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Thread Statistics | Show CCP posts - 0 post(s) |
Milnoch
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Posted - 2004.07.08 22:15:00 -
[1]
Could one of the Devs or Mods round up a post that explicitly details the current (1618) build turret physics? I know all of this has been discussed somewhere but with the almost impossible ability to search the forums effectively and since it appears some players still aren't fully comprehending the new turret physics the detailed workings would be great with maybe a few examples. With transverse velocity being king now it would be nice to whip up a few spreadsheets showing relative min/max/optimal distances for various munitions and sig radiuses for myself.
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Milnoch
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Posted - 2004.07.08 22:15:00 -
[2]
Could one of the Devs or Mods round up a post that explicitly details the current (1618) build turret physics? I know all of this has been discussed somewhere but with the almost impossible ability to search the forums effectively and since it appears some players still aren't fully comprehending the new turret physics the detailed workings would be great with maybe a few examples. With transverse velocity being king now it would be nice to whip up a few spreadsheets showing relative min/max/optimal distances for various munitions and sig radiuses for myself.
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Milnoch
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Posted - 2004.07.09 23:20:00 -
[3]
bump.
Come on folks lets get this type of information readily avaiable and in the open. While browsing for this topic I saw half a dozen threads with questions that could be answered with this information.
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Milnoch
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Posted - 2004.07.09 23:20:00 -
[4]
bump.
Come on folks lets get this type of information readily avaiable and in the open. While browsing for this topic I saw half a dozen threads with questions that could be answered with this information.
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Ludbin Prescott
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Posted - 2004.07.10 01:19:00 -
[5]
bump
yeah i would realy like to know that
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Ludbin Prescott
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Posted - 2004.07.10 01:19:00 -
[6]
bump
yeah i would realy like to know that
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Sherkaner
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Posted - 2004.07.10 08:22:00 -
[7]
1. "Bumping" is a violation of the forum rules and will get the thread locked, please don't do it.
2. This is a player forum. Make a comprehensive turret physics post and we'll think about making it sticky
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Sherkaner
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Posted - 2004.07.10 08:22:00 -
[8]
1. "Bumping" is a violation of the forum rules and will get the thread locked, please don't do it.
2. This is a player forum. Make a comprehensive turret physics post and we'll think about making it sticky
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Sarah McCoy
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Posted - 2004.07.10 09:51:00 -
[9]
You should be able to track a transversal speed of:
Gun tracking * Range to target
Thus a gun with tracking 0.03 rad/s seconds should be able to keep up with a ship moving at 300 m/s at 10km range. At this speed and below, the tracking should not be an issue. I have no idea how damage is affected when the the target moves faster than the tracking allows, or what effect optimal/falloff/sig radius have.
The above is purely how I belive tracking works mathematically, and I thought some ppl might not know how to calculate it.
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Sarah McCoy
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Posted - 2004.07.10 09:51:00 -
[10]
You should be able to track a transversal speed of:
Gun tracking * Range to target
Thus a gun with tracking 0.03 rad/s seconds should be able to keep up with a ship moving at 300 m/s at 10km range. At this speed and below, the tracking should not be an issue. I have no idea how damage is affected when the the target moves faster than the tracking allows, or what effect optimal/falloff/sig radius have.
The above is purely how I belive tracking works mathematically, and I thought some ppl might not know how to calculate it.
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