Ships How to calculate speed?

I have found an odd formula that works for all 6A engines. Or maybe just max engines for a given ship... It even works with incorrect data like the mass of the engines as long as you only use the basic weight for A,E,C classes in place of the given formula. It even sometimes works as far as basic rounding rules work. Or it appears too. Can't figure out why. Maybe it uses variables like jump range with class modifiers that come out to the same things somehow.

This will give you the laden speed every time for a given ships maximum engine class. And it works for all engines regardless of mass. At least for the max engine class per ship. Or maybe just the few ones I've tried it with.

Example: Krait Mk II 6A
1. Divide the engine max and min(Always same as optimal) by the 20% range of the bonus.
1440/20= 72
2. Then subtract the minimum from the actual mass assuming a normal engine mass.
748-720= 28
3. Then divide the 2nd number by the first to get the number of percentages from the difference in mass.
28/72= 0.38888888888888888889
4. Then multiply this by 2.
0.38888888888888888889*2= 0.77777777777777777778
5. And subtract from the max bonus.
116-0.77777777777777777778= 115.22222222222222222222
6. Then multiply this by the base speed of the ship. Either number divided by 100.
240*1.1522222222222222222222= 276.53333333333333333333
or:
2.4*115.22222222222222222222= 276.53333333333333333333

This example has a slight rounding error. But other times it's not. It's very close for some reason even though the logic doesn't make sense under the circumstances.This seems to work for all ships and all classes regardless of mass as long as it's the max engine. Even when the mass of the engine is replaces with the default mass for the class.

This seems to get the laden speed of the ship.

Krait Mk II 6B <- B engines work with default mass of the class. And without a rounding error.
1320/20= 66
748-660= 88
ans/66= 1.33333333333333333333
ans*2= 2.66666666666666666667
113-2.66666666666666666667= 110.33333333333333333333
ans*2.4= 264.79999999999999999999

Krait Mk II 6C <-C engines don't need a multiplier of 2...
1200/20= 60
148/60= 2.46666666666666666667
110-2.46666666666666666667= 107.53333333333333333333
ans*2.4= 258.07999999999999999999

Krait Mk II 6D <- Now you divide by 2 instead!
1080/20= 54
724-540= 184
ans/54= 3.40740740740740740741
3.40740740740740740741/2= 1.7037037037037037037
106-1.7037037037037037037= 104.2962962962962962963
ans*2.4= 250.31111111111111111112

Krait Mk II 6E <- Reduce the number by 3/4's or *0.25!

960/20= 48
748-480= 268
ans/48= 5.58333333333333333333
5.58333333333333333333*.25= 1.39583333333333333333
103-1.39583333333333333333= 101.60416666666666666667
ans*2.4= 243.85000000000000000001

To get engineered speeds you simply seem to need to multiply by things like 1.456 for dirty drag drive 5. Or whatever the direct multiplier is.

Any idea what the full correct formula is? This seems to give the generalized modifier amounts. But not the specifics.And why is the 6A slightly above the rounding amount? I'm assuming it's like the Jump range formulas and it's little multipliers and this one is slightly over or something.

Or is this from the difference in the range of the bonus from optimal compared to the even range of mass from the optimal and how it relates to the bonus and I'm just happening to find circumstances where this works? Most of which is at the extreme low range and thus max bonus. I think this doesn't work for the 5A's and it's at a different range changing the multiplier.

I'm assuming the B is intentionally designed to have the mass difference equal to the same performance as the A version and equal the mass to the max bonus difference. And hence why the base mass can be used with the same formula to get the correct answer.

I wonder how that works compared to fully engineered version. Does it carry through evenly? Not sure how that works out given it's a straight simple multiplier. I would think it would.

Python 6A <- Same max class and on the lower end of the mass range.
1440/20= 72
778-720= 58
ans/72= 0.80555555555555555556
ans*2= 1.61111111111111111111
116-1.61111111111111111111= 114.38888888888888888889
2.3*114.38888888888888888889= 263.09444444444444444445

Type10 7E <- Doesn't quite work. I'm assuming I'm missing something about the % range variance.
1440/20= 72
1758-720= 1038
ans/72= 14.41666666666666666667
ans*.25= 3.60416666666666666667
103-3.60416666666666666667= 99.39583333333333333333
1.8*99.39583333333333333333= 178.91249999999999999999 <- Should be 176.
 
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I'm trying to figure out fantasy ships. So, I'm trying to figure it out to use made up masses and ship designs. And other things about performance in general.
 
That will take forever. 8)

Plus this helps pass the time. I do this over playing atm.

Anyone know how to account for the variance of % in the bonus? I'm assuming it's very straight forward. But I don't know how to do the math.
 
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