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[FAQ
Forum Index » » English (General) » » some testing cause i wanted to...
 Author some testing cause i wanted to...
Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2009-10-22 17:02   
i did some ship acceleration testing between ICC and UGTO cruisers. found interesting results. i tested the time it took to get to full speed, which was 20 GU. i took the 3 most played cruisers between the 2. the times are in Seconds.

ICC:

Assault cruiser: time 1: 20.08 | time 2: 20.06 | time 3: 20.09 | Average: 20.076

Heavy Cruiser: time 1: 21.40 | time 2: 21.61 | time 3: 21.59 | Average: 21.53

Missile cruiser: time 1: 21.40 | time 2: 21.68 | time 3: 21.42 | Average: 21.50

UGTO:

Battle Cruiser: time 1: 27.43 | time 2: 27.57 | time 3: 27.33 | Average: 27.44

Torpedo Cruiser: time 1: 25.94 | time 2: 26.13 | time 3: 25.97 | Average: 26.01

Missile Cruiser: time 1: 27.53 | time 2: 27.67 | time 3: 27.60 | Average: 27.60



the results speak for themselves.
[ This Message was edited by: Leonide on 2009-10-22 17:02 ]
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captain of the ICC Assault Cruiser C.S.S. Sledgehammer

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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2695
From: tsohlacoLocalhost
Posted: 2009-10-22 17:08   
yes, that is how there supposed to be.

UGTO has a higher mass value than ICC, because UGTO uses only armor as there defence system while ICC has shields.


What i am still interested in is manuverability, or more specific. Turn rates.
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Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2009-10-22 17:11   
that will be a bit trickier to test...how should i test turn rates?
_________________


captain of the ICC Assault Cruiser C.S.S. Sledgehammer

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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2009-10-22 17:18   
its like the shields are lighter or something
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The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2009-10-22 17:39   
Quote:

On 2009-10-22 17:18, Doran wrote:
its like the shields are lighter or something





_________________



BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2009-10-22 17:42   
Turn rates are all the same, bar on K'luth ships (I think, check the turn rate near the helm read-out).

I was trying to tell you earlier that K'luth and ICC have vastly higher acceleration due to the fact that standard armour is heavier (and ablative and reflective even heavier than that) than organic armour or any type of shield.

Little FYI - all ship acceleration is determined by the gadgets on them. Some are heavier than others, some are lighter. Armour and shields are two of the most varied components in the game when it comes to mass, and the numbers above reflect the effect they have.
[ This Message was edited by: BackSlash on 2009-10-22 18:00 ]
_________________


Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2009-10-22 18:00   
turning rate. i did a complete 360 degree turnaround, and timed it.


ICC

Assault Cruiser: time 1: 34.65 | time 2: 34.72 | time 3: 34.81 | average: 34.726

Heavy Cruiser: time 1: 34.91 | time 2: 34.80 | time 3: 34.86 | average: 34.856

Missile Cruiser: time 1 34.89 | time 2: 34.86 | time 3: 34.71 | average: 34.82

UGTO

Torpedo Cruiser: time 1: 34.93 | time 2: 34.89 | time 3: 34.88 | average: 34.9

Battle Cruiser: time 1: 34.48 | time 2: 34.91 | time 3: 34.94 | average: 34.776

Missile Cruiser: time 1: 34.91 | time 2: 34.90 | time 3: 34.96 | average: 34.92
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captain of the ICC Assault Cruiser C.S.S. Sledgehammer

  Email Leonide
Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2009-10-22 18:37   
Does mass also effect deacceleration?
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2009-10-22 18:43   
Leo, you are a nimwit (<3).

Look at the HUD readout, next to your energy percentage. When you turn left or right, it'll tell you how fast you're turning at a rage of per second.

For example -6 / 125 means you're moving at -6 per second and are at angle 125. (ranges from -180 to +180 if I remember correctly).

And yes, mass effects deacceleration.
[ This Message was edited by: BackSlash on 2009-10-22 18:43 ]
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Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2009-10-22 19:01   
yes, i realized that when i was conducting my test.


/rather dim
_________________


captain of the ICC Assault Cruiser C.S.S. Sledgehammer

  Email Leonide
Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2009-10-22 20:28   
Quote:

On 2009-10-22 19:01, Leonide wrote:
yes, i realized that when i was conducting my test.


/rather dim




declared in memory?
_________________


Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2695
From: tsohlacoLocalhost
Posted: 2009-10-23 05:53   
Brainstorm;

Can't we have something like that for acceleration?
But wait a second, no that would be harder....

Speed (when using QW keys) is setting a new speed and the ship will accelerate or decelerate as fast as it can to get to that speed.

>brain stumbles uppon inertia.
Having a option to set or prefere acceleration or deceleration in exchainge for energy?

Quote:
Example Given:
All figures are made for easy calculation.
We have a ship with no default properties but a unlimited energy supply
.
The engine's top speed is 30gu/s its maximal acceleration or deceleration is 1ug/s
at 0gu/s the engine produces 100 energy.
at 10gu/s the remaining energy production is 60.
at 20gu/s the remaining energy production is 20.
at 25gu/s remaining energy production is 0.
at top speed ~30gu/s engine requires 20 energy.
=
(With the current default of always maximal acceleration)
going at 10gu/s you still produce 60 energy
when trying to accelerate to 20gu/s, every gu increase your loss of energy production is 4
Currently you pay nothing for the acceleration itself..
//
(if possibly possible that you can set acceleration and deceleration of your ship just like you can with turn ratio)
Lets try to explain the following, adding to the engine stats.
at 1.0 gu/s acceleration consumes 10 energy.
at 0.1 gu/s acceleration the engine consumes 1 energy.
at 1.0 gu/s deceleration the engine consumes 2 energy.
at 0.5 gu/s or below, decelleration consumes 0 energy.
(these values might be interesting to ballance and call it Inertia)
=
When trying to accelerate from 10gu/s to 20gu/s:
at 1.0 gu/s, energy production loss is 14e/s.
(-10 for acceleration cost, -4 for surplus production)
at 0.1 gu/s,
When trying to decellerate from 20gu/s to 10gu/s
at 1.0gu/s, energy production gain is 2e/s
(-2 for deceleration cost, +4 surplus deceleration cost)


This might be interesting to look for implementation.
But only once the Dev-coders are free from all the error/bug hunting.


< formated core dump completed.
Enjoy, E.
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