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Particle cannons, also known as PACs or Particle Accelerator Cannons, are highly customisable weapons that launch light speed projectiles that can be finely-tuned for a desirable combination of range, accuracy, damage, firing rate, and energy draw, as well as whether you want to have the particles explode on impact, punch through armour, deliver an EMP-payload, or deal thump-damage similar to hollow-point shells.

Each arm of a PAC will fire one particle (potentially more for the scatter lens) from its lens and all of the arms attached to a lens will have the same settings and time of firing. The number of arms that can be attached to a lens varies from one for the short range lens up to five for the standard long range lens. Each one of these arms can be up to 1000 meters long for a maximum arm length per lens of 5000 meters.

A particle cannon can be turned into a close-range weapon by use of the Particle melee lens.

Specifics on some of the different factors are discussed below.

Energy[]

When ever a PAC fires it will instantly draw energy from the crafts battery reserves. If there is not enough energy stored in the battery to meet the demand for the total energy per shot, the damage dealt will be reduced to an amount proportional to how much of the total demanded energy per shot was available.

The total energy used per shot by a PAC, assuming that there is enough energy available, depends on the total arm length L, overclocking value C, and charge time T. Thus, the energy use per shot is:

Damage[]

The damage potential for any PAC arm is the amount of impact damage it would be capable of doing at a range of zer meters and with sufficient energy to meet its energy demand. If there is not enough energy to meet the energy demand per shot the damage will be reduced to an amount proportional to how much of the total demanded energy per shot was available. The damage potential depends on the energy use per shot E, charge time T, focus F, overclocking value C, lens damage modifier MD, and whether the arm is using a particle tube terminator or a particle input port.

The damage potential with the use of a particle tube terminator is thus:

The damage potential with the use of a particle input port is thus:

The damage modifiers for the varius lenses are given in the following table.

Lens type Lens damage modifier (MD)
Long range lens (all variants) 0.8
Vertical lens 1
Scatter lens 1
Short range lens 1.2


The damage potential for the different damage types varies depending on the damage type. Their potential can be found by multiplying the damage potential of that PAC arm by the damage type factors in the table below.

(actual for 3.2.9.7) total damage output is the following:

2.0336*L*T2*C*Dtm*Lm*0.8I*F-0.30068

where L is total tube lenght (with partical injectors, if any) T is charging time, C is overlocking Dtm is damage type modifier, Lm is lens modifier, I is number of partical injectors, and F is focus/10 (i.e. 10% focus=0.1).

Damage type Damage type factor
Impact 1
EMP 9/32
Piercing 0.3
Explosive shock DtEs


The damage type modifier for explosive shock damage depends on the charge time T, focus F, overclocking value C, lens damage modifier MD, and whether the arm is using a particle tube terminator or a particle input port.

When a particle tube terminator is used the explosive shock damage type factor is:

When a particle input port is used the explosive shock damage type factor is:

Attenuation[]

As the particles fired from a PAC travel their damage will decrease with increasing range, regardless of the damage type. This attenuation factor depends on the lenses damage loss modifier ML, range in meters R, and whether the arm is using a particle tube terminator or a particle input port.

When a particle tube terminator is used the attenuation factor is:

When a particle input port is used the attenuation factor is:

The damage loss modifiers are given in the table below for the various lenses.

Lens type Damage loss modifier (ML)
Long range lens (all variants) 2
Vertical lens 4
Scatter lens 4
Short range lens 6


FTD PAC Attenuation.png

To find the damage potential at a given range the damage potential Dp needs to be multiplied by the attenuation factor A. When this is done for a generic arm length and PAC settings the following relative damage potentials can be graphed.




Beam path[]

The bending of the beam is proportional to the fraction of maximum range travelled, so a smaller attenuation factor does improve accuracy.

The beams do not go in a straight line. Rather, they curve around in a neat pattern that can resemble a tree or a tuft of hair with a high rate of fire and a low accuracy.

(actual for 3.2.9.7) The beams movement pattern is a cubic parabola. Very approximate equation for inacсuracy for focus=0.1 is y=0.25L3-1.63L2+2.65L+0.42, where L - is a distance in kilometers and y is deviation angle. Lens type have no impact on this. Thus the focus defines a denominator for the whole equation, smoothing out the peaks of the parabola (focus=1 makes deviations approximately 10 times lower).

UPD: a new formula for inaccuracy is found.

d=(280,42L^2-50,62L^3-215,17L+190,91)F^(0,07L^3-0,48L^2+0,81L-1,37)

where d is a deviation in meters and F is a focus in percents (10, 20, 30, etc)




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