 Hi, here is a very technical game mechanic question. I am...  Write Reply 
 Hi, here is a very technical game mechanic question. I am currently building a tool where I need to forecast exactly the positions of ships next turn.
References are 1. VGA planets nu host result (next turn real position of ship) 2. https://www.vgaplanets.ca/vgaplanetscalculator/#minefields giving me the same result as per host. 3. It refers to the formulas given here http://phost.de/phost4doc/formulas.html#movement
Most of the time it works, but I have encountered following scenario: Ship is at position: 1596 / 1272. Destination waypoint is: 1634/1505. It has Warp 9. No other effects have to be considered. The correct position in next turn is 1609/1352 (as per Planets Calculator and as per game position of the ship in following turn). However, my calclulations gives 1610/1352  so 1 off on the xaxis. Calculation is done in Excel with formula: 1596+CEIL(81*SIN(ARCTAN((16341596)/(15051272))),0)
Maybe some internal rounding issue in excel? Or can anyone see what is throwing me off? 

