
Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.08.24 09:04:00 -
[1]
Originally by: Stovrose I have yet to come across anything that compares a relationship between two objects' direction and velocity in the way in which Eve's transversal velocity does. [...] I can not figure out the equation to calculate such a thing on my own nor can I find it on the internet. What is the equation to calculate the vector Transversal Velocity?
First off "transversal velocity" is an imaginary velocity with no physical meaning (in the real world anyway). It actually has no meaning in EVE either, short of being a fictional factor in the "to hit" formula for turrets. And I say "fictional" because it's simply the product between the angular velocity (or whatever you like to call it) of the enemy ship and the distance between you and the target. The tracking formula has a transversal*distance factor inside, which is, what a surprise, the angular velocity.
This "angular velocity" (not sure if it's the proper term) is simply the variation speed of the (volumetric) angle the enemy ship makes with the point in which your ship is. Mark the "point in which your ship is" part. It's important. And it's important because it means your ship's rotation/movement is IRRELEVANT, and two ships (regardless of trajectory) always have the same absolute angular velocity (and therefore fictional "transversal velocity") with regards to eachother.
The only relevant physical model that could have this "absolute angular velocity" as a relevant value would be if all your guns would have been mounted on gyroscopes, so that all your turrets always stay oriented in the same direction (with regards to "space") normally. Then indeed, in this situation, the absolute angular velocity you see in EVE has a meaning, and it's the actual angular velocity you have to apply to your guns (that are already mounted on gyroscopes) with respect to the gyroscope mount to track the intended target.
Now, here's where the analogy breaks in the "to hit" formula. It would be all nice and dandy if that would be all about actual tracking... but no, for some reason, we also have two extra values : gun signature resolution, and target signature radius. Now, for SOME reason, your guns' tracking value is multiplied by the ratio of target signature over gun signature, instead of having separate failure chances depending on them. So, basically, for an unnamed reason, it's as if your turrets have trouble rotating when pointed at a small target, yet rotate quite nicely when pointed at a "normal size" target, and go into overdrive whwnever pointing at a much larger object. ___
Oh, and welcome to the crazy world of "EVE science"... a special branch of math/physics/whatever that only applies to the EVE universe. From the following episode next week : missile explosion velocity, explosion radius, and AoEFalloff.
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