Aurora 4x

VB6 Aurora => Advanced Tactical Command Academy => Topic started by: Zook on August 11, 2012, 10:30:09 PM

Title: Formations
Post by: Zook on August 11, 2012, 10:30:09 PM
Do you use the Escort orders to create formations? If so, how do they look? What distances and offsets?

If you have any good advice, I might put it in the wiki.
Title: Re: Formations
Post by: Erik L on August 11, 2012, 10:46:18 PM
I have.

I usually put 2-3 destroyer escort squads are -45, 0, +45 degrees offset from the main body at 100-120k.
Title: Re: Formations
Post by: Zook on August 19, 2012, 06:04:55 PM
I still don't have much experience with ship combat, but it seems to me that most players don't bother with formations and instead use "Empire Formations", having everything and the kitchen sink in the same spot. I'm still not giving up on the subject, but the advantages of wider formations (ships at an angle to the main body) seems questionable to me now. Instead I'm toying with a column formation:

Code: [Select]
(TF heading this way)
    ^
    |
    |
Small anti-missile corvettes  (2,000 tons and harder to spot than the rest)
    |
    |
Anti-missile frigates
    |
    |
Beam area defense (by being ahead of the main body, they can fire their lasers at missiles flying past them, thereby doubling their firing opportunities)
    |
    |
Main Body (missile destroyers and colliers)
    |
    |
Sensor ship(s) - easy to spot, should be protected by every defense in the TF
    |
    |
Support ships (tankers, jump ships etc.) - waaay behind the main body

Does that make sense?
Title: Re: Formations
Post by: TheDeadlyShoe on August 19, 2012, 07:41:55 PM
It's mostly down to the mechanics of anti-missile beam defence.

beam area defence is mostly ineffectual against missiles of the same tech level. at best, you get about the same results as if you had built for final fire instead.

And final fire works best in Empire State formation.

Seperating out anti missile ships can work in order to give them more time to fire anti-missiles, but there are still three problems with this:

*your AMMs need to be significantly faster than enemy ASMs (not usually true on similar tech levels)
*you lose final fire defence on your AMM ships
*it only actually makes a difference if you are limited by your # of launchers rather than your stowage.

The last point is the most important. Usually, you are more limited by your AMM capacity than your fire rate.  There are a few scenarios where this is not the case,  however.
Title: Re: Formations
Post by: Steve Walmsley on August 20, 2012, 01:17:05 PM
It can be useful to switch into a formation from Empire State when you come under missile attack. The enemy missiles are already en route so their targeting won't be affected by the formation. If you turn away the main body and detach AMM ships to take up positions to the rear of the formation and either side of the approaching missiles you can have a much longer engagement window. Placing them to the side is useful because you tell if missiles are heading for the main body or the escorts and react accordingly.

Formations can also be useful to protect certain units by placing them 180 degrees from the threat.

Steve
Title: Re: Formations
Post by: Theokrat on August 21, 2012, 04:27:55 AM
Just to expand a bit on TheDeadlyShoe’s point analytically: There are two problems with formations.

The first is that you need to make sure that the advance picket does not become a target itself. Being the first in line of the enemy means the rest of the fleet cant properly support its defence, so you need to make sure it can not be targeted. As you say, one way to achieve this is to make it small. You can include some ECM or cloaking to make that more viable.

However, the larger problem is that area-defence for beam-weapons is quite costly and thereby inefficient. For a weapon that fires every 5s you can use the following formula to determine how many missiles an advance picket is expected to intercept:
P = r/(5*v) (2 – r/R) * A

Where r is the range of the beam-weapon, v is the relative speed of the missile, R is the maximum range of the firecontroll, and A is a constant factor that is comes from non-range considerations (tracking speed, crew grade, tracking bonus, missile ECM etc.). The formula assumes that r < R (i.e. the Fc has a longer range than the beam), and that the picket is exactly on the attack line and at least at a distance of r in front of the missiles intended target. Also A<1 is assumed (and usually the case).

Whereas for final fire you can use:
Q = (1-10/L)*A
Where L is the Range of the FC in thousand km (analogous to R above, just to avoid confusion).

Let’s plug in the numbers from the Wiki for an early beam ship: r=90k km, R = 192k km (i.e. we will want a very long range and pick the longest-reaching FC for the area defence version), L=48k km. v=24k km/s (pretty conservative). Let us say we have 1,400t worth of payload that we could use as beam defence. I think that is quite high, because with engines, fuel etc that would make a ship of about 2,500t and that is probably on the relatively large side for an advance picket.

So for the area-defence version we would have to spend 800t on the firecontroll (size 16, 4x range, 4x tracking). That would leave space for four 10cm-Lasers. Therefore we would expect about 4*P = 4* 90/120* (2-90/192) * A = 4.6 * A missiles being shot down.

Conversely, what happens for the final-fire version? The firecontroll is only 200t (size 4, 1x range, 4x tracking), which leaves 1200t for eight 10cm-Lasers. Therefore we would expect to shoot down 8*Q= 8*(1-10/48)*A= 6.3 * A missiles.

In other words: Spending the same tonnage on the final-fire version means we shoot down ~40% more missiles! And that solution means you don’t have to muck about problem 1 either (avoiding that the advance picket becomes a target itself). Additonally, while both setups use the same tonnage, the final-fire version will likely be much cheaper because it has the smaller tonnage devoted to the firecontroll (which are disproportionately expensive). Moreover: There are altogether better alternatives to lasers when it comes for anti-missile defence like railguns and gaussguns. These alternatives share a rather reduced range, which means they can hardly be employed in area defence either.

So bottom line: Final fire is by far the most efficient way to deal with incoming missiles through beam weapons. The prime reason for this is that you get a guaranteed shot at a short distance which conveys the smallest penalty for the distance-modifier. “Don't fire until you see the whites of their eyes”
Title: Re: Formations
Post by: Charlie Beeler on August 21, 2012, 07:33:45 AM
Theokrat there are a couple of very important things you do not appear to addressing correctly. 

Title: Re: Formations
Post by: Theokrat on August 21, 2012, 08:12:24 AM
Theokrat there are a couple of very important things you do not appear to addressing correctly. 

  • beam fire control hit probability at intercept range

I am not sure what you mean. I do explicitly cover the effect of range on the hit probabilities. That is after all the entire point that makes a difference between final-fire and area-defence.  The whole derivation of the hitchances quoted above shoves everything else into the “A” factor; the rest of the formulas is only concerned with the hit probability due to range.

Take final fire for example: Intercept occurs at 10,000 km, so the hit probability due to the range of the firecontroll is P =  1 – 10,000 km / R, where R is the range of the firecontroll. So for the example above its P = 1 – 10,000km / 48,000km = 79%. Of course this is not the final hitchance, which would include other effects (most importantly tracking speed), but it’s the separable factor due to the range of the BFC.

For area defence the derivation is a bit more complex, as essentially you have to take an integral over the hitchance at range x (P = 1 – x/R) times the probability density function ( uniform distribution, i.e. rho(x) = 1/(5v)). With a bit of algebra you get to the formula above.

  • tracking bonus is not a constant, it's cumulative

Could you explain that in more detail? I was under the impression that the hit chance is computed as follows P = p_range * p_trackingspeed * p_crewgrade * p_trackingbonus * p_missileECM. So I basically wrote that as  P = p_range * EverythingElse in order to compare final fire versus area defence. If the tracking bonus is an additive bonus rather than a multiplicative one, then that would change the calculations (in favour of area defence). Is that what you are saying?

I understand that the tracking bonus must accumulate over time until it reaches the maximum possible amount at the current tech level. So I implicitly assumed that this highest possible level had been reached at the maximum range of the area-defence variant (and that thereafter the tracking bonus was constant). That is prudent I would say, as its quite easy to have missile search sensors with a range of millions of km, while the maximum range of the 10cm laser from above was a mere 90k km. Moreover it is a conservative assumption in the sense that the assumption favours the area-defence variant (which still loses out).
Title: Re: Formations
Post by: Zook on August 21, 2012, 09:56:43 AM
Sweet Jesus. The man has a degree in auroralogy. Anyway, that's great stuff. I'll post it to the wiki when I understand it.

