Current time: 11-27-2024, 06:30 PM
The Research Lab
#1
A calculation on reload and firing rates...
Having a hard time on this one...
I think these're measured by the milliseconds...
Pixie2 empties a magazine in a little less than a second...
Changes its magazine in less than a second...

For now, that's what I have...

I use an analog clock for timing...
As in, the silver one I wear...

Help...
'Signatures are overrated.'
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#2
On Part Durability:

I think Parts with good defense and AP tend to last longer...
A part breaks probably after that part's AP becomes zero...

I had the Idea when I noticed something about shields and weapons...
They don't break...
Shields and Weapons don't have AP...
'Signatures are overrated.'
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#3
<!--QuoteBegin-Serene+Dec 19 2006, 07:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Serene @ Dec 19 2006, 07:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> On Part Durability:

I think Parts with good defense and AP tend to last longer...
A part breaks probably after that part's AP becomes zero...

I had the Idea when I noticed something about shields and weapons...
They don't break...
Shields and Weapons don't have AP... [/quote:00a72dda75]
Part durability is a hidden stat in LR.

For example, Eye3 has high def and AP compared to many other heads. But it breaks really fast. Eye4 on the other hand, has less DEF than Eye3, but it lasts really long before breaking.
"Numbers are not part of the real world; they're part of something else."

-Prof. Rolly Panopio, UPLB Math Division
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#4
I see...

Continuation for First Post:
Firing rate is not measured in Milliseconds (1/1000th of a second)...
It's..
1sec = 60 -I don't know what to call it- points
And it's pretty right...
I think...

Calculation:
((((Firing Interval * Magazine Capacity) + Clip Reload Time) * (Ammo / Magazine Capacity) - Magazine Reload Time) / 60)

Examples: Wraith and RLA

Wraith
Ammo: 64
Firing Interval: 12
Magazine Capacity: 8
Clip Reload Time: 60

((((12*8)+60)*(64/8)-60)/60)=1.98sec

RLA
Ammo: 60
Firing Rate: 30
Magazine Capacity: 3
Clip Reload Time: 135

((((30*3)+135)*(60/3)-135)/60)=72.75secs

The final results are equal to how long it takes before the weapon's ammo reserves are depleted...

I need another test run...
'Signatures are overrated.'
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#5
Interesting. Keep it coming man. This should help explain the firing rates of the weapons in terms we can all understand.
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#6
Feels like the calculation is not that accurate...
Pixie2=8122.?????
I'll have test some more...

I'm working on two new AC's which are extensions to my Order and Chaos designs...
Para apat na yung mga AC...
We thought of having a team here...
'Signatures are overrated.'
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#7
I'm not sure if the calculation's completed...
((((FI * MC) + CRT) * (Ammo / MC) - MRT) / 60) = Estimated Ammo Depletion Time (in seconds)

If the weapon's ammo has 3 digits, after the final answer, move the decimal one space to the leftt.
If the weapon's ammo has 4 digits, after the final answer, move the decimal two spaces to the left.

If the weapon's ammo has only 2 digits, you don't have to move the decimal point...

To convert the answer into minutes, divide it again by 60...

The results may not be accurated, but they're as close as they can get...

Criticisms happily accepted...

PS:
Before getting the EADT, and before dividing it by 60 [After doing this (((FI * MC) + CRT) * (Ammo / MC) - MRT)]...
Ignore all numbers on right side, the ones after the decimal point...
Then divide by 60...
'Signatures are overrated.'
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#8

<html>
<body bgcolor="#C9E7FA">
<font face="lucida console" size="2" color="#3D3D3D">

