or right and save dest. as... version 1.0.4 now

Good in 1024*768, better in 1280*1024

Shield strenght changed to doubled to mirror game. Max range of weapons added (level 1)
New outlay made, easier to compare weapons now, also changed a few colors

yeah yeah I know I got bored... (read ips dropped my connection for 8h)    

BTW full size 208KB. sorry a small pic made it in.
« Last Edit: January 27, 2003, 05:45:19 pm by Semper »

Corbomite

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #1 on: January 25, 2003, 11:27:12 pm »
Now that's what I call useful. Thanks.

Arcilte

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #2 on: January 25, 2003, 11:34:15 pm »
Nice work!  

Semper

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #3 on: January 26, 2003, 04:49:57 am »
New version made... well one with color, each race have it's own color.



If you think that there is one or more things, there need to be on the "quick overview" SPEAK UP (this also goes if I have gotten anything wrong)

   
« Last Edit: January 27, 2003, 05:33:48 pm by Semper »

ActiveX

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #4 on: January 26, 2003, 05:19:24 am »
Pretty Impressive

You open for any constructive criticism?  

Semper

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #5 on: January 26, 2003, 05:25:42 am »
Quote:

Pretty Impressive

You open for any constructive criticism?  




Hmmm let's see.... yes  

Aenigma

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #6 on: January 26, 2003, 05:30:46 am »
Good job!

But i think there is a flaw. When you look under impulse the power doesn't raise when the engines get bigger.
But still very well done. The Tal Shiar will be pleased

Aenigma  

Semper

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #7 on: January 26, 2003, 05:40:00 am »
Quote:


But i think there is a flaw. When you look under impulse the power doesn't raise when the engines get bigger.





So did I but when you look in the game files in the SFC3 folder, that's the answer you get when using that.

Now that means it must be using a math-formula something like :Impulse engine Mass * power( Efficiency)+ officer skill - ship mass = true output

But what it is I don't know at the moment
« Last Edit: December 31, 1969, 06:00:00 pm by Semper »

Aenigma

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #8 on: January 26, 2003, 05:43:25 am »
Thanks, maybe i'll look in to it.

Aenigma  

ActiveX

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #9 on: January 26, 2003, 05:54:30 am »
Quote:

Quote:

Pretty Impressive

You open for any constructive criticism?  




Hmmm let's see.... yes  




har...

The background is rather bright, maybe a light grey?

And the vessels classes are rather awry...

For simplicity, Id organize them according to how Taldren groups them, would make it easier to compare, I think...


But thats just me, myself, and my opinion...  

Aenigma

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #10 on: January 26, 2003, 06:01:15 am »
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.  

Semper

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #11 on: January 26, 2003, 06:11:27 am »
Quote:



har...

The background is rather bright, maybe a light grey?

And the vessels classes are rather awry...

For simplicity, Id organize them according to how Taldren groups them, would make it easier to compare, I think...


But thats just me, myself, and my opinion...  




Light grey... changed to that.

Taldren have made 2 sets of groups for the game, the in-game version and the manual version.
I like the manual version as you can't really put, a Norway or a K'vort up against a Intrepid or shrike it would, to me that is, a bit out of place.
I have come to think that, the in-game version is a bug as we should have the icons FF, DD, CL, CA, BC; DN and BB for easy and fast classification, and not as it is now with only FF, CL, CA, DN, BB.  

ActiveX

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #12 on: January 26, 2003, 06:16:22 am »
Ah...it may be a bug...never considered that...

btw: now its hard to see the borders...

