You are The Hermit
Prudence, Caution, Deliberation.
The Hermit points to all things hidden, such as knowledge and inspiration,hidden enemies. The illumination is from within, and retirement from participation in current events.
The Hermit is a card of introspection, analysis and, well, virginity. You do not desire to socialize; the card indicates, instead, a desire for peace and solitude. You prefer to take the time to think, organize, ruminate, take stock. There may be feelings of frustration and discontent but these feelings eventually lead to enlightenment, illumination, clarity.
The Hermit represents a wise, inspirational person, friend, teacher, therapist. This a person who can shine a light on things that were previously mysterious and confusing.
What Tarot Card are You?
Take the Test to Find Out.
А так же вот еле нашел Eve Combat log analyser
[ 2005.10.26 06:40:08 ] (notify) Autopilot engaged
[ 2005.10.26 06:40:30 ] (notify) Autopilot approaching stargate
[ 2005.10.26 06:40:41 ] (notify) dying willow: You have foolishly engaged in criminal activity within sight of sentry guns and must suffer the consequences.
[ 2005.10.26 06:40:42 ] (combat) <color=0xffbb6600>dying willow <TSDS>(Armageddon) hits you, doing 151.0 damage.
[ 2005.10.26 06:40:42 ] (combat) dying willow <TSDS>(Armageddon) lands a hit on you which glances off, causing no real damage.
[ 2005.10.26 06:40:42 ] (combat) <color=0xffbb6600>dying willow <TSDS>(Armageddon) hits you, doing 120.6 damage.
[ 2005.10.26 06:40:43 ] (notify) Autopilot jumping to Chamume
[ 2005.10.26 06:40:43 ] (combat) <color=0xffbb6600>dying willow <TSDS>(Armageddon) lightly hits you, doing 93.5 damage.
[ 2005.10.26 06:40:43 ] (combat) <color=0xffbb6600>dying willow <TSDS>(Armageddon) aims well at you, inflicting 87.3 damage.
[ 2005.10.26 06:40:44 ] (None) Jumping to Stargate (Gemodi) in Chamume solarsystem
The capacitor is mostly complicated because we don't really know the recharge rate curve. We know how long it takes for a capacitor to recharge fully and we know how much power it can give when it's fully but we don't really know what happens in between, that is until now.
Many of you have probably thought that the curve is of the familiar exponential form:
C = C0(1-exp(-tau*t))
Well it's close but doesn't quite describe it though. According to the exponential curve we would have optimal recharger at time 0 but according to my experience it is more when the capacitor is at about 30%-40%. I tried a similar curve of the form:
C = C0(1-1/cosh(tau*t))
And that one fitted like a glove. I can understand that you are hesitant to take my word for it but to further prove my point take a look at this picture. The broken line is when I tried to fit the exponential curve but the solid line is the cosh line. The lines are very similar and that is no coincident as cosh(x) function is defined:
cosh(x) = 1/2(exp(x) + exp(-x))
Now you are probably wondering what the hell tau is. Well it's just a time constant which determines how fast your cap recharges. As you might imagine it is dependant on T the recharge time. To be more exact it is of the form:
tau = k/T
where k = 4.8 according to my measurements.
Taking the tangent of the curve on the figure above would give us the recharge rate. You can see the recharge rate curve with the capacitor curve on this figure. The figures were made on a hypothetical ship that has 100 cap and 100 charges on 100 seconds. Does that mean that this hypothetical ship can maintain a module that uses over 2 cap per second. Well not exactly. The top that is close to 2.5 cap per second is just an instantanious recharge rate. When dealing with modules and their usage we have to plot a curve over period of time. For example to see how much a cap recharges over given period of time. I plotted a few of those curves which you can see here. The curves are of the form.
C0(1-1/cosh(tau(t-t0)) - C0(1-1/cosh(tau*t)) = C0(1/cosh(tau*t)-1/cosh(tau(t-t0)))
Where t0 is 1, 2, 4, 8, 12 where 12 is for the top curve and 1 is for the lowest curve. So for example if a module has 12sec in activation time this ship could maintain it as long as it had under 27 cap in activation cost and that would be when the capacitor were 20 seconds from being empty which would be when the cap is around 32%.
