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Gimme Sake
State War Academy Caldari State
421
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Posted - 2016.08.29 10:29:30 -
[31] - Quote
EvE Physics.The universe is fluid and that's how tracking works when submerged. Tracking computers get flooded with the void of reason. Sometimes you find plankton; eat it, you'll need the proteins because you'll spend a lot of energy learning to shoot through the algaes.
"Never not blob!" ~ Plato
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Dornier Pfeil
Caldari Provisions Caldari State
18
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Posted - 2016.09.04 21:47:45 -
[32] - Quote
Ima Wreckyou wrote:More because "wrong physics". EVE is completely ignoring the change in of the velocity vector of the orbiting ship which changes this ships coordinate system in a way that the angular velocity of the orbited ship would indeed be zero.
And this is so sad too. It's one thing to give up that real world physics has any relevance to a game for the sake of playability but when they have gone 90% of the way to being accurate and in this specific instance the additional math is to just add the 'slew' rate of the shooter's velocity vector with respect to the line to target to the tracking of the turrets it's indeed frustrating to know how close they were. CCP's White Whale |
Bagatur I
GoonWaffe Goonswarm Federation
73
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Posted - 2016.09.05 10:41:57 -
[33] - Quote
from pure physics, or rather kinetics, point of you, whatever the situation is (webbed or not, both or just one, etc.), the relative velocities of one w/respect to the other and vice versa.
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BuntCakez
ZOMBIEBEACHPARTYPATROL
48
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Posted - 2016.09.05 15:50:03 -
[34] - Quote
Victoria Ewans wrote:Try this simulator. http://www.hostile.dk/files/eve/eve-tracking101.swf On page 4/5 of that guide, there is a simulator for the transversal velocity wich can be easily transformed into angular velocity: Angular velocity = Transversal velocity / distance between 2 ships Try it.
This is one of the most awesome resources ive ever seen for explanation AND calculation ^^.
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Blade Darth
Room for Improvement Limited Expectations
53
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Posted - 2016.09.05 16:15:52 -
[35] - Quote
Shae Tadaruwa wrote:Two ships. One angular. I saw that video now afraid to go into nullsec, brr...
It's the same, and, you can in fact "outtrack" yourself if moving too fast. Sometimes turning off prop mod off or even sitting still like a derp (0ms elite pvp) is better for dps application.
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Infinity Ziona
Pandemic Horde Inc. Pandemic Horde
2444
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Posted - 2016.09.06 10:54:02 -
[36] - Quote
Dornier Pfeil wrote:Ima Wreckyou wrote:More because "wrong physics". EVE is completely ignoring the change in of the velocity vector of the orbiting ship which changes this ships coordinate system in a way that the angular velocity of the orbited ship would indeed be zero. And this is so sad too. It's one thing to give up that real world physics has any relevance to a game for the sake of playability but when they have gone 90% of the way to being accurate and in this specific instance the additional math is to just add the 'slew' rate of the shooter's velocity vector with respect to the line to target to the tracking of the turrets it's indeed frustrating to know how close they were. CCP's White Whale The sig radius of your weapon (size of the gun) has somehow been connected to tracking as well which makes no sense at all.
When you look into the physics its not 90% done its a lot less. Take for instance:
Explosion velocity of:
EM missiles (should be speed of light) Thermal weapons (should be speed of light) Kinetic weapons (speed of projectile + thermal) Nuclear (Electromagnetic, X-ray, Gammy-ray..... speeed of light) Explosion velocities in space are actually not that important.
Then theres the smaller the ship less damage it takes which is nonsense. Imagine exploding a balloon filled with paint at zero distance next to a small wall. Now explode the same balloon with paint next to a big wall . Just as much paint on both objects as long as the object exploding is smaller than the wall. EvE imagines the explosion appears at maximum size while disregarding to get to the maximum size it has to expand into and through the object.
CCP Fozzie GǣWe can see how much money people are making in nullsec and it is, a gigantic amount, a shit-tonGǪ in null sec anomalies. Gǣ*
Kaalrus pwned..... :)
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Memphis Baas
1982
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Posted - 2016.09.06 12:07:35 -
[37] - Quote
EVE's math ignores spin, because ships are points.
See, normally, in order for your ship to orbit something, it has to continuously turn in order to achieve its circular flight path. In this particular scenario you would always observer the thing you're orbiting as being on your left (or right), thus no angular velocity.
However, EVE's math treats orbits like planetary orbits. The planet spins independently of its orbit. Earth is orbiting the Sun and we still observe the Sun rising and setting (angular velocity). As far as the EVE server is concerned, your ship manages to orbit another ship while always aligned "north." It would be strange to actually see in-game, like that, but that's the way it's calculated.
Thus, both ships have the same angular / transversal velocity, even if one is at 0 speed.
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Keno Skir
839
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Posted - 2016.09.07 00:34:26 -
[38] - Quote
I'm amazed this went so far past the first few posts.
Imagine a black square with a stationary white dot in the middle, and an identical white dot orbiting it. If you locked the view on the orbiting dot instead of the stationary one the image would look exactly the same but the other dot would be orbiting. I think that's about the simplest analogy i can throw up right now..
Gùï> 30 Day Buddy Trial + ISK Bonus & Starting Assistance <Gùï
Feel free to contact me regarding my posts, or my 30 Day EvE Buddy Trials \o/
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Hallvardr
85
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Posted - 2016.09.07 20:26:19 -
[39] - Quote
So, you're all saying that hull "A" is completely stationary with hull "B" target locked. As hull "B" orbits hull "A"'s guns are going to be "tracking" hull "B" at a given arc degrees/sec up to the limits of the turret, skills, etc.
Now, if hull "B" was always facing one direction (N let's say) while orbiting hull "A" I'd expect to see what everyone here is stating (arc degrees/sec will be the same for each hull). However, if hull "B" that has a target lock on hull "A" is rotating at a rate equal to its orbital velocity (ex: port side of hull will always be facing the stational hull "A") then its turrets will not have to move at all to keep trained on that target. However, hull "A" will at some point not be able to track target "B" if target "B" exceeds the arc degrees/sec speed of hull "A"s turrets.
Assuming that eve follows this observed physics and that hull "B" is orbiting on the flat galactic plane so that the hull is not snapping around to "stay flat" with respect to the galactic plane.
Now I see, understand and get the experiment and subsequent picture that Shae Tadaruwa posted so either I'm confusing tracking with the Angular/Transversal velocity you're all discussing. Or We're all saying the same thing and that EVE just doesn't model this aspect.
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Memphis Baas
1988
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Posted - 2016.09.08 14:10:44 -
[40] - Quote
Your client shows you the ship flying realistically, in order to make the game pretty. The server, however, does NOT model the turning of the ship at all, and thus the math for guns, tracking, angular/transversal, hits, and damage will match what the server directs.
You can sometimes see proof of this with slow ships aligning for warp. The ship will reach the speed required for warp when the server calculates it, but the client may still be busy turning the ship the right way for your visual pleasure, so your ship will go into warp sideways. Because the server does not model ship orientation at all. |
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