Difference between revisions of "Ship"
(incomplete integration of mass and thrust) |
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+ | ==Types== | ||
+ | A multitude of ships exist in Darkspace. They are divided up into 9 distinct hull types: | ||
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+ | :*'''Combat''' | ||
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+ | [[Scout]] | ||
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+ | [[Frigate]] | ||
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+ | [[Destroyer]] | ||
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+ | [[Cruiser]] | ||
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+ | [[Dreadnought]] | ||
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+ | [[Station]] | ||
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+ | :*'''Support''' | ||
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+ | [[Supply]] | ||
+ | |||
+ | [[Transport]] | ||
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+ | [[Engineer]] | ||
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==Characteristics== | ==Characteristics== | ||
Any ship in DarkSpace has the following basic characteristics :- | Any ship in DarkSpace has the following basic characteristics :- | ||
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Energy’s only relation to velocity/mass/thrust is that engines produce less energy linearly at higher speed (meaning if your engines are operating at 50% max speed they only produce 50% as much energy) | Energy’s only relation to velocity/mass/thrust is that engines produce less energy linearly at higher speed (meaning if your engines are operating at 50% max speed they only produce 50% as much energy) | ||
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Revision as of 13:39, 28 August 2012
Types
A multitude of ships exist in Darkspace. They are divided up into 9 distinct hull types:
- Combat
- Support
Characteristics
Any ship in DarkSpace has the following basic characteristics :-
Mass
Ship masses are individually set for each ship, but generally, the base mass of a ship hull is:
- Scout: 5
- Frigate: 6
- Destroyer: 12
- Cruiser: 16
- Dread: 28
- Assault Dread: 31
- Station: Varies between 73 and 83
Two gadgets contribute to the mass of a ship, which are Armor and Jump Disruptor. The formula for mass added is:
Armor: <Current hp> / 125000 (One arc of UGTO standard armor on a dread adds about .95 mass) Jump Disruptors: 4 mass if active, 2 if not active
The total mass of a ship is calculated as follows :-
Base mass + Mass of armor + Special mass (interdictor device)
So if a UGTO interdictor cruiser with standard armor is taken for example, its mass is 16 + (8 * 0.85) + 2 = 24.8 mass
Now that we have our mass numbers, let’s talk about thrust. Thrust is set by hull type + gadgets that add thrust so here are the numbers:
Scout: .5 Frigate: .65 Destroyer: 4 Cruiser: .5 Dread: .5 Assault Dread: .5 Station: .5
Only engines add thrust right now (note: If damaged, they do add less thrust) and the numbers are:
AFE and AME: 6.84 + (level() * 0.28) IE and PIE: 6.00 + (level() * 0.25) PFE: 5.26 + (level() * 0.22)
Station AFE and AME: 48.2 Station IE and PIE: 42.5 Station PFE: 37.3
Right, so let’s get some dummy numbers up for our formula. Let’s take the UGTO EAD which has the following numbers:
Base Mass: 31 Mass added from Armor: .95 per armor, 9 armor total so 8.55 mass added Total Mass: 39.55
Base Thrust: .5 Thrust added from engines: 7.75 per engine, 4 engines total so 31 thrust added Total Thrust: 31.5
Acceleration is calculated by thrust divided by mass or 31.5 / 39.55 = .796 ish. That means the EAD will accelerate at about .8 gu/s
Ship turning is calculated by the ships base yaw divided by mass and then adding a tenth of max acceleration. An Assault Dread’s base turning is 3.14 so we get:
Turning speed = (3.14 / 39.55) + (.8 / 10) = .15 radians per second or about 8.5 degrees per second
After all these calculations, modifiers from ship enhancements are added
Velocity is calculated separately and is a combination of the base velocity of the ship hull + the velocity of the engines. There’s no need to show these numbers because basic math from looking at ships in game will tell you them.
Energy’s only relation to velocity/mass/thrust is that engines produce less energy linearly at higher speed (meaning if your engines are operating at 50% max speed they only produce 50% as much energy)