But this will be very useful, that is for sure...
« Last Edit: December 31, 1969, 06:00:00 pm by ActiveX »

Aenigma

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #13 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 #14 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 #15 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 #16 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 #17 on: January 26, 2003, 08:35:52 am »
Post deleted by Aenigma

Semper

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #18 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 #19 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 #20 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 #21 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 #22 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 #23 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 #24 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 #25 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 #26 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 »

Semper

  • Guest
Just some raw numbers (SFC3)
« Reply #27 on: January 25, 2003, 11:08:38 pm »
Link  ->HERE<-   either left click or right and save dest. as... version 1.0.4 now

Good in 1024*768, better in 1280*1024

Shield strenght changed to doubled to mirror game. Max range of weapons added (level 1)
New outlay made, easier to compare weapons now, also changed a few colors

yeah yeah I know I got bored... (read ips dropped my connection for 8h)    

BTW full size 208KB. sorry a small pic made it in.
« Last Edit: January 27, 2003, 05:45:19 pm by Semper »

Corbomite

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #28 on: January 25, 2003, 11:27:12 pm »
Now that's what I call useful. Thanks.

Arcilte

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #29 on: January 25, 2003, 11:34:15 pm »
Nice work!  

Semper

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #30 on: January 26, 2003, 04:49:57 am »
New version made... well one with color, each race have it's own color.



If you think that there is one or more things, there need to be on the "quick overview" SPEAK UP (this also goes if I have gotten anything wrong)

   
« Last Edit: January 27, 2003, 05:33:48 pm by Semper »

ActiveX

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #31 on: January 26, 2003, 05:19:24 am »
Pretty Impressive

You open for any constructive criticism?  

Semper

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #32 on: January 26, 2003, 05:25:42 am »
Quote:

Pretty Impressive

You open for any constructive criticism?  




Hmmm let's see.... yes  

Aenigma

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #33 on: January 26, 2003, 05:30:46 am »
Good job!

But i think there is a flaw. When you look under impulse the power doesn't raise when the engines get bigger.
But still very well done. The Tal Shiar will be pleased

Aenigma  

Semper

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #34 on: January 26, 2003, 05:40:00 am »
Quote:


But i think there is a flaw. When you look under impulse the power doesn't raise when the engines get bigger.





So did I but when you look in the game files in the SFC3 folder, that's the answer you get when using that.

Now that means it must be using a math-formula something like :Impulse engine Mass * power( Efficiency)+ officer skill - ship mass = true output

But what it is I don't know at the moment
« Last Edit: December 31, 1969, 06:00:00 pm by Semper »

Aenigma

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #35 on: January 26, 2003, 05:43:25 am »
Thanks, maybe i'll look in to it.

Aenigma  

ActiveX

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #36 on: January 26, 2003, 05:54:30 am »
Quote:

Quote:

Pretty Impressive

You open for any constructive criticism?  




Hmmm let's see.... yes  




har...

The background is rather bright, maybe a light grey?

And the vessels classes are rather awry...

For simplicity, Id organize them according to how Taldren groups them, would make it easier to compare, I think...


But thats just me, myself, and my opinion...  

Aenigma

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #37 on: January 26, 2003, 06:01:15 am »
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.  

Semper

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #38 on: January 26, 2003, 06:11:27 am »
Quote:



har...

The background is rather bright, maybe a light grey?

And the vessels classes are rather awry...

For simplicity, Id organize them according to how Taldren groups them, would make it easier to compare, I think...


But thats just me, myself, and my opinion...  




Light grey... changed to that.

Taldren have made 2 sets of groups for the game, the in-game version and the manual version.
I like the manual version as you can't really put, a Norway or a K'vort up against a Intrepid or shrike it would, to me that is, a bit out of place.
I have come to think that, the in-game version is a bug as we should have the icons FF, DD, CL, CA, BC; DN and BB for easy and fast classification, and not as it is now with only FF, CL, CA, DN, BB.  

ActiveX

  • Guest
Re: Just some raw numbers (SFC3)
« Reply #39 on: January 26, 2003, 06:16:22 am »
Ah...it may be a bug...never considered that...

btw: now its hard to see the borders...

But this will be very useful, that is for sure...
« Last Edit: December 31, 1969, 06:00:00 pm by ActiveX »

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 »