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Reaver Glitterstim
Dromedaworks inc Tribal Band
574
|
Posted - 2013.07.16 20:55:00 -
[1] - Quote
I don't understand why so many EVE vets make this rookie mistake. I don't believe they actually think that transversal velocity is what's important, even the most green pilots often know that you can get under a ship's guns. So why the blunder of nomenclature? I understand that many veteran EVE players are not math whizzes (though most of them probably are), and I also realize that the word 'transversal' sounds better than 'radial', but that doesn't change the fact that they are two distinctly different functions.
What are transversal and radial velocity, you ask? Well it's quite simple. Transversal velocity is the net velocity you are moving in comparison with another body. To use an example, you are driving down a highway at 200kph in your hot rod and passing up cars in either lane. The other cars are all traveling at about 80kph in relation to the highway surface. You are thus going 120kph faster than they are. You have 120kph of transversal velocity in relation to the cars going in the same direction as you, but 280kph of transversal velocity in relation to the cars in the other lane. This transversal number actually only applies while you are passing each car, however. While you are heading directly toward or away from a car, your transversal with them is zero. Cars going perpendicular to you at the intersection ahead actually have only 80kph of transversal on you while they're in the intersection because you're going straight toward them, but more before and after the intersection due to you going very fast in a direction semi-perpendicular to them. Transversal velocity is only affected by the velocity of you and your target, and is not dependent on the distance to the target.
Radial velocity takes into account the distance to the target. If you are sitting still in a hidden fox hole in enemy territory, stationed near two roads which are parallel to each other, the cars on the closer road (assuming they are moving at the same velocity) have a greater radial velocity in relation to you. Calculating the actual radial velocity is complicated and requires knowledge of basic trigonometry, and I don't feel like getting into the calculations--besides, I'm certain I would mess them up something horrible. But the net effect is very simple to measure. Radial velocity is the velocity that your target is moving across your field of view. If it takes 3 seconds to move 18 arc minutes across your field of view, then its radial velocity in relation to you is 6 arc minutes/second, or 1 degree/10 seconds.
Now you might be asking, why is it important to note the distinction between transversal velocity and radial velocity? Simple. Turret tracking works on radial velocity with the target versus the target's signature radius. If you orbit your enemy at the same velocity and half the distance, you double the radial velocity between you two. This means that turrets must track twice as fast to hit you. Calculating turret tracking speed is pretty easy. The turret tracking in EVE is measured in radians per second. One radian is a measure of circumference (such as an orbit) equal to the radius of said circumference, and there are 2*pi radians in a circumference or orbit. So if you are orbiting your target at 40km, then the distance around the orbit is 2*pi*40km, or about 251km. Every 40km you move, the turrets on your target must turn 1 radian to track you (assuming your signature radius is the same as the signature resolution of the turrets). If your target is an Abaddon firing tachyon beam lasers at you with a tracking speed of 0.02262 radians per second, and the signature radius of your Megathron is equal to their signature resolution (400m), then the guns need 1/0.02262 or 44.2 seconds to track you across the whole 40km, or 277.8 seconds to track you in one full orbit. Since the orbit is 251km, you could be orbiting at 251/277.8 or 0.9035 km/s (903.5m/s) in the orbit and be matching the guns' tracking. Now if you moved closer to your target, the guns would still need the same amount of time to track you in a full orbit, but you would have a smaller orbit to make, so it would be easier to defeat their tracking.
Another cool trick to learn is how to shoot a moving target: if you match your target's velocity, then you cancel out radial and transversal velocity alike (though radial is the only one that is important). The way to do this is to move in the same direction your target is moving. If you see a Rifter target moving along on afterburner at 1059m/s in a straight line, ignoring you, you could flip on your Megathron's microwarpdrive and raise your velocity to 979m/s and point your ship in the same direction as the Rifter--not toward the Rifter, but parallel to it, then you should see that little box around it start moving much more slowly on your screen. If you overheat your MWD, you can raise your max velocity to 1397m/s and then throttle down a tiny bit using your throttle pad in the HUD, and potentially match the Rifter's velocity almost exactly. Once you see it stop drifting across your screen, fire your railguns and blap the bastard! Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

Unsuccessful At Everything
The Troll Bridge
5061
|
Posted - 2013.07.16 21:01:00 -
[2] - Quote
Im sure you posted this wall of text to win some arguement that youre having with someone, what is the TLDR for those of us who don't feel the need to read? Since the cessation of their usefulness is imminent, may I appropriate your belongings? |

Reaver Glitterstim
Dromedaworks inc Tribal Band
574
|
Posted - 2013.07.16 21:04:00 -
[3] - Quote
That transversal =/= to radial, and that radial velocity matters in EVE and that transversal does not. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

SirScarecrow
State Protectorate Caldari State
1
|
Posted - 2013.07.16 21:07:00 -
[4] - Quote
Reaver Glitterstim wrote:I don't understand why so many EVE vets make this rookie mistake. I don't believe they actually think that transversal velocity is what's important, even the most green pilots often know that you can get under a ship's guns. So why the blunder of nomenclature? I understand that many veteran EVE players are not math whizzes (though most of them probably are), and I also realize that the word 'transversal' sounds better than 'radial', but that doesn't change the fact that they are two distinctly different functions.
What are transversal and radial velocity, you ask? Well it's quite simple. Transversal velocity is the net velocity you are moving in comparison with another body. To use an example, you are driving down a highway at 200kph in your hot rod and passing up cars in either lane. The other cars are all traveling at about 80kph in relation to the highway surface. You are thus going 120kph faster than they are. You have 120kph of transversal velocity in relation to the cars going in the same direction as you, but 280kph of transversal velocity in relation to the cars in the other lane. This transversal number actually only applies while you are passing each car, however. While you are heading directly toward or away from a car, your transversal with them is zero. Cars going perpendicular to you at the intersection ahead actually have only 80kph of transversal on you while they're in the intersection because you're going straight toward them, but more before and after the intersection due to you going very fast in a direction semi-perpendicular to them. Transversal velocity is only affected by the velocity of you and your target, and is not dependent on the distance to the target.
Radial velocity takes into account the distance to the target. If you are sitting still in a hidden fox hole in enemy territory, stationed near two roads which are parallel to each other, the cars on the closer road (assuming they are moving at the same velocity) have a greater radial velocity in relation to you. Calculating the actual radial velocity is complicated and requires knowledge of basic trigonometry, and I don't feel like getting into the calculations--besides, I'm certain I would mess them up something horrible. But the net effect is very simple to measure. Radial velocity is the velocity that your target is moving across your field of view. If it takes 3 seconds to move 18 arc minutes across your field of view, then its radial velocity in relation to you is 6 arc minutes/second, or 1 degree/10 seconds.
Now you might be asking, why is it important to note the distinction between transversal velocity and radial velocity? Simple. Turret tracking works on radial velocity with the target versus the target's signature radius. If you orbit your enemy at the same velocity and half the distance, you double the radial velocity between you two. This means that turrets must track twice as fast to hit you. Calculating turret tracking speed is pretty easy. The turret tracking in EVE is measured in radians per second. One radian is a measure of circumference (such as an orbit) equal to the radius of said circumference, and there are 2*pi radians in a circumference or orbit. So if you are orbiting your target at 40km, then the distance around the orbit is 2*pi*40km, or about 251km. Every 40km you move, the turrets on your target must turn 1 radian to track you (assuming your signature radius is the same as the signature resolution of the turrets). If your target is an Abaddon firing tachyon beam lasers at you with a tracking speed of 0.02262 radians per second, and the signature radius of your Megathron is equal to their signature resolution (400m), then the guns need 1/0.02262 or 44.2 seconds to track you across the whole 40km, or 277.8 seconds to track you in one full orbit. Since the orbit is 251km, you could be orbiting at 251/277.8 or 0.9035 km/s (903.5m/s) in the orbit and be matching the guns' tracking. Now if you moved closer to your target, the guns would still need the same amount of time to track you in a full orbit, but you would have a smaller orbit to make, so it would be easier to defeat their tracking.
Another cool trick to learn is how to shoot a moving target: if you match your target's velocity, then you cancel out radial and transversal velocity alike (though radial is the only one that is important). The way to do this is to move in the same direction your target is moving. If you see a Rifter target moving along on afterburner at 1059m/s in a straight line, ignoring you, you could flip on your Megathron's microwarpdrive and raise your velocity to 979m/s and point your ship in the same direction as the Rifter--not toward the Rifter, but parallel to it, then you should see that little box around it start moving much more slowly on your screen. If you overheat your MWD, you can raise your max velocity to 1397m/s and then throttle down a tiny bit using your throttle pad in the HUD, and potentially match the Rifter's velocity almost exactly. Once you see it stop drifting across your screen, fire your railguns and blap the bastard!
oh wow, you are now officially a rocket scientist. Tell me something, after you posted all this non-essential garble, do you have more friends now? |

Ajion
AZOIK FLEET AZOIK EMPIRE
9
|
Posted - 2013.07.16 21:11:00 -
[5] - Quote
I for one, approve of his block of text. |

E-2C Hawkeye
State War Academy Caldari State
232
|
Posted - 2013.07.16 21:13:00 -
[6] - Quote
Unsuccessful At Everything wrote:Im sure you posted this wall of text to win some arguement that youre having with someone, what is the TLDR for those of us who don't feel the need to read? He is saying we are using the wrong terminology. He is correct. When you or (your computer) calculates a firing solution this information is processed but we in eve call it traverse velocity. Main reason is because we have a column for it in our UI  |

Joepopo
GoonWaffe Goonswarm Federation
84
|
Posted - 2013.07.16 21:13:00 -
[7] - Quote
SirScarecrow wrote:
oh wow, you are now officially a rocket scientist.
Being a rocket scientist myself, I must say that I am amazed SirScarecrow math.
. |

Reaver Glitterstim
Dromedaworks inc Tribal Band
574
|
Posted - 2013.07.16 21:19:00 -
[8] - Quote
E-2C Hawkeye wrote:Unsuccessful At Everything wrote:Im sure you posted this wall of text to win some arguement that youre having with someone, what is the TLDR for those of us who don't feel the need to read? He is saying we are using the wrong terminology. He is correct. When you or (your computer) calculates a firing solution this information is processed but we in eve call it traverse velocity. Main reason is because we have a column for it in our UI  Actually the UI column labeled transversal velocity does represent actual transversal velocity, and is thus only a partial readout to use for determining the radial velocity between you and your target. Using the term transversal when you mean radial will confuse people into trusting the transversal readout on the UI and failing because of it. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

Nalha Saldana
Syneptics Inc.
730
|
Posted - 2013.07.16 22:47:00 -
[9] - Quote
Finally someone else who realized this, I've been telling people to put radial velocity on overview for years now. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3875
|
Posted - 2013.07.16 23:32:00 -
[10] - Quote
$op =~ s/radial/angular/ig
If you're going to correct people, at least be right about it. Radial velocity is the radial component of the target's velocity vector, from the observer's point of view. A radial is a line from the centre of the circle to the edge. Since the component of velocity you are actually concerned about is the one changing the position of the target in your subjective sky, you want the angular velocity which is the rate at which the angle between you and the target is changing.
Radians per second is an angular measure, since radians are a way of measuring angles (360-¦ in a circle, 2-Ç radians in a circle). Thus a measure of radians per second is the rate over time at which the angle is changing.
So please go back through that screed and replace radial with angular, and everyone can come away from this experience a little better educated.
Day 0 advice for new players: Day 0 Advice for New Players |

Reaver Glitterstim
Dromedaworks inc Tribal Band
579
|
Posted - 2013.07.16 23:37:00 -
[11] - Quote
@ Mara Rinn: You're right, I don't know how I've missed this all these years.
@ Nalha Saldana: I've been telling people this for over a year now, too. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

Tippia
Sunshine and Lollipops
15550
|
Posted - 2013.07.16 23:47:00 -
[12] - Quote
Reaver Glitterstim wrote:That transversal =/= to radial, and that radial velocity matters in EVE and that transversal does not. This is incorrect. Radial velocity doesn't matter at all (other than to provide speed that helps mitigate missile damage), whereas angular velocity matters against turrets, since it's the velocity against which their tracking is compared.
Transversal is simply angular velocity expressed in m/s rather than rad/s, (where angular v = transversal / distance). Transversal is important GÇö it just isn't the complete measure, since it lacks that important distance factor that turns it into angular v, which is why the same transversal speed creates vastly different hit chances at 10km than it does at 100km.
Nalha Saldana wrote:Finally someone else who realized this, I've been telling people to put radial velocity on overview for years now. You should stop, and instead tell them to put angular velocity on the overview. Radial has its uses GÇö it tells you the closing speed of the target (negative = you're closing in, positive = he's getting farther away), but it is of absolutely no use in terms of determining how easy a target is to hit.
edit: Oh well, that's what I get for queuing up a number of answers and being late to the answering-party.  GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Klandi
Consortium of stella Technologies
135
|
Posted - 2013.07.17 00:02:00 -
[13] - Quote
Reaver, an interesting read that accomplished what exactly?
What was the motive for writing this - what outcome did you want to achieve and do you think you reached your objective. I am aware of my own ignorance and have checked my emotional quotient - thanks for asking |