But although I know that area defense is less effective, there are two reasons I still build laser turrets:
1) for the unlikely event that I came across an unarmed target (civilian, crippled ship, etc.) and
2) for the time when my missile magazines have run dry, or exploded.

I'm fighting only my second battle as I type this, but #2 has happened to me the first time, and my trusty triple lasers still shot down a few missiles, if only with 19% hit chances. Better tech should raise this to about 40% with the next generation ships. I'm also adding a line of 3,000-ton gauss-turret corvettes, as the last line of defense.

Speaking of the wiki, what's the exact rule for final fire? And what's that missile tracking bonus that you can research?
Title: Re: Formations
Post by: Redshirt on August 21, 2012, 10:18:31 AM
Reason 3 for laser turrets- nebulae  ;D
They're also good system defense ships that never have to worry about ordinance. Sure, they might be severely outclassed by an invasion force, but they should probably be able to deal with scouts and enemy survey ships quite handily.
Title: Re: Formations
Post by: Zook on August 21, 2012, 10:43:38 AM
Right! Three cheers for beam defenders! OK, I haven't seen nebulae yet, but they sound nasty.

One more question: if I remember correctly, the last time I fought I could reload missiles from a collier that wasn't even in the same location as my destroyers. The distance wasn't great, but instant reloads came in very handy. Is there a maximum distance for that?

And while we're at it, the percentage displayed next to an enemy missile's speed, heading etc. - is that the tracking bonus? Is it applied to beam or missile defenses, or both?
Title: Re: Formations
Post by: Charlie Beeler on August 21, 2012, 05:14:54 PM
I am not sure what you mean. I do explicitly cover the effect of range on the hit probabilities. That is after all the entire point that makes a difference between final-fire and area-defence.  The whole derivation of the hitchances quoted above shoves everything else into the “A” factor; the rest of the formulas is only concerned with the hit probability due to range.

Take final fire for example: Intercept occurs at 10,000 km, so the hit probability due to the range of the firecontroll is P =  1 – 10,000 km / R, where R is the range of the firecontroll. So for the example above its P = 1 – 10,000km / 48,000km = 79%. Of course this is not the final hitchance, which would include other effects (most importantly tracking speed), but it’s the separable factor due to the range of the BFC.

For area defence the derivation is a bit more complex, as essentially you have to take an integral over the hitchance at range x (P = 1 – x/R) times the probability density function ( uniform distribution, i.e. rho(x) = 1/(5v)). With a bit of algebra you get to the formula above.

Could you explain that in more detail? I was under the impression that the hit chance is computed as follows P = p_range * p_trackingspeed * p_crewgrade * p_trackingbonus * p_missileECM. So I basically wrote that as  P = p_range * EverythingElse in order to compare final fire versus area defence. If the tracking bonus is an additive bonus rather than a multiplicative one, then that would change the calculations (in favour of area defence). Is that what you are saying?

I understand that the tracking bonus must accumulate over time until it reaches the maximum possible amount at the current tech level. So I implicitly assumed that this highest possible level had been reached at the maximum range of the area-defence variant (and that thereafter the tracking bonus was constant). That is prudent I would say, as its quite easy to have missile search sensors with a range of millions of km, while the maximum range of the 10cm laser from above was a mere 90k km. Moreover it is a conservative assumption in the sense that the assumption favours the area-defence variant (which still loses out).


Whether beam point defense is set to area or final the formula for hit probability is the same.  The only things that are different are intercept range and tracking time.

Your baseline hit probability of target range/max fire control range is correct.  

your failing to account for is the modifier for fire control and/or turret tracking speed being below the target speed.  Against missiles, unless you have a significant tech advantage, there will always be a negative modifier.  That is what the tracking bonus, if the tech has been developed, offsets.  The modifier is tracking speed/target speed.  

Tracking bonus accumulates per cycle up to the bonus.  This starts from when the missile salvo is first detected and increments 2% each  5 second cycle until the bonus is reached, the speed penalty is zeroed, the missile intercepts it's target, or the missile is intercepted whichever comes first.  

When building a detailed explanation of game mechanics never assume.

Area defense mode is the least likely to be effective.  But it is a function of beam range vs the distance a missile travels in a single game cycle.  It's leftover from when missile speeds were segnificantly slower and you could reasonably expect to have 2 or more chances to engage missiles with lasers prior to intercept.
Title: Re: Formations
Post by: Theokrat on August 22, 2012, 05:28:50 AM
Sweet Jesus. The man has a degree in auroralogy. Anyway, that's great stuff. I'll post it to the wiki when I understand it.
Hehe, I am merely an analyst, so breaking things down to numbers is kind of what I do. Although it greatly helps that in Aurora systems come with a number and formula tag attached. In real life the painful thing is trying to get people to give you a reasonable answer how much an increase of this or that variable by x% would help them. Here  (http://www.rand.org/pubs/occasional_papers/2008/RAND_OP223.pdf)is a rather remarkable paper on system analysis. Ok I am getting quite off-topic.

But although I know that area defense is less effective, there are two reasons I still build laser turrets:
1) for the unlikely event that I came across an unarmed target (civilian, crippled ship, etc.) and
2) for the time when my missile magazines have run dry, or exploded.
Both of these would also apply to other final fire weapons, like railguns and gaussguns though.



Whether beam point defense is set to area or final the formula for hit probability is the same.  The only things that are different are intercept range and tracking time.

Yes, the formula for hit probability of a single shot is the same. But your list of “the only things that are different” between final fire and area defence is incomplete: Area defence has the potential to engage the same salvo more than once, while final fire has one shot only. When you compare the effectiveness of both methods you have to take that into account.

We should not be interested in the hit probability of a single shot, we should be interested in the total missiles that we can expect to shot down. For final fire there is no difference, because you only get one shot (at a fixed predetermined distance). So for final fire you can just use the hit-probability to determine the expected shot down missiles.

The same is not true for area defence. Area defence can sometimes shot more than once, so you cannot simply take the hit chance of a single shot in order to determine the expected shot down missiles. The formula of total expected shot down missiles for area defence is different from the hit probability for a single shot, because area defence is not about single shots but about a probability-weighted aggregate of engaging missiles at different distances, potentially multiple times. If you consider all this correctly you get the formula shown above.



I am not sure what you mean. I do explicitly cover the effect of range on the hit probabilities. That is after all the entire point that makes a difference between final-fire and area-defence.  The whole  derivation of the hitchances quoted above shoves everything else into the “A” factor ; the rest of the formulas is only concerned with the hit probability due to range.

Take final fire for example: Intercept occurs at 10,000 km, so the hit probability due to the range of the firecontroll is P =  1 – 10,000 km / R, where R is the range of the firecontroll. So for the example above its P = 1 – 10,000km / 48,000km = 79%. Of course  this is not the final hitchance, which would include other effects (most importantly tracking speed), but it’s the separable factor due to the range of the BFC.

For area defence the derivation is a bit more complex, as essentially you have to take an integral over the hitchance at range x (P = 1 – x/R) times the probability density function ( uniform distribution, i.e. rho(x) = 1/(5v)). With a bit of algebra you get to the formula above.

Could you explain that in more detail? I was under the impression that the hit chance is computed as follows P = p_range *  p_trackingspeed  * p_crewgrade *  p_trackingbonus  * p_missileECM. So I basically wrote that as  P = p_range *  EverythingElse   in order to compare final fire versus area defence. If the tracking bonus is an additive bonus rather than a multiplicative one, then that would change the calculations (in favour of area defence). Is that what you are saying?

