Posted by: SpikeTheHobbitMage
« on: August 05, 2019, 09:47:29 PM »Yes.. the dispersion is greater but the slightly higher percentage to weight ratio still in the example above make the 85% slightly better. This will obviously change a bit depending on the actual numbers to both worse and better. I ran about 1.000.000 calculation just to be sure of the result. The 85% destroyed an average of 4.114 missiles while the 100% destroyed an average of 4.107 missiles.I ran some numbers. The 85 has a 2% weight advantage vs baseline, but to achieve 90% confidence vs leaks around a 22% penalty, increasing above 50% against smaller salvos. At 90% confidence one in ten salvos will leak and there is a 1% chance of two salvos in a row leaking.
83% add up to 99.6 while 85% add up to 102% for the weight. This is obviously a conscious decision by Steve since the 17% canon also add up to 102% and is exactly five times smaller than the 85% cannon.
A twin 100% turret with a 4x tracking speed in my test have a weight of 15.56HS and a quad has 15.38HS which basically means the average to hit ration per tonnage are almost identical between a twin 100% and quad 50% gun with the number in my test above.
100%
4.107 missile hits with a turret size 15.56HS is 0.267 hits per HS.
50%
3.987 missile hits with a turret size of 15.38HS is 0.259 hits per HS
The difference are less than one percent in efficiency in this particular instance.
In C# the gearing bonus is suppose to be better so it might actually make it more effective with more smaller guns for that single reason.
At least in my opinion the differences are so minuscule that it really does not matter what you do and both have pros and cons.
The guns and turrets you choose to develop probably have more to do with research point and the general design parameters rather than the efficiency since the difference in efficiency is so small and might be way less important than the amount of RP and design choices different types of sizes of gun will give you.
Another very important part as discussed before is the fire controls because these are way more expensive than the turrets, small but expensive. If you expect incoming salvos to be around 8 missiles (or multiples of it) large then one quad 100% turret might not be enough but two is a great overkill so you opt to build two 85% turrets instead. One 100% turret will on average kill (if each barrel shoots 4 shots) 6.75 missiles while two will destroy on average 7.99 missiles. One 85% quad will kill on average 5.95 and two will kill 7.94 missiles. Even two 67% turrets might be acceptable per fire control with an average kill of 7.65 missiles per salvo since some leakers is acceptable if you have shields and good armour (which might be something you need no matter what). This is where design philosophy comes into the picture, perhaps a quad 67% turret also is small enough that some ship can mount one where two is too large which give you some design leverage to really large turrets of other designs.
cth.py - a Python script to calculate shots needed to kill salvos of various sizes at any cth, to a specified confidence.
cth.dat shots per salvo for salvos from 1-100 at cth from 1-100 with 90% confidence.
85cth.png tonnage per target for 90% success
X axis is number of missiles
Y axis is relative tonnage per missile
lower is better
1.0 is equal to a gauss 100
2.0 is double a gauss 100
The line is jagged because you can't fire a partial shot.