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Rei PingYu
Newbies 1st Corps.
0
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Posted - 2015.12.23 07:25:32 -
[1] - Quote
target: deadspace gurista cruiser (medium) range: 25 km angular velocity: .0061800
weapon: dual heavy pulse laser (large) max range: 56m optimal: 43m rad: .0511208
my ship size: large 40,000,000 kg .021232x inertia mod 21.0 m/s
i am hitting my target on occasion, rarely penetrating, but seeing mostly misses, grazes, and glances while he makes this 157,080 meter journey a couple times. i approach targets @ <1m/s (dont like to keep my back to my opponent, even in games) |

Rei PingYu
Newbies 1st Corps.
0
|
Posted - 2015.12.23 07:40:25 -
[2] - Quote
if you think my posts are trolling, you are disconnected.
these are questions, and documents of my personal and legitimate feelings while learning eve. assuming my posts trolling would do nothing but invalidating my feelings and experiences.
and, if you do the math, i should be spot on for full dps (for a large target) |

Rei PingYu
Newbies 1st Corps.
0
|
Posted - 2015.12.23 07:49:16 -
[3] - Quote
for example...
is it my turret optimal range?
optimal range is 13 km, is this is a +/-. and not a falloff distance only +, he would be 5km inside my falloff range, which would explain all my glaces and grazes |

Rei PingYu
Newbies 1st Corps.
0
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Posted - 2015.12.23 10:36:31 -
[4] - Quote
chance to hit = .5((transversal speed/(range to target/turret tracking speed) x turret signature resolution/target signature radius)^2+((max,(O, Distance-optimal range))/falloff)^2)
i know the math, and the equation. but, before i go and "solve for every ship and possibility", i was hoping for a quicker answer from someone who has been down this road |

Rei PingYu
Newbies 1st Corps.
0
|
Posted - 2015.12.23 19:27:33 -
[5] - Quote
mathematically speaking, i should be penetrating for 1/2 damage, unless there is a small portion of this equation i am missing. getting into more of the math, i havent done the agi for my ship but she is close to a turret with probably some of the highest in game agility. you have to be doing a good 2600m/s to make the 25km orbit around me in one min, and you have to equal my pivotal agi.
my turrets should be close to .5 rpm, 1 rpm = .1047 rad.
i havent done the agi equation because the only one i can find is for warp align and out time, bu i should be pretty able to nearly be at a standstill, and pivot with an object to remove transverse velocities.
ive been doing these complex equations for days, figuiring out optimal conditions, but my theoretical science is not making a seamless transition to applied science. |

Rei PingYu
Newbies 1st Corps.
0
|
Posted - 2015.12.24 02:11:07 -
[6] - Quote
so, visualizing the equation, i think it looks like this
X+++++++++Y-----Z
where x = my ship + = 1m range within optimal Y = optimal mark - = 1m range within falloff Z = falloff
this would be a 15 m range, with a within 15m falloff and within 10m optimal
however, it might be this and this is my problem
X (1%) (1%) (1%) (1%) (20%) (40%) (60%) (80%) (100%) (80%) (60%) (40%) (20%) (1%) (ad infin)
where
x = my ship (y%) = 1m integer solution for equation after modifiers on proper targets
where my range is 5-15m, optimal at 10, and falloff inside of 5m and outside of 15m
if someone could please explain this for me, i would greatly appreciate it, but this second interpretation of the equation would explain the prominent glances and grazes. they could be caused by modifiers from things i am unaware of as well, and i may be unable to penetrate consistently inside a minimum range, which is why i need a technical explanation, with citations please if available |

Rei PingYu
Newbies 1st Corps.
0
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Posted - 2015.12.24 06:58:56 -
[7] - Quote
Thank you very much, i was overlooking a modifier, making any hits i was scoring by default being unable to perform at maximum effectiveness i believe.
i was not taking into account the signature radius modifier of the size classification. this causes the random damage table to become quickly skewed away from being able to consistently perform perfect hits with the tracking loss.
i thought tracking was a hit or miss. dependent upon angular velocity, and dps was a variable on a random table. i was unaware of the synergy between the 2.
Thank you very much, you saved a few hours of math and a couple dozen equations <3 |
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