I understand that the tracking bonus must accumulate over time until it reaches the maximum possible amount at the current tech level. So I implicitly assumed that this highest possible level had been reached at the maximum range of the area-defence variant (and that thereafter the tracking bonus was constant). That is prudent I would say, as its quite easy to have missile search sensors with a range of millions of km, while the maximum range of the 10cm laser from above was a mere 90k km. Moreover it is a conservative assumption in the sense that the assumption favours the area-defence variant (which still loses out).


your failing to account for is the modifier for fire control and/or turret tracking speed being below the target speed.  Against missiles, unless you have a significant tech advantage, there will always be a negative modifier.  That is what the tracking bonus, if the tech has been developed, offsets.  The modifier is tracking speed/target speed.

I do not “fail to account for this modifier”. I have marked the points in blue where I explicitly talk about this factor in my post that you quoted.

The point is that this factor is the same for area defence and final fire – the target speed is certainly the same, and the tracking speed is the same. So if we want to compare the relative effectiveness of final fire vs. area defence we do not need to consider the factors that both components share (like crew grade, tracking speed), but only need to consider the factors that set them apart (engagement range, ability to engage multiple times).

That is why we can aggregate the things that we are not interested in (for this comparison) into the “A” factor, while continuing the discussion on the relevant factors.

So what about the “tracking bonus” that is due to the timing of tracking. Yes I ignored that in my example in the sense that I assumed this bonus would be equal for final fire and area defence engagements. Is that a fair assumption? I would say yes, and here is why:

The example is based on relatively early tech (the beam-warship tutorial from the wiki). So realistically one might assume that the max_tracking_bonus is 20%, i.e. the first technology stage. This bonus is achieved after tracking the missile for 50 seconds (2%/5s). The missile in the example had a relative speed of 24,000 km/s, so in 50 seconds it could fly 1.2 million km. It is very plausible to build a missile search sensor with a range of 1.3 million km. So effectively the tracking bonus will be maxed out to 20% even before the missiles reached the engagement range (0.1 million km) of the area-defence variant. Consequently it will also be maxed out at the very same 20% when it reaches the final fire variant’s engagement range (0.01 million km) – Presto the same number for both variants, so in order to compare their relative effectiveness we can ignore this effect.

But even if you would contest my assumptions about the tech level or the employed search sensor, things would not be radically different. Just how much of an effect would be there if the bonus was not maxed out already? In the example the area defence variant used a laser with a range of 96,000 km versus a missile going 24,000km/s. So in a 5s interval the missile will go 120,000 km. So effectively the “extra time” that we are talking about during which more of a tracking  bonus could accumulate is –maybe- 5 seconds. Worth –maybe- 2% tracking bonus.

This really does not change the overall finding that final fire is ~40% more effective, does it? Moreover it is slightly in favour of the final fire variant. If the first stage of the calculations showed that final fire is way superior and area defence is really not worth bothering, why would we want to go through great length to make a minor second-order adjustment that will only increase the difference? Especially, since I made more significant assumptions in favour of area defence, like the relatively slow missile. Anyway, glad we discussed.


Area defense mode is the least likely to be effective.  But it is a function of beam range vs the distance a missile travels in a single game cycle.
Yeah. And if you have a close look at the formula above you will see that these factors are in there: Beam range (r), distance a missile travels in a single game cycle (5*v), and even range of the beam fire-controll (R).
Title: Re: Formations
Post by: Charlie Beeler on August 23, 2012, 08:57:12 PM
You’re right, I am only addressing a single intercept and when your formula is broken down it is as well.  Don’t believe me?  It’s simple, by using only a single fixed intercept range value not a variable modifier to account for changes as the missile crosses the intercept envelope.

Here is the correct formula for calculating beam hit probability:  hC = (1-r/fR)(sV/tV+tB)(1-(tE-sE))(cG)

There are limiters to this formula:


(missile armor can also be a factor, but is a secondary calculation for missiles that have been intercepted and not a modifier to the hit probability.  It’s not included here after reviewing the distributed database and of the 12 NPR’s none are using missile armor.)

Additionally ship tracking speed determination is a little complex. 
Which is greater ship speed or fire control tracking speed tech?  If target speed is greater than tracking speed, is the ship fire control speed > tech speed?  If the fire control is greater and  the beam mount is turreted then the ship tracking speed is the lesser of fire control speed or the turret tracking speed.

So with the formula above there are 2 subsections that can be excluded for basic missile intercept analysis:

You also argue that since tracking speed and target speed (sV/tV) are fixed data points and not variable they can be functionally ignored.  I stipulate that you are wrong.  If preliminary analysis showed that these values made no change to the baseline probability you would be correct.  But since we’re actually talking about a modifier that can substantially reduce the hit probability it must be included.   Especially with you own examples have fire controls with significantly different tracking speeds against the same target speed(3000 vs 12000).

The last modifier you ignore (missile tracking bonus tB) also has a potential for a substantial change in the results.  In fairness to those reading the analysis examples with and within the bonus should be given to demonstrate the impact on results.
The last point of contention is that your “density function” falls short, it only accounts for a single 5 second impulse not the multiples that you assert. 

Since the area defense analysis needs variable intercept range accounted for substitute ((1-bR/fR)+(1-mR/fR))/2 for (1-r/fR).  This is a crude model, but serves.

To account for possible multiple intercepts add (bR/I(5*tV)) where I – 5 second impulses.  If the modeled beam weapon has a ROF that allows multiple shots while the target crosses engagement envelope adjust the value of I for the needed impulses.

This gives P = (bR/(I(5*tV)))(((1-bR/fR)+(1-mR/fR))/2 )(sV/tV+tB))

If bR >= fR or < (I(5*tV)) then (1-bR/fR) is replaced with .01 to represent worst case intercept chance.

The new formula may be multiplied by the number of weapons linked to the fire control to determine minimum intercepts.

Now we plug-in weapon and fire control values for the area defense example:

4*P=(90/(1(5*24)))(((0.01)+(1-10/192))/2)(12/24+0.2) = 1.01 missiles intercepted not 4.6.

The final defense example becomes: 
8*P=(1-10/48)(12/24+0.2) = 4.43 missiles intercepted not 6.3.

Note: tB = .2 to assume that tracking bonus 20% is in place and that an active sensor has the requisite detection range.  Otherwise the intercepts drop to .72 for the area model and 3.17 for final without it.

Something else to note:  The above figures assume that the lasers are turret mounted with turret tracking at least 12,000kps.  If not the tracking speed drops to 3,000kps, even with the advanced fire control , and the numbers tank (.47 vs 1.01 and 2.06 vs 4.43||.18 vs .72 and .79 vs 3.17).  Nor are the area defense and final defense examples equal in hs/tonnage.  Area defense FC and Turret total 32.32 hull spaces while the final defense FC and Turrets total 36.64 hull spaces (assuming quad turrets).  This does not take into account the required power plants.  If the PP tech is Pebblebed each laser needs a 1hs reactor as well taking the area defense suite to 36.32hs and the final to 42.64hs.

These examples still only demonstrate single intercepts.  The problem lays in what it takes to have weapon with sufficient range to cover multiple missile movement impulses and the ROF to take advantage of it.  Turreted Lasers are the only practical choice and even they do not do the job well. 

To develop the tech for an Ion missile (speed 30,000kps for 50%msp/150,000km per impulse) only costs 30,000rp. 

To develop the tech for a 10cm laser with a max range of 150,000km costs 30,000rp for the Far Ultraviolet range modifier alone.  It still needs a C3 Capacitor (6,000rp), Beam Fire Control 50% 24,000km (6,000rp), Fire control speed 3,000kps costs 6,000rp (4,000kps would be better at another 8,000rp),Max Tracking bonus 20%(4,000rp) and turret tracking of 3,000kps at 3,000rp(4,000kps would be better at another 4,000rp). Granted the turret gears could be dispensed with if you’re willing to have massive turrets.  Total of 55,000rp to 67,000rp.

