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Hesod Adee
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Posted - 2006.10.31 01:00:00 -
[1]
http://en.wikipedia.org/wiki/Angular_velocity
Currently the only ways to know if your target is tracking round your ship too fast is eaither to fire your weapons and see if they hit, or to look at their transversal speed and distance and calculate it from there.
The tracking speed on guns is measured in rad/sec. To get the angular velocity for a target ship in those same units, its a simple calculation: transversal divided by distance. So it should be no trouble for this calculation to be handled on the clients computers without preformance issues (assuming it isn't being done clientside already).
So what I would like to see is another coloum in the overview that shows the angular velocity of all ships on the overview (as the guns see it) so that I can look at that number and know if they are tracking too fast or not by comparing it with my guns tracking speed.
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My door is always open, just don't go in. |

Blood Gutter
The Praxis Initiative Interstellar Starbase Syndicate
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Posted - 2006.10.31 03:08:00 -
[2]
I thought that's what the radial velocity column was for.
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Hesod Adee
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Posted - 2006.10.31 04:22:00 -
[3]
Originally by: Blood Gutter I thought that's what the radial velocity column was for.
Radial velocity is the radial component of their velocity. Basically its how fast the distance between you is changing. Its measured in m/s or km/s. This is a distance over time measurment.
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My door is always open, just don't go in. |

Reggie Stoneloader
eXceed Inc. Ascendant Frontier
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Posted - 2006.10.31 04:52:00 -
[4]
Sounds good to me. -------------- Civis Ascendant Sum |

Blood Gutter
The Praxis Initiative Interstellar Starbase Syndicate
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Posted - 2006.10.31 15:45:00 -
[5]
Hmm. That would explain why radial velocity never seemed right to me 
Signed. Furthermore, transversal velocity is a stupid idea and should be removed from the game entirely. There is no logical reason why orbiting a target should make you miss. Do turrets get dizzy or something?
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Heikki
Gallente Wreckless Abandon
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Posted - 2006.11.02 10:11:00 -
[6]
Originally by: Blood Gutter There is no logical reason why orbiting a target should make you miss.
Actually, there is no logical reason why the guns miss at all, considering how small the speed changes in combat are versus the modern computing power.
So, if we must have misses for the gameplay/balance purpose, they may as well miss while in orbit. I am pretty sure we can come up with similar pseudo-science explanations for both class of misses.
Or in other words, if you want give faster ship an advantage (==less misses while on orbit), please argue for it with gameplay/balance arguments.
Not quite sure if I would want overview having angular velocity. If we want to make it easier, simple column showing percentage hit-chance (using statistics of the weapon in the first slot) would be more handy, and as easy to implement.
-Lasse
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Nyx Opet
Caldari Thundercats RAZOR Alliance
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Posted - 2006.11.02 17:00:00 -
[7]
actually, for a ship orbiting a fixed target, the turets on the ships would not move at all. however, for the fixed target, the turrets would have to be moving to track the orbiting ship. the reason it would take time to move the turrets is because of the energy required to move a massive turret quickly enough, not really related to cpu usage. --- What I have shown you is reality. What you remember, that is the illusion. |

Ithilis
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Posted - 2006.11.02 17:54:00 -
[8]
Originally by: Nyx Opet actually, for a ship orbiting a fixed target, the turets on the ships would not move at all. however, for the fixed target, the turrets would have to be moving to track the orbiting ship. the reason it would take time to move the turrets is because of the energy required to move a massive turret quickly enough, not really related to cpu usage.
Not to mention that moving a massive turret too quickly could cause damage
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Tarron Sarek
Gallente
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Posted - 2006.11.02 18:54:00 -
[9]
Nyx Opet, exactly. The calculations are too simple I guess. It seems they just take the movement vectors and calculate the difference. If done correctly, tracking would be the change in the angle between your movement vector and the vector towards the target.
________________________ -Don't try to enforce your opinion by usage of multiple exclamation marks, question marks, CAPS or swear words. It doesn't work- |

Gaogan
Gallente Solar Storm Axiom Empire
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Posted - 2006.11.02 20:25:00 -
[10]
I agree with the original poster.
For the guy who doesn't get turret tracking, it seems you have never seen large guns before. They are big, they are heavy, they take time to move. That is how it works in real life, but eve isn't real life. The real reason for it in eve is not just to be realistic, but for game balance reasons.
I do wish they would properly compensate the angular velocity of your target relative to your own angular velocity so that when you are running rings around someone you still hit, since your ship is doing the turning and your turrets stay pointed at the target.
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