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Showing content with the highest reputation since 08/12/2019 in Blog Entries

  1. 1 point

    Equip 2.0 (WIP) (data needed)

    pay this no mind, this is just a repository for collection and eval from myself and other various sources. Will cite as avail IAU:it's only final accuracy. aimtime calc has no bearing on actual max or min bloom since it works "per tick" and just get 36% smaller every time Aim time math (confirmed by Minsk. Thanks for the verify 13_Disciple!): original radius * (1/e)^(time passed/aim time)note that its not MAX bloom or MIN bloom values and is ONLY based on the nominal aim time of the tank. the Nominal values dont change with a IAU, just that it can keep shrinking past its value. quick testing shows that the given aim times (roughly 60% zoomed in) remain the same with a IAU or not but that total aim in time takes longer, as expected IRM math (in bold) seems to be (but unverified as of yet) ComputedDisp = GunAcc * SQRT ((1 + DispMovingTraverse^2 + DispHullTraverse^2 + DispTurretTraverse^2) / 1.1 ) normal: ComputedDisp = GunAcc * SQRT (1 + DispMovingTraverse^2 + DispHullTraverse^2 + DispTurretTraverse^2) so the valid 'line' seems to be .38 disp + on movement. more testing and maths required to verify that as well. If I (or anyone else) finds out more accurate data please post it here or PM me ---------------------------------------------------------- current CVS findings: Cite: Overlord_prime for the original ST3 math, 1.10 data slowly getting refined down A 50% bush and a 10% camo tank that's moving, the current system adds the camo values of 50+10 CVS does: 50%*(1-bushnegation) + 10% (1-movingnegation) so if you're a light using bonused CVS: it would be 50.8 + 10 *.875 which is 40+8.75 = 48.75% vs 60% final camo value of the "hidden" tank Base rule of thumb, at 445 VR, CVS just straight up deletes the 10%/12.5% camo that it says in the garage from the vision checked tank. specifically its a bit more nuanced because it scales with your VR but its close Important to note that Purple equip doesn't get bonused no matter what slot they are in ----------------------------------------------------------------------------- Tank traverse speed math for turbos: Cited: original test doc and Dr_Oolen, RichardNixon, estik, Sekundenkleber, Paris_Hilton and Vicecomes TRx = (Ee/Es) x Tn x (Rh/Rx) x (Ws/We) x Pc TRx = Real traverse speed (deg/s) Ee = Elite engine horsepower (HP) Es = Stock engine horsepower (HP) Tn = Nominal traverse of a tank, including bonus from clutch breaking, drivers' skill and consumables (deg/s) Rh = Tank's terrain resistance on hard terrain, including bonuses from Ventilation, BiA, Off Road Driving, Consumables Rx = Tank's terrain resistance for terrain one is calculating traverse for, including all the bonuses Ws = Tank's weight with stock modules (kg) We = Tank's weight with used modules (kg) Pc = Pivot coefficient, 1 for non-pivot tanks, 0,95 for pivot tanks Turbos boost (elite) engine power and also turret and traverse speeds since they are derivatives of engine power. also works for top speed obviously. Also siege mode too (it boosts all engines, just for math reasons it get put on elite) CVS cited: Overlord Prime ST3 dev feedback doc source: https://docs.google.com/document/d/17LQIEI4SmxGoaIWEqq-qUlbsBDYX-vy5n5mDw_XuVi8/edit#
  2. 1 point

    Vstab/gld argument/chat

    Current 1/6/20 Vstab vs vents chat. staring me as clueless noob/devils advocate obvious commentary on chart is obvious
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