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Infinity Ziona
Cloakers
178
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Posted - 2013.07.17 01:49:00 -
[1] - Quote
This doesnt matter because EvE ignores realistic math / physics. Its just as difficult to hit a ship at zero velocity while orbiting as it is to hit an object orbiting at speed while you are stationary. |

Infinity Ziona
Cloakers
178
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Posted - 2013.07.17 06:15:00 -
[2] - Quote
Tippia wrote:Infinity Ziona wrote:Its just as difficult to hit a ship at zero velocity while orbiting as it is to hit an object orbiting at speed while you are stationary. Of course, since the relative motion is the same. Also, this. Stand in the middle of a room, get a person to point their arm at you you while walking in a circle. Likewise point your arm at them. If all things are equal your arm and theirs should have roughly the same traversal in degrees of movement.
Why then does the person moving have close to zero degrees while youe own arm has a full 360 degrees.
Answer - EvE physics / math / geometry are ******** and therefore any discussion of EvE physics relative to real life is pointless. We can call transversal / angular velocity interchangably because theyre just junk. |

Infinity Ziona
Cloakers
178
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Posted - 2013.07.17 09:56:00 -
[3] - Quote
Tippia wrote:Infinity Ziona wrote:Why then does the person moving have close to zero degrees while youe own arm has a full 360 degrees. Because their arms are tied to the respective person's frame of reference. In EVE, guns are not. Neither the maths nor the geography is ******** GÇö they just don't use the frames of reference you're expecting. As a result, the relative motion between the two points is the same. What is the reason for knowing the angular velocity and transversal speed? Hull based or gun based? If your ship is travelling across the bow of another ship at a 90 degree angle and the other ship is stopped is there a difference when the other ship is moving at the same speed in regards to angular velocity? |

Infinity Ziona
Cloakers
178
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Posted - 2013.07.17 10:20:00 -
[4] - Quote
Tippia wrote:Infinity Ziona wrote:What is the reason for knowing the angular velocity and transversal speed? Hull based or gun based? If your ship is travelling across the bow of another ship at a 90 degree angle and the other ship is stopped is there a difference when the other ship is moving at the same speed in regards to angular velocity? You want to know the angular speed because it's what matters to your guns. You want to know the transversal since, as Mara Rinn pointed out, it tells you how well you can match their manoeuvres. At the very instant you cross the target's line of travel, the target's speed doesn't matter, but as soon as you are even a fraction off that line, it will start to add or subtract from your relative motion. So when the game engine is only using relative velocity as opposed to actual velocities we're not using real life physics n math except at 0 transversal? |

Infinity Ziona
Cloakers
178
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Posted - 2013.07.17 11:30:00 -
[5] - Quote
Tippia wrote:Infinity Ziona wrote:So when the game engine is only using relative velocity as opposed to actual velocities we're not using real life physics n math except at 0 transversal? We're using the same physics and maths as always GÇö it's just that we're looking at point objects without any kind of frame of reference of their own. There is nothing GÇ£unrealGÇ¥ about it. There is when the OP uses real life examples (two cars on a road) in the thread as well as the obvious unrealness of it. |

Infinity Ziona
Cloakers
179
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Posted - 2013.07.18 12:16:00 -
[6] - Quote
Tippia wrote:Weiz'mir wrote:If your rotation is perfect (ie the camera is fixed GǪthen you're no longer talking about anything that is relevant to my example or to how turrets work. Even so, you still have to rotate the camera at the desired angular velocity in order to keep the subject in frame. Quote:Do you suggest that after each shot, turrets get back to their "rest position", before aligning the target again, shot, back to rest position, aligne target, etc. ? No. Just that they have to adjust for the angular difference between where they were previously pointing and where the target is now. If they returned to some kind of rest position, turrets would require a tracking speed of roughly 2-Ç/instant to ever have a chance of lining up with a targetGǪ GǪwhich, incidentally, would mean that they'd never have any tracking issues at all.  I think you should give up on this Tippia. Its clearly incorrect in regards to real physics. While the game may behave in this absurd fashion a turret whether capable of independent tracking or not would not need to track while on a ship orbiting a stationary target because the correct position to hit would be a 90 degrees to port or starboard. given a perfectly circular orbit. |

