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	<id>https://vgaplanets.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maddox</id>
	<title>VGA Planets Wiki - User contributions [en]</title>
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	<updated>2026-06-16T18:43:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://vgaplanets.org/index.php?title=Mass&amp;diff=2745</id>
		<title>Mass</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Mass&amp;diff=2745"/>
		<updated>2012-07-16T01:20:18Z</updated>

		<summary type="html">&lt;p&gt;Maddox: /* Mass */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mass =&lt;br /&gt;
Mass specifically is a measure of weight and volume in space and represents a measure of inertia. &lt;br /&gt;
more mass generally constitutes larger or more densely packed items. Any ship or cargo within the game has mass. &lt;br /&gt;
Megacredits have a negligible mass. &lt;br /&gt;
&lt;br /&gt;
The larger a ship&#039;s mass, the more [[Fuel]] is required to move the ship (increasing the cost of acceleration and deceleration).&lt;br /&gt;
&lt;br /&gt;
===Kilotons===&lt;br /&gt;
Kilotons are the units of measure for mass. More kilotons is more mass. Anything with a weight in kilotons is Mass. Kiloton is often abbreviated with &#039;&#039;&#039;KT&#039;&#039;&#039; or &#039;&#039;&#039;kt&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Maddox</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Mass&amp;diff=2744</id>
		<title>Mass</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Mass&amp;diff=2744"/>
		<updated>2012-07-16T01:19:37Z</updated>

		<summary type="html">&lt;p&gt;Maddox: /* Mass */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mass =&lt;br /&gt;
Mass specifically is a measure of weight and volume in space and represents a measure of inertia. &lt;br /&gt;
more mass generally constitutes larger or more densely packed items. Any ship or cargo within the game has mass. Megacredits negligable mass. The larger a ship&#039;s mass, the more [[Fuel]] is required to move the ship (increasing the cost of acceleration and deceleration).&lt;br /&gt;
&lt;br /&gt;
===Kilotons===&lt;br /&gt;
Kilotons are the units of measure for mass. More kilotons is more mass. Anything with a weight in kilotons is Mass. Kiloton is often abbreviated with &#039;&#039;&#039;KT&#039;&#039;&#039; or &#039;&#039;&#039;kt&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Maddox</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Fighter&amp;diff=2743</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Fighter&amp;diff=2743"/>
		<updated>2012-07-16T00:56:04Z</updated>

		<summary type="html">&lt;p&gt;Maddox: /* Fighters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fighters ==&lt;br /&gt;
Fighters are small one-man craft capable of either killing each other or damaging the enemy ship. Often fighters represent a late-game strength with their ability to significantly damage other capital ships.&lt;br /&gt;
&lt;br /&gt;
== Fighter costs ==&lt;br /&gt;
There are three ways to build fighters. In any case, fighters cost 3 [[tritanium]] and 2 [[molybdenum]].&lt;br /&gt;
&lt;br /&gt;
=== Starbase ===&lt;br /&gt;
Fighters may be built at a [[starbase]] for 100 [[megacredits]]. Any race can build fighters at a starbase.&lt;br /&gt;
&lt;br /&gt;
[[The Evil Empire]] has the ability to build &#039;&#039;free&#039;&#039; fighters at each starbase.  At no additional costs beyond the base minerals an Imperial [[starbase]] will build 5 fighters per turn.  It is unknown at this time if [[VGA Planets Nu]] will allow individual games to configure the amount of fighters built on starbases every turn. &lt;br /&gt;
&lt;br /&gt;
=== Carrier ===&lt;br /&gt;
[[The Robotic Imperium]], [[The Rebel Confederation]], and [[The Missing Colonies of Man]] can build fighters in space onboard carriers at the additional cost of 5 [[supplies]] each.&lt;br /&gt;
&lt;br /&gt;
The Robots and Colonies must load the required cargo (3 tr, 2 mo, 5 sp) and have their ships mission set to &#039;&#039;&#039;Build Fighters&#039;&#039;&#039;. The Rebels will build fighters regardless of ships missions as long as a carrier has the necessary cargo onboard to build the fighters.&lt;br /&gt;
&lt;br /&gt;
Any of the races in this section can also use the &#039;&#039;&#039;lfm&#039;&#039;&#039; [[Friendly Codes|friendly code]] to automatically load and build fighters.&lt;br /&gt;
&lt;br /&gt;
== Damage assessment ==&lt;br /&gt;
The fighter&#039;s base damage and kill rating is 1. However, the fighter can shoot 7-9 times before returning to its carrier.&lt;br /&gt;
&lt;br /&gt;
Fighters can deal a lot of damage this way, but are easy to shoot down with [[beams]]. Due to the minimum damage requirements imposed, fighters work best against massive ships.&lt;br /&gt;
[[category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Maddox</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Ship_Movement&amp;diff=2733</id>
		<title>Ship Movement</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Ship_Movement&amp;diff=2733"/>
		<updated>2012-07-04T16:13:29Z</updated>

