|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. |
1. VGA planets nu host result (next turn real position of ship)
2. https://www.vgaplanets.ca/vga-planets-calculator/#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 x-axis. Calculation is done in Excel with formula: 1596+CEIL(81*SIN(ARCTAN((1634-1596)/(1505-1272))),0)
Maybe some internal rounding issue in excel? Or can anyone see what is throwing me off?