Infinity Ziona
Cloakers
181
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Posted - 2013.07.19 12:25:00 -
[7] - Quote
Tippia wrote:Weiz'mir wrote:You did'nt understand her point. Yes he did. You did not. The larger point is that, from the EVE ship perspective, if you're going to move your turret around anyway, why create a lock-down mechanism that the tracking then has to fight when you could just decouple the tracking from the ship movement entirely and let it do its own thing. There's no reason to enforce a gimbal lock other than to stow the guns for travel. End result: turrets that sit within their own reference frame and have to track the target from that point of view rather than the PoV of the ship. Good god. Whether its locked or able to track makes no difference. Even a tracking turret wouldn't have to track when mounted on a hull that is in a orbit around a stationary target in any realistic situation.
Imagine the space shuttle orbiting the earth with a gun pointed 90 degrees towards the earth. It would be guaranteed to hit the earth no matter what.
Imagine a clock is a stationary ship, it's hands are the direction from which a turret is firing at it from the end points in. Cut out a firing paper ship and blue tack it to the ends of the hands.
The only inaccuracies you will get are when the target is small and the velocity of the ship imparted to the projectile as it leaves the gun cause it to miss which would not happen given the velocities of rounds vs speed of eve ships. Even then the tracking to compensate would be tiny. |

Infinity Ziona
Cloakers
181
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Posted - 2013.07.19 12:41:00 -
[8] - Quote
Tiber Ibis wrote:Tippia wrote:Tiber Ibis wrote:Does anyone actually have evidence to suggest whether turrets would operate with a freely rotational pivot independent of the ship GǪehmGǪ that's exactly how turrets in EVE work (for the simple reason that ships don't really have any kind of rotation to inherit, what with being points and all). I know that is how turrets work in eve. But seeing as the suggestion was that turrets would not work like this in real life, I was simply stating we don't actually know how turrets would work in real life, and they could in fact work both ways. We do know how turrets work in real life. Given there is no flight time for gun rounds in EvE we also know how turrets would work in EvE if they were real life. If its pointing at something and fires, it hits. |

Infinity Ziona
Cloakers
181
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Posted - 2013.07.19 14:14:00 -
[9] - Quote
Tippia wrote:Infinity Ziona wrote:Good god. Whether its locked or able to track makes no difference. Even a tracking turret wouldn't have to track when mounted on a hull that is in a orbit around a stationary target in any realistic situation. It would if it was mounted in such a way that it wasn't affected by the rotation of the ship. Such mounts exist. There is no need to particularly imagine anything since these devices have been around for two millennia. Gyrostabilization is used to minimised unwanted movement. On a tank it dampens out unwanted yaw elevation etc. Turrets might be gyrostabilized in that sense in a real life space environment however positive tracking would be simpler in terms of targeting. Positive in terms of chasing a solution rather than correcting to solve it. You would a gambled system unless it went off track faster than the hull could correct it.
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Infinity Ziona
Cloakers
181
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Posted - 2013.07.19 14:31:00 -
[10] - Quote
Tippia wrote:Infinity Ziona wrote:Turrets might be gyrostabilized in that sense in a real life space environment however positive tracking would be simpler in terms of targeting. Maybe, but that's an engineering preference. It doesn't mean that the maths and physics are GÇ£unrealGÇ¥ or GÇ£incorrectGÇ¥ as claimed. It does mean they are incorrect and unreal. Why would a turret system exist that cancels out the natural turning of a hull. In real life the hull turning turrets + tracking speed > just tracking speed.
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Infinity Ziona
Cloakers
182
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Posted - 2013.07.19 15:31:00 -
[11] - Quote
Tippia wrote:Infinity Ziona wrote:It does mean they are incorrect and unreal. GǪexcept that they exist and work exactly like that. So what's incorrect and unreal about them? Quote:Why would a turret system exist that cancels out the natural turning of a hull. Because the hull turning is too imprecise and/or too violent and it's better and easier to just let the turret handle it all on its own. Quote:In real life the hull turning turrets + tracking speed > just tracking speed. GǪexcept when you're turning in the wrong direction, at which point tracking speed - hull turning < just tracking speed. At any point when you turn into the target's line of travel, you have reduced your tracking ability (but not his). This makes it far more preferable to always turn away from their line of travel, which makes you predictable, which makes you easy to hit. With a freely rotating turret, there's no telling where you're going nextGǪ First time in 10 years but have to concede you make pretty good argument and I can accept this as a pretty decent explanation for the orbit issue :) |
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