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SeeJay Avatar 
SeeJay
79 posts
Newbie
27 Sep 2013 at 11:38
Over 11 years ago


#81

Originally posted by Jimbobslimbob:
This question may be a bit much, so I don't really expect an answer, but I will ask anyway:

I noticed in some of the guides, someone called "Marvin" did some charts on wing enhancements vs ship agility - giving you the effective turn rate of ships. I don't suppose you happen to know the formula used to calculate turn rate?

E.g.
Agility = 100, Wing = 13 = XXX turn rate
Agility = 50, Wing = 1 = XXX turn rate
...etc...

I ask because I would really like to get this data into my spreadsheet, for ship comparisons. Being as I am totally awful at maths, I am unable to work it out myself :-)
I'll look into it. I'm bored at work anyways now LOL!

I've asked Marvin for the math behind it and awaits his answer.

Last edited 27 Sep 2013 at 11:53.

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
27 Sep 2013 at 12:19
Over 11 years ago


#82

Ah excellent, thankyou!

Gregory Avatar 
Gregory
2617 posts
Chosen One
27 Sep 2013 at 14:07
Over 11 years ago


#83

Originally posted by Maximus:
Yes i need to invest my milliions :-)

Gregory station is a must. It should be a haphazard affair with bits hanging off of it and lots of wiring faults / rolling black outs.

Gregory Avatar 
Gregory
2617 posts
Chosen One
27 Sep 2013 at 14:10
Over 11 years ago


#84

Check my bad self out, I use the quote thing. The trip to the pub has done me some good.

Maximus Avatar 
Maximus
2157 posts
Chosen One
27 Sep 2013 at 15:21
Over 11 years ago


#85

I know get you!

So how did you get on with the combat?  Did you switch to a civ frame or did you stick with the mil frame?

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
29 Sep 2013 at 21:51
Over 11 years ago


#86

I tried out tje hud and chatbox mod but could not get it to work. For starters I had no hud folder in the main EM folder so I created one and slung the files in there. No joy.

SeeJay Avatar 
SeeJay
79 posts
Newbie
30 Sep 2013 at 07:13
Over 11 years ago


#87

Originally posted by Jimbobslimbob:
I tried out tje hud and chatbox mod but could not get it to work. For starters I had no hud folder in the main EM folder so I created one and slung the files in there. No joy.
That's weird.

I'll take a look at my own files and I can email them to you to test if you want.
(Send me your email to evochron@junholt.se)

Disregard, I just realize that I have your email from the confirmation of my forum account retrieval. ;-)




Last edited 30 Sep 2013 at 07:18.

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
30 Sep 2013 at 08:14
Over 11 years ago


#88

Okay, cool, thanks. I made the two files, as suggested with the data you gave me. The only thing I can think of was if I put them in the wrong folder?

SeeJay Avatar 
SeeJay
79 posts
Newbie
30 Sep 2013 at 08:32
Over 11 years ago


#89

Originally posted by Jimbobslimbob:
Okay, cool, thanks. I made the two files, as suggested with the data you gave me. The only thing I can think of was if I put them in the wrong folder?
They must be in the "hud" folder and if I recall correct the files has to be .dat

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
30 Sep 2013 at 08:35
Over 11 years ago


#90

Done and done. They were .dat files and they were in ......\Evochron Mercenary\Hud

SeeJay Avatar 
SeeJay
79 posts
Newbie
30 Sep 2013 at 09:00
Over 11 years ago


#91

Originally posted by Jimbobslimbob:
Done and done. They were .dat files and they were in ......\Evochron Mercenary\Hud
It's important that it is in the :/C/sw3dg/EvochronMercenary/hud folder.

Even if you install the game somewhere else, this folder is created by the game.

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
30 Sep 2013 at 09:18
Over 11 years ago


#92

Yup, that's where they were.

