X1X calculation force
x1*x2=c/a,x1+x2=-b/a
x1²+ x2²=( x1+x2)²- 2x1x2 1/x1²+ 1/x2²=( x1²+ x2²)/ x1x2,x1³+ x2³=( x1+x2)(x1²- x1x2+x2²) And so on. Weida theorem: the sum of two is equal to - B / A, the difference of two is equal to C / A, X1 * x2 = C / A, X1 + x2 = - B / A. Veda's theorem explains the relationship between the root and coefficient in quadratic equation of one variable
extended data:
precautions:
in all solutions of quadratic equation of one variable, only formula method does not deform the equation, but directly calculates the root of the equation by introcing quadratic coefficient, primary coefficient and constant term into the general form
In fact, the root formula reflects the relationship between the root and coefficient of quadratic equation with one variable, but this relationship is more complex. It also derived a simple formula to express the sum and proct of twopay attention to the application of the inverse theorem of Weida's theorem: the application of Weida's theorem is relatively skilled, but the application of the inverse theorem is relatively unfamiliar. In fact, the application of the inverse theorem is no less than the application of the theorem, and its function is to construct a quadratic equation of one variable and create conditions for solving problems
x1 x2=c/a> x1/a
x1/a
x1x2=c/a
Basic effective antiaircraft gun algorithm of burning chariot
in fact, it was not intended to consider antiaircraft gun at the first time, because there was no accurate scale, so it was like X1 in fantanli. 5
X2, X3, X4 and other fixed angle algorithms are not easy to use, so I want to use fixed angle to calculate force, fix an angle and calculate the power of firing. After the experiment, I found that the fixed angle and the influence coefficient of wind are too troublesome to calculate, so I'm lazy. Think about it as Antiaircraft Artillery:) ha ha
the antiaircraft artillery of this game is very interesting, I pondered it, Now although I can't compare with Fantan's 95% hit rate, it's still no problem to reach 80%. It should be better to study for a while
antiaircraft guns need to be calculated (and it is not ruled out that indivial antiaircraft guns are located by eyes). Since they need to be calculated, they need to have calculable data. Let me first give you the formula: first, you face the enemy's antiaircraft gun 90 + (-) wind distance
and then back to the enemy's antiaircraft gun 90 + distance + (-) wind
now let's talk about several concepts to be used in the antiaircraft gun formula:
1. Wind:
in this game, the full wind is 16 degrees, and you should watch carefully when the wind changes, Generally, a small change is to move your angle pointer, that is, 1 degree. Wind change a big grid is generally 2 degrees, to see clearly
2. Distance:
the distance here refers to the distance between your chariot and the opponent's chariot. Here, we need to introce the concept of screen distance. The so-called screen distance, in short, refers to your display screen visible part of the leftmost to rightmost. In the game, it means to put your chariot at the muzzle of the leftmost chariot you can see. If the body of the enemy chariot is just in the rightmost visible part of the screen, at this time, your chariot and the enemy chariot are called a screen distance Similarly, if the enemy is only half a screen away from you, it is half a screen; If it is out of a screen, you should first see the position of a screen, and then move the screen forward to see how many screens it is different from The angle of the chariot:
in the game, the angle of the chariot does not seem to have scale, but when your chariot muzzle is directly above, that is, the position of the line in the middle of the big circle, it is 90 degrees (about because there is a 0.5), and the big circle is divided into 8 squares, one is 22. Five degrees. Your pointer moves one degree. In this way, try a few more times, you can roughly distinguish the position of 50, 60, 70, 80 in the circle. Since these are clear, it's easy to find others But because there's a zero. 5, so if you want to be accurate, you need more practice)
let's make these concepts clear, and let's talk about the calculation of anti-aircraft guns
in the game, all chariots have a basic screen distance, which is the 8 I mentioned above (here I mean the approximate screen distance), because the firing power of all chariots in this game is basically the same, so it can only be said that all chariots can be calculated according to this (but for experts, I use Beibei to clearly know the screen distance of each kind of chariot, Because crazy tanli is the benchmark of all cars, I dare to use Beibei. However, each kind of car has an error from 0:00 to 1:00, which is much better than Fantan. Each kind of car is different, and the flashing screen distance is still 5. 25 sweat
let me give you a few examples
forward antiaircraft gun:
1. When the distance between the enemy and us is exactly one screen (that is, 8) and the wind is half (8) against the wind, apply the formula:
90 wind distance, that is, 90-8-8 = 74, then you can adjust your angle to 74 OK Add or subtract 1 when the wind is over 10, and add or subtract 2 when the wind is over 15. However, when the screen spacing exceeds one screen, it needs to be reced by 1. In addition, for the problem of altitude difference, we will not explain it here)
2. The formula of half windward application of the enemy and our screen: 90 + wind distance, that is, 90 + 8-8 = 90
reverse antiaircraft gun:
1. The formula of half windward application of the enemy and our screen: 90 + distance, that is, 90 + 8-8 = 90
2 The formula: 90 + distance + wind, that is: 90 + 8 + 8 = 106
note: anti gun regardless of wind, need + 1, that is, the above 90 should be 91, 106 should be 107 (in fact, it can also be ignored, after all, the game has no scale, sometimes it can be calculated roughly)
the above four examples are all very easy to calculate, but it is generally not so convenient in actual combat, But the formula is dead. We just need to apply it. As long as we calculate more, we will be accurate after a long time
(there are many problems in the algorithm of antiaircraft gun, such as the problem of the same angle, the problem of the elevation difference, the problem of the screen difference, and so on. What I write here is the most basic algorithm that is easy to accept and not too troublesome)
fire
operation difficulty + +
in various attributes
weapon 1: the damage to the ground caused by shells belongs to the upper middle class, Attack more than 50-60.
formula for finding the root of quadratic equation with one variable:
two x1, X2 =
[- b] ± √ (b ^ 2-4ac)] / 2A
Weida theorem:
two x1, X2 have the following relations:
X1 + x2 = - B / A, X1 * x2 = C / A
= X1 ^ 2 + x2 ^ 2-2x1x2
= X1 ^ 2 + x2 ^ 2 + 2x1x2-4x1x2
= (x1 + x2) ^ 2-4x1x2
the value of x1-x2 can be calculated by the following formula (just can't determine whether it is positive or negative)
x2
is a non negative number)
∫
(√ X1
- √ x2) &< br />≥
0
∴
x1
-
2√(x1x2
+
x2
≥
0
∴
x1
+
x2
≥
2√x1x2
∴
x1
+
x2/
2 ≥ √x1x2
take it. Thank you
X1 square + x2 square is indirectly expressed by (x1 + x2) square - 2x1x2.
X1 + x2 = - B / a
extended materials:
mathematics is a discipline that studies the concepts of quantity, structure, change, space and information, and belongs to a kind of formal science from a certain point of view. Mathematicians and philosophers have a series of views on the exact scope and definition of mathematics
In the development of human history and social life, mathematics also plays an irreplaceable role, and is also an indispensable basic tool for learning and studying modern science and technology reference: network univariate quadratic equation