Reaver Glitterstim
Dromedaworks inc Tribal Band
579
|
Posted - 2013.07.17 00:06:00 -
[14] - Quote
I'm just trying to raise awareness that transversal velocity is not what people treat it as. I'd say I succeeded there. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

Infinity Ziona
Cloakers
178
|
Posted - 2013.07.17 01:49:00 -
[15] - 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. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3877
|
Posted - 2013.07.17 01:54:00 -
[16] - Quote
Infinity Ziona wrote: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.
Thus the aim is to get angular velocity high enough for them to miss you, but low enough for you to hit them. At the same time balance your optimal & falloff so they will miss you more than you miss them. Which leads to the concept of a "skilled pilot" who builds a ship for certain optimal range, forward speed, agility, tracking and DPS, to kill the types of targets they are hunting.
Day 0 advice for new players: Day 0 Advice for New Players |

Tippia
Sunshine and Lollipops
15553
|
Posted - 2013.07.17 01:57:00 -
[17] - Quote
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. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3879
|
Posted - 2013.07.17 01:59:00 -
[18] - Quote
Traversal velocity is also useful: it helps you know if you will be capable of matching vectors with the target. If your ship has a maximum speed of 1,500m/s and the target is traversing at 2000m/s there is no chance of matching, and you will have to contend with 500m/s of traversal in the best case. At this point you learn the utility of long range webs.
Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3879
|
Posted - 2013.07.17 02:05:00 -
[19] - 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.
Labels, Tippia! The purple and red straight arrows are traversal velocity, the blue and green curved ones are angular velocity. Is that diagram part of a blog post? Day 0 advice for new players: Day 0 Advice for New Players |

Tiberius Mal
Native Freshfood Minmatar Republic
5
|
Posted - 2013.07.17 02:08:00 -
[20] - Quote
i also feel vindicated as I had to sort this out all by myself earlier in my eve career. I knew the required overview changes and the reason why the numbers needed to be this or that, but I could not have provided the math to explain why that was the case.
long read, but interesting read. thanks for playing, now go out and kill something with this knowledge. |

Tippia
Sunshine and Lollipops
15554
|
Posted - 2013.07.17 02:08:00 -
[21] - Quote
Mara Rinn wrote:Labels, Tippia! The purple and red straight arrows are traversal velocity, the blue and green curved ones are angular velocity. Is that diagram part of a blog post? It's some ancient junk I had lying around since the late 'aughties, when the same question came up. I think I explained what was what in a forum post that accompanied it.
Also, pff! The red and purple arrows (and text) talk about vt, the green and blue ones about va, so obviously it's transversal and angular velocity, respectively.  GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3879
|
Posted - 2013.07.17 02:22:00 -
[22] - Quote
Tippia wrote:Also, pff! The red and purple arrows (and text) talk about vt, the green and blue ones about va, so obviously it's transversal and angular velocity, respectively. 
Obviously! Day 0 advice for new players: Day 0 Advice for New Players |

Tippia
Sunshine and Lollipops
15554
|
Posted - 2013.07.17 02:38:00 -
[23] - Quote
Incidentally, this is also why in (real) orbital mechanics, you have to slow down in order catch up with an object that is orbiting faster than you doGǪ  GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Infinity Ziona
Cloakers
178
|
Posted - 2013.07.17 06:15:00 -
[24] - 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. |

Tippia
Sunshine and Lollipops
15556
|
Posted - 2013.07.17 06:23:00 -
[25] - Quote
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.
Quote:We can call transversal / angular velocity interchangably because theyre just junk. No we can't, because they measure completely different things. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Arduemont
The Asteroid Solution Self Sabatoge
1620
|
Posted - 2013.07.17 06:45:00 -
[26] - Quote
You should feel bad about this thread. "In the age of information, ignorance is a choice." |

Infinity Ziona
Cloakers
178
|
Posted - 2013.07.17 09:56:00 -
[27] - 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? |

Tippia
Sunshine and Lollipops
15564
|
Posted - 2013.07.17 10:08:00 -
[28] - Quote
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. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Infinity Ziona
Cloakers
178
|
Posted - 2013.07.17 10:20:00 -
[29] - 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? |

Tippia
Sunshine and Lollipops
15564
|
Posted - 2013.07.17 10:25:00 -
[30] - Quote
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. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Infinity Ziona
Cloakers
178
|
Posted - 2013.07.17 11:30:00 -
[31] - 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. |

Scrutt5
Spiritus Draconis Sicarius Draconis
27
|
Posted - 2013.07.17 11:35:00 -
[32] - Quote
Wall of text but actually spot on!
+1 |

Zappity
Red Federation RvB - RED Federation
188
|
Posted - 2013.07.17 12:06:00 -
[33] - Quote
I've been using angular ever since I read up on turret tracking calculations. I have never understood why people use transversal. Good job OP.
Arduemont wrote:You should feel bad about this thread.
Why? Good thread. Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |

Plastic Psycho
Republic Military School Minmatar Republic
116
|
Posted - 2013.07.17 12:06:00 -
[34] - Quote
Who really gives a damn? This game has never aspired to rocket science. Nor even rigorous higher math. |

Zappity
Red Federation RvB - RED Federation
188
|
Posted - 2013.07.17 12:09:00 -
[35] - Quote
Plastic Psycho wrote:Who really gives a damn? This game has never aspired to rocket science. Nor even rigorous higher math.
Snip.
Edit: you know what? If you can't be bothered to read the OP just keep using transversal and be happy. Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |

Tiber Ibis
Republic Military School Minmatar Republic
87
|
Posted - 2013.07.17 12:18:00 -
[36] - Quote
Reaver Glitterstim wrote:I'm just trying to raise awareness that transversal velocity is not what people treat it as. I'd say I succeeded there.  Must admit, this used to annoy me when people kept banging on about transversal velocity in TS all the time and telling everyone how they should use it. And when I tried to explain to them to use angular they didn't seem to understand or were blinkered into believing transversal is the only way. Very strange, and made me wonder if they actually read the transversal reading they have on their overview or just like to bang on about to it everyone else to sound clever.
The only important ones to have are angular and radial. Transversal is nice if you have the screen real estate to fit it on although all the relevant information comes from angular which is basically a product of the transversal and distance from the target. Radial is very useful for telling you how fast a target is approaching or retreating. |

Tiber Ibis
Republic Military School Minmatar Republic
87
|
Posted - 2013.07.17 12:21:00 -
[37] - Quote
Tippia wrote:You want to know the transversal since, as Mara Rinn pointed out, it tells you how well you can match their manoeuvres. Hmm never thought about using transversal like that. I guess that is for throwing of people orbits etc then. |

Weiz'mir
Red Federation RvB - RED Federation
2
|
Posted - 2013.07.17 13:22:00 -
[38] - Quote
Tiber Ibis wrote:Reaver Glitterstim wrote:I'm just trying to raise awareness that transversal velocity is not what people treat it as. I'd say I succeeded there.  Must admit, this used to annoy me when people kept banging on about transversal velocity in TS all the time and telling everyone how they should use it. And when I tried to explain to them to use angular they didn't seem to understand or were blinkered into believing transversal is the only way. Very strange, and made me wonder if they actually read the transversal reading they have on their overview or just like to bang on about to it everyone else to sound clever. The only important ones to have are angular and radial. Transversal is nice if you have the screen real estate to fit it on although all the relevant information comes from angular which is basically a product of the transversal and distance from the target. Radial is very useful for telling you how fast a target is approaching or retreating.
+1
My only concern is why angular velocity of turrets - which is a fundamental information - isn't shown along with the distances and damages information when you put your mouse over your modules.
Hope CCP will add this information soon.
I have always thougt that transversal velocity is useless if you know the velocity of the ennemy ship and its radial velocity.
However, reading Mara, I wonder if at the end of the day I shouldn't replace the velocity by the transversal velocity in my overview (not enough room for both).
After all, who cares of the "absolute" speed of a ship ? What matters is its relative speed, which is known thanks to the transversal velocity.
Am I right ? |

Tiber Ibis
Republic Military School Minmatar Republic
87
|
Posted - 2013.07.17 13:42:00 -
[39] - Quote
Weiz'mir wrote:Tiber Ibis wrote:Reaver Glitterstim wrote:I'm just trying to raise awareness that transversal velocity is not what people treat it as. I'd say I succeeded there.  Must admit, this used to annoy me when people kept banging on about transversal velocity in TS all the time and telling everyone how they should use it. And when I tried to explain to them to use angular they didn't seem to understand or were blinkered into believing transversal is the only way. Very strange, and made me wonder if they actually read the transversal reading they have on their overview or just like to bang on about to it everyone else to sound clever. The only important ones to have are angular and radial. Transversal is nice if you have the screen real estate to fit it on although all the relevant information comes from angular which is basically a product of the transversal and distance from the target. Radial is very useful for telling you how fast a target is approaching or retreating. +1 My only concern is why tracking speed of turrets - which is a fundamental information - isn't shown along with the distances and damages information when you put your mouse over your modules. Hope CCP will add this information soon. I have always thougt that transversal velocity is useless if you know the velocity of the ennemy ship and its radial velocity. However, reading Mara, I wonder if at the end of the day I shouldn't replace the velocity by the transversal velocity in my overview (not enough room for both). After all, who cares of the "absolute" speed of a ship ? What matters is its relative speed, which is known thanks to the transversal velocity. Am I right ? The absolute speed of the ship should be left on for sure. This can give you a lot of useful information as to whether the opponent is MWD or AB fitted, or using boosts or other speed enhancing modules. Transversal wouldn't directly give you that information. I'm in the same position too, not enough screen real estate to fit on everything so transversal had to be sacrificed. |

Ciyrine
Science and Trade Institute Caldari State
34
|
Posted - 2013.07.17 14:45:00 -
[40] - 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.
wrong
1) a ship orbiting you generates angular change = hard to track
2) you orbiting a target generates NO angular change = should be easy to track
The game physics treats 2) the same as 1) which is either a failure in the game designers physics understanding or a game balance thing.
The reason i say game balance thing because the fastest ship in a fight will always be the one orbiting. The slower ship will never generate an orbit motion, the slower ship will only manage to elongate the faster ships orbit into an oval.
Which means the fastest ship in a fight would experience zero angular/tracking problems trying to hit the slower ship. Which would make speed even more "king stat" in a frig vs frig fight. The way they have it setup now even the slower frig still has a fighting chance |

Tippia
Sunshine and Lollipops
15572
|
Posted - 2013.07.17 15:00:00 -
[41] - Quote
Ciyrine wrote:[wrong
1) a ship orbiting you generates angular change = hard to track
2) you orbiting a target generates NO angular change = should be easy to track Nope. You orbiting a target generates the exact same angular change. Otherwise, you still wouldn't be pointing towards the target. You're just forgetting that your subjective reference frame has to rotate, which creates the same angular change as if the guns alone had to do all the rotating.
Quote:The game physics treats 2) the same as 1) which is either a failure in the game designers physics understanding or a game balance thing. It's really neither. Your mistake comes from the assumption that the guns' rotation is inherited from the ship, and then labelling the fact that they don't (which is not really outside the realm of possibility) as a GÇ£failure of physicsGÇ¥. The fact that it creates good balance is just a happy coincidence.
Quote:Which means the fastest ship in a fight would experience zero angular/tracking problems trying to hit the slower ship. No. The faster ship would still experience the tracking issues from the movement of the slower ship even if the guns cancelled out the own ship's movements. All you've done at that point is turn it into a one-ship-moves problem rather than one of two ships moving in relation to each other (and to a neutral frame of reference). GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Ciyrine
Science and Trade Institute Caldari State
34
|
Posted - 2013.07.17 15:10:00 -
[42] - Quote
Weiz'mir wrote:
I have always thougt that transversal velocity is useless if you know the velocity of the ennemy ship and its radial velocity.
However, reading Mara, I wonder if at the end of the day I shouldn't replace the velocity by the transversal velocity in my overview (not enough room for both).
After all, who cares of the "absolute" speed of a ship ? What matters is its relative speed, which is known thanks to the transversal velocity.
Am I right ?
ive heard absolute velocity is useful before starting a fight to determine whether you should even engage. If its a ship that youll be able to close with, wether it has OGB
|

Effect One
Vengeful Swan
71
|
Posted - 2013.07.17 15:12:00 -
[43] - 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.
I thinks she was trying to say (admittedly, without actually saying it) that Eve doesn't take into account the direction your guns are pointing.
If you're orbitting a stationary object, your guns technically don't have to track anything?
Taking out of the 'realism' equation large ships orbitting objects at obscene speeds, you should technically be able to orbit something stationary with 1400mm Howitzers on a Tornado at 2kms with the worst gun tracking speeds imaginable and still have no tracking issues yourself while causing a world of tracking problems for the stationary target, because your guns are constantly pointing directly at the target while in a circular orbit. |