Yes you could go with a 15cm laser and only near ultraviolet range modifier for only 12,000rp and have a max range of 180,000km.  The required C6 capacitor for ROF 5 cost 59,000rp to develop. (36,000rp vs 71,000rp)
Title: Re: Formations
Post by: Theokrat on August 24, 2012, 12:39:01 PM
You also argue that since tracking speed and target speed (sV/tV) are fixed data points and not variable they can be functionally ignored.  I stipulate that you are wrong.
Hah! And I stipulate that you are wrong! /Tongue-in-cheeck

Ok, seriously though, which bit do you disagree with?
a) Target speed and tracking speed are the same for the final-fire and area-defence variant. The tracking bonus is likely to be the same, or only very marginally different.
b) When all these three input-variables have the same respective value in both scenarios, then the factor computed from these inputs also takes the same value in both scenarios.
b) When the factor is a constant multiplier it does not bear influence on the comparison between the two systems.

For a) I would think we can readily agree that the target speed will be the same, because we should only really compare situations in which we are attacked by the same weapon. Tracking speed is also the same because that is the way both of our examples are constructed. (In another part of your post you wrongfully assert that I choose different tracking speeds for both examples, but more on that later). So the only source of disagreement I can find is the tracking bonus. Now I think I have demonstrated in my last example that it is very conceivable that the tracking bonus is maxed out (and thus equal for both). Even if its not, it will not take a drastically different value for both scenarios, as there is at most a 10s difference in tracking time leading to a 4 percentage point difference in the tracking bonus.

For b) I would hope that this is relatively obvious. It’s the same formula, it’s the same inputs, so it would be same output. It is fair to request an analysis on the effect of a small change in the tracking bonus on the result of the factor, but again I approximate that is not big.

For c) let me repeat that I stipulate that we can functionally ignore the common factor for a relative comparison between the two systems and only for this purpose. If we want to compare X to Y and X = a * s, while Y = b * s, then X/Y= (a*s) / (b*s)=a/b. I.e. for the relative comparison the common constant factor “s” becomes irrelevant. I fully agree that only focusing on “a” or “b” will not give you an answer to the absolute value of X and Y, but that is what I have repeatedly said all along, even before your criticism. I explicitly wrote “this is not the final hitchance, which would include other effects (most importantly tracking speed), but it’s the separable factor due to the range of the BFC.

Maybe the last bit is the most controversial here, because you write:
But since we’re actually talking about a modifier that can substantially reduce the hit probability it must be included.
Now I could equally assert that you “forgot” the crew grade factor. That can easily be +30%, so its very relevant right? Yes, of course its relevant, but not for the question posed, as both systems would have the same factor.

Now we plug-in weapon and fire control values for the area defense example:

4*P=(90/(1(5*24)))(((0.01)+(1-10/192))/2)(12/24+0.2)  = 1.01 missiles intercepted not 4.6.

The final defense example becomes: 
8*P=(1-10/48)(12/24+0.2)  = 4.43 missiles intercepted not 6.3.
Well you went through great length through about the tracking speed and was it really worthwhile? We could have saved ourselves the trouble and just abbreviated the factors as “A” and thereby have arrived at the same relative result. Oh wait ;-)

Also, and I want to be quite clear on this: I have never claimed the final-fire defence variant could intercept 6.3 missiles. I have claimed that it can intercept 6.3 * A (yes I did put that in bold) missiles, where “A” is a factor that encompasses other variables that are not down to range. Like for instance tracking speed, which I mentioned as the most important. And if you evaluate this “A” Factor to (12/24+0.2)=0.7 you get 6.3 * 0.7 = 4.41, i.e. your result (minor difference due to rounding).


Anyway, down into the tedious bit of who claimed what why that is or is not correct:

Especially with you own examples have fire controls with significantly different tracking speeds against the same target speed(3000 vs 12000).
Actually I am a bit surprised by this statement. Not only is it not true, because my example entails the same exact tracking speed in both scenarios, but also because you also then use the same tracking speed of 12,000 for both and you must be aware of the firecontroll’s speed rating because it enters your calculations on the weight as well. I do not understand how you could interpret my post as to say the firecontrolls have different tracking speeds:

The last point of contention is that your “density function” falls short, it only accounts for a single 5 second impulse not the multiples that you assert. 
That is not quite true. We can actually compute the number of interceptions by integrating over the probability density function alone: N=2*integral_(0)^(r) dx 1 / (5v) =2r/(5v). Plug in the numbers v=24k, r=90k, so N=1.5. So my formula assumed that you get an expected 1.5 shots versus missiles that stream by. Of course that is an average number; in actual combat you will either get 1 or 2 shots versus any particular missile salvo. Because I integrate over the entire range of the area-defence variant, I do account for multiple interceptions.


Since the area defense analysis needs variable intercept range accounted for substitute ((1-bR/fR)+(1-mR/fR))/2 for (1-r/fR).  This is a crude model, but serves.
Well, you use a crude approximation, while I use an exact formula. When these two do not arrive at the same final value I would not take this as a sign that my formula is broken.

Specifically, the way you account for multiple shots is insufficient. You basically treat it as though you would have multiple shots, all with the hit-probability of the middle of the lasers range. While that may serve as a first approximation it does not account properly for the fact that multiple shots will never occur at an average distance. The example missile flew 120kkm/5s, while the laser had a range of 90kkm (=180kkm in both directions). So you can only get a second shot at the missile if it ended up more than 30kkm from the area-defence variant during the first 5s interval- and the further away it was in the first interval, the closed it will be in the second.

Oh, and somewhat more importantly, you seem to be missing a factor of 2. Remember, the assumption was that the area-defence variant serves as advance picket, i.e. it is at a certain distance of the protected task group and can engage missiles that are streaming towards it, as well as those that have passed the ship and are flying onwards to the task group. So you get to use the full range of the ship twice.

Something else to note:  The above figures assume that the lasers are turret mounted with turret tracking at least 12,000kps.  If not the tracking speed drops to 3,000kps, even with the advanced fire control , and the numbers tank (.47 vs 1.01 and 2.06 vs 4.43||.18 vs .72 and .79 vs 3.17).  Nor are the area defense and final defense examples equal in hs/tonnage.  Area defense FC and Turret total 32.32 hull spaces while the final defense FC and Turrets total 36.64 hull spaces (assuming quad turrets).  This does not take into account the required power plants.  If the PP tech is Pebblebed each laser needs a 1hs reactor as well taking the area defense suite to 36.32hs and the final to 42.64hs.
Yeah true, I ignored the gearing and power plant requirements, both of which should have been considered on a closer look. One rather subtle point though: You do not need such a large reactor for the final fire variant. Implicitly the area-defence calculation assumed that enemy salvos were at least 10s apart (so that you could actually shot at one salvo more than once when the opportunity was there). So it would be sufficient if the final fire variant fired every 10s (or even less frequent) to match that. Hence you could get away with half the powerplants/laser for the final fire variant. ( I recognize you have used 6 PP for the 8 Lasers on the final fire variant, but I am not sure whether this is the reason). This does not invalidate your point at all though, even if it decreases the difference in mass slightly. As a funny coincidence when gearing and powerplants are considered both setups have pretty much the same costs though, so in a way it is still a fair comparison (to some extend)

Title: Re: Formations
Post by: Bgreman on August 28, 2012, 05:24:20 PM
You guys are arguing way too strenuously over methodology when your results both indicate that final fire is more effective.
Title: Re: Formations
Post by: Nathan_ on August 28, 2012, 06:04:25 PM
I have noticed that not every gun will fire in final defensive fire if I stack too many of them, though that might be me not using the appropriate PD options, so I'm experimenting with area defense and longer ranged(even main battery grade) weaponry.
Title: Re: Formations
Post by: Charlie Beeler on August 29, 2012, 06:19:22 PM
Quote from: Theokrat
Quote from: Charlie Beeler
You also argue that since tracking speed and target speed (sV/tV) are fixed data points and not variable they can be functionally ignored.  I stipulate that you are wrong.
Hah! And I stipulate that you are wrong! /Tongue-in-cheeck

Ok, seriously though, which bit do you disagree with?
a) Target speed and tracking speed are the same for the final-fire and area-defence variant. The tracking bonus is likely to be the same, or only very marginally different.
b) When all these three input-variables have the same respective value in both scenarios, then the factor computed from these inputs also takes the same value in both scenarios.
b) When the factor is a constant multiplier it does not bear influence on the comparison between the two systems.