		<summary type="html">&lt;p&gt;Maddox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ships can move only when loaded with sufficient [[Fuel]] and when outfitted with engines capable of making the journey. The high technology used for the engines results in better fuel efficiency, especially with regards to faster speeds.&lt;br /&gt;
&lt;br /&gt;
The amount of fuel required is based upon the total mass of your ship and all its cargo. &lt;br /&gt;
&lt;br /&gt;
There are three ships in the game that have [[GRAVITONIC ACCELERATORS]].&lt;br /&gt;
These are the  Meteor Class Blockade Runner, the BR4 Gun Boat and the BR5 Kaye Class Torpedo Boat. These three ships travel at a rate of twice that of a normal ship. At warp factor 9 these ships will travel 162 light years in one turn.&lt;br /&gt;
&lt;br /&gt;
There are also 3 ships that possess a [[Hyperdrive]]. The PL21 Probe(Evil Empire), B200 Class Probe (Cyborg), and Falcon Class Escort (Rebels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tables taken from Infolist v3.1 created by Eden Tan.&lt;br /&gt;
&lt;br /&gt;
== Normal Movement Formula ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Normal_x = rnd(warp^2/(way_x^2 + way_y^2) * way_x) - .5&lt;br /&gt;
Normal_y = rnd(warp^2/(way_x^2 + way_y^2) * way_y) - .5&lt;br /&gt;
&lt;br /&gt;
NOTE: These formulas are correct for approximately 90% of movements &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hyperjump Formula ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
final_x = ERND(x+350*dx/ERND(sqrt(dx^2+dy^2)))&lt;br /&gt;
final_y = ERND(y+350*dy/ERND(sqrt(dx^2+dy^2)))&lt;br /&gt;
&lt;br /&gt;
NOTE: ERND() is a rounding function which rounds normally to the nearest &lt;br /&gt;
      integer, except when the the number to be rounded ends in exactly 0.5.&lt;br /&gt;
      Then, it rounds to the nearest even number, e.g. 8.5 rounds to 8 and&lt;br /&gt;
      9.5 rounds to 10.  The innermost ERND() can be just a simple RND()&lt;br /&gt;
      (round to nearest integer) since the square root of an integer will&lt;br /&gt;
      never end in 0.5.  Formula courtesy of Andrew Sterian.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maddox</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Neutronium&amp;diff=2732</id>
		<title>Neutronium</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Neutronium&amp;diff=2732"/>
		<updated>2012-07-04T16:10:12Z</updated>

		<summary type="html">&lt;p&gt;Maddox: /* Neutronium as a Fuel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Neutronium as a Fuel =&lt;br /&gt;
All [[starships]] use neutronium for fuel. Neutronium is a superdense material found at the core of many [[planets]]. It is also known as &amp;quot;neutronic&amp;quot; fuel. Fuel is millions of times denser than common elements such as lead or gold. The fuel must be stored in a very powerful inertial damping field to prevent [[damage]] to the [[starship]]&#039;s superstructure. The amount of fuel that a [[starship]] can carry is limited by the strength of the inertial damping field only and not the [[cargo]] room available on the [[ship]].&lt;br /&gt;
&lt;br /&gt;
Fuel is expended whenever a ship is given an order to [[Ship Movement|move]], is cloaked, or other similar circumstance.&lt;br /&gt;
&lt;br /&gt;
== Zero Fuel ==&lt;br /&gt;
[[Starships]] without fuel cannot attack enemy [[ships]]. Enemy [[ships]] are not allowed to attack [[ships]] that are out of fuel, due to the treaty of Nimbus 7. The treaty states &amp;quot;&#039;&#039;&#039;No ship may attack or destroy a ship that is out of fuel. Such ships are helpless and unable to protect themselves. Destroying helpless ships would be a tragic and senseless loss of life.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Starships without fuel cannot [[cloak]] or perform most [[missions]].&lt;/div&gt;</summary>
		<author><name>Maddox</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Neutronium&amp;diff=2731</id>
		<title>Neutronium</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Neutronium&amp;diff=2731"/>
		<updated>2012-07-04T16:09:50Z</updated>

