Jump to content


  • Content Сount

  • Joined

  • Last visited

  • Battles


Community Reputation

33 Neutral

About Pseudovector

  • Rank
    Chief Petty Officer
  • Insignia

Recent Profile Visitors

446 profile views
  1. Pseudovector

    Demolition Expert Math

    Your OP had "(1 - H + 0.02)", which is not the same. 10s seems just as arbitrary a choice as 1 or 60. Same with the threshold. I'd find this work much more useful if you showed the numbers for each ship, showing how much better DE is for these ships than the ones for which you claim it's not worth it.
  2. Pseudovector

    Demolition Expert Math

    Yeah, this looks like a better approach.
  3. Pseudovector

    Demolition Expert Math

    Obvious mistake: when adding DE, the base becomes (1 - (H + 0.02)) = (1 - H - 0.02) More subtle problem that hints at bigger theoretical problems: Exponents must be dimensionless. The exponent should be G / R * t. I think you've implicitly set t = 1s. The difference can be calculated for any time, which I've plotted for the Atlanta, along with the ratio, just to look at the shape of the curves. It looks like the timescale matters, but I'm not sure what timescale would be the most meaningful to use. The bigger question is is this the right metric to judge the effectiveness of the skill? LWM uses expected fires per minute to measure fire starting ability in her reviews, which assumes all shells hit a ship section not already on fire. Your approach is the opposite extreme, considering only the probability of having started at least one fire on a single section. Neither is a perfect measure. The choice of whether to take the skill also depends on what other skills are competing for the points.
  4. Pseudovector

    Show me the credits!

  5. I found a setting in preferences.xml that seemed promising: <lastVisEnabled> I changed the value from true to false, and played a few co-op games to test, but last known positions were still shown on the minimap. I didn't find anything in engine_config.xml.
  6. Pseudovector

    BB Basics the Importance of Establishing Cross Fire

    Found it: I think it wasn't in any of the official update notes, since it occurred as a result of a bug.
  7. Pseudovector

    Lert & Mouse's Most Memorable Premiums of 2019

    Pseudovector, NA Exeter, becuase it's the only one of these ships that I got. Unlike PR, that mission chain looked doable.
  8. I understand having a less mathematical explanation, but showing the math does make the explanation more clear to those who understand it. I find that it's often a lot more effort to try to interpret a wordy description of the math, and at the end I'm often still not sure if I misinterpreted, than to see a single formula or equation showing the same thing. That said, let me see if I understood these. For HE pen without IFHE, there seems to be no disagreement. Round normally, and subtract 1. For IFHE, 3 formulas for calculating the thickest armor a shell can penetrate are being discussed. 1) the wiki formula round(cal / n * 1.3) cal = caliber, n = 6 or 4 This appears to be wrong for several shell calibers 2) the formula that I've mostly seen on the forums rounddown(round(cal / n) * 1.3) This mostly works, but there are exceptions, mostly multiples of 60 3) the formula presented in the OP roundup(round(cal / n) * 1.3) - 1 This works for every case you've tested I made a spreadsheet for checking the calculations and seeing what had been tested. Link: https://docs.google.com/spreadsheets/d/1tF5bs20CVRA7rYbgG3LZrv5UgOJEW5wtJ1bMk4MA3Qw/edit?usp=sharing
  9. Gaussian, reroll ellipse 2.2: [0.14183947986706094, 0.2991661717512626, 0.5044693624454372]
  10. It might. My main reason for doubting this is that it seems to be inconsistent with Sub_octavian's reddit post. It looks like we're not going to figure this out without more information. Thanks for the insights from datamining.
  11. Interesting. If delim indicates where the intermediate range is, and that intermediate range is around 4km, 0.5 doesn't quite seem to fit. It can't just be a fraction of max range, and I don't see a reason for ~8km as a base range. Does 30km show up in the game files somewhere? What are the exceptions for delim? Do you see similar parameters for horizontal dispersion?
  12. This link was already posted earlier in this thread. Some of this was addressed in that post: "There are three stances of dispersion ellipse parameters (well, there are more technically, but only three are used). Between them, dispersion changes are lineal. The stances are: minimal dispersion (closest shooting distance), close dispersion (set around 4 km) and maximum dispersion. You can see horizontal dispersion for maximum range in Port, by the way. For each stance, there are two parameters: horizontal dispersion and relation between horizontal and vertical dispersion. Relation may be used in balancing." From this, it looks like the 3 ranges (min, close, max) are the same for horizontal and vertical dispersion, and interpolation between them is linear for both. The relation between horizontal and vertical dispersion may vary with range. Do you have a source for this number? Also, source for the numbers being the samefor almost all ships except IJN BBs?
  13. If you're referring to A as the normalization constant in my previous post, that is a constant for a given sigma. As long as the shape is an ellipse, the vertical (or longitudinal, if you prefer) dimension does not matter for calculating the horizontal distribution. The "height" of the dispersion ellipse doesn't matter, only the relative heights at each horizontal point. The height of the PDF (which is also an ellipse, but not the same ellipse) is set by normalization -- the value of the constant must be such that the integral of the PDF over all space (ie. from -sigma to sigma) must be 1. Working out the integral, we get A = 2 / (pi * sigma^2) Of course, for our application, this is then rescaled by the probability in the truncated tails. This is all for the horizontal dispersion only, and requires no assumptions about vertical dispersion other than that the reroll is uniform over the ellipse. If you just meant A as the constant in that position in the equation for the dispersion ellipse, then yes, it would be different for every ship and range (and shell type if it affects ballistics).
  14. I'm not sure what you're trying to ask, but I can't think of an interpretation where vertical dispersion can be thought of as a constant. Horizontal dispersion isn't either.