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Zemog Osan
Science and Trade Institute
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Posted - 2011.05.31 04:12:00 -
[1]
So I'm here shooting things with my rail guns and hitting cruisers fine at around 80~40km, then they get to around 15 and I'm having so much trouble dealing damage to them. As far as I'm concerned, the only physically limiting factor stopping me from hitting them is the tracking speed. I look over at what the ships angular velocity is at; it's at 0.016, ok. Then I show info on my gun and see that it's tracking speed is 0.023. I start to scratch my head and wonder why it's so hard to hit things, when they are close, Compared to when they are far away given the fact that they are in optimal range and tracking? Is there something I'm missing?
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Tenzeck
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Posted - 2011.05.31 04:18:00 -
[2]
Signature radius is factored into this. It's compared to the gun's Signature Resolution.
What guns size are you using? If you're shooting battleship guns, which is sounds like you are, then a cruiser is going to have a much smaller signature radius than your gun's signature resolution.
I believe it's:
Gun Sig Res/Target Sig Rad * angular velocity = effective tracking you need to hit 50% of the time.
Someone may need to correct me on the exact formula, but that's at least the general idea.
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Goose99
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Posted - 2011.05.31 04:18:00 -
[3]
Edited by: Goose99 on 31/05/2011 04:19:06 Target size. Cruiser is a smaller target.
Edit: someone beat me to it.
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Tippia
Sunshine and Lollipops
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Posted - 2011.05.31 05:03:00 -
[4]
Originally by: Tenzeck Gun Sig Res/Target Sig Rad * angular velocity = effective tracking you need to hit 50% of the time.
Pretty much.
In particular, the thing I suspect the OP is missing is the "50%" part. Tracking does not work like optimal: just because your target is orbiting more slowly than your guns can track doesn't mean you have a 100% hit chance. Quite the opposite.
The only time you have a 100% hit chance is if the angular velocity is zero (and the target is within optimal). At 1:1 tracking, your hit chance is 50% (before signature is factored in). At 2:1 tracking, your hit chance is 25%. ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |
JackStraw56
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Posted - 2011.05.31 06:29:00 -
[5]
Signature radius is the main factor here. The fact that turret hits are chance based is not factoring in until you are close to being able to hit the target.
Checking if your tracking is in the same ballpark as the target's angular velocity only works if you are shooting something the same size as you. If you want to hit frigs in a BS for instance, your tracking needs to be roughly 10x the angular velocity of the target.
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Zemog Osan
Science and Trade Institute
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Posted - 2011.05.31 06:33:00 -
[6]
Thanks a lot guys, I understand now.
/fits 2 tracking comps w/ tracking scripts + tracking enhancers
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Adrian Idaho
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Posted - 2011.05.31 07:35:00 -
[7]
Some more detailed info: Hit chance formula Turret damage So, to summarize:
- Increasing your signature resolution is always advantageous when transversal is greater than zero..
- Increasing your tracking speed is always advantageous when transversal is greater than zero.
- Decreasing your distance to the target is advantageous if it's not within optimal and doesn't increase your transversal. Otherwise, it depends.
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Wacktopia
Dark Side Of The Womb
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Posted - 2011.05.31 09:09:00 -
[8]
Originally by: Zemog Osan Thanks a lot guys, I understand now.
/fits 2 tracking comps w/ tracking scripts + tracking enhancers
That sounds like 4 tracking modules, which will be stack-penalised. If you have really got four modules for tracking then consider dropping one for a Target Painter, which will bloom the rat's signature and will not be stack-penalised against the tracking modules.
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