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Roberto Edwardo
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Posted - 2008.01.02 23:03:00 -
[1]
Edited by: Roberto Edwardo on 02/01/2008 23:03:50 I have been playing around with the tracking calculator and I was wondering how transversal velocity its calculated. For instance, if I was orbiting a stationary object at 1 km/s, would my transversal be 1 km/s?
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Jae Kalen
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Posted - 2008.01.02 23:29:00 -
[2]
I believe it is simple trigonometry so you would just calculate the speed component which is perpendicular to the line connecting your two ships. If you were flying directly towards or away from a ship your transverse speed would be 0 no matter how fast you're going. If you flew 90 degrees perpendicular to the line connecting your two ships your transverse speed would be your actual travel speed. If you are orbiting a ship, your transverse speed would be somewhat lower than your actual speed depending on how tight you are orbiting them. The higher the transverse speed the faster you are moving "around" the target.
Think of it as throwing a ball at somebody. If they run straight at you, it's easy to hit them. If they run side to side it's harder to hit them. The further they are from you the less of an effect this has. The further away they are the longer they stay in your field of fire.
I hope that helps! =(
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MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2008.01.03 01:59:00 -
[3]
think pirate ships sailing side by side at the same speed unloading at each other!
the transversal is 0 because to each other they are not moving.
now as for tracking there is a much more important factor, your angular velocity. how far around an object you are moving every second. which can only be found based on your range compared to your transversal.
this new numer is how you find out if your .80 tracking speed will hit or not.
go in game and on your overview you can turn on angular velcity which will take your tranversal and distance and compute the number for you!
so if the target says that your moving in relate terms with the object at .5 /sec and your guns track at .8 you will hit!
pink supporter! Future art director at CCP! or texture guy, either or :P http://www.digipen.edu/main/Gallery_Games_2004#Narbacular_Drop Was in class with these folks :P |

Ki Tarra
Caldari Ki Tech Industries
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Posted - 2008.01.03 02:13:00 -
[4]
The easy way to see if your guns will track is to turn on the Angular Velocity column for your overview.
Basicly 6.28 rad/sec is one orbit per second.
You can work out Angular Velocity from distance and transversal using trig, but it is not worth the effort.
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Hannobaal
Gallente Igneus Auctorita GoonSwarm
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Posted - 2008.01.03 02:27:00 -
[5]
Originally by: Ki Tarra The easy way to see if your guns will track is to turn on the Angular Velocity column for your overview.
That is technically correct, but it's only really true in Eve if the target's sig radius and the guns' sig resolution are exactly the same. Sig resolution versus sig radius work as a modifier on gun turrets' tracking.
if the sig resolution on your guns is larger than the target's sig radius, then they will need to track faster to hit acccurately. And if the opposite is true, then they will hit accurately even with slower tracking.
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Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2008.01.03 03:12:00 -
[6]
Their velocity perpendicular to a line between your ships divided by the length of that line.
The velocity in your example would be 1000/distance to the object, or 1 rad/s at 1km, 0.1 rad/sec at 10km. -------------------- ICE Blueprint Sales FIRST!! -Yipsilanti Pfft. Never such a thing as a "last chance". ;) -Rauth |

MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2008.01.03 03:14:00 -
[7]
Originally by: Jurgen Cartis Their velocity perpendicular to a line between your ships divided by the length of that line.
The velocity in your example would be 1000/distance to the object, or 1 rad/s at 1km, 0.1 rad/sec at 10km.
that's velocity.
that 1000 needs to be the transversal which is found by taking the speed of both ships.
pink supporter! Future art director at CCP! or texture guy, either or :P http://www.digipen.edu/main/Gallery_Games_2004#Narbacular_Drop Was in class with these folks :P |

MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2008.01.03 03:15:00 -
[8]
Originally by: MotherMoon
Originally by: Jurgen Cartis Their velocity perpendicular to a line between your ships divided by the length of that line.
The velocity in your example would be 1000/distance to the object, or 1 rad/s at 1km, 0.1 rad/sec at 10km.
that's velocity.
that 1000 needs to be the transversal which is found by taking the speed of both ships.
think about it if he goes 1000m/s at something moving 1000m/s it will have 0 rad/s
pink supporter! Future art director at CCP! or texture guy, either or :P http://www.digipen.edu/main/Gallery_Games_2004#Narbacular_Drop Was in class with these folks :P |

Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2008.01.03 03:50:00 -
[9]
Originally by: MotherMoon
Originally by: Jurgen Cartis Their velocity perpendicular to a line between your ships divided by the length of that line.
The velocity in your example would be 1000/distance to the object, or 1 rad/s at 1km, 0.1 rad/sec at 10km.
that's velocity.
that 1000 needs to be the transversal which is found by taking the speed of both ships.
His example was a 1km/s ship orbiting a stationary object. So, it is always directly perpendicular to the line between the ships( sin theta = 1), and the other object has a velocity of 0. It is the simplest example, and the easiest to explain with text only.
Crap, that's angular velocity, not transversal. I work in angular because it directly affects tracking, and is easier to work with than traversal for figuring out if you can hit or not. -------------------- ICE Blueprint Sales FIRST!! -Yipsilanti Pfft. Never such a thing as a "last chance". ;) -Rauth |

Roberto Edwardo
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Posted - 2008.01.03 04:16:00 -
[10]
Ok, thanks for the formula. And I turned to angular velocity in the overview, might as well let the game do the math for me.
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Sulora
Amarr ASGARD SECURITY SHIPPING PRODUCTION SMASH Alliance
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Posted - 2008.01.03 04:38:00 -
[11]
Upon the completion of reading this thread, my brain is now mush... thanks.. ---------------------------------------------
Est Sularus Oth Mithas
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MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2008.01.03 05:11:00 -
[12]
Edited by: MotherMoon on 03/01/2008 05:12:40 I think I double posted but the 2nd post had my paste of myself in it but ...

and your welcome!
pink supporter! Future art director at CCP! or texture guy, either or :P http://www.digipen.edu/main/Gallery_Games_2004#Narbacular_Drop Was in class with these folks :P |

Lithalnas
Amarr Headcrabs
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Posted - 2008.01.03 07:05:00 -
[13]
if its just one object orbiting another think of it like this.
(rad/2pi)=(degree/360)=(distance traveled/(2*pi*R))
start with the circumfrance of a circle
C= 2*pi*r and C= V*t
from that you can get a value for t
t=2*pi*R/V
once we know t
if (t<(2*pi/tracking)) you should get a hit. (siply asking if t< time it take for the turret to turn a full circle)
add and simplify (R/V)<(1/tracking) -------------
fixed for greater eve content |

Lithalnas
Amarr Headcrabs
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Posted - 2008.01.03 07:17:00 -
[14]
now if we really want to make this complicated,
take Va=xi+yj Vb=xi+yj
well if you want the difference find the component velocities find Vb|a
Vb= Va + Vb|a
which then gives you a vector looking like
Vb|a= xi+yj (different)
ok now that you have a velocity and a direction say this.
"if i know the ship is orbiting me at the position xi+yj"
well then we have to find the tangential to that yi+xj and find the velocity that object is traveling in that direction, then you can apply my previous post.
but now you say you dont wanna do that, well ok, read
the gauide to turrets page 4 -------------
fixed for greater eve content |

Cpt Branko
The Bloody Red
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Posted - 2008.01.03 08:25:00 -
[15]
Originally by: Ki Tarra The easy way to see if your guns will track is to turn on the Angular Velocity column for your overview.
Basicly 6.28 rad/sec is one orbit per second.
You can work out Angular Velocity from distance and transversal using trig, but it is not worth the effort.
This.
Transversal velocity in itself is not very useful, while angular velocity tells you preety much everything except you have to factor in sig size considerations yourself. I really don't understand why people complicate their lives with transversal.
Rifters!
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