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Kenji Hideyoshi
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Posted - 2009.07.17 16:48:00 -
[1]
I've read a bit about transversal velocity, as well as looked at the animated guide. I thought I had it pinned, but when looking at the transversal velocity indicator on the overview, as well as being completely unable to hit anything when orbiting, I felt inclined to ask you guys.
I realize (now) that transversal will always be identical for the two ships in question. Since it's the relative speed between two ships, that makes sense. However, what doesn't make sense to me is why I have tracking problems when orbiting a ship.
The ship I'm orbiting is webbed, and he is almost dead center in my orbiting circle. In other words, my turrets have to more very little in order to shoot at the target at the exact center of my orbit. However, this doesn't work.
So the reason for orbiting another ship should be that your guns have good tracking, and you assume his guns have bad tracking? Or what am I missing here?
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RedSplat
Heretic Army
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Posted - 2009.07.17 16:55:00 -
[2]
Originally by: Kenji Hideyoshi So the reason for orbiting another ship should be that your guns have good tracking, and you assume his guns have bad tracking? Or what am I missing here?
Only use 'Orbit' if you are lazy or shooting something one size class larger than your guns. In all other cases manual piloting is better.
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
Originally by: CCP Mitnal it does get progressively longer.
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Kenji Hideyoshi
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Posted - 2009.07.17 17:00:00 -
[3]
Sweet. Then it becomes a game of trying to increase your transversal to the limit in terms of what you can hit - and just above the limit of what your opponent can hit. Or if his tracking is better than mine, I'll just floor it.
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Zal Dakkar
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Posted - 2009.07.17 17:15:00 -
[4]
Edited by: Zal Dakkar on 17/07/2009 17:15:33 Edited by: Zal Dakkar on 17/07/2009 17:15:02
Originally by: Kenji Hideyoshi
The ship I'm orbiting is webbed, and he is almost dead center in my orbiting circle. In other words, my turrets have to more very little in order to shoot at the target at the exact center of my orbit. However, this doesn't work.
Your logic makes sense, but unfortunately Eve does not. All it does is compare the relative angular velocity to the tracking speed, in addition to taking into account the signature radius of the target and the signature resolution of the turret.
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Abernie
Intolerable Tyranny Unity Thru Aggression.
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Posted - 2009.07.17 21:55:00 -
[5]
EVE mechanics just follow two points in space moving relative to each other and calculate transversal from there. The direction and speed your turrets move don't matter at all. The guns are there just for the cool looks.
Know the tracking speed of your guns and compare it to the number in the overview. If the number is higher in the overview -> lower speed or go further away.
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Tyfor Yerisk
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Posted - 2009.07.18 22:38:00 -
[6]
Originally by: RedSplat
Originally by: Kenji Hideyoshi So the reason for orbiting another ship should be that your guns have good tracking, and you assume his guns have bad tracking? Or what am I missing here?
Only use 'Orbit' if you are lazy or shooting something one size class larger than your guns. In all other cases manual piloting is better.
Good luck manual piloting your interceptors or a frigate. Client wont even respond fast enough.
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Veebora
Caldari
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Posted - 2009.07.19 03:58:00 -
[7]
Originally by: Abernie EVE mechanics just follow two points in space moving relative to each other and calculate transversal from there. The direction and speed your turrets move don't matter at all. The guns are there just for the cool looks.
Know the tracking speed of your guns and compare it to the number in the overview. If the number is higher in the overview -> lower speed or go further away.
How can I calculate transverse speed or angular speed to my guns tracking speed, can you give an example?
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Mickey Simon
Noir.
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Posted - 2009.07.19 05:12:00 -
[8]
Originally by: Tyfor Yerisk Good luck manual piloting your interceptors or a frigate. Client wont even respond fast enough.
Good work picking the ship class that is most often manually piloted, and especially manually piloted in 1v1's.
Yes, there's a little delay - but it's still easily possible.
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yani dumyat
Minmatar Tribal Liberation Force
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Posted - 2009.07.19 11:48:00 -
[9]
Edited by: yani dumyat on 19/07/2009 11:52:40
Originally by: Veebora
How can I calculate transverse speed or angular speed to my guns tracking speed, can you give an example?
Go to your overview settings, in the columns tab click the checkbox marked angular velocity. You should now be able to see your angular velocity on the overview.
The reason you use angular not transversal is because angular velocity is a ratio of transversal to distance so if you can only see transversal then you will have to mentally calculate the angular velocity.
EG: Frigate A has 1,000m/s transversal and is 1,000km away from the target. Frigate B has 1,000m/s transversal and is 5,000km away from the target.
Frigate A will have an angular velocity of 1 radian per second (1,000/1,000 = 1) Frigate B will have an angular velocity of 0.2 radians per second (1,000/5,000 = 0.2)
1 radian = 180/pi = 57.3 degrees. full explanation here
If you get info on your guns there will be a tracking statistic measured in radians per second, the angular velocity on the overview is also in radians per second so will let you know when you are near the edge of your tracking.
Feel free to ask questions if i've failed to explain this properly.
Edit cos I fail at using a search engine. The animated tracking guide is here _________________________________________________ Lifeboat ----> + Human |

Shiu
EtE Clan Sc0rched Earth
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Posted - 2009.07.19 11:58:00 -
[10]
You also need to look at the signature radius of your opponents ship, as well as the signature radius of your guns. Its not all about tracking speeds. "This long run is a misleading guide to current affairs - In the long run we are all dead." - John Maynard Keynes |

Veebora
Caldari
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Posted - 2009.07.20 04:35:00 -
[11]
Originally by: yani dumyat Edited by: yani dumyat on 19/07/2009 11:52:40
Originally by: Veebora
How can I calculate transverse speed or angular speed to my guns tracking speed, can you give an example?
Go to your overview settings, in the columns tab click the checkbox marked angular velocity. You should now be able to see your angular velocity on the overview.
The reason you use angular not transversal is because angular velocity is a ratio of transversal to distance so if you can only see transversal then you will have to mentally calculate the angular velocity.
EG: Frigate A has 1,000m/s transversal and is 1,000km away from the target. Frigate B has 1,000m/s transversal and is 5,000km away from the target.
Frigate A will have an angular velocity of 1 radian per second (1,000/1,000 = 1) Frigate B will have an angular velocity of 0.2 radians per second (1,000/5,000 = 0.2)
1 radian = 180/pi = 57.3 degrees. full explanation here
If you get info on your guns there will be a tracking statistic measured in radians per second, the angular velocity on the overview is also in radians per second so will let you know when you are near the edge of your tracking.
Feel free to ask questions if i've failed to explain this properly.
Edit cos I fail at using a search engine. The animated tracking guide is here
Thank you so much.
You did a great post here!!!
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Merbusent
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Posted - 2009.07.20 06:56:00 -
[12]
I took this typhoon out and fought a dude with slaves and trimarks faction ammo the lot and won through orbiting and my trusty afterburner, transversal is a way of pvp / sold my low grade set at jita afterwards :D
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