Tippia
Sunshine and Lollipops
15572
|
Posted - 2013.07.17 15:26:00 -
[44] - Quote
Effect One wrote:If you're orbitting a stationary object, your guns technically don't have to track anything? If you're orbiting a stationary object at, say, one revolution in 62.8 seconds, the part that you want pointed at the object needs to rotate at 0.1 rad/s, otherwise, it'll start pointing off into space.
This is no different if you are the stationary object and something orbits you at, say, one revolution in 62.8 seconds, at which point the part you want pointed at this orbiting object needs to rotate at 0.1 rad/s, or it will start pointing off into space.
The confusion seems to come from some assumption along the lines of turreted guns working like fixed-mount guns on an age-of-sail gunboat: that you're trying to give the enemy a broadside and that the guns are sticking out from that side at right angles, and then forgetting that all this means is that the broadside has to rotate to track the target at that very same angular velocity.
SoGǪQuote:I thinks she was trying to say (admittedly, without actually saying it) that Eve doesn't take into account the direction your guns are pointing. No, I'm saying that the direction the guns are pointing is decoupled from the direction the ship is pointing (especially since ships in EVE are actually points and therefore have no direction), since we're talking about a freely rotating turret. This turret needs to rotate as in the universal reference frame at the same speed regardless of whether you are the orbiting or the orbited party.
Quote:Taking out of the 'realism' equation large ships orbitting objects at obscene speeds, you should technically be able to orbit something stationary with 1400mm Howitzers on a Tornado at 2kms with the worst gun tracking speeds imaginable and still have no tracking issues yourself while causing a world of tracking problems for the stationary target, because your guns are constantly pointing directly at the target while in a circular orbit. Only if the turrets were locked in place and inherited the rotation of the ship, which they don't. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Ciyrine
Science and Trade Institute Caldari State
34
|
Posted - 2013.07.17 15:27:00 -
[45] - Quote
Tippia wrote:Ciyrine wrote:[wrong
1) a ship orbiting you generates angular change = hard to track
2) you orbiting a target generates NO angular change = should be easy to track Nope. You orbiting a target generates the exact same angular change. Otherwise, you still wouldn't be pointing towards the target. You're just forgetting that your subjective reference frame has to rotate, which creates the same angular change as if the guns alone had to do all the rotating. Quote:The game physics treats 2) the same as 1) which is either a failure in the game designers physics understanding or a game balance thing. It's really neither. Your mistake comes from the assumption that the guns' rotation is inherited from the ship, and then labelling the fact that they don't (which is not really outside the realm of possibility) as a GÇ£failure of physicsGÇ¥. The fact that it creates good balance is just a happy coincidence. Quote:Which means the fastest ship in a fight would experience zero angular/tracking problems trying to hit the slower ship. No. The faster ship would still experience the tracking issues from the movement of the slower ship even if the guns cancelled out the own ship's movements. All you've done at that point is turn it into a one-ship-moves problem rather than one of two ships moving in relation to each other (and to a neutral frame of reference).
if you walk around your friend with your arm pointing at him does your arm have to rotate in the shoulder socket? No, relative to YOUR body your hand stays in the same position and to your bodies perspective your friend is NOT moving, the rooms seems to rotate but that doesnt matter
but thats mostly a derail because in this game you orbiting an object does generate radians for your turrets and thats all that matters. |

Murk Paradox
Red Tsunami The Cursed Few
434
|
Posted - 2013.07.17 15:31:00 -
[46] - Quote
Tiber Ibis wrote:Tippia wrote:You want to know the transversal since, as Mara Rinn pointed out, it tells you how well you can match their manoeuvres. Hmm never thought about using transversal like that. I guess that is for throwing of people orbits etc then.
In a game of ranges, that is equally important. "Never rub another man's rhubarb." -Joker in Batman (Jack Nicholson) Just get a catalyst, blow him up and the post in local "Just a friendly reminder that I'm mining here and not you." -Abrazzar
|

Tippia
Sunshine and Lollipops
15572
|
Posted - 2013.07.17 15:35:00 -
[47] - Quote
Ciyrine wrote:if you walk around your friend with your arm pointing at him does your arm have to rotate in the shoulder socket? Yes. Unless I constantly keep turning (i.e. creating a rotation with an angular velocity) to keep the right parts pointing in the right direction.
Quote:relative to YOUR body your hand stays in the same position GǪbut the point of having turrets is that they don't care about where your ship is pointing.
Quote: the rooms seems to rotate but that doesnt matter It matters massively, because it shows that you are, indeed, having to adjust at the same angular velocity as your friend does if he wants to track you. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Ciyrine
Science and Trade Institute Caldari State
34
|
Posted - 2013.07.17 16:10:00 -
[48] - Quote
Tippia wrote:Effect One wrote:If you're orbitting a stationary object, your guns technically don't have to track anything? If you're orbiting a stationary object at, say, one revolution in 62.8 seconds, the part that you want pointed at the object needs to rotate at 0.1 rad/s, otherwise, it'll start pointing off into space. This is no different if you are the stationary object and something orbits you at, say, one revolution in 62.8 seconds, at which point the part you want pointed at this orbiting object needs to rotate at 0.1 rad/s, or it will start pointing off into space. The confusion seems to come from some assumption along the lines of turreted guns working like fixed-mount guns on an age-of-sail gunboat: that you're trying to give the enemy a broadside and that the guns are sticking out from that side at right angles, and then forgetting that all this means is that the broadside has to rotate to track the target at that very same angular velocity.
ah, i understand where your coming from and still disagree.
The ship does rotate to maintain on target. Which relieves your guns tracking from having to do it. For some reason your treating the gun and the ship as to seperate entitites. If the ship is going to rotate to maintain orbit then your guns dont have to and then for all it matters the guns could have zero tracking capability and still hit.
refer to the arm/shoulder scenario i discussed earlier. If your shoulder isnt doing any rotation then the guns wouldnt have to track either. The fact that your body is rotating doesnt matter to the guns as long as the engines are up to the challenge.
Your trying to give the turrets the job that the engines actually do.
|

Tippia
Sunshine and Lollipops
15573
|
Posted - 2013.07.17 16:23:00 -
[49] - Quote
Ciyrine wrote:The ship does rotate to maintain on target. Which relieves your guns tracking from having to do it. GǪif the guns are locked to the ship, which they aren't.
Quote:For some reason your treating the gun and the ship as to seperate entitites. Yes. BecauseGǪ you knowGǪ they are. The turrets move independently from the ship (call them gyro-stabilised if you like GÇö they don't inherit any angular momentum from the ship) and have to be slewed into position to compensate for any kind of relative motion between your ship and the target.
Quote:refer to the arm/shoulder scenario i discussed earlier. If your shoulder isnt doing any rotation then the guns wouldnt have to track either. GǪbut your shoulder is rotating, or you will no longer point at the target. The problem with your scenario is that you're misidentifying what represent what. Your arms are not the turret; your body is not the ship. Your entire body is the turret, and the ship is simply the spot of ground you're standing on. As that spot moves around your buddy, you have to rotate your body (i.e. the turret) to keep pointing at the guy standing still in the middle.
Quote:Your trying to give the turrets the job that the engines actually do. No. I'm merely describing how turrets work. This includes not making the assumption that they are fixed or that they are affected by ship movement. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Mr Epeen
It's All About Me
2863
|
Posted - 2013.07.17 17:10:00 -
[50] - Quote
Oh look!
Tippia has found a target to orbit.
While the angular velocity is the same for both. (Relativity: ain't it grand), one of them seems to have better tracking. Still, it might be a long battle.
Mr Epeen  There are 86,400 seconds in a day. You just saved one of them by typing 'u' instead of 'you'.-á Congratulations, dumbass! |

Ciyrine
Science and Trade Institute Caldari State
35
|
Posted - 2013.07.17 19:24:00 -
[51] - Quote
Tippia wrote:Ciyrine wrote:The ship does rotate to maintain on target. Which relieves your guns tracking from having to do it. GǪif the guns are locked to the ship, which they aren't. Quote:For some reason your treating the gun and the ship as to seperate entitites. Yes. BecauseGǪ you knowGǪ they are. The turrets move independently from the ship (call them gyro-stabilised if you like GÇö they don't inherit any angular momentum from the ship) and have to be slewed into position to compensate for any kind of relative motion between your ship and the target. Quote:refer to the arm/shoulder scenario i discussed earlier. If your shoulder isnt doing any rotation then the guns wouldnt have to track either. GǪbut your shoulder is rotating, or you will no longer point at the target. The problem with your scenario is that you're misidentifying what represent what. Your arms are not the turret; your body is not the ship. Your entire body is the turret, and the ship is simply the spot of ground you're standing on. As that spot moves around your buddy, you have to rotate your body (i.e. the turret) to keep pointing at the guy standing still in the middle. Quote:Your trying to give the turrets the job that the engines actually do. No. I'm merely describing how turrets work. This includes not making the assumption that they are fixed or that they are affected by ship movement.
The turrets not being attached to the ship is how we get the very unusual physics situation were a gun has tracking problems while going quickly around an object.
I was aware how the game treats tracking i just didnt know why that was different from real world pretend space combat would be. Now i understand that the turrets are floating in space on their own. Not attached to the ship. So when the ship rotates the turrets have to generate their own thrust/rotation to keep up with the ship which causes tracking problems.
In real world pretend space combat when the ship orbits its engines would rptate the ship through the orbit which leave the turrets free to do no tracking.
So basically turrets in eve are drones forced to keep speed with the hull but not attached. |

Plastic Psycho
Republic Military School Minmatar Republic
124
|
Posted - 2013.07.17 19:29:00 -
[52] - Quote
Zappity wrote:Plastic Psycho wrote:Who really gives a damn? This game has never aspired to rocket science. Nor even rigorous higher math. Snip. Edit: you know what? If you can't be bothered to read the OP just keep using transversal and be happy. I read the OP - I'm even pretty good at maths. This whole discussion is still more pointless than whinging about AFK Cloaking. Many electrons could have been spared. Right name, wrong name, the mechanic is the same. |

Murk Paradox
Red Tsunami The Cursed Few
434
|
Posted - 2013.07.17 20:10:00 -
[53] - Quote
Ciyrine wrote:
The turrets not being attached to the ship is how we get the very unusual physics situation were a gun has tracking problems while going quickly around an object.
I was aware how the game treats tracking i just didnt know why that was different from real world pretend space combat would be. Now i understand that the turrets are floating in space on their own. Not attached to the ship. So when the ship rotates the turrets have to generate their own thrust/rotation to keep up with the ship which causes tracking problems.
In real world pretend space combat when the ship orbits its engines would rptate the ship through the orbit which leave the turrets free to do no tracking.
So basically turrets in eve are drones forced to keep speed with the hull but not attached.
After reading this thread I've come to visualize the turrets as being affected by drag, and tracking speed being a matter of "force".
Conceptually it works.. but I don't know if that could be explained visually.
"Never rub another man's rhubarb." -Joker in Batman (Jack Nicholson) Just get a catalyst, blow him up and the post in local "Just a friendly reminder that I'm mining here and not you." -Abrazzar
|

Adunh Slavy
1162
|
Posted - 2013.07.17 20:19:00 -
[54] - Quote
Always helpful
http://dl.eve-files.com/media/0910/eve-tracking101.swf Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.-á-á- William Pitt |

Doddy
Dark-Rising
854
|
Posted - 2013.07.17 20:22:00 -
[55] - Quote
Ciyrine wrote: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. wrong 1) a ship orbiting you generates angular change = hard to track 2) you orbiting a target generates NO angular change = should be easy to track The game physics treats 2) the same as 1) which is either a failure in the game designers physics understanding or a game balance thing. The reason i say game balance thing because the fastest ship in a fight will always be the one orbiting. The slower ship will never generate an orbit motion, the slower ship will only manage to elongate the faster ships orbit into an oval. Which means the fastest ship in a fight would experience zero angular/tracking problems trying to hit the slower ship. Which would make speed even more "king stat" in a frig vs frig fight. The way they have it setup now even the slower frig still has a fighting chance
It is a game balance thing. If it did it right then the fastest ships could use the biggest lowest tracking guns with impunity (so long as they didn't meet something even faster) and slow ships would need to use the fastest tracking guns by necessity. My mind is trying to get round 1400mm tornados in such a reality. |

JAG Fox
GunStars
62
|
Posted - 2013.07.17 20:35:00 -
[56] - Quote
Plastic Psycho wrote:I read the OP - I'm even pretty good at maths. This whole discussion is still more pointless than whinging about AFK Cloaking. Many electrons could have been spared. Right name, wrong name, the mechanic is the same.
thread derailment time..
I've noticed more than a few times on this and other forums the spelling of "whining" as "whinging". i've particularly noticed this from mainly british posters. is that an acceptable spelling in your country, and do you actually pronounce like it's spelled? or is this spelling just the cool way to spell now? just curious babe..
as for the OP. just use missiles and then you don't have to worry about transversal vs. angular velocities! -áFox Pin-up
Kisses!Foxie. |

Zappity
Red Federation RvB - RED Federation
188
|
Posted - 2013.07.17 21:29:00 -
[57] - Quote
Plastic Psycho wrote:Zappity wrote:Plastic Psycho wrote:Who really gives a damn? This game has never aspired to rocket science. Nor even rigorous higher math. Snip. Edit: you know what? If you can't be bothered to read the OP just keep using transversal and be happy. I read the OP - I'm even pretty good at maths. This whole discussion is still more pointless than whinging about AFK Cloaking. Many electrons could have been spared. Right name, wrong name, the mechanic is the same.
Oh good. So when you are trying to manipulate tracking, do you show transversal or angular velocity on your overview? Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |