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
30 Sep 2013 at 10:23
Over 11 years ago


#93

I have come up with a formula that fits pretty well for working out ship turn speed. It's not exact, but then I have no idea of knowing how accurate the graph is anyway. It fits pretty well and is normally only "out" by about 0.2 of a second, maximum:

So, here we go. Given that:
x = Agility (25-100) ;
w = Wing Type (1-13);
y = Turn Speed (in seconds);

y = (0.005*x)^(-1.1+((w-1)*0.0384615))

EDIT: Also updated the Ship Loadout Spreadsheet with this information, along with fuel economy.

Last edited 30 Sep 2013 at 11:41.

Gregory Avatar 
Gregory
2617 posts
Chosen One
1 Oct 2013 at 08:01
Over 11 years ago


#94

Whilst I am certain that I am a miles behind you chaps and this is old info, I will regurgitate it nonetheless. When we were dealing with the large packs of fighters yesterday I found the following technique useful:

- Burn past the pack on inertial.

- Keep on inertial and spin round.

- Wait for the pack to form up.

- Wait till they are formed up on you and get to about 1200 distance.

- Shoot down the ensuing barrage of missiles until the stream slows down.

- When the distance remains constant, tap the afterburner a few times to close the gap.

- Pick on one of the little ones on the edge of the pack and as soon as it comes into weapons range hit it with a volley. Almost as soon as you are in range hit the reverse thrust button and afterburner to open the gap up.

- Keep nipping in and out to grind them down.

This worked as long as there was no one else about. When you guys turned up they dissipated and normal combat could resume.

Maximus Avatar 
Maximus
2157 posts
Chosen One
1 Oct 2013 at 08:11
Over 11 years ago


#95

Cool TCT this did seem to be working for you i will try it when i am on my own.

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
1 Oct 2013 at 08:18
Over 11 years ago


#96

TCT for that, although I have no idea what my reverse thrust key is... "S" doesn't seem to do much?

SeeJay Avatar 
SeeJay
79 posts
Newbie
1 Oct 2013 at 08:41
Over 11 years ago


#97

Originally posted by Jimbobslimbob:
TCT for that, although I have no idea what my reverse thrust key is... "S" doesn't seem to do much?
The default key for reverse thrust is the one just left of the Right Shift-key.

http://www.manapool.co.uk/wp-content/uploads/2011/01/keyboard.jpg
http://www.manapool.co.uk/wp-content/uploads/2011/01/keyboard.jpg



You have that keyboard layout in your default game folder.

If you don't get it to work, just assign a new key in game! ;-)

Gregory Avatar 
Gregory
2617 posts
Chosen One
1 Oct 2013 at 08:55
Over 11 years ago


#98

SeeJay, I was looking at the weapons table on this page (in which I think is your site?) and it mentions that that Phantom cannon has a yield of 220, I picked on up and it only has a yield of 75. I have not seen a weapon in the game that has a yield of higher than about 78 (excluding missiles).

My question is, does weapon yield scale up with rank / experience, or am i just doing something wrong?

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
1 Oct 2013 at 08:56
Over 11 years ago


#99

Ahaa! Thank-you I never even knew about that one.

Another question for you: In the "universemulti.txt" - containing all player built bases - do you have any idea what the base "type" number refers to? 

I know that a type 1 = trade station, but have no idea about the others and could not seem to find this information anywhere.

SeeJay Avatar 
SeeJay
79 posts
Newbie
1 Oct 2013 at 09:27
Over 11 years ago


#100

Originally posted by Gregory:
SeeJay, I was looking at the weapons table on this page (in which I think is your site?) and it mentions that that Phantom cannon has a yield of 220, I picked on up and it only has a yield of 75. I have not seen a weapon in the game that has a yield of higher than about 78 (excluding missiles).

My question is, does weapon yield scale up with rank / experience, or am i just doing something wrong?
That table was made pre-expansion and is not really accurate anymore.

The best weapons in game is the ones you make yourself in the weapons lab.
All weapons created there has a kinetic effect as well.

No weapons scale up with rank/experience but you can install auxiliaries like
cannon heatsink and cannon relay systems to improve the output.

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By James (Jimbobslimbob) Compton