<a href="#AC1">AC1</a>
DOHTML TAG TEST<br>
<hr align="left" width="50%" color="#0072BC">
<p>
<a name="AC1"></a>
AC Name:<br>
AC Code:<br>
<br>
:ARMOR PARTS:<br>
[H]Head Part<br>
[Tunes:0-0-0-0-0]<br>
[C]Core Part<br>
[Tunes:0-0-0-0-0]<br>
[A]Arm Part<br>
[Tunes:0-0-0-0-0]<br>
[L]Leg Part<br>
[Tunes: 0-0-0-0-0]<br>
<br>
:MOTIVE PARTS:<br>
[G]Generator<br>
[Tunes:0-0-0]<br>
[R]Radiator<br>
[Tunes:0-0-0]<br>
[B]Boosters<br>
[Tunes:0-0-0-0]<br>
<br>
:SPECIFIC AND ATTACKING PARTS:<br>
[INS]Inside Parts<br>
[EXT]Extensions<br>
[FCS]Firing Control System<br>
[RLB]Right Back Weapon, Left Back Weapon<br>
[Right Color, Left Color]<br>
[RLA]Right Arm Weapon, Left Arm Weapon<br>
[Right Color, Left Color]<br>
[RLH]Right Hanger Weapon, Left Hanger Weapon<br>
[Right Color, Left Color]<br>
<br>
OhmyPTIONAL PARTS:<br>
[OP]Optional Part<br>
[OP]Optional Part<br>
[OP]Optional Part<br>
[OP]Optional Part<br>
[OP]Optional Part<br>
[OP]Optional Part<br>
[OP]Optional Part<br>
[OP]Optional Part<br>
[OP]Optional Part<br>
[OP]Optional Part<br>
<br>
TongueAINT JOB:<br>
[B]000 000 000<br>
[A]000 000 000<br>
[O]000 000 000<br>
[D]000 000 000<br>
[J]000 000 000<br>
<br>
</body>
</html>

</font>
</body>
</html>
'Signatures are overrated.'
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#9
Currently working on how -weight affects speed calculation-...
And Attack per minute calculation...
'Signatures are overrated.'
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#10
It's hard to get the calculation for -Attack per Minute-
Puchit...
No such weapon combo lasts over a minute yata eh...

Anyways...
Pale Horse and I are woking on an AC Remake Guide...
'Signatures are overrated.'
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#11
<!--QuoteBegin-Serene+Jan 29 2007, 08:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Serene @ Jan 29 2007, 08:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Anyways...
Pale Horse and I are woking on an AC Remake Guide... [/quote:987699c92b]
I love collaborations. Tongue
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#12
I was calculating the supposed answer to my question in AC Trivia...
Not surprisingly, I managed to get a part of the calculation for the answer...

Here's a part of it:
There are 28 heads, 21 cores, 22 fingered arms, and 43 legs without built-in boosters...
There are also 10 boosters, 10 generators, 10 radiators and 14 FCS units...
With just these parts needed to make a movable AC, I found out that there are more than 7,787,427,000 possible combinations, useable and unusable AC chasiss' combined with just those legs in account...
The number mentioned is just a fraction of all the designs designers can create in AC...

I don't know if I should continue calculating...
It's not hard, but I think I should...

Pale horse, Don't reply here...
'Signatures are overrated.'
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#13
I haven't been here for a while...

I was analyzing the numbers on the FCS and Weapon Ranges...
Seems like they're in meters...
And most probably, the size of the lock box depens on the range of the weapons, because possibly, the box is always at the maximum range of the FCS and is reduced by the weapon's range.

Other Possible Things:
Std - Retained(=)/Reduced(-)/Increased(+) sized depending on Weapon Lock Type
SW - Same as standard
LW - Same as standard
WS - Increases box size due to short range.
ND - Decreases box size due to long range.

WS RAW + WS LAW = ++
ND RAW + WS LAW = -+
Std RAW + WS LAW = =+

WS RAW + ND LAW = +-
ND RAW + ND LAW = --
Std RAW + ND LAW = =-

WS RAW + Std LAW = +=
ND RAW + Std LAW = -=
Std RAW + Std LAW = ==

I'm not very sure about this, because I still need screen shots...
Id anyone's willing to donate, PM me please...
'Signatures are overrated.'
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