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Mertosk solette
State War Academy Caldari State
0
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Posted - 2012.04.23 17:43:00 -
[1] - Quote
Can someone please explain the range of missiles or how to find the range.
At the moment I am using light missile launcher with scourge light missiles which never hit if the target is more than 12km+ I am looking to find some long range that can hit 30+ but not having any luck which ones they are |
Culmen
Culmenation
33
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Posted - 2012.04.23 17:51:00 -
[2] - Quote
Missile range = Missile Flight Time X Missile Velocity
You lose a bit of range due to the fact that missile accelerate, but its not much.
Train up Missile Projection and Missile Bombardment to increase range.
Light missiles have the kind of range you want once you train up those skills. There is a fine line between a post and a signature. |
Lost Greybeard
Fenrir's Dogs of War Union 0f Revolution
36
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Posted - 2012.04.23 17:55:00 -
[3] - Quote
Mertosk solette wrote:Can someone please explain the range of missiles or how to find the range. At the moment I am using light missile launcher with scourge light missiles which never hit if the target is more than 12km+ I am looking to find some long range that can hit 30+ but not having any luck which ones they are
If you click show info on the ammo in your ship's fitting window you'll see that each missile has a listed flight time and a listed (maximum) velocity. The simplest way to figure your range is to just multiply these two numbers together.
The more exact (but still lazy) way to figure your range is to multiply these numbers, then subtract 10%, since that's about as much as you'll ever lose from the missiles' acceleration profiles.
A perfectly exact way involves figuring out the exact path the missile has to follow and doing a basic one-part differential equation, and is interesting to do maybe once but also a huge waste of time. |
Mertosk solette
State War Academy Caldari State
0
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Posted - 2012.04.23 18:21:00 -
[4] - Quote
Culmen wrote:Missile range = Missile Flight Time X Missile Velocity
You lose a bit of range due to the fact that missile accelerate, but its not much.
Train up Missile Projection and Missile Bombardment to increase range.
Light missiles have the kind of range you want once you train up those skills. Topping off around 40 km with max skills including acceleration.
Cruiser and BS long range missiles have even longer ranges.
Lost Greybeard wrote:
If you click show info on the ammo in your ship's fitting window you'll see that each missile has a listed flight time and a listed (maximum) velocity. The simplest way to figure your range is to just multiply these two numbers together.
The more exact (but still lazy) way to figure your range is to multiply these numbers, then subtract 10%, since that's about as much as you'll ever lose from the missiles' acceleration profiles.
A perfectly exact way involves figuring out the exact path the missile has to follow and doing a basic one-part differential equation, and is interesting to do maybe once but also a huge waste of time.
Cheers!!!
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Tau Cabalander
Retirement Retreat Working Stiffs
627
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Posted - 2012.04.23 18:23:00 -
[5] - Quote
I usually use 95% of the max straight-line distance: 0.95 * flight time * velocity
Keep in mind missiles accelerate to top speed (which takes a little time) AND they don't travel in a straight line when the target is moving, hence the fudge factor. |
Lyric Lahnder
Noir. Noir. Mercenary Group
17
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Posted - 2012.04.24 16:32:00 -
[6] - Quote
Also you can undock turn on tactical over view and hover your cursor over the missile launcher in your module rack. Noir. and Noir Academy are recruiting apply at www.noirmercs.comI Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers. |
J'Poll
Pioneer's of the Galantic Wars Side Effect.
169
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Posted - 2012.04.24 18:39:00 -
[7] - Quote
Lyric Lahnder wrote:Also you can undock turn on tactical over view and hover your cursor over the missile launcher in your module rack.