Karash Amerius
Sutoka
117
|
Posted - 2013.07.17 22:33:00 -
[58] - Quote
While you are right if you are using guns...it does not matter much as far as missile systems go. Karash Amerius Operative, Sutoka |

Rhys Thoth
Endland
11
|
Posted - 2013.07.17 22:34:00 -
[59] - Quote
Reaver Glitterstim wrote: Wall of Text
Angular is what you want for tracking, however for the first few years of EVE transversal was the only option, as they didn't add angular until 2005 or so IIRC. Before that you just looked at transversal, looked at distance and eyeballed it.
Angular has essentially made transversal more or less obsolete, but we all know how the community reacts to change.
Thus this discussion is played out in Help Channel a couple times a month.
|

Liafcipe9000
Smeghead Empire
8546
|
Posted - 2013.07.18 06:18:00 -
[60] - Quote
tl;dr
yeah, so? You may gain the knowledge, but you will lose your belief, with all its mystery and comfort. If there was proof, absolute and certain, there is an afterlife, why not quit this life, and be done with it? Ponder about these things all your life, and you're a philosopher. Compress these ponderings into a couple of pages, and you'll go mad. |

Tippia
Sunshine and Lollipops
15583
|
Posted - 2013.07.18 06:36:00 -
[61] - Quote
Ciyrine wrote:The turrets not being attached to the ship is how we get the very unusual physics situation were a gun has tracking problems while going quickly around an object. They're attached to the ship. They just aren't locked into the ship's rotational frame. That's not very unusual GÇö in fact, that's the whole point of gyro-stabilisation, and chances are that you have an example of this physics situation sitting on your deskGǪ
Quote:Now i understand that the turrets are floating in space on their own. Not attached to the ship. Where do you get that idea?
JAG Fox wrote:I've noticed more than a few times on this and other forums the spelling of "whining" as "whinging". i've particularly noticed this from mainly british posters. is that an acceptable spelling in your country, and do you actually pronounce like it's spelled? or is this spelling just the cool way to spell now? It's not a different spelling of GÇ£whiningGÇ¥ GÇö in fact, it's not even the same word. GÇ£WhingingGÇ¥ is a participle form of the verb GÇ£to whingeGÇ¥. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Zappity
Red Federation RvB - RED Federation
188
|
Posted - 2013.07.18 06:44:00 -
[62] - Quote
Rhys Thoth wrote:Angular is what you want for tracking, however for the first few years of EVE transversal was the only option, as they didn't add angular until 2005 or so IIRC. Before that you just looked at transversal, looked at distance and eyeballed it.
Interesting. Certainly explains why people insist on transversal so thanks.
Liafcipe9000 wrote:tl;dr
yeah, so?
The "so" is in the "tl" that you didn't "r". Just carry on using transversal on your overview and it will be fine. Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |

Nuglord
Heretic Army Heretic Initiative
7
|
Posted - 2013.07.18 07:48:00 -
[63] - Quote
SirScarecrow wrote:oh wow, you are now officially a rocket scientist. Tell me something, after you posted all this non-essential garble, do you have more friends now? After evaluating the forum post, the OP has 12 likes on his post while you have 0.
Therefore, I must conclude that OP does in fact have more friends now, while you do not. |

Weiz'mir
Red Federation RvB - RED Federation
2
|
Posted - 2013.07.18 09:21:00 -
[64] - Quote
I'll be honest :
- I understand the game mechanics from a balancing point of view (not giving to the fastest ship an unfair advantage) ;
but
- I absolutely not understand how some of you could consider that these game mechanics match with real physic.
Anyway, I have two more questions :
1. Do you use radial velocity or do you consider that the distance information is more than enough ?
2. Do you use transversal velocity, and in case you do, could you please explain me in what kind of circumstances ?
Thanks ! |

Liafcipe9000
Smeghead Empire
8567
|
Posted - 2013.07.18 09:24:00 -
[65] - Quote
Zappity wrote:carry on using transversal did I say I use that? or did the drugs voices in your head tell you that? You may gain the knowledge, but you will lose your belief, with all its mystery and comfort. If there was proof, absolute and certain, there is an afterlife, why not quit this life, and be done with it? Ponder about these things all your life, and you're a philosopher. Compress these ponderings into a couple of pages, and you'll go mad. |

Tippia
Sunshine and Lollipops
15593
|
Posted - 2013.07.18 09:41:00 -
[66] - Quote
Weiz'mir wrote:- I absolutely not understand how some of you could consider that these game mechanics match with real physic. Because they do. I have in my cheap-ass out-of-date phone a device that does exactly thatGǪ
Quote:1. Do you use radial velocity or do you consider that the distance information is more than enough ? 2. Do you use transversal velocity, and in case you do, could you please explain me in what kind of circumstances ? 1. Yes, because closing speed is a good measure of whether they're coming for me or someone else, and because it tells me how well I'm catching up with them.
2. No, because just plain speed is good enough.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Weiz'mir
Red Federation RvB - RED Federation
2
|
Posted - 2013.07.18 10:13:00 -
[67] - Quote
Tippia wrote:Because they do. I have in my cheap-ass out-of-date phone a device that does exactly thatGǪ
You have in your phone a device doing exactly... what ?
Let's take an other exemple. Let say I am an indian on my horse galloping around (orbiting) a caravan stopped in the desert.
The cow-boy near his caravan will face tracking issues to shot me if my horse is fast enough. BUT ME, with my rifle, ridding my horse orbiting the caravan, do you really think that I will have any tracking issue ??
Tippia wrote:1. Yes, because closing speed is a good measure of whether they're coming for me or someone else, and because it tells me how well I'm catching up with them.
2. No, because just plain speed is good enough.
Ok thanks for your answers. |

Alexila Quant
Strategic Acquisitions Group Tactical Research Lab
103
|
Posted - 2013.07.18 10:20:00 -
[68] - Quote
E-2C Hawkeye wrote:Unsuccessful At Everything wrote:Im sure you posted this wall of text to win some arguement that youre having with someone, what is the TLDR for those of us who don't feel the need to read? He is saying we are using the wrong terminology. He is correct. When you or (your computer) calculates a firing solution this information is processed but we in eve call it traverse velocity. Main reason is because we have a column for it in our UI 
There is a column for Angular velocity as well. Which I use exclusively. |

Tippia
Sunshine and Lollipops
15595
|
Posted - 2013.07.18 10:26:00 -
[69] - Quote
Weiz'mir wrote:You have in your phone a device doing exactly... what ? Keeping the orientation of one part decoupled from what it's attached to.
Quote:Let's take an other exemple. Let say I am an indian on my horse galloping around (orbiting) a caravan stopped in the desert. GǪbut that's not how turrets work. They are not fixed emplacements 17th-century-brigantine-style cannons. If you are an indian on a horse galloping around a caravan, you have to turn at the same angular velocity to face someone in that caravan, as that person has to turn in order to face you. If you don't, you'll start facing something completely different and no longer be in the correct orbit (alternatively, you should probably get into dressage rather than caravan-robbing, because being able to make your horse complete a full uninterrupted GÇö and actually round GÇö circle without every changing direction is pretty impressive).
The more accurate illustration is that, if you are a director shooting a cowboy movie and want to do a 360-¦ dolly shot around the caravan using a gyro-stabilised camera, then you will have to keep turning that camera because it will not rotate along with the dolly. If you don't, the camera will capture a whole lot of terrain rather than the mug of your overpaid star actor. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Weiz'mir
Red Federation RvB - RED Federation
2
|
Posted - 2013.07.18 10:54:00 -
[70] - Quote
Tippia wrote: The more accurate illustration is that, if you are a director shooting a cowboy movie and want to do a 360-¦ dolly shot around the caravan using a gyro-stabilised camera, then you will have to keep turning that camera because it will not rotate along with the dolly. If you don't, the camera will capture a whole lot of terrain rather than the mug of your overpaid star actor.
If your rotation is perfect (ie the camera is fixed on a circle of rails and the caravan is at the center of the circle), you shouldn't have to move again the camera once it faces the actor.
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. ? In this case I could understand why the turrets of the orbiting ship may face tracking issues...
|

Tippia
Sunshine and Lollipops
15597
|
Posted - 2013.07.18 12:03:00 -
[71] - Quote
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. 
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Infinity Ziona
Cloakers
179
|
Posted - 2013.07.18 12:16:00 -
[72] - 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. |

Tippia
Sunshine and Lollipops
15599
|
Posted - 2013.07.18 12:29:00 -
[73] - Quote
Infinity Ziona wrote:I think you should give up on this Tippia. Its clearly incorrect in regards to real physics. Why should I give up just because people aren't familiar with how real physics work?
Again, this is not something that is magical or odd or unreal or incorrect, and their ignorance certainly doesn't make it any of those. This very phenomenon has been a crucial part of western civilization for a couple of centuries by now.
Quote: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. It's not particularly absurd. It's just a generic, catch-all solution that handles all cases, rather than having three operation modes depending on which parties are moving about. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Templar Knightsbane
The Konvergent League Sev3rance
59
|
Posted - 2013.07.18 12:31:00 -
[74] - Quote
Orbit F1 |

Weiz'mir
Red Federation RvB - RED Federation
2
|
Posted - 2013.07.18 12:52:00 -
[75] - Quote
Thank you Tippia for your explaination. However I am still not convinced at all...
May I ask if there is anyone here who agrees with Tippia ? |

Tippia
Sunshine and Lollipops
15599
|
Posted - 2013.07.18 12:56:00 -
[76] - Quote
Weiz'mir wrote:May I ask if there is anyone here who agrees with Tippia ? Well, there's this guyGǪ
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Weiz'mir
Red Federation RvB - RED Federation
2
|
Posted - 2013.07.18 13:23:00 -
[77] - Quote
Tippia wrote:Weiz'mir wrote:May I ask if there is anyone here who agrees with Tippia ? Well, there's this guyGǪ
You read it in Greek ancient, you may have misunderstood one or two minor details... |

Tippia
Sunshine and Lollipops
15600
|
Posted - 2013.07.18 13:27:00 -
[78] - Quote
Weiz'mir wrote:You read it in Greek ancient Nah. I had already forgotten most of that language a decade and a half ago. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Jill Xelitras
Xeltec services Russian International Allegiance
140
|
Posted - 2013.07.18 13:30:00 -
[79] - Quote
I feel horrible for assuming that real life physics may apply to in-game physics ...
I think I need to test a couple of things in-game before doing that same mistake again.
.... also: what about the coriolis effect ? Shouldn't projectile and hybrid turrets have a slight delay or inaccuracy in firing / hitting targets compared to laser turrets every time there is a change in angular speed ? Or is the adjustement so quick that it doesn't matter ?
Oh lord, here come the headaches again from seeing a wiki page full of formulae ...
(edit: s'pose it's formulas in english. Have to check that up some day) Join the in-game channel 'The Greater Fool Bar' now.
|

Tippia
Sunshine and Lollipops
15600
|
Posted - 2013.07.18 13:40:00 -
[80] - Quote
Jill Xelitras wrote:.... also: what about the coriolis effect ? Shouldn't projectile and hybrid turrets have a slight delay or inaccuracy in firing / hitting targets compared to laser turrets every time there is a change in angular speed ? WeeeellGǪ Coriolis applies to when both you (and the target) are locked in a different (rotating) frame of reference than the projectile is. What tracking does is pretty much the opposite of that: it ensures that the turret isn't locked in that frame of reference, and the tracking is all about compensating for the target's movement from the point of view of a neutral reference frame.
Or, to borrow a phrase from that article: GÇ£The Coriolis effect exists only when one uses a rotating reference frame.GÇ¥ The whole point is that turrets don't use a rotating reference frame. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Jill Xelitras
Xeltec services Russian International Allegiance
140
|
Posted - 2013.07.18 13:54:00 -
[81] - Quote
Tippia wrote:Jill Xelitras wrote:.... also: what about the coriolis effect ? Shouldn't projectile and hybrid turrets have a slight delay or inaccuracy in firing / hitting targets compared to laser turrets every time there is a change in angular speed ? WeeeellGǪ Coriolis applies to when both you (and the target) are locked in a different (rotating) frame of reference than the projectile is. What tracking does is pretty much the opposite of that: it ensures that the turret isn't locked in that frame of reference, and the tracking is all about compensating for the target's movement from the point of view of a neutral reference frame. Or, to borrow a phrase from that article: GǣThe Coriolis effect exists only when one uses a rotating reference frame.Gǥ The whole point is that turrets don't use a rotating reference frame.
Oh, wait ... now it makes sense:
- ship A is stationary, ship B orbits ship A in a clockwise movement.
- ship A's turrets have to turn clockwise to keep tracking ship B.
- ship B itself turns counter-clockwise at the same angular velocity as ship A's turrets (assuming a perfect round orbit at constant speed)
Now in real life, the turrets of ship B would move at the same angular velocity as ship B (inherit movement from ship B). But in eve, the turrets don't inherit the angular movement from the ship and therefore have an angular velocity equal to that of ship A's turret.
Is that what you are saying ?
Join the in-game channel 'The Greater Fool Bar' now.
|

