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Thread Statistics | Show CCP posts - 1 post(s) |
The Optician
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Posted - 2009.07.07 01:27:00 -
[1]
I've been a long time eve player but never really given much more than a "by-the-formula" thought to the turret hit mechanics.
I just took a look at the eve wiki and the formula for calculation of turret damage, and nowhere is angular velocity taken into account as far as I can tell. This factor seemingly negates an easy way to compare turrets' tracking speed with their target's movement.
ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range to target - Turret Optimal Range))/Turret Falloff)^2)
That is what is given as the formula, and I (think I) understand how transversal velocity works and all of that. Is it just that the angular velocity is being taken into account along with the target's radial velocity to your ship and some fancy math with vectors is behind done the scenes?
I was just looking around briefly on google and came up with this
http://www.daviddarling.info/encyclopedia/T/transversevel.html
So maybe CCP actually is doing it the "right way", but can someone tell me if the angular velocity is actually being used but just not mentioned where I was looking?
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Syrannis
Remote Soviet Industries
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Posted - 2009.07.07 01:32:00 -
[2]
This changes everything
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Syrannis
Remote Soviet Industries
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Posted - 2009.07.07 01:33:00 -
[3]
Oh, wait, no. Who cares?
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Merouk Baas
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Posted - 2009.07.07 02:06:00 -
[4]
Physics: Transversal Speed (in m/s) = Angular Velocity (radians/s) * Range to Target (m).
So, basically, in that formula, transversal / (range * tracking) = angular / tracking.
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The Optician
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Posted - 2009.07.07 02:22:00 -
[5]
Originally by: Merouk Baas Physics: Transversal Speed (in m/s) = Angular Velocity (radians/s) * Range to Target (m).
So, basically, in that formula, transversal / (range * tracking) = angular / tracking.
Thanks
Probably why I didn't do so well in physics...
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Amitious Turkey
Gallente TarNec New Eden Retail Federation
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Posted - 2009.07.07 04:05:00 -
[6]
What is physics?
This is why I try to stick to drones. maths is too much for me. My sig was fail, but now it isn't.
Originally by: CCP Navigator We love you all as well <3
GO NAVIGATOR <3 |
Sheriff Jones
Amarr Clinical Experiment
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Posted - 2009.07.07 06:06:00 -
[7]
Edited by: Sheriff Jones on 07/07/2009 06:06:16 So you have to keep your ample velocity larger then the transsexual speed to keep the transsexual at optimal range and hope you don't fall out of the race?
My opinions represent the opinions of my corporation completely. I'm the CEO damnit. |
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CCP Applebabe
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Posted - 2009.07.07 08:36:00 -
[8]
Moved to " Ships and Modules ".
Applebabe Community Representative CCP Hf, EVE Online Contact us |
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VanNostrum
The Littlest Hobos Ushra'Khan
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Posted - 2009.07.07 10:56:00 -
[9]
Originally by: Sheriff Jones Edited by: Sheriff Jones on 07/07/2009 06:06:16 So you have to keep your ample velocity larger then the transsexual speed to keep the transsexual at optimal range and hope you don't fall out of the race?
In Eve transsexual is you |
Davinel Lulinvega
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Posted - 2009.07.07 13:46:00 -
[10]
Originally by: VanNostrum
Originally by: Sheriff Jones Edited by: Sheriff Jones on 07/07/2009 06:06:16 So you have to keep your ample velocity larger then the transsexual speed to keep the transsexual at optimal range and hope you don't fall out of the race?
In Eve transsexual is you
THEN WHO WAS PHONE?
Originally by: CCP Tuxford Now the op looks like a weirdo that can't read kekekeke!
inb4 stealth edit |
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darkmancer
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Posted - 2009.07.07 14:03:00 -
[11]
Richard O'Brian --------------------------------- There's a simple solution to every problem. It is always invariably wrong |
Max Hardcase
Art of War Cult of War
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Posted - 2009.07.07 16:55:00 -
[12]
Easiest to have on overview is angular V, that compares directly to the tracking stat of turrets. Tracking = angular V = ~50% hits.
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De Guantanamo
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Posted - 2009.07.07 19:57:00 -
[13]
This thread is interesting and informative.
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Fobiah
Mostly Harmless
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Posted - 2009.07.07 20:01:00 -
[14]
fiziks. lulz. fish fiziks. moar lulz
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Tippia
Raddick Explorations Intrepid Crossing
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Posted - 2009.07.07 20:18:00 -
[15]
Originally by: Max Hardcase Easiest to have on overview is angular V, that compares directly to the tracking stat of turrets. Tracking = angular V = ~50% hits.
…as long as you're using the right size guns. If you fire on larger targets, the effective tracking is many times higher; if you fire on smaller targets, the tracking is effectively many times lower. ——— “If you're not willing to fight for what you have in ≡v≡… you don't deserve it, and you will lose it.” — Karath Piki |
Ki Tarra
Ki Tech Industries
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Posted - 2009.07.07 20:56:00 -
[16]
Edited by: Ki Tarra on 07/07/2009 20:57:09
Originally by: The Optician So maybe CCP actually is doing it the "right way", but can someone canfirm that angular velocity is in fact being used as well, even though where I was looking doesn't explicitly state it?
Angular velocity = Transversal speed / Range to Target
Therefore...
ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range to target - Turret Optimal Range))/Turret Falloff)^2)
...is exactly the same as...
ChanceToHit = 0.5 ^ ((((Angular Velocity/Turret Tracking)*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range to target - Turret Optimal Range))/Turret Falloff)^2)
It is there in the formula, you just need to look for it.
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Traderboz
SlaveMart
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Posted - 2009.07.07 21:11:00 -
[17]
Originally by: Siigari Kitawa
I've got a nasty feeling you're wrong...
If you are sitting still and your target is moving, if your gun tracks at 0.1 rad/sec and your target is moving at a speed that is 0.1 rad/s or slower, your gun can track the target. If the radial speed of the target is higher than you then the gun cannot keep up and will not hit the target.
When you and your target are both moving, transversal velocity is taken into account. Transversal is just a measurement of movement against you. If you are moving parallel to a target at the same speed, your transversal velocity is 0. If you are moving perpendicular to your target, your transversal velocity becomes higher than closer your target comes to you along a perpendicular approach.
| | | |<--------O low transversal | |<---X high transversal | | V
As for signature, your weapon has a signature depending on the size of the weapon. If the signature of the weapon is larger than the signature of the target, there is a chance you will miss. Think of signature as surface area or volume occupying a space. There is more surface area with a larger signature, and less with a small signature. If my gun is 400m and the target is 100m, I have a 1 in 4 chance of landing a "good" hit on my target. As the shot approaches the outside of the signature (from 100 to 400) I will begin to do less damage.
5(4(3(2(1 o ) ) ) )
The 5 is always going to be a miss. The 4 is a grazing shot, doing little damage but still registering a hit at 25%. The 3 has 50% of the shot hitting the target, the 2 has 75%, the 1 is a dead on blow at 100%. Consider it like this:
target: 200m "o"
( ( o ) )
my gun: 400m "O"
( ( o( )( )( ( O ) ) ) )
That shot would be a 50% hit, as 50% of the shot is affecting the surface area of the target.
The entire concept behind my idea involves hitting the target more often, by signature or tracking. The TD is an idea that worked really well on my Dominix because I could fit two. Now I am attempting to adapt my idea to encompass a variety of targets.
It's a work in progress, but I hope to be seeing it put to work soon.
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