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Re: How are cloaking and scanner ranges rounded? Sat, 08 June 2019 08:19 Go to previous messageGo to previous message
mrvan is currently offline mrvan

 
Officer Cadet 1st Year

Messages: 220
Registered: May 2014
OK, I was bored, so ran a couple simple tests. I'll edit this post to add results as they come in.

All experiments use 97% and 98% cloaked ships against a 620ly planetary scanner. Table of calculated ranges:

Cloak | Scanning range
98.00% | 12.4
97.76% | 13.9
97.57% | 15.0
97.00% | 18.6

(Experiment 1) I merged a 98% and 97% cloaked ship whose relative masses should give it 97% (interface) / 97% (starscal) / 97.57% (Posey) cloaking.

Result: Merged ships were visible at 18ly or 18.4ly, but not at 18.79ly or 19ly
Interpretation: Effective scanner ranges are fractional (18.4 is difference from 18.8 ), but the combined cloak percentage is rounded.

(Experiment 2) I merged 2 98% ships with 1 97% ship, giving it 98% (interface) / 98% (starscal) / 97.76% (posey) cloaking.

Result: Fleets are visible at 12ly but not at 13ly.
Interpretation: 98% combined cloaking is actually fully 98%.

(Experiment 3) I made a new 98% ship with a mass just a little bit (30kt) more than the old one, which should push the combined cloak from 97% to 98% according to starscal.

Result: identical to experiment 2, so interface agrees with starscal and fleet behaves as 98% cloaked.
Interpretation: starscal seems to be pretty good at calculating combined cloak.

Conclusions:
1. Effective scanner ranges are fractional
2. Combined cloaking is rounded, and the game UI and Starscal seem correct so far. Posey's spreadsheet is wrong as it assumes fractional cloaking.


[Updated on: Sat, 08 June 2019 08:42]

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