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Archived from groups: alt.games.vgaplanets4 (More info?)
It seems as both Tim and Sidewinder had typos. So I try to put together what look wel in my eyes:
Ship's scanner emits 41 scanner pulses. One before the start of the movement (at tick "0") and then every 5 movement phases
0,5,10,15,...,195,200
Basic formulas:
SP = (SI+EM) * (S/10+8)
PU = (1/40) * SP/1000 * (SR-DX)/SR
PI = PU/2
PI: Probability to identify one target with one pulse
PU: Probability to get an unknown contact from one target for one pulse
SP: Sensor profile
DX: distance between scanner and target at the time the pulse is emitted.
SR: scanner power
SI: Sensor image value of the nacked ship hull often also referred as to "warp signature" (WS)
S: Speed of the ship
EM: Sum of all noise sources
Custom sensor profiles (SP values):
Planetary System 4000
Ground Base 4 to 1320
Pod: Assault Pod 250
Pod: Gold Pod (Cloaked) 10
Pod: Resupply 200
Pod: Gold Pod 750
Pods ( All others ) 750
Wing Scanners Off 200
Wing Scanners On 800
Ships 0 to 30000
Minefield (Robot) 250 + (Minefield.radius * .5)
Minefield 150 + (Minefield.radius * .5)
Minefield Cloaked 20
Jump Gate 500
Wormhole 1000
Sensor profile modifier:
In Orbit Of A Planet X (0.2)
Gravitonic Accelerator X 3
Emmisions (EM):
High Power Scanner 30
Medium Power Scanner 20
Low Power Scanner 10
Planetary Scanner 2
Passive 0
Cloak -50
Transporters Active 25
Mind Crusher 25
Nanovirus 15
World Crusher 120
Tachyon Pulse 250
Running Lights 500
Privateer Hyper Jump 1200
Hyper Jump 200
Mine Sweeper 50
Birdmen sweepers 0
Cloaking Field -150
Simple example for an resting inactive Outrider:
SI=40, EM=0, S=0, SP = 40*8=320
With a speed of 11 one gets: 40*(11/10 +8)=364
Both values are shown up in the client.
If want want to check if this is correct then one have to setup a script with
- one scanner
- a huge number of identical objects at the same place
- choose a scanner power for the first and let the host run one turn
- then one counts the unknown contacts and the identified ships and compare them to the expected result.
A typical result for one outrider at mid range (SR=150) for 910 resting inactive Outriders at distance of 40 are
223 where identified (24,5%)
159 are shown up as unknown contacts (17,5%)
910 objects total
The chance per pulse that one ship will be identified or just detected is PU
So for 41 pulses we have of chance 1-(1-PU)^41 for at least being detected as unknown contact.
In the above case we have PU=1/40*320/1000*(150-40)/150=0,00587 and so 1-(1-PU)^41=0,214
These number are also shown up in ship calc. Unfortinately 910*0,214= 195 but we have 382 scan hits in the sim which is to much
to justify the parameters of the model or even the model at all.
So does anybody know what's going up here?
GFM GToeroe
It seems as both Tim and Sidewinder had typos. So I try to put together what look wel in my eyes:
Ship's scanner emits 41 scanner pulses. One before the start of the movement (at tick "0") and then every 5 movement phases
0,5,10,15,...,195,200
Basic formulas:
SP = (SI+EM) * (S/10+8)
PU = (1/40) * SP/1000 * (SR-DX)/SR
PI = PU/2
PI: Probability to identify one target with one pulse
PU: Probability to get an unknown contact from one target for one pulse
SP: Sensor profile
DX: distance between scanner and target at the time the pulse is emitted.
SR: scanner power
SI: Sensor image value of the nacked ship hull often also referred as to "warp signature" (WS)
S: Speed of the ship
EM: Sum of all noise sources
Custom sensor profiles (SP values):
Planetary System 4000
Ground Base 4 to 1320
Pod: Assault Pod 250
Pod: Gold Pod (Cloaked) 10
Pod: Resupply 200
Pod: Gold Pod 750
Pods ( All others ) 750
Wing Scanners Off 200
Wing Scanners On 800
Ships 0 to 30000
Minefield (Robot) 250 + (Minefield.radius * .5)
Minefield 150 + (Minefield.radius * .5)
Minefield Cloaked 20
Jump Gate 500
Wormhole 1000
Sensor profile modifier:
In Orbit Of A Planet X (0.2)
Gravitonic Accelerator X 3
Emmisions (EM):
High Power Scanner 30
Medium Power Scanner 20
Low Power Scanner 10
Planetary Scanner 2
Passive 0
Cloak -50
Transporters Active 25
Mind Crusher 25
Nanovirus 15
World Crusher 120
Tachyon Pulse 250
Running Lights 500
Privateer Hyper Jump 1200
Hyper Jump 200
Mine Sweeper 50
Birdmen sweepers 0
Cloaking Field -150
Simple example for an resting inactive Outrider:
SI=40, EM=0, S=0, SP = 40*8=320
With a speed of 11 one gets: 40*(11/10 +8)=364
Both values are shown up in the client.
If want want to check if this is correct then one have to setup a script with
- one scanner
- a huge number of identical objects at the same place
- choose a scanner power for the first and let the host run one turn
- then one counts the unknown contacts and the identified ships and compare them to the expected result.
A typical result for one outrider at mid range (SR=150) for 910 resting inactive Outriders at distance of 40 are
223 where identified (24,5%)
159 are shown up as unknown contacts (17,5%)
910 objects total
The chance per pulse that one ship will be identified or just detected is PU
So for 41 pulses we have of chance 1-(1-PU)^41 for at least being detected as unknown contact.
In the above case we have PU=1/40*320/1000*(150-40)/150=0,00587 and so 1-(1-PU)^41=0,214
These number are also shown up in ship calc. Unfortinately 910*0,214= 195 but we have 382 scan hits in the sim which is to much
to justify the parameters of the model or even the model at all.
So does anybody know what's going up here?
GFM GToeroe