		<summary type="html">&lt;p&gt;Maddox: /* Neutronium as a Fuel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Neutronium as a Fuel =&lt;br /&gt;
All [[starships]] use neutronium for fuel. Neutronium is a superdense material found at the core of many [[planets]]. It is also known as &amp;quot;neutronic&amp;quot; fuel. Fuel is millions of times denser than common elements such as lead or gold. The fuel must be stored in a very powerful inertial damping field to prevent [[damage]] to the [[starship]]&#039;s superstructure. The amount of fuel that a [[starship]] can carry is limited by the strength of the inertial damping field only and not the [[cargo]] room available on the [[ship]].&lt;br /&gt;
&lt;br /&gt;
Fuel is expended whenever a ship is given an order to [[move|Ship Movement]], is cloaked, or other similar circumstance.&lt;br /&gt;
&lt;br /&gt;
== Zero Fuel ==&lt;br /&gt;
[[Starships]] without fuel cannot attack enemy [[ships]]. Enemy [[ships]] are not allowed to attack [[ships]] that are out of fuel, due to the treaty of Nimbus 7. The treaty states &amp;quot;&#039;&#039;&#039;No ship may attack or destroy a ship that is out of fuel. Such ships are helpless and unable to protect themselves. Destroying helpless ships would be a tragic and senseless loss of life.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Starships without fuel cannot [[cloak]] or perform most [[missions]].&lt;/div&gt;</summary>
		<author><name>Maddox</name></author>
	</entry>
	<entry>
		<id>https://vgaplanets.org/index.php?title=Ship_Movement&amp;diff=2730</id>
		<title>Ship Movement</title>
		<link rel="alternate" type="text/html" href="https://vgaplanets.org/index.php?title=Ship_Movement&amp;diff=2730"/>
		<updated>2012-07-04T16:08:51Z</updated>

		<summary type="html">&lt;p&gt;Maddox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ships can move only when loaded with sufficient [[Fuel]] and when outfitted with engines capable of making the journey. The high technology used for the engines results in better fuel efficiency, especially with regards to faster speeds.&lt;br /&gt;
&lt;br /&gt;
The amount of fuel required is based upon the total mass of your ship and all its cargo. &lt;br /&gt;
&lt;br /&gt;
There are three ships in the game that have [[GRAVITONIC ACCELERATORS]].&lt;br /&gt;
These are the  Meteor Class Blockade Runner, the BR4 Gun Boat and the BR5 Kaye Class Torpedo Boat. These three ships travel at a rate of twice that of a normal ship. At warp factor 9 these ships will travel 162 light years in one turn.&lt;br /&gt;
&lt;br /&gt;
There are also 3 ships that possess a Hyperdrive. The PL21 Probe(Evil Empire), B200 Class Probe (Cyborg), and Falcon Class Escort (Rebels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tables taken from Infolist v3.1 created by Eden Tan.&lt;br /&gt;
&lt;br /&gt;
== Normal Movement Formula ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Normal_x = rnd(warp^2/(way_x^2 + way_y^2) * way_x) - .5&lt;br /&gt;
Normal_y = rnd(warp^2/(way_x^2 + way_y^2) * way_y) - .5&lt;br /&gt;
&lt;br /&gt;
NOTE: These formulas are correct for approximately 90% of movements &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hyperjump Formula ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
final_x = ERND(x+350*dx/ERND(sqrt(dx^2+dy^2)))&lt;br /&gt;
final_y = ERND(y+350*dy/ERND(sqrt(dx^2+dy^2)))&lt;br /&gt;
&lt;br /&gt;
NOTE: ERND() is a rounding function which rounds normally to the nearest &lt;br /&gt;
      integer, except when the the number to be rounded ends in exactly 0.5.&lt;br /&gt;
      Then, it rounds to the nearest even number, e.g. 8.5 rounds to 8 and&lt;br /&gt;
      9.5 rounds to 10.  The innermost ERND() can be just a simple RND()&lt;br /&gt;
      (round to nearest integer) since the square root of an integer will&lt;br /&gt;
      never end in 0.5.  Formula courtesy of Andrew Sterian.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maddox</name></author>
	</entry>
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