This, forget about the calculations behind it (they are true btw), why do it the hard way while your Tac Overlay shows the solution with 1 mouse movement to your missiles Inject your skillbook before you leave the station. Neo didnGÇÖt learn Kung-Fu by having it sit in his usb drive.-á If it moves, shoot it. If it doesn't move, poke it with your gun and then shoot it. We are not running, we are advancing in the opposite direction |
Tau Cabalander
Retirement Retreat Working Stiffs
638
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Posted - 2012.04.25 08:23:00 -
[8] - Quote
J'Poll wrote:Lyric Lahnder wrote:Also you can undock turn on tactical over view and hover your cursor over the missile launcher in your module rack. This, forget about the calculations behind it (they are true btw), why do it the hard way while your Tac Overlay shows the solution with 1 mouse movement to your missiles Hmm... that's new. Us missile users have been asking for that for ages |
J'Poll
Pioneer's of the Galantic Wars Side Effect.
174
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Posted - 2012.04.25 10:47:00 -
[9] - Quote
Tau Cabalander wrote:J'Poll wrote:Lyric Lahnder wrote:Also you can undock turn on tactical over view and hover your cursor over the missile launcher in your module rack. This, forget about the calculations behind it (they are true btw), why do it the hard way while your Tac Overlay shows the solution with 1 mouse movement to your missiles Hmm... that's new. Us missile users have been asking for that for ages
Been at least here ever since Winter expansion. Inject your skillbook before you leave the station. Neo didnGÇÖt learn Kung-Fu by having it sit in his usb drive.-á If it moves, shoot it. If it doesn't move, poke it with your gun and then shoot it. We are not running, we are advancing in the opposite direction |
Mertosk solette
State War Academy Caldari State
0
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Posted - 2012.04.25 11:01:00 -
[10] - Quote
Lyric Lahnder wrote:Also you can undock turn on tactical over view and hover your cursor over the missile launcher in your module rack.
Thats just epic!!! |
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J'Poll
Pioneer's of the Galantic Wars Side Effect.
176
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Posted - 2012.04.25 11:03:00 -
[11] - Quote
Mertosk solette wrote:Lyric Lahnder wrote:Also you can undock turn on tactical over view and hover your cursor over the missile launcher in your module rack. Thats just epic!!!
Yeah and also it's good for the lazy people like me.
EVE is already hard enough with trading alts + spreadsheets. With production alts running production and needing to calculate what you need to produce more stuff etc.
So quite happy that I don't have to calculate how far away I can kill stuff. Inject your skillbook before you leave the station. Neo didnGÇÖt learn Kung-Fu by having it sit in his usb drive.-á If it moves, shoot it. If it doesn't move, poke it with your gun and then shoot it. We are not running, we are advancing in the opposite direction |
TheBlueMonkey
Natural Progression Dragoons.
143
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Posted - 2012.04.25 12:22:00 -
[12] - Quote
You know, eft might be a bit more usefull if you cba to do maths
https://forums.eveonline.com/default.aspx?g=posts&t=24359 |
Tau Cabalander
Retirement Retreat Working Stiffs
641
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Posted - 2012.04.25 17:50:00 -
[13] - Quote
J'Poll wrote:Been at least here ever since Winter expansion. Had to find it in the patch notes:
Patch Notes for Crucible wrote:Weapons & Ammunition * Missiles and bombs maximum ranges now show up on the tactical overlay. http://community.eveonline.com/updates/patchnotes.asp?newpatchlogID=3219
Now if they could only do something for showing optimal and falloff... or did I miss that too? |
Velicitia
Open Designs
879
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Posted - 2012.04.25 18:10:00 -
[14] - Quote
Tau Cabalander wrote:J'Poll wrote:Been at least here ever since Winter expansion. Had to find it in the patch notes: Patch Notes for Crucible wrote:Weapons & Ammunition * Missiles and bombs maximum ranges now show up on the tactical overlay. http://community.eveonline.com/updates/patchnotes.asp?newpatchlogID=3219Now if they could only do something for showing optimal and falloff... or did I miss that too?
I believe so, yes. Haven't bothered looking at guns with the tac overly up in forever, but you should get two spheres.
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