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Re: How are cloaking and scanner ranges rounded? Mon, 10 June 2019 10:22 Go to previous messageGo to previous message
magic9mushroom is currently offline magic9mushroom

 
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Messages: 1361
Registered: May 2008
Okay, so I think I've sussed it out.

From 0% to 50% cloak, each %cloak requires 2 cloak units/kT (total: 100).
From 50% to 75% cloak, each %cloak requires 8 cloak units/kT (total: 300).
From 75% to 88% cloak, each %cloak requires 24 cloak units/kT (total: 612).
From 88% to 96% cloak, each %cloak requires 64 cloak units/kT (total: 1124).
97% cloak requires 1380 cloak units/kT (256 more than 96%).
98% cloak requires 1612 cloak units/kT (232 more than 97% - yes, it's less).

All of these points are the exact integer - 1379.96 is confirmed to not be enough for 97%.

Posey's mistake was in assuming the third breakpoint was at 87.5% instead of 88%; he also assumed there was a fourth breakpoint at 93.75% where it went to 160 cloak units/kT, rather than the 64/kT continuing to 96 and then the top two being set as special cases.

I could not replicate the 1400*100+1680*(317,318) result, as I don't actually know how to get ten Super-Stealth Cloaks onto a 100kT ship. I suspect that Stars! calculator has 1613 instead of 1612 as the 98% breakpoint, but the interface definitely has 1612.

All of these are from the interface, but from what you said the interface is accurate.


[Updated on: Mon, 10 June 2019 10:48]

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