This actually goes all the way back to your first post on this topic.

Quote from: Theokrat
Let’s plug in the numbers from the Wiki for an early beam ship: r=90k km, R = 192k km (i.e. we will want a very long range and pick the longest-reaching FC for the area defence version), L=48k km. v=24k km/s (pretty conservative). Let us say we have 1,400t worth of payload that we could use as beam defence. I think that is quite high, because with engines, fuel etc that would make a ship of about 2,500t and that is probably on the relatively large side for an advance picket.

I started my evaluations of your figures based on the Wiki example ship as published.

Code: [Select]
Ark Royal class Cruiser    6200 tons     611 Crew     639 BP      TCS 124  TH 250  EM 0
2016 km/s     Armour 3-30     Shields 0-0     Sensors 10/10/0/0     Damage Control Rating 3     PPV 26
Annual Failure Rate: 102%    IFR: 1.4%    Maintenance Capacity 193 MSP    Max Repair 45 MSP

Nuclear Thermal Engine E10 (10)    Power 25    Fuel Use 100%    Signature 25    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 29.0 billion km   (166 days at full power)

Twin 10cm C3 Near Ultraviolet Laser Turret (2x2)    Range 90,000km     TS: 15000 km/s     Power 6-6     RM 3    ROF 5       
3 3 3 2 1 1 1 1 1 0
15cm C3 Near Ultraviolet Laser (2)    Range 180,000km     TS: 3000 km/s     Power 6-3     RM 3    ROF 10       
6 6 6 4 3 3 2 2 2 1
Fire Control S04 96-3000 (1)    Max Range: 192,000 km   TS: 3000 km/s     
95 90 84 79 74 69 64 58 53 48
Fire Control S04 24-12000 (1)    Max Range: 48,000 km   TS: 12000 km/s     
79 58 38 17 0 0 0 0 0 0
Pebble Bed Reactor (6)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor S10-R1 (1)     GPS 10     Range 100k km    Resolution 1
Active Search Sensor S20-R100 (1)     GPS 2000     Range 20.0m km    Resolution 100
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

This design is classed as a military vessel for maintenance purposes

Your statement is that your taking the values from the Wiki ship but when you go to plug in the number you state
Quote from: Theokrat
So for the area-defence version we would have to spend 800t on the firecontroll (size 16, 4x range, 4x tracking)

Which is clearly not from the Wiki ship.  Once I realized that you then changed the longer ranged BFC’s tracking speed I changed the comparison formulas and should have altered my statement above as well. 

It should have been; as long as the tracking speeds are the same between the fire controls the calculation values are the same.  But that they should not be excluded since they are known values and fundamental to missile intercept calculations.  By excluding the tracking speed modifier you don't have a way to evaluate the impact of changes in fire controls and/or turreted systems.

On this we do not agree.

Quote from: Theokrat
Maybe the last bit is the most controversial here, because you write:
Quote from: Charlie Beeler
But since we’re actually talking about a modifier that can substantially reduce the hit probability it must be included.
Now I could equally assert that you "forgot" the crew grade factor. That can easily be +30%, so its very relevant right? Yes, of course its relevant, but not for the question posed, as both systems would have the same factor.

You must of missed this part

Quote from: Charlie Beeler
So with the formula above there are 2 subsections that can be excluded for basic missile intercept analysis:
  • (1-(tE-sE))   since missiles vary rarely have ECM.
  • cG    since crewgrade is ship specific, but is more common than ECM for missiles.

Looks like I didn’t forget anything.  It is explicitly excluded with a stipulation as to why.

Quote from: Theokrat
Quote from: Charlie Beeler
The last point of contention is that your 'density function' falls short, it only accounts for a single 5 second impulse not the multiples that you assert. 
That is not quite true. We can actually compute the number of interceptions by integrating over the probability density function alone: N=2*integral_(0)^(r) dx 1 / (5v) =2r/(5v). Plug in the numbers v=24k, r=90k, so N=1.5. So my formula assumed that you get an expected 1.5 shots versus missiles that stream by. Of course that is an average number; in actual combat you will either get 1 or 2 shots versus any particular missile salvo. Because I integrate over the entire range of the area-defence variant, I do account for multiple interceptions.

Quote from: Charlie Beeler
Since the area defense analysis needs variable intercept range accounted for substitute ((1-bR/fR)+(1-mR/fR))/2 for (1-r/fR).  This is a crude model, but serves.
Well, you use a crude approximation, while I use an exact formula. When these two do not arrive at the same final value I would not take this as a sign that my formula is broken.

Specifically, the way you account for multiple shots is insufficient. You basically treat it as though you would have multiple shots, all with the hit-probability of the middle of the lasers range. While that may serve as a first approximation it does not account properly for the fact that multiple shots will never occur at an average distance. The example missile flew 120kkm/5s, while the laser had a range of 90kkm (=180kkm in both directions). So you can only get a second shot at the missile if it ended up more than 30kkm from the area-defence variant during the first 5s interval- and the further away it was in the first interval, the closed it will be in the second.

Oh, and somewhat more importantly, you seem to be missing a factor of 2. Remember, the assumption was that the area-defence variant serves as advance picket, i.e. it is at a certain distance of the protected task group and can engage missiles that are streaming towards it, as well as those that have passed the ship and are flying onwards to the task group. So you get to use the full range of the ship twice.

Looks like you were missing the "factor of 2" as well.  Yes, my formula was deliberately build to address a single intercept vector.  Nor do you need to multiply the density function numerator by 2 to represent the shot oportunities within beam range, if you simply multiple the orginal formula by 2 you get the same result.

Your still not addressing the possibility of a weapon that both has a range greater than a missiles movement in a single impulse and has the rate of fire to take advantage of it.  This is actually minor and not relevant to the weapon in this discussion.  It becomes relevent if the evaluation expands to include longer ranged weapons.  This is handled in my formula by incrementing the number of impulses a salvo will need to cross the beam range (or the maximum range the fire control is set fire point defense).

What neither of us has addressed is that movement of the intercepting ship will have a minor but calculable impact of the actual intercept envelope.  While the impact is small, it does invalidate using a simple factor of 2.  Both of us are assuming a stationary platform precisely on the salvos attack vector.  To keep the formula's simple I can accept that.


Before I respond any further I do have to correct my area defense formula.  In review I’ve found that the maximum range intercept sub-calculation (1-bR/fR) only needs to be replaced with .01 when bR>=fR dropping the test against missile impulse movement.  Whether the bR is less that the missile travel distance has no bearing on maximum range intercept chances.

And by adding in the change for handling multiple shot oportunities it becomes: 
4*P=sO*(bR/(I*(5*tV)))*(((1-bR/fR)+(1-mR/fR))/2)*(sV/tV+tB)*Ab


With those changes my results change too:
4*P=2*(90/(1(5*24)))(((1-90/192)+(1-10/192))/2)(12/24+0.2)=3.11*Ab


Mine is not the only one with changed results.

On the face of it yours changes from:
P = r/(5*v) (2 - r/R) * A = 4.6 * A

To:
P = (2r/(5*v)) (2 - r/R) * A = 9.19 * A

Though I hope you meant it to change to:
P = (2r/(5*v)) (1 - r/R) * A = 3.19 * A

Since we’re not going to agree on including the speed modifier:
A=(sV/tV+tB))*(1-(tE-sE))*cG

That just leaves the question of which method is more accurate: Average the hit probability across it’s linear range or use a single fixed range?

