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Introducing Hotmod, the new mechanic.
http://skyrates.net/forum/viewtopic.php?f=52&t=7663
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Author:  Acero [ Mon Sep 28, 2009 6:46 pm ]
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A quick note, stall speed is better the smaller it is (at least I'm pretty sure that's the consensus) , so it should probably be green when negative and red when positive.

Author:  Raegune [ Mon Sep 28, 2009 8:01 pm ]
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Very nice! Thank you :smile:

Author:  Istatay [ Tue Sep 29, 2009 11:50 am ]
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Some questions I'll need to resolve to get accurate results:
— Are percentages applied to the base stat or after the fixed upgrades? Example: base stat is 100, and I have a +10 and a +30%; do I use 100 + 10 + (30% of 100) = 140, or 100 + 10 + (30% of (100 + 10)) = 143?
— Is rounding applied once for each percentage upgrade, or once for all percentages? Example: I have a +10% and a +30%; do I use base + (10% of base) + (30% of base), or base + ((10 + 30)% of base)?

I'm currently applying percentages once, after the fixed upgrades. Anyone in a position to test these? Also, it looks to me like it uses standard rounding (round up if it's .5 or above); correct me if I'm wrong here.

Author:  Acero [ Tue Sep 29, 2009 12:00 pm ]
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I believe that the Percentage Boosts are applied before Fixed Boosts.

As an example, my Mantis has a base speed of 560 kph. I have a Port and Polish (+10), a Lightweight Shell (+5%), and a Larger Props (+15%). Total, that gives me 682 kph.

If the fixed boost (the +10) were applied first, it would be 684.

Not sure about the second question.

Author:  Istatay [ Tue Sep 29, 2009 1:21 pm ]
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Thanks. I'll update Hotmod to work that way. Your data works out either way for the second question, but in any case if I get that one wrong I'll only be off by a few points at worst.

Author:  Istatay [ Wed Sep 30, 2009 11:44 am ]
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Everything's jQuerified, the code's been significantly reorganized, and I've thrown in some spiffy new features to boot. Enjoy!

Author:  Eskay [ Wed Sep 30, 2009 11:51 am ]
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» Eskay enjoys

I see you're still reporting stickers as a hull slot. I construe this as a sign that we need to better organize our upgrade-reporting. (Also, I have a LEFT for three wing, -25% speed, +20% stall, +400 fuel.)

Author:  Istatay [ Wed Sep 30, 2009 12:05 pm ]
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Fixed. Thanks for the feedback!

Author:  Deyo [ Wed Sep 30, 2009 12:55 pm ]
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And thanks to Hotmod, we can see that the Ingersoll is back to breaking the sound barrier (1265kph = mach 1.03)

-c.

Author:  Istatay [ Thu Oct 01, 2009 9:59 am ]
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I added color-coding to indicate mod type. Can everyone read it okay? If not, any suggestions on how to improve the color scheme?

Author:  Marcus Langley [ Thu Oct 01, 2009 10:17 am ]
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Your specs on the R Sticker are wrong. It is +20 speed, not +15. :smile:

Additionally, the Wood Reinforced Hull Upgrade increases Armour Class by 5 now and reduces range by 5%, not actual Armour.

Other than that, pretty nice!

Author:  Istatay [ Thu Oct 01, 2009 10:34 am ]
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I've been chugging away at this instead of actually, you know, playing, so I appreciate the corrections that come my way. I got my data from the Skybrary and the compendium, but the Skybrary's the only one I watch for updates. I'll make a pass sometime and move new data from the compendium to the Skybrary, and from there to Hotmod.

I'll put in the R Sticker fix in the next update; for the other I'll have to add AC, which isn't difficult but requires updating plane data as well. The next big update will include a data refresh and a new "Other" column that covers the rarely-used stats (ac, ammo, armor, crew, and maneuver).

Edit: Changed my mind and added in AC data, including the wood and steel reinforced hulls. I used data from the compendium, with 0 for the AC if it didn't have it.

Author:  Talon Karrde [ Sat Oct 03, 2009 6:32 am ]
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Request for Feature:

Since there are skills that change cargo (CS) and range (FE), can you have a drop-down selection of levels for those skills and have those percentage upgrades in the calculations as well?

Author:  Marcus Langley [ Sat Oct 03, 2009 10:17 am ]
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Info on the total cost of a setup (either the plane and mods or just the mods) might be helpful too.

Author:  Istatay [ Sat Oct 03, 2009 2:17 pm ]
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Skills are on the todo list, but I'll bump them up. I'm assuming that when skills and percentage mods are combined they're both still based off of the base stat; let me know if that's wrong.

For total cost, I was thinking of adding that after some sort of system to keep track of what you already own. Upon reflection, you can simply uncheck the ones you already have, so I'll move this up in priority as well.

Thanks for the feedback!

Author:  Edmund C. Fex [ Mon Oct 05, 2009 12:30 pm ]
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This page is amazing Istatay! Fills the hole left in our hearts by the absence of the old Mechanic. There are a few upgrades missing however, as well as some that have out of date bonuses. The correct data can be found in the compendium here:

http://spreadsheets.google.com/ccc?key= ... u1GjtsWj7w

The specific upgrades that need stat adjustments are:
Medium External Cargo (is -% MS)
Large External Cargo (is -% MS)
Gutted Cargo Hold (is +% Cargo; is -integer MS)
Gutted Craft (is +% Cargo; is -integer MS)
Additional Cargo Hold (missing - see compendium)
Drop Tank (should be "Tanks" stats are wrong too)
High Lift Wings (missing - see compendium)
S Sticker (hasn't been found in beta yet, may not exist anymore)
Mad Props (missing - see compendium)
Increased Ammo (no longer has -% cargo)

There may be more, I'm not sure. But the compendium should have everything that's been found. Things in gray aren't confirmed yet (just listing the alpha stats).

Keep up the great work!

Fex

Author:  Eskay [ Mon Oct 05, 2009 1:55 pm ]
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As an update, I believe the upgrade data to all be correct and current in the Compendium. I've temporarily made the Upgrade sheets read-only pending porting the data to the Skybrary.

Author:  Istatay [ Mon Oct 05, 2009 1:58 pm ]
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Thanks! I'll get that in. The new discovery pages certainly help with upgrades.

Edit: Upgrade updates are live. Now we just need complete plane stats . . .

Author:  Sunrunner [ Mon Oct 05, 2009 4:27 pm ]
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Very nice progress! A quick tinker shows numbers working out.

Looking forward to more!

Author:  Eskay [ Mon Oct 05, 2009 8:47 pm ]
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You still have some upgrades that don't exist: I'm thinking specifically of Fuel Can and Fuel Tank, which were replaced with Internal same.

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