You might want to recheck that maths:
It doesn't give the correct answers.
I have seen a similar equation before, but it did not give the correct values either.
Do you mean 'exactly correct' or do you mean 'in the right ballpark'? For 'exactly correct', someone would probably have to decompile the source.
Oh look, someone did. And that works perfectly, according to my tests just now.
If you meant "I got like 2 or 3 million e/sec and really shouldn't have," are you sure your parens were in the right place? Because that can completely frak it up. It happened to me several times. If you mean "IT'S NOT COMING OUT RIGHT" and you put in the number of blocks where you should have put in the xlen+ylen+zlen or vice versa, that would be your fault.
The last thing I did was this:
{179*3, 178*3, 177*3, 176*3, 42, 5} -> x: (1/(1+(1.000696)^(sum(-(x/3)^(1.7))*.333))-.5)*2000000+25*(sum(x)-2*dim(x))
Representing the power generators which I have set up in this construction at the moment.
The answer I received was 1050057.1038168. In StarMade's build mode I see 1050057.1 e/sec. (Apparently the 1+ is for the core's 1 e/sec)
Ore tiers can only go down via mineral separator, there's no way to make it go up.
Actually, I recall that a certain "PlexRecycler" block or somesuch can make mineral level go up, which would mean that one could make stupid money by buying L4s and selling as L5s.
Anyways, did we end up agreeing on sectors that would be open-PvP, or did that idea get scrapped?
The PlexRecycler appears to do nothing at all as far as I can tell, and I think you agreed on 10,10,10 to 20,20,20?
Max: I like what you had up until Frigate, but that's where you lost my approval. Everything from that point on felt and sounded completely wrong to me, but then, I suppose you can call your ships of the wall frigates and your planetoids dreadnoughts if you really want to.
So if you are thinking that battleships need to be 50,000 mass, well, I disagree. But let's discuss what shield regen and damage values, and ship dimensions, you are expecting for these ship classes, because I think those (particularly shield and damage, not so much dimension, because you can, at least on paper, make a mind-bogglingly powerful ship in 200x200x200, as I will show in a minute) are the real factors which determine how capable a ship is, not mass. If the blockconfig is modified so that hardened hull is at 75% and its HP raised (although this causes issues with existing blueprints - their HP is stored in the blueprint), it helps as well, but otherwise AMCs go through hardened hull just like they do regular hull. You probably don't want to do that because all the hardened hull on the server will suddenly appear 'damaged' and it will bug the hell out of (probably) everyone (and re-rezzing the ship from catalog won't fix it).
So getting back to my point. My largest and most powerful ship at this time, which I named Warmonger, (I don't have it on the bay12 server currently) has a mass of 7004.2, a length of 72m, height of 45m, width of 96m, max energy of 2.192 million, energy regen of 909,240.1 e/sec, is somewhat slow (thrust of 1728), heavily armored in hardened blue hull (with angled pieces and so on), and has max shields of 150,068 and shield regen of 54,982 s/sec.
Its AMCs are capable of around 189,000 DPS, it has nineteen SD-BB missile launchers which each do 223 damage with a blast radius of 16.2, a speed of 2.4, a reload time of 22.4, and a single heatseeker missile that I added last night to test if it would seek cloaked and radar stealthed ships (it did not), and it has 10 turret mounts, and the standard (terrifying but ugly) turret which I designed for it is a massed-fire fighter-slaughtering weapon which does approximately 9934 DPS on its own (per turret), is self-powering (with more power than it needs), and is designed with hardened armor which takes damage and is periodically lost over combats (and can be replaced along with any lost AMCs) rather than having what weakass shields could fit on a turret and be easily disabled by a good fighter pilot. I have yet to get a real test of shielded turrets versus armored turrets against capital ships, though, and fighters die too quickly to do anything. It's only when I fight capital ships that the turrets get damaged, and my suspicion was that those would punch straight through turret shields regardless of how good they were, and then shred unarmored turrets like a cat shredding toilet paper, but I have yet to make an identical-except-for-using-shields-instead-of-armor set of turrets and swap them out and go hunting for pirate bc304s (which are rapidly being driven extinct as they have been removed from the list of ships the pirates can use).
I had noted that Warmonger had fallen into the 'dreadnought' area on all three of the existing scales, and it is quite deadly. It is clearly not a superdreadnought, however, as there are larger and more powerful ships beyond dreadnought, which I would term superdreadnought and planetoid, personally, and likely classify based on shield regen.
But 54k s/sec feels low for a dreadnought, to me. Probably more like a battleship or battlecruiser. It has impressive firepower, but does four times as much damage with AMCs alone as its shield regen rate.
If you're wondering how it looks:
An early in-development version:
http://puu.sh/3tjRAThe version in service, taken yesterday (with turrets with battle damage):
https://dl.dropboxusercontent.com/u/26452959/warmonger.jpgI made some prettier turrets, but they only had 18% of the DPS that those do, and didn't have anywhere near the saturation ability. Two are mounted now so I can see how they do (badly, apparently, they seem to track more slowly too for some reason), and they weren't in either of those screenshots.
Both images actually have the ship upside-down, but there's no up in space. (But then, why can't I do a roll around my forward axis in my spacesuit?)
So what I think is the upper cap on ship capabilities: From what I have heard, there is a 5 million shields/sec regen cap. Now some easy math will show that this is possible to fit in a 200x200x200 ship and still have a bunch of space left, by which I mean "It's only 32% of the space!"
You can figure out fairly easily, for example, that you can hit the 5 million s/sec regen cap well inside 200x200x200. A 160x125x125 box of shield generators would be enough to do it. Of course, that's 2.5 million shield generators. With default pricing and buying direct from the catalog it would cost 687,500,000 million credits, but getting that much money with default settings isn't hard at all. Getting it with altered settings, well, I've done that already. Alas, the price has been raised to 5000 credits each on the server I play on, so my plan to RULE THE UNIVERSE may take a while. Amusingly, the prices all being jacked up are how I've been able to get so much cash so quickly there. Cloaking devices are set as 50,000 credits. I'm mass producing them and selling them at stores with low amounts of them for over 150,000 each (3.15x appears to be the maximum, 3.14x is what I was getting when they had a few but weren't out of stock).
So I'd have to figure that as the upper limit for ship capability. 5 million shield regen, if you can power it (Hit 1 million regen and then quit and make a big cube of power tanks? Will only work if you only have to be under fire a short time, otherwise the tank will probably drain, especially if it's trying to use 5 million e/sec to recharge). But 5 million power (assume the 1 million is needed elsewhere) divided by 25 is 200,000 energy units, and that's an order of magnitude easier to pull together than 2.5 million shield units. That's also divisible by 125 and 160 so it can just be stacked on top of the shield generators (160x125x10).
... and I'm probably going to attempt to do this now, but I should probably do it somewhere which isn't likely to reset soon-ish, which the server I'm on is.
Edit:I dug out the correct equation from the forum thread you posted:
where R is total power regen,
x, y, z are the box dimensions,
and p is the block count
Incorrect.A 1000x1x1 generator with the correct equation: 1,003,486 e/sec.
With that equation: 4,960,128.3 e/sec.
But it was obvious it was wrong without doing the math.