TC Ship Stats

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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Roguey
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Post by Roguey »

hi there,

ive done the gun counts the old fashion way - edit each ship. I hopefully got most of the gun counts correct, although some I just guessed at :( I used X3 stats in some case, and tried to work the others out.

Please let me know if I got it wrong. There are some 'bad' ships which need removing, so let me know which ID's to remove.

On a side note, I have changed the rules on my WIKI. Now anyone who registers can edit, del, upload etc. So if anyone wishes to contribue, please do! :) You're more than welcomed!

many thanks,
Roguey's Site: X3TC, X3AP, X3FL, X4.
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Roguey
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Post by Roguey »

Hi,

I have just finished another update to my stats. You will now find prices for most ships and correct gun counts. I need to do some more work to my bitmasks yet - any recommadtions on the laser ordering? ie. IRE, PAC etc.? If I use the order of bitmask, HEPT would be after Phased Repeater Gun and Energy Bolt Chaingun. Ive not even started on the missile masks yet.

My TC ship stats are getting near completion - if you discount the pictures. I am thinking about redesigning the select page, by ordering of combat strength (M1 to M8 ) and then 'other classes' such as TP, TS etc.

I am still unsure how the steering is calculated. Do I need to add another field to my calculation like rudder tuning? ie. (((yaw+pitch+roll+rudder)/4) * 70 )? It seams that I keep getting different results - some ships too high, some too low.

I did contact doubleshadow about steering - as I thought he may know, however no responce yet - maybe he's is busy?

- Roguey's TC ship stats

ps. Why do I seam to kill threads? no-one posts after me. Im not a Khaak or anything...
Roguey's Site: X3TC, X3AP, X3FL, X4.
Danya Turrel
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Post by Danya Turrel »

I'll post after you, Roguey. But all I can say is Thanks!!!
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Roguey
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Post by Roguey »

glad to hear :)

I am wondering what you think about the new laser bitmask - ie. bigger and more expained. I hope you like it - I can revert it back if you really dislike it.
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clevider
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Post by clevider »

If by laser bitmask you mean that table image showing the lasers, I mostly like it but would find it easier to read if it weren't sideways (although it fits the page better that way.

All in all, I think it's an awesome job you're doing and it's a very worthwhile resource. Just yesterday I was looking for info on the Hades loadout so I could decide whether to keep them. A $3mil warship with only two guns?? That can't be right...

Anyway, it's in alpha state and probably the least of your worries, but Opera doesn't show any of the ship data. Right after the "Below is an list of all the M3 ships.-" block, it shows the Active Users block. I tried four different classes and they all act the same way. It all works fine Google Chrome, though.
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ewokshaman1
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Post by ewokshaman1 »

Are there no longer Alpha, beta, and gamma variants of many of the old guns? IE, PACs and PSGs?
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clevider
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Post by clevider »

ewokshaman1 wrote:Are there no longer Alpha, beta, and gamma variants of many of the old guns? IE, PACs and PSGs?
That's right. In TC they dropped the variants and introduced a bunch of completely new weapons.
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Roguey
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Post by Roguey »

hi there,

I know what you mean about the text - im not a fan either. However like you said, it fits better. I did think about moving it to the right and having the turrets postions at the top, then the laser types on the left, but this looks stranger to me.

The Hades, I think its a missile ship - hence the low gun counts. I captured a pirate one before and just sold it I didnt see what's so great + I required the money. I got something like 4m for a fully repaired one.

Although since I found better ways to make money - fight missions. Do the defend the station missions and make enough for a M6 (I went for dragon for the forward firing). Then do multiple patrols at the same time. You normally get around 700k for one Xenon P kill, however with 2 patrols running you get 1.4m each. If you do multiple patrols, you end up with more ships to kill too! In my picture below, I have stacked up 26m with two patrols:
- TC_Multi-missions.jpg,

Basicaly this way, forget trading, station building, UT's etc. They are just not worthwhile anymore. I have built a large complex which makes odd a million or so, but its cost me a lot to build. The extra 26million gave me enough for a Split Tiger,. The Split Tiger is even faster killing P's, so I can make even more from patrols. I have even took down 4 Xenon K's with it, simply by hiding in the 'bind' spot. I not sure how a M7 'hides' its nearly the size of the K!

and clevider is right, there are basically no alpha, beta and gamma's. I hope the lasermask explains some, at first its very confusing.
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em3e3
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Post by em3e3 »

Roguey wrote:hi there

thanks for posting exogenesis, although X3's maths on steering does not work for TC. Its changed from % to rpm. This is my X3 steering code, which was 100% correct:

Code: Select all

	$turnspeed_min   = round(((($record->yaw + $record->pitch + $record->roll) /3) * 100), 1);
	$turnspeed_max   = ($turnspeed_min * ((($record->RudderTunning * 10)/100) +1 ));
However for TC, if I change the * 100 (in the first line) to * 70, the steering numbers are 'near' TC's numbers but arent completely correct.

that cpp code looks like 'fun' with a capital F :) Looks like ill be putting the numbers in manually :(
I think I have the steering conversion figured out:

Code: Select all

num = min(yaw, pitch)
num = min(num, roll)
num = yaw + pitch + roll - num
round( ( num )/2*60 ,1 )= Min Rpm
Min RPM * (10 + Max Tunings)/10 = Max Rpm
Yes, this simple formula, after doing angle vector calculations, trying to figure out rotation matrices, and almost delving into quaternions. Personally, I think the angle vectors of the yaw and pitch would be more accurate, as the total turning speed would be the square root of the sum of the squares of both the Yaw and Pitch (and not Roll, because you cannot steer just by rolling!):

Code: Select all

Min Steering RPM = SQRT( Yaw^2 + Pitch^2 )*60
And now for an example:

Code: Select all

Terran USC Cutlass
Yaw: 0.293330
Pitch: 0.233330
Rounded average of Yaw & Pitch in RPM: 15.8
Max Rudder Tunings: 15
Max Steering RPM: 15.8 * (10 + 15)/10 = 39.5 Rpm

UPDATE: After more testing, it looks like the calculations are not rounded, only the number displayed to the player in the game. Here's an example:

Code: Select all

Terran USC Scabbard
Yaw: 0.041670
Pitch: 0.033330
Roll: 0.036670
Min Steering Rpm: (Yaw + Roll)/2*60 = 2.3502
Displayed to player: 2.4 Rpm
Max Steering Rpm: 2.3502 * (10 + 15) / 10 = 5.8755
Displayed to player: 5.9 Rpm
8^)

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em3e3
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Post by em3e3 »

After looking at more stats, the numbers presented to the player just are not right. Using the Terran USC Cutlass as an example, and taking the numbers out of TShips:

Code: Select all

Yaw = 0.293330 rot per sec, (or 17.6 r/m)
Pitch = 0.233330 r/s, (14.0 r/m)
Roll = 0.231670 r/s, (13.9 r/m)
Common sense would tell you that if you pitch and yaw at the same time, you will rotate faster that if you just pitch or yaw. But according to the in-game stats on the Cutlass, which uses the average of the two fastest rotation speeds, the un-tuned, standard max rotation speed is 15.8 r/m. That is slower than just the Yaw speed by itself!

Of course, out of all the things the developers are working on, this is probably the last thing that will get fixed, if at all.
8^)

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Roguey
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Post by Roguey »

thanks for the infomation em3e3. It does seam over-top / confusing. No wonder why I didnt work out the rpm's.

Like you said: why does egosoft use the yaw, pitch and roll numbers directly, or remove yaw, pitch and roll, then add a rpm values to tships. This yaw/pitch/roll idea is getting a bit old fashion.
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