Jill Xelitras
Xeltec services Russian International Allegiance
140
|
Posted - 2013.07.18 13:57:00 -
[82] - Quote
Weiz'mir wrote: The cow-boy near his caravan will face tracking issues to shot me if my horse is fast enough. BUT ME, with my rifle, ridding my horse orbiting the caravan, do you really think that I will have any tracking issue ??
Most certainly, because on the horse you also get an up and down movement for which you have to compensate aswell.    Join the in-game channel 'The Greater Fool Bar' now.
|

Tippia
Sunshine and Lollipops
15600
|
Posted - 2013.07.18 14:04:00 -
[83] - Quote
Jill Xelitras wrote:Now in real life, the turrets of ship B would move at the same angular velocity as ship B (inherit movement from ship B). But in eve, the turrets don't inherit the angular movement from the ship and therefore have an angular velocity equal to that of ship A's turret.
Is that what you are saying ? Yes.
I'm also saying that, in real life, we have plenty of devices and mechanisms that operate exactly like that so it's not something special or magical going on. Gimbals and gyroscopes have cancelled out external angular changes for many many (many) years now.
The only difference is that in real life, we also have gimbal locks, but since you'd still have to compensate for inaccuracies in your orbit, it's questionable whether you'd want to engage those in a fight anywayGǪ GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Jill Xelitras
Xeltec services Russian International Allegiance
141
|
Posted - 2013.07.18 14:20:00 -
[84] - Quote
Tippia wrote: I'm also saying that, in real life, we have plenty of devices and mechanisms that operate exactly like that so it's not something special or magical going on. Gimbals and gyroscopes have cancelled out external angular changes for many many (many) years now.
The only difference is that in real life, we also have gimbal locks, but since you'd still have to compensate for inaccuracies in your orbit, it's questionable whether you'd want to engage those in a fight anywayGǪ
Hmm, you're right. Modern tanks can keep their guns on target while the tank is moving across terrain ... would be rather stupid to go back to old tank design where the turret could only be fired accurately while the tank is stationary.
Join the in-game channel 'The Greater Fool Bar' now.
|

Weiz'mir
Red Federation RvB - RED Federation
2
|
Posted - 2013.07.18 14:32:00 -
[85] - Quote
Jill Xelitras wrote:Tippia wrote: I'm also saying that, in real life, we have plenty of devices and mechanisms that operate exactly like that so it's not something special or magical going on. Gimbals and gyroscopes have cancelled out external angular changes for many many (many) years now.
The only difference is that in real life, we also have gimbal locks, but since you'd still have to compensate for inaccuracies in your orbit, it's questionable whether you'd want to engage those in a fight anywayGǪ
Hmm, you're right. Modern tanks can keep their guns on target while the tank is moving across terrain ... would be rather stupid to go back to old tank design where the turret could only be fired accurately while the tank is stationary.
Same exemple as the one with me dressed up as an indian on a horse. Should the tank run around the target, the gun doesn't have to move... |

Tippia
Sunshine and Lollipops
15601
|
Posted - 2013.07.18 14:37:00 -
[86] - Quote
Weiz'mir wrote:Same exemple as the one with me dressed up as an indian on a horse. Should the tank run around the target, the gun doesn't have to move... Oh yes it does. Constantly. Otherwise, it would pretty much never be able to shoot GÇö much less reliably hit GÇö anything without coming to a stand-still. The difference in accuracy between a stabilised and a locked turret is immense. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Jill Xelitras
Xeltec services Russian International Allegiance
141
|
Posted - 2013.07.18 14:37:00 -
[87] - Quote
Weiz'mir wrote: Same exemple as the one with me dressed up as an indian on a horse. Should the tank run around the target, the gun doesn't have to move...
Yes, but RL is not EVE. Join the in-game channel 'The Greater Fool Bar' now.
|

Weiz'mir
Red Federation RvB - RED Federation
2
|
Posted - 2013.07.18 14:43:00 -
[88] - Quote
Jill Xelitras wrote: Yes, but RL is not EVE.
oh wait... |

Weiz'mir
Red Federation RvB - RED Federation
2
|
Posted - 2013.07.18 18:05:00 -
[89] - Quote
Jill Xelitras wrote: To add to Tippia's post above. What she said is true because the tank will always be subjected to some random movement. The tank will never be able to move around in a 100% constant angular movement.
No. That's absolutely not what she is saying. |

Jill Xelitras
Xeltec services Russian International Allegiance
150
|
Posted - 2013.07.18 18:13:00 -
[90] - Quote
Weiz'mir wrote:Jill Xelitras wrote: To add to Tippia's post above. What she said is true because the tank will always be subjected to some random movement. The tank will never be able to move around in a 100% constant angular movement.
No. That's absolutely not what she is saying.
Oh, yes it is.
Tippia wrote:The difference in accuracy between a stabilised and a locked turret is immense.
Join the in-game channel 'The Greater Fool Bar' now.
|

Weiz'mir
Red Federation RvB - RED Federation
2
|
Posted - 2013.07.19 10:59:00 -
[91] - Quote
Jill Xelitras wrote:Weiz'mir wrote:Jill Xelitras wrote: To add to Tippia's post above. What she said is true because the tank will always be subjected to some random movement. The tank will never be able to move around in a 100% constant angular movement.
No. That's absolutely not what she is saying. Oh, yes it is. Tippia wrote:The difference in accuracy between a stabilised and a locked turret is immense.
You did'nt understand her point. She was talking about turrets gyro-stabilized that need to track a still target (notwithstanding any alea or random movement).
And I doubt that Tippia would agree with you (and me) when you write :
Jill Xelitras wrote: In a perfect lab experiment, and assuming that the turrets would both behave according to RL physics (not eve physics) and were glued in a fix position on the ship, then you would be right.
|

Tippia
Sunshine and Lollipops
15628
|
Posted - 2013.07.19 11:23:00 -
[92] - Quote
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. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Tiber Ibis
Republic Military School Minmatar Republic
88
|
Posted - 2013.07.19 11:27:00 -
[93] - Quote
This is kind of a ridiculous argument. Does anyone actually have evidence to suggest whether turrets would operate with a freely rotational pivot independent of the ship, or whether they would be attached to the ship and operate dependent on the ships movement. I would say the later is more likely, although as there are no real examples of turrets mounted on real space ships then I would assume that both variations are possible. |

Tippia
Sunshine and Lollipops
15628
|
Posted - 2013.07.19 11:29:00 -
[94] - Quote
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).
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Tiber Ibis
Republic Military School Minmatar Republic
88
|
Posted - 2013.07.19 11:53:00 -
[95] - Quote
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. |

Infinity Ziona
Cloakers
181
|
Posted - 2013.07.19 12:25:00 -
[96] - 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. |

Weiz'mir
Red Federation RvB - RED Federation
2
|
Posted - 2013.07.19 12:31:00 -
[97] - Quote
Tippia wrote:Weiz'mir wrote:You did'nt understand her point. Yes he did. You did not. Great news ! Because he considers that a perfectly orbiting ships wouldn't suffer any tracking issue :
Jill Xelitras wrote:
In a perfect lab experiment, and assuming that the turrets would both behave according to RL physics (not eve physics) and were glued in a fix position on the ship, then you would be right.
 |

Weiz'mir
Red Federation RvB - RED Federation
3
|
Posted - 2013.07.19 12:39:00 -
[98] - Quote
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.
+1
(Tippia will disagree ; Jill Xelitras will agree but gives his money to Tippia; Tippia will agree with Jill Xelitras but says the opposite ; etc. etc.)
Anyone to close the topic ? |

Infinity Ziona
Cloakers
181
|
Posted - 2013.07.19 12:41:00 -
[99] - 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. |

Ciyrine
Science and Trade Institute Caldari State
37
|
Posted - 2013.07.19 13:41:00 -
[100] - Quote
Tippia wrote:The more accurate illustration is that, if you are a director shooting a cowboy movie and want to do a 360-¦ dolly shot around the caravan using a gyro-stabilised camera, then you will have to keep turning that camera because it will not rotate along with the dolly. If you don't, the camera will capture a whole lot of terrain rather than the mug of your overpaid star actor.
Turrets(like on a battleship) are attached to the hull for a reason. Because every time they fire they would start spinning crazily from the recoil(the conventional ones). And every time a space particle bumps into them they would get bumped off course. At 4km/s that would happen a lot around the celestial bodies we do combat.
But more damning of all is how would a turret rotate if its not attached to the hull? if its just gyrostabilized and free floating in space effectively then it would need to have its own engines to rotate since it wouldnt be able to use the hull to rotate off of with a turning device of some sort.
In your camera gyrostabilzed example. If the human just holds the camera and doesnt rotate his hands/camera he will stay on target....ONLY if the human isnt present would the camera stray off target. the human in terms of an eve turret would be the rotation mechanism attached to both turret/hull that provides the tracking/rotation capability.
Without that mechanism youd have to attach thrusters to the guns |

Tippia
Sunshine and Lollipops
15629
|
Posted - 2013.07.19 13:52:00 -
[101] - Quote
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.
Quote:We do know how turrets work in real life. GǪand having them work like they do in EVE is one of the available options.
Ciyrine wrote:Turrets(like on a battleship) are attached to the hull for a reason. Because every time they fire they would start spinning crazily from the recoil(the conventional ones). GǪand again, no-one has ever said the turrets in EVE are not attached to the ship. As for any angular momentum from firing, that happens if the force is applied off-center, and it is easily compensated for through other means.
Quote:But more damning of all is how would a turret rotate if its not attached to the hull? It is attached to the hull, and no-one has still ever said otherwise.
Quote:In your camera gyrostabilzed example. If the human just holds the camera and doesnt rotate his hands/camera he will stay on target. GǪas long as he imparts a momentum that provides the camera with the required angular velocity. That'.s the funny part about gyro-stabilisation: it makes things veryGǪ wellGǪ stable, but it make them a handful to do what you want since they keep fighting against any kind of rotational movement you try to impose on them. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Ciyrine
Science and Trade Institute Caldari State
37
|
Posted - 2013.07.19 13:57:00 -
[102] - Quote
Tippia wrote:Weiz'mir wrote:Same exemple as the one with me dressed up as an indian on a horse. Should the tank run around the target, the gun doesn't have to move... Oh yes it does. Constantly. Otherwise, it would pretty much never be able to shoot GÇö much less reliably hit GÇö anything without coming to a stand-still. The difference in accuracy between a stabilised and a locked turret is immense.
Tanks + cameras are gyro stabilized because their carriage is moving across ground which causes up/down vibrations/movements. Which wouldnt be the case for a space ship
But their side/side motion is still attached to the hull/carriage. Which means if the tank is going in a circle(which they never are) the gun doesnt have to do any tracking. Because the tanks never go in a perfect circle around their target the turrets do have to track side/side constantly
|

Ciyrine
Science and Trade Institute Caldari State
37
|
Posted - 2013.07.19 14:02:00 -
[103] - Quote
Jill Xelitras wrote:Weiz'mir wrote:Jill Xelitras wrote: To add to Tippia's post above. What she said is true because the tank will always be subjected to some random movement. The tank will never be able to move around in a 100% constant angular movement.
No. That's absolutely not what she is saying. Oh, yes it is. Tippia wrote:The difference in accuracy between a stabilised and a locked turret is immense.
|

Tippia
Sunshine and Lollipops
15629
|
Posted - 2013.07.19 14:04:00 -
[104] - Quote
Ciyrine wrote:Tanks + cameras are gyro stabilized because their carriage is moving across ground which causes up/down vibrations/movements. Which wouldnt be the case for a space ship GǪand the point was that we have turret stabilisation to deal with that exact problem. Most if it is just done to counteract movements along one or two axes, but it can be done along any and all we wish to.
In EVE, the orientation of turrets is stabilised against the universe, not the local frame of reference of the ship (the only odd thing is that we have universal co-ordinates, but that's a different matter).
Quote:But their side/side motion is still attached to the hull/carriage. Motion, yes, but we're talking about rotation, which depends on the design and purpose. Again, you seem to be stuck on this weird notion that they're not attached to the ship. I have no idea where you got that from. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Ciyrine
Science and Trade Institute Caldari State
37
|
Posted - 2013.07.19 14:10:00 -
[105] - Quote
Tiber Ibis wrote:This is kind of a ridiculous argument. Does anyone actually have evidence to suggest whether turrets would operate with a freely rotational pivot independent of the ship, or whether they would be attached to the ship and operate dependent on the ships movement. I would say the later is more likely, although as there are no real examples of turrets mounted on real space ships then I would assume that both variations are possible.
yes we have real evidence
1) tanks/cameras moving on the ground are like tipias example
2) combat ships in the ocean do not operate like tipias example. I contend that ships in space would be built like ships in the ocean.
|

Muad 'dib
The Imperial Fedaykin Amarrian Commandos
1235
|
Posted - 2013.07.19 14:13:00 -
[106] - Quote
I never used transversal or angular or radial. Its really not even that helpful.
I just have the targets velocity and pay attention. Ive killed a few people before, seems to work fine. Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg
I got 99 likes, and this post aint one.
|

Infinity Ziona
Cloakers
181
|
Posted - 2013.07.19 14:14:00 -
[107] - 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.
|