The graph I've shown you are kind of useless for practical purposes as we don't know what time it is since the the cap was empty. And since we are always activating modules it's impossible for us to know. A much more useful curve is one that shows capacitor recharge as a function of the state of the capacator. You can see that curve here
As can be seen from that figure the capacitor has the maximum recharge when it is about 30% full.
What does this all mean then and how can you benefit from it. Well you can already benefit from knowing when the capacitor is at maximum recharge and can use that to your advantage. Another useful thing is to compare modules. I used a Moa as a model, why you might ask, well I really really like that ship. It has 1100 cap and recharge time 393sec. I plotted a number of cap-cap recharge curves. You can see the figure here. I did not apply any skill to my numbers and I used only tech 1 modules. The cap battery is medium cap batter I which gives 240 cap.
I hope this research can be of use to anyone.
http://myeve.eve-online.com/ingameb
Итак - Propulsion Jamming
Эти модули противодействуют уходу противника в варп.
Модули бывают 2х видов - Warp Scrambler i Warp Desruptor (устанавливаются в Med Slot). Scrambler имеет силу 2 дистанцию 7.5 км Desruptor сила 1 дистанция 20 км
Модуль противодейтвия - Warp Stabilization - сила 1.(устанавливается в Low)
А теперь как это все работает ;). Любой корабль без модулей имеет warp stabilization 1 что значит при установке 1 Warp Staba будет иметь stab=2 что позволит улететь от корабля с 1 warp disruptorom na 20km но 1 warp scrambler s 7.5km удержит вас. Пример - у вас 2 warp staba - сила 3 . человек удержит вас от варпа только поставив себе в мед слоты 2 warp scramblera (сила 4) с 7.5 км (есть еще T2 warp stabi - у них сила 2 - но это пока не про нас ).
Вобщем у меня мнение по поводу всего этого такое - при соло полетах в ситемах ниже 05 - 2 warp staba практичестки обязательны на нашем уровне прокачки так как 1-1 мы проиграем в PvP v 90% случаев. В полете в ганге имхо наооборот - нам нужен ориентированный на использование Warp Scrambleroв и Webrifters (aka сетка) таклер - живучий фригат-круизер заточеный на оптимал 5-10км и/или максимально затанкованый для живучести) так как сейчас бы уже представляем нормальные для нашего уровня ганга DPS - но кого либо убить в PVP мы будем не в состоянии так как жертва просто уйдет в варп. Кстати эффект от Warp Scramblerov складывается - тоесть несколько кораблей могут удерживать 1.
P.S все это было вызвано встречей Вадда в 03 с ганкером на Vexore - галленте крузак заточенный под дроны. Обращаем внимание что у него 3 мед слота тоесть мне кажется что у него могло быть только максимум 2 warp scramblera а скорее всего 1 warp scrambler i 1 setka (имхо более часто встречающися PvP setup) тоесть 2 WCS pozvolili bi уйти в варп и избежать атаки этих злобных дронов.
P.S когда офф сайт починят - есть возможность загружать скиллы из интернета.
вот еще ссылка на офф форуме - некий сборник фиттингов для кораблей
PSS - а вот с какой скоростью можно летать на фригате )))
ссылка на форум - вот
и пара фоток из еве
( Каддилак Ska )
( Franko - have target )
( and don't :) )
( Drone )
g"I have made very real, very substantial offers. I know Pavel has an opportunity to play in Russia, and I don't know what they're paying, so I don't know what I'm negotiating against. I don't feel I should negotiate against it anyway."
Holland has offered deals of one, three, four and five years to Datsyuk, while staying away from two-year deals. Datsyuk would be an unrestricted free agent in two years.
"He was exceptionally good with (the media)," Clarke says. "Sometimes we wished he would have thought a little bit more before he said some things, but at no time did he not give to this team. He was not a taker."
EFFECT: Clarke¹s work looks nice on paper, but eight games into the season, an errant sneeze tears Forsberg's rib cartilage, sidelining him for months. Things don't get better when, as the crackdown on obstruction proves genuine and lasting, Hatcher's lack of speed becomes so pronounced, he is able to defy science and travel backwards through time.
On the bright side, Clarke uses Hatcher's newfound superpowers by piggybacking on the defenseman's shoulders and returning to the Roenick press conference, where he manages to bite his tongue.

