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  #141  
Old October 14th, 2006, 09:27 AM
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Default Re: Modding SEV Thread Questions

Quote:
President_Elect_Shang said:0 – ([%Range%] * .5)
Somebody was playing the Balance Mod.

The max range is 500.
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  #142  
Old October 14th, 2006, 10:03 AM
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Default Re: Modding SEV Thread Questions

If you want over-realism, you can just throw in a 1/r (for 2D accuracy, or 1/r^2 for 3D accuracy falloff.

The major problem is that additive modifiers screw this up bad, so you have to really lock down the available bonuses.
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  #143  
Old October 14th, 2006, 01:12 PM
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Default Re: Modding SEV Thread Questions

President_Elect_Shang said:
SE will apply the -10 to hit on all ranges from 0 to 30 since your formula said <30 correct?


Actually, it will apply -10 from ranges 0 to 29. At range 30, you get -20. That is what your chart asked for, right? If it said "<= 30", it would be -10 from 0 to 30 instead.

New question I was reading an earlier post in this thread I came to the impression SE does all ranges in 10’s

No, it does not. Range has a degree of 1, not 10. Actual damage done will be whatever is calculated at the exact range, for example. The damage charts for component display only display every 10 ls because it would be insane to try to show every 1 LS. Also, I think Aaron didn't want to confuse new players by showing the actual formulas.
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  #144  
Old October 14th, 2006, 01:13 PM
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Default Re: Modding SEV Thread Questions

@CPT Kwok: Yes You Are Correct Sir! It’s the only one the two kids and I play now that you let it out.

@SJ: I’m not sure if that was English; but I am reasonably sure it isn’t what I’m after. I am converting a weapon chart from a board game into a Mod and the chart has the hit probabilities. I want to use these same probabilities so I needed help figuring the formula.
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  #145  
Old October 14th, 2006, 01:23 PM
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Default Re: Modding SEV Thread Questions

I suppose it was more math & geometry than english.
Just throwing that into a hit-chance discussion.
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  #146  
Old October 14th, 2006, 01:25 PM
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Default Re: Modding SEV Thread Questions

1/r and 1/r^2 are fundamental ratios in distance equations (such as gravitational force).
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  #147  
Old October 14th, 2006, 01:57 PM
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Default Re: Modding SEV Thread Questions

Quote:
Suicide Junkie said:
I suppose it was more math & geometry than english.
Just throwing that into a hit-chance discussion.
As in letting the topic take its own wings; or, developing a hit-miss table that could be applied across the board for weapon types. In this case if a standard was developed for say all “missiles” and all “beams” el-etc and the various modders agreed to said standard it would (speculatively) allow any two or more mods to be fused. This in turn would allow for the combination and recombination of “Super-Mods”.
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  #148  
Old October 14th, 2006, 02:19 PM

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Default Re: Modding SEV Thread Questions

Having a standardized to-hit forumla wouldn't help all that much.

Seekers don't miss by the way. Even if they have no turn rate, they only miss if the ship physically moves out of the way of the shot.
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  #149  
Old October 14th, 2006, 02:38 PM
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Default Re: Modding SEV Thread Questions

Quote:
Phoenix-D said:
The final forumla, or one way of doing it, looks like this:
0 - iif([%Range%] < 30, 10, iif([%Range%] < 60, 20, iif([%Range%] < 80, (30 + ([%Range%] - 60)), (50 + (([%Range%] - 80) * 2)))))
In the case of the example I gave below couldn’t I do something like:

0- iif ([%Range%] <30, 10, iif ([%Range%] <60, 20, iif ([%Range%] <70, 30, iif ([%Range%] <80, 40, iif ([%Range%] <90, 50, iif ([%Range%] <100, 70, iif ([%Range%] <110, 90)))))))
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  #150  
Old October 14th, 2006, 02:48 PM

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Default Re: Modding SEV Thread Questions

Looks ok to me.
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