Tippia
Sunshine and Lollipops
15629
|
Posted - 2013.07.19 14:20:00 -
[108] - Quote
Ciyrine wrote:I contend that ships in space would be built like ships in the ocean. Why? If you want to talk GÇ£in real lifeGÇ¥, the angles involved in space would be on the order of picoradians. You would definitely want to completely separate the turrets' orientation from what the ship is doing to the greatest extent possible because even the slightest shudder would send a shot off by hundreds of kilometers (and we haven't even begun to compensate for lightspeed lag and similar problems), and since there is no single plane that everything is moving on, you want complete freedom along all axes.
In EVE, they simply can't because ships are points and have no orientation for the turrets to inherit.
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. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

The Spod
Center for Advanced Studies Gallente Federation
1
|
Posted - 2013.07.19 14:28:00 -
[109] - Quote
SCIFI TIME:
How do gyrostabilizers work? The defining clue is the statistics they affect in game. Magstab, heatsink and gyrostab all affect damage and rate of fire.
In the case of magnetic field stabilizers, they stabilize the magnetic field of the railgun to allow for faster consecutive shots (rate of fire). They can improve damage by fine timing of the shots to improve accuracy when tracking, but that's far fetched.
Heat sinks allow faster rate of fire by reducing heat build up. They improve damage by allowing bigger energy pulses which transfer partially into heat in the laser mechanism.
Gyrostabilizers stabilize the gun after shots, allowing faster re tracking of the target and thus faster rate of fire. This is because unlike lasers (and to lesser degree railguns), projectile firing mechanic causes recoil which is a big deal in space. Possibly the increased damage comes from allowing faster projectile speed (bigger recoil), but that's very much far fetched.
Angular velocity:
Take into consideration also the requirement of precision in tracking. Tracking speed thinking is limited when trying to hit small targets moving in a perpendicular vector from afar, tracking precision + tracking speed is a better way to see the big picture. I don't know how the formula goes but I'd figure it relies on gun resolution vs. target signature size. |

Infinity Ziona
Cloakers
181
|
Posted - 2013.07.19 14:31:00 -
[110] - 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.
|

Tippia
Sunshine and Lollipops
15629
|
Posted - 2013.07.19 14:35:00 -
[111] - Quote
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. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

The Spod
Center for Advanced Studies Gallente Federation
1
|
Posted - 2013.07.19 14:37:00 -
[112] - Quote
Infinity Ziona wrote: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.
It's a valid point that turrets on a rotating hull could be more accurate than just rotating turrets on a stationary hull. Then again, in EVE your turrets are shooting from the middle of your ship and through your ship for half of the occations.
Turret placement and angles would be a really interesting design addition :) |

Murk Paradox
Red Tsunami The Cursed Few
434
|
Posted - 2013.07.19 14:54:00 -
[113] - Quote
Weiz'mir wrote:Thank you Tippia for your explaination. However I am still not convinced at all...
May I ask if there is anyone here who agrees with Tippia ?
I do. People here trying to argue are considering the target is not moving at all. The reason turrets have tracking, is because they are not shooting a stationary target.
When that target IS stationary, there is no tracking issue.
That cowboy and indian for instance. If that indian was orbiting around a bottle on a post he would need a fixed firing position and rely solely on his horse to maintain the correct orbit. The gun would not need to move.
But since we are talking about a target moving in it's own orbit, that indians rifle needs to compensate for the dynamic trajectory of it's target.
Which si the tracking speed we are talking about here. "Never rub another man's rhubarb." -Joker in Batman (Jack Nicholson) Just get a catalyst, blow him up and the post in local "Just a friendly reminder that I'm mining here and not you." -Abrazzar
|

Murk Paradox
Red Tsunami The Cursed Few
434
|
Posted - 2013.07.19 14:58:00 -
[114] - 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.
Cranes from a work bay on the old (now defunct) space shuttle comes to mind. "Never rub another man's rhubarb." -Joker in Batman (Jack Nicholson) Just get a catalyst, blow him up and the post in local "Just a friendly reminder that I'm mining here and not you." -Abrazzar
|

Murk Paradox
Red Tsunami The Cursed Few
434
|
Posted - 2013.07.19 15:00:00 -
[115] - Quote
Infinity Ziona wrote: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.
Or a compass being held by someone spinning in a circle. True north being the target. "Never rub another man's rhubarb." -Joker in Batman (Jack Nicholson) Just get a catalyst, blow him up and the post in local "Just a friendly reminder that I'm mining here and not you." -Abrazzar
|

Tippia
Sunshine and Lollipops
15630
|
Posted - 2013.07.19 15:03:00 -
[116] - Quote
Murk Paradox wrote:But since we are talking about a target moving in it's own orbit, that indians rifle needs to compensate for the dynamic trajectory of it's target.
Which si the tracking speed we are talking about here. GǪactually we're talking about both. 
I'm simply pointing out that, if you disconnect the orientation of the turret from the orientation of the vehicle, then you'd have tracking issues in the static-target situation as well since the turret now has to individually maintain the same angular velocity as the vehicle does. I'm also pointing out that this is not magic; that it exists and is real and is entirely correct when you start looking across multiple frames of reference.
The counter arguments essentially range from GÇ£I don't understand frames of referenceGÇ¥ to GÇ£why would anyone do that?GÇ¥, neither of which makes the maths and mechanics behind it incorrect. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Weiz'mir
Red Federation RvB - RED Federation
3
|
Posted - 2013.07.19 15:03:00 -
[117] - 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?
Six pages of peremptory assertions ! Congrat'
|

Murk Paradox
Red Tsunami The Cursed Few
434
|
Posted - 2013.07.19 15:09:00 -
[118] - Quote
Ciyrine wrote:Jill Xelitras wrote:Weiz'mir wrote:Jill Xelitras wrote: To add to Tippia's post above. What she said is true because the tank will always be subjected to some random movement. The tank will never be able to move around in a 100% constant angular movement.
No. That's absolutely not what she is saying. Oh, yes it is. Tippia wrote:The difference in accuracy between a stabilised and a locked turret is immense. accuracy is affected for vehicles moving on the ground subject to hills/holes/bumps etc in the ground. Ships in the ocean(and presumably in space) would have turrets attached to the hull. In a perfect orbit you point guns at 90 degrees and call it a day.
Let's do an experiment. First, take a broom handle. Tie it to the handlebars of a bike so it's 90 degrees. Now, create a chalkline circle in a parking lot, or take that bike to your local DMV/Revenue Office that has motorcyle tests/classes (they have a perfect circle painte don their training area).
Now, take your bike, and ride it following that painted circle. Put a cone in the circle. Notice how you can almost maintain 100% lock on that target (barring human error of changing the handlebars slightly)?
Now, take a small kiddie pool and put a soccer ball in that pool of water and make sure it is centered inside of your circle. Notice times your handlebars are not locked on the target (the ball should not be stationary hence the water).
Now do it again with a much larger pool (showing different orbits and velocities) and record your findings.
Now explain how you would not need to untie your broomhandle to maintain 100% lock on your targets in all your phases of this experiment.
This is why turrets track and having tracking speeds to compensate for different velocities and orbits. "Never rub another man's rhubarb." -Joker in Batman (Jack Nicholson) Just get a catalyst, blow him up and the post in local "Just a friendly reminder that I'm mining here and not you." -Abrazzar
|

Murk Paradox
Red Tsunami The Cursed Few
434
|
Posted - 2013.07.19 15:10:00 -
[119] - Quote
Tippia wrote:Murk Paradox wrote:But since we are talking about a target moving in it's own orbit, that indians rifle needs to compensate for the dynamic trajectory of it's target.
Which si the tracking speed we are talking about here. GǪactually we're talking about both.  I'm simply pointing out that, if you disconnect the orientation of the turret from the orientation of the vehicle, then you'd have tracking issues in the static-target situation as well since the turret now has to individually maintain the same angular velocity as the vehicle does. I'm also pointing out that this is not magic; that it exists and is real and is entirely correct when you start looking across multiple frames of reference. The counter arguments essentially range from GǣI don't understand frames of referenceGǥ to Gǣwhy would anyone do that?Gǥ, neither of which makes the maths and mechanics behind it incorrect.
Yea, I'm agreeing with you. I might not know the formulae for figuring out those trajectories, but I do understand why they are there and what function they provide hehe. I'm just trying to put into layman's terms. "Never rub another man's rhubarb." -Joker in Batman (Jack Nicholson) Just get a catalyst, blow him up and the post in local "Just a friendly reminder that I'm mining here and not you." -Abrazzar
|

Murk Paradox
Red Tsunami The Cursed Few
434
|
Posted - 2013.07.19 15:14:00 -
[120] - Quote
Infinity Ziona wrote: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.
Centrifugal and Centripedal force do not exist in space I don't think, nor are they even considered in Eve afaik. So while the theories are sound and correct, the actual process of duplicating the same effects in a different environment would not use the same formula. "Never rub another man's rhubarb." -Joker in Batman (Jack Nicholson) Just get a catalyst, blow him up and the post in local "Just a friendly reminder that I'm mining here and not you." -Abrazzar
|

Infinity Ziona
Cloakers
182
|
Posted - 2013.07.19 15:31:00 -
[121] - 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 :) |

Weiz'mir
Red Federation RvB - RED Federation
3
|
Posted - 2013.07.19 16:19:00 -
[122] - Quote
Murk Paradox wrote:Weiz'mir wrote:Thank you Tippia for your explaination. However I am still not convinced at all...
May I ask if there is anyone here who agrees with Tippia ? I do. People here trying to argue are considering the target is not moving at all. The reason turrets have tracking, is because they are not shooting a stationary target. When that target IS stationary, there is no tracking issue.
Murk Paradox wrote:
When that target IS stationary, there is no tracking issue.
Murk Paradox wrote:
When that target IS stationary, there is no tracking issue.
In Eve there are traking issues! If you orbit a still ship or even a celestial, you will face tracking issues.
That is why :
- Eve mechanics don't match with real physics ; - you are not agree with Tippia who considers that Eve mechanics match with real physics. |

Tippia
Sunshine and Lollipops
15634
|
Posted - 2013.07.19 16:24:00 -
[123] - Quote
Weiz'mir wrote:In Eve there are traking issues! If you orbit a still ship or even a celestial, you will face tracking issues.
That is why :
- Eve mechanics don't match with real physics ; GǪexcept that there is no conflict with real physics GÇö only with your assumptions about which reference frames apply for the different parts of the equation. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Riyal
Fluffles Inc. xXPlease Pandemic Citizens Reloaded Alliance.Xx
108
|
Posted - 2013.07.19 16:46:00 -
[124] - Quote
Tippia wrote: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
I was reading the thread and thinking of a reason why future space engineers would have fully stabilized turrets. I think this is a great is a great example.
Having turrets effected by the hull rotation would only(?) be useful in an orbiting situation, every(?) other type or ship movement would be detrimental to your tracking. Pilots would have to fly in a way that minimized the angular velocity between the hull movement and the enemy, which sounds like adding some crazy complications to me.
So there is a logical reason for the turrets to behave the way they do, and its not just a product of way objects are handled in Eve.
I think I got that right, it is hot and I am tired 'n all. |

Ciyrine
Science and Trade Institute Caldari State
37
|
Posted - 2013.07.19 17:04:00 -
[125] - Quote
Infinity Ziona wrote: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 :)
The only time ud be turning in the wrong direction is when ur trying to escape from the fight at which point uve already decided u cant kill the target so the damage u could do is irrelevant. Whether fighting solo or in fleet given 2 ship designs. One where the ships hull assists tracking because turret is fixed to hull vs a turret that is actually hindered tracking the faster i orbit my target i would pick the firat option even if that means turret tracking is impossible if i turn away from the target
Currently turrets suffer tracking if ur going 5km/s orbiting around a BS and that is just poor ship design other than a game balance thing. |

Tippia
Sunshine and Lollipops
15634
|
Posted - 2013.07.19 17:15:00 -
[126] - Quote
Ciyrine wrote:The only time ud be turning in the wrong direction is when ur trying to escape from the fight GǪor when you're trying to close with the target because the current orbit is wrong for you. Or when you're trying to alter the orbiting plane. Or when you're trying to jink into a higher-angular movement (which would be especially effective if you had turrets that inherited the ship orientation). GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Whitehound
1557
|
Posted - 2013.07.19 19:33:00 -
[127] - Quote
Reaver Glitterstim wrote:That transversal =/= to radial, and that radial velocity matters in EVE and that transversal does not. You cannot have an angular velocity without a transversal speed and vice versa. Both values are closely related to one another and are dependent. They also behave similar. Therefore does it not matter unless you want to be precise.
Most people will understand what you are saying when you use one or the other. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Ciyrine
Science and Trade Institute Caldari State
37
|
Posted - 2013.07.19 19:37:00 -
[128] - Quote
Tippia wrote:Ciyrine wrote:The only time ud be turning in the wrong direction is when ur trying to escape from the fight GǪor when you're trying to close with the target because the current orbit is wrong for you. Or when you're trying to alter the orbiting plane. Or when you're trying to jink into a higher-angular movement (which would be especially effective if you had turrets that inherited the ship orientation).
None of those are turning in the wrong direction.
The only direction thats in the wrong direction is away from ur targets direction. Every other direction will assist ur turrets tracking speed. None of that matters though because what matters is that currently in eve any time ur ship is faster than the target its bad for ur turrets and thats bad ship design for pretend eve engineers.
I prefer my ship design where faster ship benefits from its speed than ur/eves design where faster ships are bad for their own turrets. Except for game balance. In which case i can deal with that. But lets call a cow for what it is and not pretend its the prefered engineering method in pretend spacw combat |