Using: 4*P = (1-mR/fR)*(sV/tV+tB)) results are tabled as:

Code: [Select]
Appoach Egess total
120 0.00 10* 2.65 2.65
110 0.00 10 2.65 2.65
100 0.00 20 2.51 2.51
90 1.49 30 2.36 3.85
80 1.63 40 2.22 3.85
70 1.78 50 2.07 3.85
60 1.93 60 1.93 3.85
50 2.07 70 1.78 3.85
40 2.22 80 1.63 3.85
30 2.36 90 1.49 3.85
20 2.51 100 0.00 2.51
10 2.65 110 0.00 2.65
3.33

Using: 4*P = (1-m/f) esuls ae abled as:

Code: [Select]
Appoach Egess total
120 0.00 10* 3.79 3.79
110 0.00 10 3.79 3.79
100 0.00 20 3.58 3.58
90 2.13 30 3.38 5.50
80 2.33 40 3.17 5.50
70 2.54 50 2.96 5.50
60 2.75 60 2.75 5.50
50 2.96 70 2.54 5.50
40 3.17 80 2.33 5.50
30 3.38 90 2.13 5.50
20 3.58 100 0.00 3.58
10 3.79 110 0.00 3.79
4.75

(10* - at range 0 the minimum range used by the program is 10)

The final figure for each table is the average of each ranges total.

Quote from: Theokrat
Quote from: Charlie Beeler
Something else to note:  The above figures assume that the lasers are turret mounted with turret tracking at least 12,000kps.  If not the tracking speed drops to 3,000kps, even with the advanced fire control , and the numbers tank (.47 vs 1.01 and 2.06 vs 4.43||.18 vs .72 and .79 vs 3.17).  Nor are the area defense and final defense examples equal in hs/tonnage.  Area defense FC and Turret total 32.32 hull spaces while the final defense FC and Turrets total 36.64 hull spaces (assuming quad turrets).  This does not take into account the required power plants.  If the PP tech is Pebblebed each laser needs a 1hs reactor as well taking the area defense suite to 36.32hs and the final to 42.64hs.
Yeah true, I ignored the gearing and power plant requirements, both of which should have been considered on a closer look. One rather subtle point though: You do not need such a large reactor for the final fire variant. Implicitly the area-defence calculation assumed that enemy salvos were at least 10s apart (so that you could actually shot at one salvo more than once when the opportunity was there). So it would be sufficient if the final fire variant fired every 10s (or even less frequent) to match that. Hence you could get away with half the powerplants/laser for the final fire variant. ( I recognize you have used 6 PP for the 8 Lasers on the final fire variant, but I am not sure whether this is the reason). This does not invalidate your point at all though, even if it decreases the difference in mass slightly. As a funny coincidence when gearing and powerplants are considered both setups have pretty much the same costs though, so in a way it is still a fair comparison (to some extend)

Minor correction here as well.  The final defense suite should be 44.64hs with 8 1hs powerplants (or 1 8hs powerplant).  The reason being maintaining the ROF of 5 that the 10cm/C3 lasers have when fully powered.  It’s never a good idea to underpower beam weapons if they have the capacitor capacity for a higher rate of fire.
Title: Re: Formations
Post by: dgibso29 on August 29, 2012, 09:53:38 PM
You guys are arguing way too strenuously over methodology when your results both indicate that final fire is more effective.

I don't think you said it loud enough.
Title: Re: Formations
Post by: Zook on August 29, 2012, 10:30:59 PM
I'm not sure they're from this planet. Betelgeuzians, maybe? Just let them continue; after exhausting their mental faculties like that, they fall in a deep coma for months.
Title: Re: Formations
Post by: Theokrat on August 31, 2012, 03:20:58 AM
WARNING: This post contains a bit of basic math, formulas and pictures. I tried to make it somewhat readable, but feel free to point out if its shows up weird on your screen and I will try to change it.


Looks like I didn’t forget anything. It is explicitly excluded with a stipulation as to why.

Yes. Exactly as I did in the first place with tracking speed.

So can we put this part of the discussion to rest by saying that tracking speed has no implication on the comparison between final fire and area defence if (and only if) both systems use the same tracking speed (which they should anyway).

Looks like you were missing the "factor of 2" as well. ... Your still not addressing the possibility of a weapon that both has a range greater than a missiles movement in a single impulse and has the rate of fire to take advantage of it. This is actually minor and not relevant to the weapon in this discussion. It becomes relevent if the evaluation expands to include longer ranged weapons. This is handled in my formula by incrementing the number of impulses a salvo will need to cross the beam range (or the maximum range the fire control is set fire point defense).
No, actually its all in there, but maybe the whole issue becomes clearer when I provide a full derivation. The way we will do this is consider each possible interception separately, and then sum up the results in the end. So we will go through this shot by shot and compute the expected hits.

Lets consider the usual setup: we are engaging a large salvo of missiles that flies exactly past the ship with a relative velocity v. We are assuming the ship can fire every 5 seconds.

Let R be the maximum range of the system (i.e. the smaller of the maximum range of the firecontroll, the laser or the sensor).
Let d be the distance that a missile can cover in 5 seconds (i.e. d=5s*v).

The first shot:
At some point the missile will enter our engagement range. At the end of the 5 second pulse we will get the first shot at the missile. Let us denote the distance of the missile from the ship with r. So the first time that we shoot at the missile it will be anywhere between r=R-d and r=R. It cant be further than R, because then we could not shoot at it this interval and would have to wait for the first shot. It cant be closer than r=R-d either, because d is the maximum distance that the missile will cover relative to the ship, i.e. if it was closer than R-d it would have been within engagement range earlier and this would not be the first shot.

Figure 1: situation during the first shot
(http://aurora2.pentarch.org/index.php?action=dlattach;topic=5273.0;attach=987)
The ship is positioned in the centre at 0. During the first shot the enemy missile
might be anywhere indicated by the blue arrow. (Not! necessarily at the tip)


Figure 1 illustrates the point, where the full length of the blue arrow indicates the possible positions of the enemy missile when we first open fire at it. Let us first determine the expected probability that we score a hit during the first interval. We can write the probability that we hit a missile at any particular distance r as p(r). This is not to say that the probability depends only on r (it doesnt), but its the only thing we are going to mention explicitly (for now). Just to be clear: This probability includes many factors and the symbol stands for the full effect.

Now we can computed the expected hits for this first shot. This is done by multiplying i) the chance to score a hit at any point in the range R-d < r < R time ii) the probability that the missile is at this particular point. This is done for all points, then the sum is taken. This can be written as an integral over the full range of R-d<r<R as an integral of the probability p(r) at any particular point r times the probability rho density to find the missile at this spot during this interval:
(http://latex.codecogs.com/gif.latex?p_{1}=%5Cint_{R-d}^{R}%5Cvarrho(r)%5Ccdot%20p(r)%5Ccdot%20dr)
Now of course we could calculate that already, but lets wait a moment.

What will happen during the second shot? Well the missile will move further by d:

Figure 2: situation during the second shot
(http://aurora2.pentarch.org/index.php?action=dlattach;topic=5273.0;attach=988)
The salvo will have moved further by d (the distance it travels in 5s).
It is thus between R-2d < r < R -d


Now for this bit we can analogously compute the expected probability of a hit during the second interval:
(http://latex.codecogs.com/gif.latex?p_{2}=%5Cint_{R-2d}^{R-d}%5Cvarrho(r)%5Ccdot%20p(r)%5Ccdot%20dr)

There is a nice property of integrals which allows us to write the sum of p1 and p2 as follows (note the change in the limits of the integral):
(http://latex.codecogs.com/gif.latex?p_{1}+p_{2}=%5Cint_{R-2d}^{R}%5Cvarrho(r)%5Ccdot%20p(r)%5Ccdot%20dr)

So at this point we have already taken care of two possible interceptions. But there could be more! And every time we add one more possible interception, the lower limit of the integral in the last equation shifts down by d. Now how long do we have to do that? Easy, lets say we have to do it n times:

Figure 3: situation during the first shot
(http://aurora2.pentarch.org/index.php?action=dlattach;topic=5273.0;attach=989)
The last time that a salvo could be shot at. Notice that with a certain probability
the missile might have moved out the the engagement range already.


