Credits to creedo, i'm merely reposting his previous post.
Link : http://hci.edu.sg/~y05hci264/ks_calc.zip
yay. im glad someone finally reposted this. thanks.
i had a question about it, now i won't have to figure it out the hard way...
What is "Rad" in the formula, and what exactly is it doing?
I'm assuming it's radians but I was trying to manipulate the formula and didn't know how I should approach it...
someone show me where i can get KS calc?
if that link dies it's also at:
and yeah, rad changes something to radians. Copped from wikipedia:
"In calculus, angles must be represented in radians in trigonometric functions, to make identities and results as simple and natural as possible."
If you wanted to manipulate it, you can invert things the old fashioned way, algebraically.
4*Sqrt((98*dist*1.00)/(4*Sqr(230)*Sin(Rad(2*angle)))) = power
divide both sides by 4:
Sqrt((98*dist*1.00)/(4*Sqr(230)*Sin(Rad(2*angle)))) = (power/4)
square both sides to get rid of the sqrt:
(98*dist*1.00)/(4*Sqr(230)*Sin(Rad(2*angle))) = (power/4)^2
multiply both sides by all the crap after 98*dist (remove the 1.00):
98*dist = (4*Sqr(230)*Sin(Rad(2*angle))) * ((power/4)^2)
divide both sides by 98:
dist = ((4*Sqr(230)*Sin(Rad(2*angle))) * ((power/4)^2))/98
Bam, you got the distance.
Getting the angle is a little trickier. The function to algebraically invert the "sin" is arcsin, but kscalc doesn't take arcsin. MS Excel does though. They just write sqrt differently (with the t at the end). You can also write sin(big long formula)^-1 to get rid of the sin I think.
To get the angle from radians to degrees multiply by pi/180 ..about 0.01745
thanks creedo <3
LOL Creedo, i don't get a word of what you said, i learnt trigo and algerbra, but its the basic stuff lol.
I didn't know this stuff either until I got into gunbound, it's kinda funny... I knew it'd never be useful for me, but I didn't guess it'd be useful for something useless like a video game.
Now you have to use calculus to calculate tornado shots :O
Tornado shots are more of feel to me lol. If it enters the nado early, lower power, entering it late would mean more power, and thats with a high angle.
Is this correct? (where the underscore stands for "in ______ units"
Does anyone have mauve's original parametric shot formula?
It's not in the wayback machine and all the old forum archive is inaccessible to me.
I derived this formula myself...and it's perfect (factors in wind too!).
airtime = 20*sqr(-15*(sin(angle)*xdist-cos(angle)*ydist))/(sqr(16(cos(angle)*sin(wind_degree)-sin(angle)*cos(wind_degree))*wind_strength-15*cos(angle)*mobile_gravity))
Yeah hellic I got the same thing, actually. Not entirely sure how good it is to post it =/
Thanks for that though, mine is a bit too messy.
Oh, trust me, it works fine ;D
I've had it for a while, but someone asked for a formula on the Softnyx Canada forum today, so I might as well paste it here too :X
good luck squarerooting a negative number to get workable figures, faggot
Try the whole airtime formula with angle=70, both wind power and degree=0, y distance=0, and x distance=1/2 on Degree mode.
It works, but you can replace
sqr(15*(cos(angle)*ydist-sin(angle)*xdist)) I guess
Thanks mauve :D
Makes a lot more sense now, years later, because I've actually learned some calculus xD
My parametric graphs are coming out looking like glorified y=x^2 that just goes up forever.
Isn't it supposed to look like an upside down quadratic, going through the origin and comes back down to y=0 as T get larger?
I think I may have the wrong idea of mobile_power_multiplier... but I tried a few (positive) values and haven't gotten what I'm looking for
As I'm trying to avoid debugging some particularly painful shit right now, I'll fix that algorithm for you.
Since the goal here is to solve for power given a certain constant angle, distance, and height, then we get rid of the parametric formula and solve.
I included Y by using a symbolic Solve[ ] function.
4 answers, all over a page long. O.o
Trying a reduce function... I have the odd feeling this is either going to crash my computer or just not work.
Sometimes, the best results are done with a pencil and paper.
It's down to 4 lines now, using the most basic simplification algorithm is has.
Using the full one now... zzz.
Hmm came up with something pretty long, but reasonable looking.
