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Felcas
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Posted - 2005.09.21 20:15:00 -
[1]
I discovered under my overview some interesting information and one of them made me curious, the RADIAL VELOCITY. I tried to search here and in the internet but I could not find anything that could satisfy me. Do you more seasoned pilots know what is this and how it works in practice? Thanks a lot Felcas
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Catastrophe Black
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Posted - 2005.09.21 20:53:00 -
[2]
It's how fast they're getting closer to your ship.
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Heritor
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Posted - 2005.09.21 20:55:00 -
[3]
This is the velocity that indictaes how fast you/opponent is orbitting at. 
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Joerd Toastius
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Posted - 2005.09.22 00:34:00 -
[4]
Originally by: Heritor This is the velocity that indictaes how fast you/opponent is orbitting at. 
No it's not. Catastrophe is correct. Radial velocity is change in the distance from the object to your ship. Think of it as "closing speed" if it makes it easier. Or "running away speed" if that's your thing. The speed they're "orbiting at" would be their absolute speed (don't think "velocity" applies as it's technically in constant acceleration IIRC).
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Felcas
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Posted - 2005.09.22 04:43:00 -
[5]
Edited by: Felcas on 22/09/2005 04:45:26 Thanks all for the feedback. After sometime experimenting I confirm that Radial Speed is indeed the speed two objects get closer or farter. I just would like to know why the hell CCP use word RADIAL SPEED and not CLOSURE RATE as the second is much more logical than the first. The only thing I can think of is that the guy who was programing was thinking on something else than his work at hand.
Radial Speed.......???? What the helllll....
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Tripoli
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Posted - 2005.09.22 05:30:00 -
[6]
Hey, remember this is a game where Newton's laws only apply when it's convenient. (Think ships decelerating after deactivating ABs.)
Improperly naming something is just part of the game.  ---
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Kanuo Ashkeron
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Posted - 2005.09.22 08:04:00 -
[7]
Originally by: Felcas Edited by: Felcas on 22/09/2005 04:45:26 Thanks all for the feedback. After sometime experimenting I confirm that Radial Speed is indeed the speed two objects get closer or farter. I just would like to know why the hell CCP use word RADIAL SPEED and not CLOSURE RATE as the second is much more logical than the first. The only thing I can think of is that the guy who was programing was thinking on something else than his work at hand.
Radial Speed.......???? What the helllll....
Because it¦s the right word, as it used by technicians. Think of a circle. Your ship is determining the center, and the other ship the determining the radius, hence the line of the circle itself. If the other ship heads towards or away from you the radius changes. Because this change is a change of space (or length) to time, it is called velocity. Furthermore the radius changes, so it is called radial velocity.
Isn¦t it easy?
Kanuo
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Malvinus
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Posted - 2005.09.22 08:06:00 -
[8]
Edited by: Malvinus on 22/09/2005 08:06:39 Actually radial velocity is the correct term. In physics you can break down the velocity of an object relative to some point (ie, your ship) into radial and transverse components. The radial, as has been said, is the in-and-out comonent. The transverse* one is at 90 degrees to that (the 'sideways' component). Those are names used in physics, which is where, i assume, CCP got them from. Given how EvE uses transverse speed in working out hits/misses it makes sense for it to be calculated like this and is nice to be able to see it in the overview.
Though i hate the name CCP stuck on the transverse speed.. something went wrong there.
* Technically not a velocity in EvE since it has no well-defined direction.
[EDIT: dammit, beaten while typing! ]
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Felcas
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Posted - 2005.09.22 14:23:00 -
[9]
Ok I have to agree...with all explanations it makes sense now. But it is still not pratical, especially if you think that the same concept is used in aeronautic and maritime navigation and is called closure rate. Now I would ask...how much people play EVE and fly planes or sail boats and how many players like physics enought to know that? I dont know the answer but I guess the first option. And the name is better too.

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Felcas
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Posted - 2005.09.22 14:23:00 -
[10]
Ok I have to agree...with all explanations it makes sense now. But it is still not pratical, especially if you think that the same concept is used in aeronautic and maritime navigation and is called closure rate. Now I would ask...how much people play EVE and fly planes or sail boats and how many players like physics enought to know that? I dont know the answer but I guess the first option. And the name is better too.

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Mujun Kross
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Posted - 2005.09.23 13:48:00 -
[11]
Radial Velocity
this link was supplied, by cpp, when they first made the changes that displayed this information in the overview. . . . "Come now, my child, if we were planning to harm you, do you think we'd be lurking here, beside the path, in the very darkest part of the forest?" -Kenneth Patchen "But Even So" |

Rhyslin
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Posted - 2005.09.24 07:45:00 -
[12]
Originally by: Mujun Kross According to the overview Transversal Velocity + Radial Velocity = Targets Current Speed.
Not exactly. Velocities are vectors (speed and direction), speed is a scalar. So:
speed = sqrt(RV^2 + TV^2)
In other words, speed is the length of the hypotenuse of the right triangle having sides of length RV and TV.
I believe that RV would be the negative of closure rate, since I would expect closure rate to be positive when an object is closing with you, while RV would be negative in that situation.
BTW, I've always thought that TV was useless, because it is meaningless in itself. What should be listed is the angular velocity, because that directly relates to tracking ability.
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