Now for this last possible interception we can write:
(http://latex.codecogs.com/gif.latex?p_{n}=%5Cint_{R-(n+1)d}^{R-nd}%5Cvarrho(r)%5Ccdot%20p(r)%5Ccdot%20dr)
However we know that p(r<-R) must be 0, because we have defined R as the maximum range at which a hit could be scored at all. With this knowledge we can re-write the last term a bit (note the change in the lower limit):
(http://latex.codecogs.com/gif.latex?p_{n}=%5Cint_{-R}^{R-nd}%5Cvarrho(r)%5Ccdot%20p(r)%5Ccdot%20dr)

And now we can collect all terms from all shots put together. The full expected hits can be written as the sum during each interval:
(http://latex.codecogs.com/gif.latex?P=p_{1}+p_{2}+\cdots+p_{n}=%5Cint_{-R}^{R}%5Cvarrho(r)%5Ccdot%20p(r)%5Ccdot%20dr)

Lets simplify that a bit by noting that the probability density rho does not depend on r, so we can take it out of the integral:
(http://latex.codecogs.com/gif.latex?P=%5Cint_{-R}^{R}%5Cvarrho(r)%5Ccdot%20p(r)%5Ccdot%20dr=%5Cvarrho%5Ccdot%5Cint_{-R}^{R}%20p(r)%5Ccdot%20dr)

Moreover, we can write (http://latex.codecogs.com/gif.latex?p(r)=\widetilde{p}(r)\cdot\widetilde{p}_{other}), that is we can factor out the range-dependent bit of the hitchance from all other factors. Dont worry, all other factors are still there, and we have not dropped them at all, we just merely separated the term:
(http://latex.codecogs.com/gif.latex?P=%5Cvarrho%5Ccdot\widetilde{p}_{other}%5Ccdot%5Cint_{-R}^{R}%20\widetilde{p}(r)%5Ccdot%20dr)

At this point however we will make one more assumption, which is that the tracking bonus is maxed out before the missile enters engagement range. Firstly this means that the range-dependent bit of the hitchance is symmetric around 0, i.e. we can can substitute the lower limit of the remaining integral with 0 and get a factor of 2 in front of the whole thing (that is effectively the factor we had been talking about earlier). Also we can also write (http://latex.codecogs.com/gif.latex?\widetilde{p}(r)=(1-r/r_{FC})), where rFC is the range of the firecontroll. Thus the equation becomes:
(http://latex.codecogs.com/gif.latex?P=2\cdot%20\varrho%20\cdot%20\widetilde{p}_{other}\cdot%20\int_{0}^{R}(1-\frac{r}{r_{FC}})dr)

Solving the integral:
(http://latex.codecogs.com/gif.latex?P=2\cdot%20\varrho%20\cdot%20\widetilde{p}_{other}\cdot%20\left%20[%20\frac{-r_{FC}}{2}\cdot%20(1-\frac{r}{r_{FC}})^2%20\right%20]_{0}^{R})

Factoring out the fraction and inserting the limits:
(http://latex.codecogs.com/gif.latex?P=2\cdot%20\varrho%20\cdot%20\widetilde{p}_{other}\cdot%20\frac{-r_{FC}}{2}\cdot\left%20[%20(1-\frac{R}{r_{FC}})^2%20-%201\right])

Writing out the quadratic term in the the brackets and canceling the factors of 2 and 1/2:
(http://latex.codecogs.com/gif.latex?P=%20-\varrho%20\cdot%20\widetilde{p}_{other}\cdot%20r_{FC}\cdot\left%20[%201-2\cdot%20\frac{R}{r_{FC}}+\left%20(\frac{R}{r_{FC}}%20\right%20)^2%20-%201\right])

Consolidating the bit in the brackets of 1 and -1 and factoring out the minus:
(http://latex.codecogs.com/gif.latex?P=%20\varrho%20\cdot%20\widetilde{p}_{other}\cdot%20r_{FC}\cdot\left%20[%202\cdot%20\frac{R}{r_{FC}}-\left%20(\frac{R}{r_{FC}}%20\right%20)^2%20\right])

Factoring out the fraction of R/rFC, where the rFC cancels out:
(http://latex.codecogs.com/gif.latex?P=%20\varrho%20\cdot%20\widetilde{p}_{other}\cdot%20R\cdot\left%20(%202-\frac{R}{r_{FC}}%20\right))

Substituting the probability density rho with its known value of 1/d=1/(5*v)
(http://latex.codecogs.com/gif.latex?P=%20\widetilde{p}_{other}\cdot%20\frac{R}{5v}\cdot\left%20(%202-\frac{R}{r_{FC}}%20\right))

Bingo! That is exactly the formula I posted initially (only the names are switched a bit, for which I apologize). And its all there: Multiple interceptions, engaging missile both inbound and outbound, and all other factors but range included in the "other" factor. And that includes the tracking factors. Also note that because I considered v to be the relative speed of the missile versus the ship (and did so from the beginning), so the movement of the ship is actually already figured in.
Title: Re: Formations
Post by: Hawkeye on August 31, 2012, 08:13:42 AM
I´m gonna save this post for when people on other forums start bemoaning the complexity of games other than Aurora  :)
Title: Re: Formations
Post by: jseah on August 31, 2012, 09:24:24 AM
*claps*  I humbly turn my geek badge over to you, you clearly deserve it more. 

...
Now time to earn it back.  =D
Title: Re: Formations
Post by: Garfunkel on August 31, 2012, 10:40:03 AM
I feel stupid now.  :o
Title: Re: Formations
Post by: Charlie Beeler on August 31, 2012, 11:01:56 AM
Thoekrat I applaud the amount of work you put into that.  To bad that the results of using that formula imply that you can intercept more missiles than there are weapons to fire. 

P = 2(90/(5*24))(2-90/192) = 2.2969

Your assuming that R>d will always be true when it's almost always the other way around.  That probigates though the rest of your formula and results in (2-R/rFC) giving a probability over 100%.  This is clearly incorrect.
Title: Re: Formations
Post by: Theokrat on August 31, 2012, 11:39:16 AM
*claps*  I humbly turn my geek badge over to you, you clearly deserve it more. 
*bow

...
Now time to earn it back.  =D
I'll be looking forward to this!

Thoekrat I applaud the amount of work you put into that.
Thanks, appreciated.

To bad that the results of using that formula imply that you can intercept more missiles than there are weapons to fire. 
Let's not be too quick here. It can actually be the case that you can intercept more missiles than you have weapons - if you manage to fire more than once, which is sort of the idea behind area defense. And to be clear, when you can not fire multiple times, the formula is not going to indicate that you can shoot down more missiles than you have weapons. Because that would be incorrect.

P = 2(90/(5*24))(2-90/192) = 2.2969
The formula that I posted already assumes you can shoot at the missile on the inbound and outbound leg of its journey. This resulted in a factor of 2 that later got cancelled by another factor of 1/2. So there is no need to introduce another factor of 2, and actually the result would be 1.1484 instead of 2.2969 (ignoring the "other" factor). So we would expect slightly more than one missile being shot down (per weapon).

let's conduct a sanity check: the missile moves 120k km in 5 seconds, and we have a range of 90k km per direction, so a total engagement coverage of 180k km. So we could expect 1.5 shots per weapon. If the "pother" factor was 1 (i.e. really fast tracking) then 1.1 shot down missiles would not seem particularly high, especially given the relatively good range of the firecontroll.

