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Tor Umar
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Posted - 2009.05.13 09:40:00 -
[1]
How do i work out the optimal orbiting distance to get the fastest closest orbit without my ship having to keep slowing to align.
I know i need to take into account speed and i think align time has something to do with it. I can get all the info on the stats i need from EFT im just not sure how to do the math.
Tor
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Baka Lakadaka
Gallente Agony Unleashed Agony Empire
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Posted - 2009.05.13 11:04:00 -
[2]
You actually have to go out and orbit something. Watch your speed and distance from the object - you want both to be close to constant.
You might be able to work it out with complex maths, but sometimes it's just best to be a test pilot for a few minutes. ______________________ Isn't it time you learned to fight back? Agony Unleashed Home of the PvP University.
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Tor Umar
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Posted - 2009.05.13 11:15:00 -
[3]
Thats generally what i do..i was just wondering if i could get something a little more accurate.
As for align time...is the time (eg. 5.3 secs) for the longest align like a 180 degree turn? This is the bit thats throwing me...i think i can work out the distance and speed thing
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TraininVain
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Posted - 2009.05.13 11:20:00 -
[4]
I honestly find there's no better way to work this out than to jet 1 round and experiment.
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Tor Umar
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Posted - 2009.05.13 11:28:00 -
[5]
I wouldn't say there is no better way and it is also the way i have done it for the last year and a half of playing.....but when setting up ships in EFT i would like to be able to work this out rather than keep setting up different versions of ships in game and going out and orbiting asteroids. I have better things to do with my life 
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Tor Umar
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Posted - 2009.05.13 13:51:00 -
[6]
Maybe i should revise my question....i think i can work out the relationship between orbiting distance and orbiting speed but how does alignment factor into this?
What i'm looking to do is to create a little program where where i enter my align time and either ideal orbiting distance or orbiting speed and it will tell me what speed i should be going for to get the right distance or what distance for the right speed where align time will have no effect on the "perfect" orbit......i hope that makes sense!
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Kedisa
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Posted - 2009.05.13 13:56:00 -
[7]
Is align time not the longest time it would take to get into warp?
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Tor Umar
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Posted - 2009.05.13 14:00:00 -
[8]
Kind of...it the time it talks to "align" to the correct direction before you can warp...its to do with the maneuverability of the ship
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Wensley
Minmatar The Tuskers
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Posted - 2009.05.13 17:08:00 -
[9]
The align time is calculated from your ship's thrust, inertia, etc, etc. If you know your mass and inertia modifier etc you should be able to plot speed against distance and find the link. Its pretty easy to change the inertia modifier and base speed by using things like i-stabs, overdrives, etc.
What do you mean by slowing to align? If you ask your ship to align to something it will make a hard turn (hence drop speed) and then accelerate to warp speed.
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Tor Umar
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Posted - 2009.05.13 17:13:00 -
[10]
"slowing to align" if i have to close an orbit with too much speed your ship has to slow down to keep the ordit and then speeds up again and then slows again...etc
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Wensley
Minmatar The Tuskers
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Posted - 2009.05.13 22:50:00 -
[11]
Ah, you mean you have an elliptical orbit. I have no idea if there is a way to calculate it theoretically. As someone's already said just drop a can and find the orbit that works best.
I'd actually kind of forgotten about that. I should probably go and experiment myself.
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Karl Mattar
Caldari Independent Navy Reserve
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Posted - 2009.05.14 03:12:00 -
[12]
Dropping a can isn't such a hot idea. The factor that isn't considered is that the target also has a changing velocity and a changing direction.
I don't think it's possible for you to determine what it is you wish to know. A compromise is all you will ever have, as a good combat pilot will attempt to throw you off your "perfect orbit" so he can get a "perfect strike". :)
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Bloody Rabbit
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Posted - 2009.05.14 04:43:00 -
[13]
If you fly Minmatar ships then the idea of perfect orbit is possible with the use a webs that can reach out and touch them.
But without the ability to do this if they are within web range then so are you.
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Tor Umar
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Posted - 2009.05.14 12:31:00 -
[14]
Good points.
I fly gallente.
Obviously in the game there is a subroutine somewhere thats calculates all this...i was wondering if anyone knew it.
I was working on the premise that the object/ship was stationary and then reduce some of the speed out of it to try and compensate for the velocity of the other ship. With the speed nurf every m/s counts and the better transversal velocity i can get the better.
Ive been thinking about it a little further and if i could work this out i could also have it based on tracking speed and optimal range of turrets as well. Yet another out of game app to add to the growing list!
I'll continue to hunt 
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Wensley
Minmatar The Tuskers
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Posted - 2009.05.15 11:26:00 -
[15]
Surely with Gallente you want to keep transversal down and just Keep At Range 500 m 
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Tammarr
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Posted - 2009.05.15 17:15:00 -
[16]
Overview->Columns->Angular Velocity.
Keep it below your guns tracking.
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