# Temp Repost: Adalbert's guides on ability 05. 12. 2012 07:19 PST

Recommend : 6
 normpearii I have reposted Adalbert's great guide here, due to the fact that the Old forum data does not correctly order the post. Which renders to most people the guide unreadable since some people can't understand reading post in reverse. To help ease confusing, this guide is reposted here until the Old Forum Data is reordered to how it was originally on the old forum. This post will then be deleted. Or if the great Adalbert returns, this post will be deleted so he can repost himself and update if he desires.Note some information in this guide is out dated, but as a whole is the most correct guide on ability and caps we currently have a very valuable asset to any player level and grinding sailors.

# Re : Temp Repost: Adalbert's guides on ability 05. 12. 2012 07:20 PST

 normpearii Originally Posted by Adalbert ** C ** Base speedThe base speed of a ship (yes I know you can all see it - but for the overspeedcalculations it will prove necessary) can be calculatedwith HP beeing the horsepower of the engine you equip, DP the Displacement of yourship and DPstandard.. well the standard DP that you can find in the tables(www.trainworld.us for example).C(ship) is a constant value that is different for each ship.Extracting this constant from in-game-data is VERY time consuming and it is subject tochange with lots of patches. Reading it out of the data files might get you in conflictwith SDE.You can see in the following graph that the constant C is only dependent on the ship andnot on the engine as the values for the shown selected ships are overlapping no matterwhat engine is used.Some values for C are :Fletcher : 3758Timmermann : 6137Lion2 : 25658LordKelvin has made the effort to extract 'c' for all US ships. You can find it here :http://www.navyfield.com/board/view.asp?Num=111152&Sort=A01** D ** natural overheatNatural overheat is the speed that your ship is able to overheat to if you have noengineer on board.with the overheat ratio beeing the product of the engine overspeed ratio and the shipsoverspeed ratio. You can see the Ships overspeed ratio when buying a a new ship and theengines overspeed ratio as the percentage behind the horsepower when buying an engine.For example Lion2 with the heavy BB5 engine Ships overheat ratio = 28% Engines overheat ratio = 120%--> Overheat ratio = 0.28*1.2 = 0.336Important here is, that you only disregard anything behind the second digit after thedecimal. So in the existent case, it would be 0.33 only. Also you have to round the resultdown to the next full number.So with a base speed of 23 knots your natural overspeed would be 23*(1+0.33) = 30.59 ->30 knots.

# Re : Temp Repost: Adalbert's guides on ability 05. 12. 2012 07:20 PST

 normpearii Originally Posted by Adalbert ** E ** Overheat speed with crewThanks to a few (really only a few unfortunately) members that actually were interested inwhat I wrote here and took some time to try to help I've decided to post this formula herefinally as well.SoloAD from the russion server found a really easy interpretation which I am going topresent here rather then my exponential expression - so thanks for that.******To get the overheat speed with engis on board, we just need to ammend the overheat ratiofrom the topic above with the engineers' ability.With :OHR_ship = Overheat Ratio of the ship usedOHR_engine = Overheat Ratio of the engine usedAnd the sum over N_engineers means nothing else then that you have to calculate the trueability for every engineer on board and then add it up. The same like with all otherformulas on here before really...N finally is the number of engineers on board.It still remains, that you have to round down your result and also only use two 'afterdecimal digits' of (OHR_Ship * OHR_engine).And the overheat speed is calculated simply byjust as stated before.****** EXAMPLE *********Yamato with 'normal' crew, b/v/e with filled up sailors.Yamato - overheat ratio 23%BB V hvy engine OH ratio 120%Crew (rookies, experts, vets, max crew, displayed engine ability, true ability /1000)Engi 1 lvl93 +12 base (50,540,108,698,2549,2477)Engi 2 same like Engi1Engi 3 lvl80 +11 base (50,440,104,594,2065,1767)Base Speed = 24 knotsWith Engi 1 alone you get :24 * (1+0.23*1.2+2477/18000) = 24* (1 + 0.27 + 0.1376) = 33.78 = 33knotsEngi 3 alone gives you only :24* (1+0.23*1.2+1767/18000) = 32.83 = 32knotsHaving both Engi1 and Engi3 makes it :24*(1+ 0.23*1.2 + (2477+1767)/(18000*sqrt(2)) = 24* (1+0.27+4244/25456) = 34 knotsAll three give you24*(1+ 0.23*1.2 + (2477+2477+1767)/(18000*sqrt(3)) = 35.65 = 35 knotsI hope you get the idea... and you can just make a small tool to calculate it for you.Even an excel worksheet works well for it.***********************The overspeed formula leads to another interesting result regarding the stacking ofengineers. For overheat speed it's obviously not linear like it is for overheat time.The 1st engi works to 100% of his ability (no surprise) Adding a second engi - makes BOTHengis aboard only effective to 71% - or more precice to 1/sqrt(2)= 70.71..%3rd engi : all work at 1/sqrt(3) = 57.73%4th engi : 50%5th engi : 44.72% and so on...Mixing engineers of different levels may reduce your overheat speed. If you have one engiwith 2000 ability that let's you overheat at 34 knots and another one with 200 ability andyou put them on the same ship, the combined ability will be only (2000+200)*0.707=1556 orLESS then the better engi alone. Meaning you could loose a knot of overspeed.If you have engis of the same true ability (same level, base and crew pretty much) thereis another way to interprete the data:let's see if someone understands what I'm trying to express with the numbers below :1 engi = 100.0% = 100/1 = 1002 engis = 70.7% = 141/2 = 100 + 413 engis = 57.7% = 173/3 = 100 + 41 + 324 engis = 50.0% = 200/4 = 100 + 41 + 32 + 275 engis = 44.7% = 224/5 = 100 + 41 + 32 + 27 + 24well.. some explanation would help I guess :Your first engi works at 100% of his ability. If you add a second engi they both work at71% of the combined ability or (71% * ability *2) = (142% * ability). Now you can writethis differently. Assuming you want your first engi to be 100% efficient still - thesecond one is only (142%-100%)=42% efficient. So :1st engi = 100%2nd engi = 42%3rd engi = 32%4th engi = 27% 5th engi = 24%So a 5th engi appears to be working at less then a quarter of his ability only - for speedfreaks only.Now to make it clear again - this last part is not the way overheat speed is calculated!It is only another way to interpret the formula if you have engis of the same ability.

# Re : Temp Repost: Adalbert's guides on ability 05. 12. 2012 22:42 PST

 hammershot Originally Posted by normpearii Originally Posted by normpearii Place Holder Hey norm, great re-post of adalberts guides. How accurate do u think that repair rate graph is?

# Re : Temp Repost: Adalbert's guides on ability 05. 13. 2012 00:10 PST

 AlexCaboose Stickied

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