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报告翻译问题
I'm having this issue as well, although the amount varies dependant on from what I can tell is the total DV that should be available, but it is always WAY off, by ~10^2
for example i want to catch fleet with 2.1g and 500dV
it's obciously that 4g with 100500dV will be enought. but would be egrate to have some predictable behaviour instead of just checking wasting 20 mins for test because of impossibility to fast time scrolling and enormouse time of loading
i think something like:
bid^2/2g1 * (g1 - g2) == critDist.
I don't remember the rules offhand, but I think the game tells you the starting and ending conditions for pursuit.
With these conditions, you use the equation
d is the difference between your starting distance and the distance you need to reach for it to complete the pursuit, in meters (these are based on the maximum weapon range of any ship in the fight). t is time, in seconds. v(i) is the initial relative velocity, in m/s, but I think that's 0? Or maybe it's 1000 m/s, which is the starting relative velocity between 2 fleets that engage each other? a(1) is your combat acceleration, a(2) is theirs, both measured in m/s^2 (1 g = 9.81 m/s^2). Solve for t.
Then, do
Where t is the solution of the previous problem, in seconds, and a is your combat acceleration, in m/s^2.
This should be the maximum DV expenditure of a successful pursuit.
the problem is that we don't know starting distance. (at least i don't). guess starting velocity the same for both so it doesn't matter
and i'm not sure about metrics of game. dD of 27 - what does means? 27m/s? i'm not sure
Why not?
haven't you try to solve it?
just try to and may be you can to understand ;)
the only one mistyping of ^2 ;)
but still. have you tries to solve it? if you did, you would have smth like f(a) = a^2/( a - c ) which is nonmonolithyc and is against of common sense, whicj says that the bigger difference in a the less effort you need.
it happends because your (and my as whell) easiest formula means acceleration untill reach distance. but actually it isn't necassary.
Also, neither removing nor relocating the ^2 fixes the unit issue.
Which is the result you get from solving it, because a larger difference in acceleration means less time needed, and less time at that acceleration means less DV expenditure.
If you don't have enough hulls to devote to the taskforces you need for this then it won't work (there will be a 'hole' in the envelopment that the enemy fleet will be able to slip through); and if it does work, then the resulting interception will be between one of these taskforces and the enemy fleet.
I haven't looked at the numbers on this yet, but early-ish rockets should be a viable design approach for point defence interceptor fleets. Later midgame high delta-V engine techs tend to be pretty poor for cruise acceleration, so you will need to overbuild your fleets if you want to use them in the defence role.
v(i) - let's think is 0. so d = 1/2 * (a(1)-a(2))*t^2
t = DV/a => d = 1/2*(a(1)-a(2))* DV^2/a^2 => DV^2/2a^2 * (a(1)-a(2)) = d
no absolutelly different drom
as i said you are just majestic... XXXXX ;)
are you so stuppid? just try to look at how this function looks like. according to that function larger A doesn't means less DV.