RESURRECT IN CLONE BAY //// Stacking penalty (effectivness of module № n) = e^-(n/2.67)^2 Easy to calculate turret damage in optimal range:
x = 1/T x V/S x 40km/R, where T - tracking, V - target transversal velocity, S - target sig, R - range to target Typical V/S : Ceptor = 32 Frig = 16 Destroyer = 6 Cruiser = 3-4 BCs = 1 BS = 0.5 x = 0 => your ChanceToHhit = 100% x = 0.125 => your CTH = 98.9% x = 0.25 => your CTH = 95.8% x = 0.375 => your CTH = 90.7% x = 0.5 => your CTH = 84.1% x = 0.625 => your CTH = 76.3% x = 0.75 => your CTH = 67.7% x = 0.875 => your CTH = 58.8% x = 1 => your CTH = 50% x = 1.125 => your CTH = 41.6% x = 1.25 => your CTH = 33.9% x = 1.375 => your CTH = 27% x = 1.5 => your CTH = 21% x = 1.625 => your CTH = 16% x = 1.75 => your CTH = 12% x = 1.825 => your CTH = 8.7% x = 2 => your CTH = 6.3 ... x = ~2.6 => CTH <1% wrecking shots only
Translating CTH to average DPS: DPS*(((CTH^2)*CTH+0.0499)/2) //// 100% hit Missile range = flight time ROUNDED DOWN * missile velocity X% hit missile range = flight time ROUNDED UP * missile velocity, where X is decimal part of flight time (before rounding up)