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Wanderjar

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Wanderjar last won the day on February 9

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About Wanderjar

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    Ascended to Valhalla

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    West Texas Oilfield, Being your normal Tomato Overlord
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  1. any new or verified info please PM me or comment here and I'll pick it up. thanks!
  2. 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#
  3. basically IRM+Vstab+whatever your pick is for 3rd (CVS, GLD, rammer, optics etc) is your best dispersion overall. what other tweaks you make is up to you
  4. IRM+Vstab ftw. 3rd slot your choice. cross posting this here from the T49 thread cuz relevancy: 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):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 ) 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
  5. 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 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 ditto. see above. that formula was actually confirmed by Minsk as being what it is. IIRC @RichardNixon was the one that figured out most of it originally years back but only relatively recently (like 2 years ago?) the exponent was refined to( time passed/nominal aim time )
  6. same tank you just drag to swap the slots. actual demounting costs though.purple shit isnt effected by the bonuses
  7. I started learning russian and my wn8 went up by 200 points 5A is still better than 277
  8. other way around unless you're sniping Aim time is: original radius * (1/e)^(time passed/aim time) or 36.39% per tick of the previous value not max value vs final value (as confirmed by WG devs) but the IAU just lets the final accy be tighter and doesnt speed up aim. The only time the IAU is valid is when you get below your nominal final accuracy. GLD/VStab both work ALL THE TIME when moving or being still/after firing penalties IRM works by limiting the dispersion put into your gun equation, thus making your Vstab THAT much more efficient and quick.to aim in. so for a t49 Derp IRM+Vstab+CVS is probably your go-to solution unless you like sniping in it in which case the IAU has a valid case to be used. I haven't had the time to look at the post 1.10 patch aiming math yet but I THINK the way the IRM is plumbed in is: ComputedDisp = GunAccuracy * SQRT ((1 + DispMovingTraverse^2 + DispHullTraverse^2 + DispTurretTraverse^2) / 1.1 ) Full disclosure: I literally dont know yet. its just a guess knowing how WG maths are coded in
  9. around here? not even close lol. i think the record is closer to 8
  10. it'll prob replace the hill BC on himmels as a counter light. other than that niche id be surprised unless WG does something odd to it
  11. @Dimi2000 theres a fair bit of info out here on it. if the math (or reading this long damn thing) is an issue, here's an easier version. Based on the work in this thread, plus a bit more and this one: pretty easy to handle yeah it is Eulers number. it gets dumber too. Aim time variables confirmed by WG Devs but its: original radius * 1/e^(time passed/aim time) or 36.39% per tick of the previous value. not 33/66% or 60/40%
  12. @Assassin7 or @PityFool can we ban these ad bots? thanks
  13. Hazz, it's mostly about optimizing crewman skill loads for the emil1-kran tanks. since most of the crew has 2nd or even 3rd duties theres a LOT of overlap so some thought is required
  14. pretty impressive. Reminds me that I should run more gold in my Prems than i do (~20%) Also loved the Char4 game as well
  15. RIP that guy. yikes 11 fps max, 6 fps average on WOT. is that on a pentium3? submarine flanking ftw. the brain blast here is impressive AF
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