Community - Forum - View old data

Categories :  

Tip and Tactics

  Index

  • overheat speed and engineers

    01. 06. 2011 06:13

RAMsesist
Hey folks :)
First let me say that I'm fully aware of Adalbert's engineer formulas. In fact thats where
all the problems started: my intention was (and is) to calculate the point where my
overspeed would increase by 1 knot while base speed stays the same.

So I played around with Adalbert's formulas and soon got to the point where I noticed that
their must be either a mistake or some kind of a "misunderstanding" because Adalbert's
formulas can't explain the phenomenon of losing 2 knots of overheat when losing 1 knot of
base speed.

1. Example:
Ship RN Dunkerque
Displacement = 21779
CV IV Heavy Engine
2 Engis on board, combined true ability: 2751948
Base Speed = 27
Overheat Speed = 39

2. Example (same as 1. example but only one ton more displacement):
Ship RN Dunkerque
Displacement = 21780
CV IV Heavy Engine
2 Engis on board, combined true ability: 2751948
Base Speed = 26
Overheat Speed = 37

One ton more displacement, loss of one knot base speed and two knots overheat speed.

Even with all the rounding Adalbert describes in his formula posts, you cant reproduce
this with calculations (even if you knew the c value for Dunkerque).

So I started to do some own formula work, which lead me to two conclusions:
1.: you always calculate with a rounded down base speed (or even easier: just use the base
speed you actually got ingame...and dont calculate base speed at all)
2.: "It still remains, that you have to round down your result and also only use two
'after decimal digits' of (OHR_Ship * OHR_engine)."
This seems to be the main mistake in Adalbert's formulas. In fact it seems like you only
use two after decimal digits for the whole overheat ratio term (including the engineers
ability), not only for OHR_Ship * OHR_engine.

I can't prove these conclusions yet. My engis need to level up twice then I got hard
evidence :P. But with these two additional assumptions the calculations seem to work even
for the loss of two knots over speed while losing one knot base speed.

While I try to level my engis: any1 else able to confirm this...or prove me wrong?
  Index

  • Re : overheat speed and engineers

    01. 18. 2011 09:54

mikester
Like they said before, experimental. Now ask yourself, why do you need to try working it
out in the first place? It tells you your speed so...oh and yeah you do need far more engys.

Also

Formulae not formulas
Two decimal places or 2d.p. not two after decimal digits :/

  • Re : overheat speed and engineers

    01. 15. 2011 11:23

gammatoy
just load 5 engies...im training 4 to add up

heres the simplest formula

engies=speed=dodge=life=bwahahahahavim alive!!!!!!

  • Re : overheat speed and engineers

    01. 11. 2011 01:48

quietcos
Yeah, shame on Alelbert for not publishing his formulae with confidence bands *tut tut*

  • Re : overheat speed and engineers

    01. 10. 2011 17:47

richardphat
Facepalm.....


Anyways..... You never ask yourself how Aldabert got his constant value, because if
you did, you wouldn't even bother asking those quesitons.

All the value are extracted from experimental testing. That's a big hint I give you
there.

  • Re : overheat speed and engineers

    01. 10. 2011 16:32

shamo
39 / 27 = 1.44444

26 * 1.4444 = 37.5

i see no riddle

  • Re : overheat speed and engineers

    01. 10. 2011 16:25

RAMsesist
Well, that doesnt explain example 2 of my initial post, because you get 38.17077491 if you
use that formula. Still ingame it says 26/37 and NOT 26/38 as expected.

So the riddle is still unsolved...:D

  • Re : overheat speed and engineers

    01. 10. 2011 09:36

richardphat
Trunc the final value.
[Giberrish formula]knots=[37,99999999999] knots= 37 knots

  • Re : overheat speed and engineers

    01. 10. 2011 04:05

RAMsesist
Very interesting indeed. But I still dont get it :P
If it "trunc"s to the lowest integer its still some sort of rounding afaik. But the
question is: what exactly gets "trunc"ed?

Perhaps you could help me with another example:
Ship RN Dunkerque
Displacement = 21780
CV IV Heavy Engine
2 Engis on board, combined true ability: 2780044
Base Speed = 26
Overheat Speed = 38

If i put these values into the formula it looks like this:


Now if i trunc the multiplier after base speed to the lowest integer...i get
26*1...which is obviously not what I want :P
I'm torturing my brain here...please just help me a little further. In any case thanks a
lot richard!

  • Re : overheat speed and engineers

    01. 09. 2011 19:43

richardphat
Your engineers still suck enough to be able to reach the speedcap.

The formula of aldabert doesn't round anything. It just trunc the value to the lowest
integer. Yet, when your engineers doesn't "hit the 1,70" factor, everything is
possible, which is your case.


Take your base speed and multiply it by 13/9, you will see the formula explain the
phenomenon.

  • Re : overheat speed and engineers

    01. 06. 2011 14:59

RAMsesist
@Foxhound: How is that piece of "genius" related to the actual topic? Thanks anyways -.-
1 2