Tippia
Sunshine and Lollipops
15652
|
Posted - 2013.07.19 19:47:00 -
[129] - Quote
Ciyrine wrote:None of those are turning in the wrong direction. Yes they are. You have to turn into the target's line of travel to get closer GÇö turning away brings you farther away. Changing the orbiting plane explicitly means you will no longer maintain a parallel orbit to him (i.e. turning away from his line of travel), so you have to turn into him. Jinking to increase tracking issues (for him) means turning into him because travelling away from him can only decrease it GÇö you're trying to GÇ£cross the TGÇ¥ as it were.
Quote:The only direction thats in the wrong direction is away from ur targets direction. Eh, no. That's the direction in which your ship's movements will help improve the tracking of a locked turret (turret rotation + ship rotation). In every other direction, it either makes no difference, or the turret's tracking has to move directly counter to the ship's rotation (turret rotation - ship rotation).
Quote:None of that matters though because what matters is that currently in eve any time ur ship is faster than the target its bad for ur turret No. It's just as bad when he's faster than you, and for exactly the same reason.
Quote:I prefer my ship design where faster ship benefits from its speed As luck would have it, EVE gives you just that. Faster ships dictate the positioning and range of the fight, and high speed often comes with high agility, which allows you to dictate a lot of the tracking as well.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Murk Paradox
Red Tsunami The Cursed Few
435
|
Posted - 2013.07.19 21:03:00 -
[130] - Quote
Ciyrine wrote:Tippia wrote:Ciyrine wrote:The only time ud be turning in the wrong direction is when ur trying to escape from the fight GǪor when you're trying to close with the target because the current orbit is wrong for you. Or when you're trying to alter the orbiting plane. Or when you're trying to jink into a higher-angular movement (which would be especially effective if you had turrets that inherited the ship orientation). None of those are turning in the wrong direction. The only direction thats in the wrong direction is away from ur targets direction. Every other direction will assist ur turrets tracking speed. None of that matters though because what matters is that currently in eve any time ur ship is faster than the target its bad for ur turrets and thats bad ship design for pretend eve engineers. I prefer my ship design where faster ship benefits from its speed than ur/eves design where faster ships are bad for their own turrets. Except for game balance. In which case i can deal with that. But lets call a cow for what it is and not pretend its the prefered engineering method in pretend spacw combat
If I'm being orbited by a fast ship in a clockwise rotation and I'm being outflown, I'm definitely going to try to reroute my current orbit to try to drive that attacker around where his speed is not so superior. Be it turning a different direction to get him to turn around and hope for a lucky hit as his speed slows way down in a u-turn, or to find a way to realign myself to either force him to bump into something or use my environment in any other way as a benefit.
This is just a couple of ways to slow down a ship that is far faster than your own. "Never rub another man's rhubarb." -Joker in Batman (Jack Nicholson) Just get a catalyst, blow him up and the post in local "Just a friendly reminder that I'm mining here and not you." -Abrazzar
|

Whitehound
1557
|
Posted - 2013.07.19 21:28:00 -
[131] - Quote
Weiz'mir wrote:In Eve there are traking issues! If you orbit a still ship or even a celestial, you will face tracking issues.
That is why :
- Eve mechanics don't match with real physics ; - you are not agree with Tippia who considers that Eve mechanics match with real physics. There is a difference between stationary targets and stationary ships in EVE. Ships have a speed attribute and one can see it on the overview. The same with their angular velocity and their transversal speed. Some targets however do not have a speed. Their speed is not just simply 0, but it does not exist as an attribute and neither do these have a transversal speed or an angular velocity. It is possible to lock onto these targets and shoot them, but without having tracking issues. And there are objects which can be shot at, but take no damage regardless if one is flying or standing still. There once was a bug or a feature that resulted in 0 damage when one was shooting from 0km distance until it was changed (when it also became known as a bug when before it was working as intended).
I think we should be glad about the fact that God is not a programmer and that real physics is not bugged sometimes. EVE physics is however the physics of another and entirely different universe. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Weiz'mir
Red Federation RvB - RED Federation
3
|
Posted - 2013.07.20 08:17:00 -
[132] - Quote
Whitehound wrote: There is a difference between stationary targets and stationary ships in EVE. Ships have a speed attribute and one can see it on the overview. The same with their angular velocity and their transversal speed. Some targets however do not have a speed. Their speed is not just simply 0, but it does not exist as an attribute and neither do these have a transversal speed or an angular velocity. It is possible to lock onto these targets and shoot them, but without having tracking issues.
It may confirm that the tracking issue with stationary ships is, from CCP point of view, a game mechanic to balance fights (and not a reproduction of real physics, otherwise the same issue would have existed with all targets). |

Whitehound
1557
|
Posted - 2013.07.20 08:35:00 -
[133] - Quote
Weiz'mir wrote:It may confirm that the tracking issue with stationary ships is, from CCP point of view, a game mechanic to balance fights (and not a reproduction of real physics, otherwise the same issue would have existed with all targets). The game started as a board game, so I have heard (might be a fact or might already be a myth).
The formula to the hit'n'miss-chance seems more like it originated from a statistics approach to PvP than being a physics approximation (though modern physics is not shy of using statistics). When you match the tracking speed with the angular velocity does it not result in a 100% hit as one would expect it for a physics simulation, but rather does it result in a perfect 50%, meaning, the player gets a fair chance (50:50-chance) to hit or to miss. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Tippia
Sunshine and Lollipops
15657
|
Posted - 2013.07.20 10:40:00 -
[134] - Quote
Weiz'mir wrote:It may confirm that the tracking issue with stationary ships is, from CCP point of view, a game mechanic to balance fights (and not a reproduction of real physics, otherwise the same issue would have existed with all targets). GǪbut, again, there is nothing GÇ£unrealGÇ¥ about the physics involved in how turrets in EVE work. The only thing that's maybe a bit odd about them is the engineering decision GÇö effectively Infinity Ziona complaint GÇö but the rest is basic vector maths and overlapping reference frames.
Whitehound wrote:The formula to the hit'n'miss-chance seems more like it originated from a statistics approach to PvP than being a physics approximation (though modern physics is not shy of using statistics). When you match the tracking speed with the angular velocity does it not result in a 100% hit as one would expect it for a physics simulation, but rather does it result in a perfect 50%, meaning, the player gets a fair chance (50:50-chance) to hit or to miss. The hit formula is a statistic one, yes,which is pretty much the norm for RPGs, but the actual tracking is exactly you'd expect: the relative angular velocity of the target. And yes, that's maybe what trips people up: the assumption that the formula has anything to do with physics, when it's just a benchmark for a statistic based on simple trigonometry of relative motion. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Reaver Glitterstim
Dromedaworks inc Tribal Band
600
|
Posted - 2013.07.21 08:00:00 -
[135] - Quote
Weiz'mir wrote:Thank you Tippia for your explaination. However I am still not convinced at all...
May I ask if there is anyone here who agrees with Tippia ? Tippia is correct. All of you who say that the turret mechanics in EVE are unrealistic simply do not understand real-world physics as well as you think you do. For one, you have to abandon your petty notions of absolute frames of reference. There are no absolutes. Everything is relative.
Here's something I'd like some of you to try: get on a merry-go-round, sit near the edge, and get it spinning pretty fast. Now try to point your arm at the center. You may note that you must constantly keep adjusting your arm's angle as you revolve around the centerpiece. This is exactly what your turrets must do. It's because neither your arm nor your turrets are locked in place.
I think what a lot of you are doing is picturing your ship as an absolute reference point. When the ship moves through its orbit and turns accordingly to face the target, you think your guns don't have to move because they don't have to move relative to the ship. But the ship moved relative to the universe, and the guns tried to stay put. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

Whitehound
1563
|
Posted - 2013.07.21 08:19:00 -
[136] - Quote
Tippia wrote:The hit formula is a statistic one, yes,which is pretty much the norm for RPGs, but the actual tracking is exactly you'd expect: the relative angular velocity of the target. And yes, that's maybe what trips people up: the assumption that the formula has anything to do with physics, when it's just a benchmark for a statistic based on simple trigonometry of relative motion. I am not so sure about it as you are. It is all assumptions to me.
The whole idea of a weapon signature seems broken from a physics point of view. It is implemented as if the shots would scatter over the exact area regardless of the distance. You can find yourself sitting in a battleship with a signature radius of maybe 380m and your large guns will scatter their shots right at the muzzle over a 400m radius.
I am sure one can find some exotic distribution to explain this behaviour, but I doubt that the creator of the mechanic had thought about this. It is more likely a completely fictitious formula and only loosely related to real physics.
I am not complaining about it. I think it is good fun. I just would not want to be too serious about its meaning. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Blackpool Shale
School of Applied Knowledge Caldari State
0
|
Posted - 2013.07.21 09:36:00 -
[137] - Quote
Tippia wrote: GǪbut, again, there is nothing GǣunrealGǥ about the physics involved in how turrets in EVE work. .
There have been enough examples of real world situations than demonstrate you are incorrect. You have a very large misconception about how this works.
Fact is, an orbiting ships turrets would need to rotate much less than the stationary ships turrets to shoot them. I am not going to go into it in detail, there are many people in this thread who have explained it very well to you. CCP use this "unreal" physics to balance the game.
Source: A physics degree + teaching qualification. I use this example to discuss rotational frames of reference with students when making this exact point. |

Tippia
Sunshine and Lollipops
15674
|
Posted - 2013.07.21 09:54:00 -
[138] - Quote
Blackpool Shale wrote:There have been enough examples of real world situations than demonstrate you are incorrect. No. There have only been tons of examples that don't replicate how EVE turrets work, that's all.
Quote:Fact is, an orbiting ships turrets would need to rotate much less than the stationary ships turrets to shoot them. I am not going to go into it in detail, there are many people in this thread who have explained it very well to you. You're going to have to go into a quite a lot of detail to describe how something can traverse in a full circle without rotating through all 360-¦ of that circle. Please go ahead.
The actual fact is, an orbiting ship's turrets have to traverse 2-Ç radians in the orbit time in order to keep facing the target. Coincidentally, as you move around the target in a full, the target's turrets have to traverse 2-Ç radians in the same orbit time. So we have a case of 2-Ç/t-á=-á2-Ç/t, which explains why turrets on both sides see the same angular velocity in the opposite party. Your confusion (same as those who provided incorrect examples) is that you assume that the turret must absolutely, positively, inherit the ship's rotational frame, when no such absolute requirement exists.
Source: Algebra 101 and Mechanics 101.
Quote:CCP use this "unreal" physics to balance the game. GǪexcept that there is nothing unreal about it. Gimbals have been around for millennia; gyro-stabilisation for almost a century and a half. Disconnecting one body's rotation from that of another body is done on a daily basis GÇö possibly even in your own household.
Quote:Source: A physics degree + teaching qualification. Poor students. Oh, and no, you use a radically different example, which does not actually disprove my point. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Brewlar Kuvakei
Adeptio Gloriae
229
|
Posted - 2013.07.21 10:37:00 -
[139] - Quote
I think all three velocity are handy having in your overview.
Angular velocity to determine if I can hit it wit hit guns.
Velocity to determine if the dudes at warp speed before I decloak and engage. This also tells me how hard I will be DPS with missiles.
Traversal to work out instantly if he is burning at me or away from me when I land and whether we are about to sling shot in a fight. |

Whitehound
1575
|
Posted - 2013.07.21 10:38:00 -
[140] - Quote
Tippia wrote:Quote:Fact is, an orbiting ships turrets would need to rotate much less than the stationary ships turrets to shoot them. I am not going to go into it in detail, there are many people in this thread who have explained it very well to you. You're going to have to go into a quite a lot of detail to describe how something can traverse in a full circle without rotating through all 360-¦ of that circle. Please go ahead. I believe his point is that when a ship orbits a (stationary) ship then the ship itself rotates around its own axis. This is also what one can see on the screen. An orbiting ship (almost) never points into the same direction. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Ptraci
3 R Corporation The Irukandji
1368
|
Posted - 2013.07.21 11:05:00 -
[141] - Quote
Reaver Glitterstim wrote:That transversal =/= to radial, and that radial velocity matters in EVE and that transversal does not.
Transversal velocity is PROPORTIONAL to radial velocity when the orbit is very small. Happy now? |