Luckily the 4 answers are just + or - versions of each other for the different square roots. I just need to plug some stuff in and see which are the one(s) I want.
the same P = with those assumptions
As well as:
All that's left is to find the values to plug into it, huh? Well, good luck with that. I wonder how it derived that particular answer. The absolute part implies that it's getting rid of the root somehow, but damned if i know how.
H and V are just the individual components of the wind. Probably want to replace them with cos/sin of the wind angle, times wind power. Possibly times mobile wind resistance, too?
It ended up with Sqrt(( with every value inside squared. I defined them as real numbers so it converted to an Abs sign.
I'm going to check it by hand tomorrow to make sure it's right though. Took me a while to figure out the program's syntax and abilities, but learning Mathematica and the calculator are my main goals from doing this anyway.
I actually got a positive version as well. I will need to make sure I eliminate the correct one.
I missed something... M = Mobile power multiplier... what's that?
Some shorthand of the shot weight/speed?
If there isn't a shorthand for each bot's shot weight/speed, could one be made to make a formula shorter? Since each bot's combination of the two is unique?
M would be the shot speed referred to in the original post.
G would be the gravity, or weight, of the shot.
And I don't see how you would eliminate those constants to simplify further.
You can just write the formula "for turtle only" kind of thing I guess.
Assuming G=98 and M=230, wind=0
yeah, mezz gets what I mean.
Write the formula as it would appear if speed/gravity were known and fixed. Reduce it to the simplest variables:
Distance/Vertical Distance/Angle/Power/Wind/Wind Angle/
All other stuff could be presolved and then made into a slightly easier formula. Prolly this is spoonfeeding a bit much but I like tidy things.
Then offer a different shortened version with those same variables for each bot.
I'm working on it :D
I have lots of memory on my calculator, but very little power so I am trying to get a bunch of reduced formulas.
Quick noob check to make sure I don't screw something fundamental up:
EDIT: never mind, duhhhh.
I haven't used trig in a while :Z
Well, seeing as how I have a Ti-83, all I basically did was make a Program that had the formula while inputting X,Y,Z,(Theta) values.
I use the formula above for power, and a few windcharts and voila, external aimbot =]
X= Distance (Pixels)
Y= Angle of Shot
Z= Wind Power
(Theta)= Wind Angle
, dont work me,
i try with,
xdist = 26
wind = 0
angle = 89
in your formule i get -0.224515467254494 , and the true result is 2.25
P := (-1) *
Abs( G * xDist + V * xDist + H * yDist ) /
Sqrt(2) * M * Sqrt
Abs( ((G+V)*Cos(A) - H*Sin(A)) * (yDist*Cos(A) - xDist*Sin(A)) )
i got a question if i wanna find out some 0 angle powers for example nak 70° i tip in my ks calc 4*Sqrt((98*800*1.00)/(4*Sqr(205)*Sin(Rad(2*70)))) so i get power 3.4072218... but creedos 70° 1 screen power is 3.36 where is my mistake? T_T
wrong mass or gravity
where i can get right gravity and mass? the turtle mass and gravity is exact like creedos info
uhm i would need for all bots if it is possible. turtle shotspeed and gravity looks okay but other like nak or ice not :/ would be great if u ask ty
pls can any one help me with that pm would be nice too :/
I'd like to start of by saying that english isn't my main language, so I'm sorry for any incomprehensible stuff.
Here we go,
So, how do you ajust for wind from the wind's vertical and horizontal forces for timed shots?
The thing is, I searched for some physics equations and stuff and managed to made my own system of equations for turtle's SS and fork shot (inputing xdistance and ydistance), but I can only get accurate results for 0 wind shots. (From there I've been ajusting using Yoyobuae's aim chart)
Does anyone have the speed and gravity of the new mobiles (BlueWhale, Frank, Maya, Phoenix, Tiburon, Wolf)?
PS: What the name of this formula?
NO, IT'S THE YUKON JACK
So, I had an idea concerning my post (didn't quote it cause it's too big ang ugly )
According to Yoyobuae's chart (the 2.15secs one for turtle), 20 wind is like 200 pixels, so maybe there is a way to ajust it without having to find any constant for the wind's effect. You got the point, unless you're a complete mongoloid, which you certainly are not!
I finally had time to work on it, and it works, just to let you know. For fork I used like 200/29 or 26 ionno what works better.
But there is a problem, when wind is around angle 56-68 it's clear that it won't reach, so I usually have to reduce 1 to 3 angles.
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