Dynaverse.net
Taldrenites => General Starfleet Command Forum => Topic started by: Semper 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.
-
Now that's what I call useful. Thanks.
-
Nice work!
-
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)
-
Pretty Impressive

You open for any constructive criticism?
-
Quote:
Pretty Impressive 
You open for any constructive criticism?
Hmmm let's see.... yes
-
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
-
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
-
Thanks, maybe i'll look in to it.
Aenigma
-
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...
-
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.
-
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.
-
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...
-
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
-
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
-
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
-
Very nice work, I didnt know FED DD's had 3 heavy hard points though. Must be my awful memory.
-
Post deleted by Aenigma
-
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.
-
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
-
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
-
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.
-
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.
-
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
-
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
-
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
-
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.
-
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.
-
Now that's what I call useful. Thanks.
-
Nice work!
-
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)
-
Pretty Impressive

You open for any constructive criticism?
-
Quote:
Pretty Impressive 
You open for any constructive criticism?
Hmmm let's see.... yes
-
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
-
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
-
Thanks, maybe i'll look in to it.
Aenigma
-
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...
-
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.
-
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.
-
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...
-
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
-
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
-
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
-
Very nice work, I didnt know FED DD's had 3 heavy hard points though. Must be my awful memory.
-
Post deleted by Aenigma
-
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.
-
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
-
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
-
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.
-
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.
-
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
-
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
-
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
-
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.