Tippia
Sunshine and Lollipops
15675
|
Posted - 2013.07.21 12:42:00 -
[142] - Quote
Whitehound wrote:I believe his point is that when a ship orbits a (stationary) ship then the ship itself rotates around its own axis. Yes, and my point is that the ship's rotation is irrelevant since the turrets don't inherit that rotation GÇö they are stabilised towards the GÇ£universalGÇ¥ frame of reference, not the ship's. As a result, your turrets will have to track their target at the same angular velocity as the target's turrets have to track you: because it's the same rotation over the same timeframe.
This is not GÇ£unrealGÇ¥ or GÇ£incorrectGÇ¥ since mechanisms that offer this kind of disconnection between an object and its carrier is something that's existed since antiquity. The only conceivable oddity is the matter of why the EVE ship engineers have chosen this particular solution, but I've already suggested a lore answer to that one. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Rain6638
Team Evil
560
|
Posted - 2013.07.21 13:01:00 -
[143] - Quote
if you don't know how to calculate formulas while preserving units, you're going to have a bad time.
just curious: who thinks it's a good idea to have transversal showing in overview. raise your hand [ 2013.06.21 09:52:05 ] (notify) For initiating combat your security status has been adjusted by -0.1337 yo dawg, we heard you liek industrials, so we put an industrial in yo industrial so you can loss while u loss |

Whitehound
1598
|
Posted - 2013.07.21 15:39:00 -
[144] - Quote
Tippia wrote:This is not GÇ£unrealGÇ¥ or GÇ£incorrectGÇ¥ since mechanisms that offer this kind of disconnection between an object and its carrier is something that's existed since antiquity. The only conceivable oddity is the matter of why the EVE ship engineers have chosen this particular solution, but I've already suggested a lore answer to that one. Even you have to admit that this is at least confusing if not annoying to anyone new to EVE or only new to the tracking formula, and not everyone cares for the lore.
I for one care little for EVE's lore and can very well sympathize with the problem. I do read a lot of SciFi and when stories become disconnected from today's science then it is not science fiction any longer, but it becomes fantasy and magic. Or as Arthur C. Clark said it "Any sufficiently advanced technology is indistinguishable from magic." It also means that good science fiction needs to be distinguishable from magic or I might just start playing WoW. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Tippia
Sunshine and Lollipops
15675
|
Posted - 2013.07.21 15:44:00 -
[145] - Quote
Whitehound wrote:Even you have to admit that this is at least confusing if not annoying to anyone new to EVE or only new to the tracking formula, and not everyone cares for the lore. Oh, sure. It's kind of fun how in a game that's really more of a submarine simulator, this particular mechanic is of a distinctly non-naval persuasion.  GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Rain6638
Team Evil
560
|
Posted - 2013.07.21 15:45:00 -
[146] - Quote
confusing? more like a riddle wrapped in a mystery inside a burrito! [ 2013.06.21 09:52:05 ] (notify) For initiating combat your security status has been adjusted by -0.1337 yo dawg, we heard you liek industrials, so we put an industrial in yo industrial so you can loss while u loss |

Ciyrine
Science and Trade Institute Caldari State
37
|
Posted - 2013.07.21 16:20:00 -
[147] - Quote
I would prefer the full naval version of eve where the guns are cannons fixed to ship. If were going full blown advanced gyro stabilized guns loosely connected to hull then lets go full battlestar galactica where deceleration requires flipping ship around to use main thrusters. And turning off engines u coast indefinitely but cant turn |

Reaver Glitterstim
Dromedaworks inc Tribal Band
602
|
Posted - 2013.07.21 16:32:00 -
[148] - Quote
It would be nice of more of the EVE physics could be realistic. I've drafted up many ways a realistic inertia system could work, but apparently CCP (and almost everyone else in the industry) is happier forcing us through fluidic space where we might encounter the Undine.
Brewlar Kuvakei wrote:Traversal to work out instantly if he is burning at me or away from me when I land and whether we are about to sling shot in a fight. You'll want radial velocity to tell how fast the target is moving toward or away from you. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

Rain6638
Team Evil
561
|
Posted - 2013.07.21 17:15:00 -
[149] - Quote
PVP IFR FTW [ 2013.06.21 09:52:05 ] (notify) For initiating combat your security status has been adjusted by -0.1337 yo dawg, we heard you liek industrials, so we put an industrial in yo industrial so you can loss while u loss |

Detarn
Wolves of the North
1
|
Posted - 2013.07.21 18:54:00 -
[150] - Quote
I think this thread has been very interesting. The specifics about the tracking and angular velocity issues in EVE are an important part in becoming a seasoned pilot.
There is no arguing that CCP has decided to make all ships "points in space" and require the turrets to be required to pivot on those points against the universal X/Y/Z frame of reference purely for balance issues. This is one of those decisions that are made to still make it a "Game" just like he fluid dynamics model that is used which allows us to stop without flipping our ships around
As far as the argument about how it would work in real life: I believe that Tippia is trying to defend the decision above (about the turrets) that CCP made by saying that it is actually applicable to 'real' space combat.
It's not.
Yes gyrostabilizers would be used in space but there is a very important point which has not new brought up and that's: delta...
In space, there is no universal frame of reference if you are considering a two competing-space ship-system. If you consider to identical ships that have come in contact with each other that have decided to fight its easy to see how it would work:
Any weapon system has to be connected to the ship via whatever pivot mechanism. The ONLY time that the pivot mechanism would have to move is when it's target has a velocity DELTA (meaning change in speed) relative to the ship in which it's connected. That velocity delta can be in any relative component (radial, angular, or transversal) as long as a delta exists, tracking is necessary.
So in space, if two identical ship and there computers have done velocity prediction and evasive maneuvering so that each is in a mutually centric orbit there gun's pivot mechanisms could stay stationary and they would blow each other out of the sky. It's only when a pilot attempts to jocky his position and change the components of his orbit or current velocity relative to the other ship that either ships guns would have to move.
|

Detarn
Wolves of the North
1
|
Posted - 2013.07.21 19:10:00 -
[151] - Quote
To further clarify... you could actually orbit a "stationary" ship in space.. but that's not the most accurate way to say that...
What that would actually mean is that you have engaged your thrust-vectored engines in a way that centers your actual motion on a point in space which lies on your target. Your target could have any velocity but as long as you had already 'added' that velocity to your chosen orbital pattern it would still be like orbiting a "stationary" ship.
It's like you are causing your engines to effectively do the work of gravity had you and your target been two massive bodies. As long as your engines constantly cause your ship to maintain the steady angular component of the orbit.. your guns could stay stationary and hit.
AND in the case of projectiles your turrets would only have to angle into a fixed position to have their trajectory be corrected for the velocity that they would already have upon leaving the barrel. (This would be minimal in the case of fast moving projectiles) |

Tippia
Sunshine and Lollipops
15676
|
Posted - 2013.07.21 20:10:00 -
[152] - Quote
Detarn wrote:Yes gyrostabilizers would be used in space but there is a very important point which has not new brought up and that's: delta... No, it has been brought up. Its the difference in relative motion that generates the angular velocity.
Quote:That velocity delta can be in any relative component (radial, angular, or transversal) as long as a delta exists, tracking is necessary. There are only two components: radial and angular. If it's a movement along the radial axis only, no tracking is needed because the turret is already pointed in the right direction GÇö the target is just moving farther away or closing in, right along the axis of projectile travel. So just fire away. The tracking would only change if there was some outside force that affected the trajectory (e.g. a gravity field creating a ballistic trajectory so you have to adjust your aim as the distance to target changes).
Quote:TO CLARIFY POINT ABOUT GYROS: When no Delta exists, engaging gyros would help maintain accuracy from random purturbations in velocities. GǪbut again, that's only an engineering decision as far as how you want your turrets to operate GÇö it doesn't say anything about what is GÇ£rightGÇ¥ or GÇ£wrongGÇ¥ as far as tracking is concerned, and letting your turrets track freely and independently of the ship's orientation is very much applicable in real life as well.
Quote:AND in the case of projectiles your turrets would only have to angle into a fixed position to have their trajectory be corrected for the velocity that they would already have upon leaving the barrel. (This would be minimal in the case of fast moving projectiles) GǪif you chose to design your turrets to be locked into the ship's reference frame. If you choose not to, then they'd have to keep tracking. The EVE ship designers chose the latter, for whatever reason. Maybe because of the aforementioned scenario where having the tracking be relative to the ship's own orientation would make the ship's movements predictable and easier to hit. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Detarn
Wolves of the North
1
|
Posted - 2013.07.21 20:39:00 -
[153] - Quote
You are stuck on one false premise tappia:
It is physically impossible in reality to have turrets that are NOT linked to a ship's frame of reference in some way. Yes you can simulate an "unlinked state" by gyrostabalizing a free floating turret design but failing a friction-free set up, the acceleration of a ship, be it rotational or whatever, will still have some effect on the system. It's not a matter of choice.
And radial velocity CAN make a difference for any weapons that happen to not be on the primary vector axis of the target. |

Tippia
Sunshine and Lollipops
15678
|
Posted - 2013.07.21 20:49:00 -
[154] - Quote
Detarn wrote:You are stuck on one false premise tappia:
It is physically impossible in reality to have turrets that are NOT linked to a ship's frame of reference in some way. You can disconnect it to such a high degree that it might as well not exist. It's just as physically impossible (to say nothing about hugely impractical) in reality to have a turret that is 100% matches the ship's rotating reference frame. Just as friction would (minutely, to the point of not mattering) impart a momentum transfer onto a free-floating turret, inertia would (minutely, to the point of not mattering) impart lag on a locked-down turret.
Again, these things exist today, and have done so for ages. They work well enough that for all intents an purposes, they are rotationally independent from their carrying vehicle, so no, the premise is not false any more than the idea that you can lock the turret in a fix angle relative to the ship is a false premise.
Quote:And radial velocity CAN make a difference for any weapons that happen to not be on the primary vector axis of the target. No, because by not being on the same axis, you have now introduced an angular component relative to the turret. As long as the trajectory doesn't change with range for whatever reason, the radial velocity doesn't matter GÇö only the angular part. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Ciyrine
Science and Trade Institute Caldari State
38
|
Posted - 2013.07.21 21:08:00 -
[155] - Quote
Detarn wrote:You are stuck on one false premise tappia:
It is physically impossible in reality to have turrets that are NOT linked to a ship's frame of reference in some way. Yes you can simulate an "unlinked state" by gyrostabalizing a free floating turret design but failing a friction-free set up, the acceleration of a ship, be it rotational or whatever, will still have some effect on the system. It's not a matter of choice.
And radial velocity CAN make a difference for any weapons that happen to not be on the primary vector axis of the target.
I thought the same thing. If their not using the hull to pivot off off then they would meed thrusters attached to the barrel to track. Since they couldnt use the hull to push off of.
Then i thought of Magnets would be the preferred method of movement for a free floating turret. Electricity being run thru the coil when tracking is needed. Then shutting the magnets off once ur on target so the ships movement/vibrations dont affect accuracy(like when getting hit).
Tracking speed would then be dependant on strength of magnets and how heavy the turret is which determines how much the turret slips through the magnetic field.
Then it occured to me that a good computer program could take both ships movements into consideration and if the host ship rotates in such a way that is advantageous to the turrets tracking. As in exceeds the magnets ability to rotate the turret should get clamped in place and released if necessary to facilitate the best tracking and accuracy results. So the turret would switch from being fixed to the hull, magnetically tracking or free floating. Then if ur orbiting ur target at high speeds lock in place at 90 degrees from hull. Let thw engines do all the angular work and enjoy perfect tracking/accuracy while going at warp speed for all it matters then.
But eve engineers didnt use such an advanced system for whatever lore u want to make up but basically amounts to game balance( not that u cant balance ship ehp,speed, dps without engineering dumb ships that cant track from perfect orbits)
|

Rain6638
Team Evil
561
|
Posted - 2013.07.21 21:35:00 -
[156] - Quote
magnets. defying the universe since never [ 2013.06.21 09:52:05 ] (notify) For initiating combat your security status has been adjusted by -0.1337 yo dawg, we heard you liek industrials, so we put an industrial in yo industrial so you can loss while u loss |

Blackpool Shale
School of Applied Knowledge Caldari State
1
|
Posted - 2013.07.28 08:00:00 -
[157] - Quote
Tippia wrote:
The actual fact is, an orbiting ship's turrets have to traverse 2-Ç radians in the orbit time in order to keep facing the target. .
Not on the ship doing the orbiting because IT traverses the angle, the gun can stay still compared to the hull. You can point at something you walk around without moving your arm at all. This is how real world works, Eve uses an incorrect model of this for balance reasons which works.
You also argue like a religious person, blinkered to reflecting on your own beliefs. |

Jessica Onzo
State War Academy Caldari State
0
|
Posted - 2013.07.28 09:43:00 -
[158] - Quote
I don't understand why so many EVE vets make this rookie mistake. I don't believe they actually think that transversal velocity is what's important, even the most green pilots often know that you can get under a ship's guns. So why the blunder of nomenclature? I understand that many veteran EVE players are not math whizzes (though most of them probably are), and I also realize that the word 'transversal' sounds better than 'angular', but that doesn't change the fact that they are two distinctly different functions.
Well I have found that the lower the traversal velocity is the more effective my guns are. That's the short of it. It's a game not a college class
Where is your rock at, I will lift it up so you can go back under it. |

Jessica Onzo
State War Academy Caldari State
0
|
Posted - 2013.07.28 09:45:00 -
[159] - Quote
Rain6638 wrote:if you don't know how to calculate formulas while preserving units, you're going to have a bad time.
just curious: who thinks it's a good idea to have transversal showing in overview. raise your hand
radial velocity. ******* comedy. I love this thread!
RAISES HAND |
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