At this point however we will make one more assumption, which is that the tracking bonus is maxed out before the missile enters engagement range. Firstly this means that the range-dependent bit of the hitchance is symmetric around 0, i.e. we can can substitute the lower limit of the remaining integral with 0 and get a factor of 2 in front of the whole thing (that is effectively the factor we had been talking about earlier).
...
(http://latex.codecogs.com/gif.latex?P=2\cdot%20\varrho%20\cdot%20\widetilde{p}_{other}\cdot%20\frac{-r_{FC}}{2}\cdot\left%20[%20(1-\frac{R}{r_{FC}})^2%20-%201\right])

Writing out the quadratic term in the the brackets and canceling the factors of 2 and 1/2:
(http://latex.codecogs.com/gif.latex?P=%20-\varrho%20\cdot%20\widetilde{p}_{other}\cdot%20r_{FC}\cdot\left%20[%201-2\cdot%20\frac{R}{r_{FC}}+\left%20(\frac{R}{r_{FC}}%20\right%20)^2%20-%201\right])


Your assuming that R>d will always be true when it's almost always the other way around.  That probigates though the rest of your formula and results in (2-R/rFC) giving a probability over 100%.  This is clearly incorrect.
I am not actually assuming that R>d. Let's say R=0.5d, then the formula would be P=pother*0.5*(2-r/rFC)=pother*(1-0.5r/rFC) - which is always smaller than 100%. Which is just what you would expect - R=0.5d means the missile is so fast that it could travel twice the systems range in one 5s increment. This means we can only ever get one shot at it as it streams past the system - and thus could at most expect one hit.
Title: Re: Formations
Post by: Bgreman on August 31, 2012, 01:37:48 PM
Here's a question for you:  Does r_FC (the range of the fire control) depend on r itself?  You seem to be taking your integral over r, but r_FC, naively to me, seems to be a constant.  In which case your integration is incorrect.

If r_FC is a constant, then:
(http://latex.codecogs.com/gif.latex?\int_{0}^{R}(1-\frac{r}{r_{FC}})dr=\int_{0}^{R}1%20dr-\frac{1}{r_{FC}}\int_{0}^{R}rdr)
(http://latex.codecogs.com/gif.latex?\int_{0}^{R}1\,%20dr-\frac{1}{r_{FC}}\int_{0}^{R}r\,%20dr=\left%20[%20r%20\right%20]_{0}^{R}-\frac{1}{r_{FC}}\left%20[%20\frac{r^2}{2}%20\right%20]_{0}^{R}=R-\frac{R^2}{2r_{FC}}=R(1-\frac{R}{2r_{FC}}))
Title: Re: Formations
Post by: Theokrat on August 31, 2012, 02:08:21 PM
Here's a question for you:  Does r_FC (the range of the fire control) depend on r itself?  You seem to be taking your integral over r, but r_FC, naively to me, seems to be a constant.  In which case your integration is incorrect.

If r_FC is a constant, then:
(http://latex.codecogs.com/gif.latex?\int_{0}^{R}(1-\frac{r}{r_{FC}})dr=\int_{0}^{R}1%20dr-\frac{1}{r_{FC}}\int_{0}^{R}rdr)
(http://latex.codecogs.com/gif.latex?\int_{0}^{R}1\,%20dr-\frac{1}{r_{FC}}\int_{0}^{R}r\,%20dr=\left%20[%20r%20\right%20]_{0}^{R}-\frac{1}{r_{FC}}\left%20[%20\frac{r^2}{2}%20\right%20]_{0}^{R}=R-\frac{R^2}{2r_{FC}}=R(1-\frac{R}{2r_{FC}}))

rFC is a constant, but actually your result is just the same as my result, only in a different (more elegant) form. Let's start with mine and get to yours through a series of simple transformations:
(http://latex.codecogs.com/gif.latex?\frac{-r_{FC}}{2}\cdot\left%20[%20(1-\frac{R}{r_{FC}})^2%20-%201\right])

Solving the quadratic bracket:
(http://latex.codecogs.com/gif.latex?=\frac{-r_{FC}}{2}\cdot\left%20[1-2\cdot\frac{R}{r_{FC}}+%20(\frac{R}{r_{FC}})^2%20-%201\right])

Canceling +1 and -1 in the bracket:
(http://latex.codecogs.com/gif.latex?=\frac{-r_{FC}}{2}\cdot\left%20[-2\cdot\frac{R}{r_{FC}}+%20(\frac{R}{r_{FC}})^2%20\right])

Getting the minus sign inside of the bracket:
(http://latex.codecogs.com/gif.latex?=\frac{r_{FC}}{2}\cdot\left%20[2\cdot\frac{R}{r_{FC}}-%20(\frac{R}{r_{FC}})^2%20\right])

Getting the 1/2 inside the bracket:
(http://latex.codecogs.com/gif.latex?=r_{FC}\cdot\left%20[\frac{R}{r_{FC}}-\frac{1}{2}%20(\frac{R}{r_{FC}})^2%20\right])

...and the rFC
(http://latex.codecogs.com/gif.latex?=\left%20[R-\frac{1}{2}%20(\frac{R^2}{r_{FC}})%20\right])

Now taking out one R factor and we arrive at your solution:
(http://latex.codecogs.com/gif.latex?=R(1-\frac{R}{2r_{FC}}))
Title: Re: Formations
Post by: Bgreman on August 31, 2012, 02:22:18 PM
Fair enough!  I obviously didn't bother to actually see if they were the same, I just saw the integral and the next step and was like, "Why does that look so complicated?"

My job doesn't use my math degree, so I spend a lot of time doing cost/benefit analysis (http://forums.somethingawful.com/showthread.php?threadid=3474164&userid=85279&perpage=40&pagenumber=6#post405719579) of converting CI to construction factories vs converting CI to mines in the midst of a corundium crunch to see the limits that the economy can handle.
Title: Re: Formations
Post by: Charlie Beeler on September 01, 2012, 08:02:34 AM
Theokrat thank you for that last explination, I was misreading what your were doing with Pother.
Title: Re: Formations
Post by: Theokrat on September 04, 2012, 06:48:53 AM
Fair enough!  I obviously didn't bother to actually see if they were the same, I just saw the integral and the next step and was like, "Why does that look so complicated?"

My job doesn't use my math degree, so I spend a lot of time doing cost/benefit analysis (http://forums.somethingawful.com/showthread.php?threadid=3474164&userid=85279&perpage=40&pagenumber=6#post405719579) of converting CI to construction factories vs converting CI to mines in the midst of a corundium crunch to see the limits that the economy can handle.
he, the semi-AAR makes an amusing read, and its nice to see some differential equations applied to analysis in Aurora. It would also have been fun to device a build-strategy that just barely makes use of the existing mineral stocks (i.e. so that the integral of the usage until break even plus  existing stocks is just 0). Also curious to see the Federation dispersing its fighting assets so broadly, while seemingly little protection is retained on earth. Anyway, getting a bit off-topic here.

I realized the integral could be solved in a more elegant fashion, but I was worried that some readers might not be fully aware of some of the properties of integrals, so I just decided to solve the integral by presenting a solution that is easily verifiable using the chain rule, even if that meant spending more time using basic algebra to get a nice form in the end. Anyway; you solution is obviously more more elegant.

Theokrat thank you for that last explination, I was misreading what your were doing with Pother.
Glad we could clear this up then :-)
Title: Re: Formations
Post by: Bgreman on September 04, 2012, 04:10:20 PM
Also curious to see the Federation dispersing its fighting assets so broadly, while seemingly little protection is retained on earth. Anyway, getting a bit off-topic here.

Off-topic sure, but the Fed has a number of PDCs of "unknown" utility on Earth.  They're mostly moving their mobile forces away from Earth to keep them out of range of UN PDCs.
Title: Re: Formations
Post by: Redshirt on September 04, 2012, 05:36:04 PM
Out of curiosity, how exactly are formations set? Is there a wiki page for it? Last time I tried (using the second tab in the task group screen), when I advanced 5 seconds, I got a bunch of errors. They went away when I removed the settings.