Difference between revisions of "Tactical overlay"

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===This page is still being created===
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The tactical overlay is a camera view in EVE Online available while undocked in space. It provides additional environmental information such as targeting range, falloff and optimal range, and other visual aids.
  
 
=Activating the Tactical Overlay=
 
=Activating the Tactical Overlay=
  
 
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Activating the tactical overlay is as easy as clicking the left-column button that's highlighted blue in the following screenshot (or using {{button|Ctrl}} - {{button|D}}, which is the default key binding to toggle):  
Most EVE pilots have futzed around with the buttons on the HUD by now and have discovered the Tactical Overlay. This is a page for those of you who haven't, or aren't quite sure what it's good for. Activating the tactical overlay is as easy as clicking the button that's highlighted blue in the following screenshot (or using Ctrl-D, which is the default key binding to toggle):  
 
  
 
[[Image:Tactical.jpeg|center|border|Tactical.jpeg]]  
 
[[Image:Tactical.jpeg|center|border|Tactical.jpeg]]  
  
If your camera is zoomed in fairly close to your ship, the first thing you'll see is some lines, light shading, and numbers around your ship, depending on its orientation.
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If your camera is zoomed in fairly close to your ship, the first thing you'll see is some lines and numbers around your ship, depending on its orientation.
  
 
[[Image:TacticalZoomedIn.jpeg|center|border|TacticalZoomedIn.jpeg]]  
 
[[Image:TacticalZoomedIn.jpeg|center|border|TacticalZoomedIn.jpeg]]  
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=Targeting Range=
 
=Targeting Range=
  
At the very center of the concentric rings is your ship, and the rings mark various ranges in kilometers.  The sphere you see is the targeting range of your ship with any rigs and active modules. The image above is the natural targeting range of a Condor (28.75km without any active modules or rigs).  If you were to activate a Sensor Booster I (with 25% range bonus) you would see the sphere expand (to 33.12km) and look like this (and, no it wouldn't cause solar waves in space):
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At the very center of the concentric rings is your ship, and the rings mark various ranges in kilometers.  The red dotted line you see is the targeting range of your ship with any rigs and active modules. The image above is the natural targeting range of a Tristan, modified by the Long Range Targeting skill (in this case 40km base + 15% from the skills, making 46km without any active modules or rigs).  If you were to activate a module such as a Sensor Booster I, you would see the circle expand.
 
 
[[Image:TargetingRangeBoosted.jpeg|center|border|TargetingRangeBoosted.jpeg]]
 
 
 
One thing that is not reflected in the targeting sphere (or any of the overlay views) is any bonuses you have due to skills or implants.  It's not clear what the rationale was behind that design decision.
 
  
 
=Selected Objects in the Overlay=
 
=Selected Objects in the Overlay=
  
Another feature of the overlay is that when you select something in the overview that is out of range, you will see a line to it in the overview.  If this were a hostile targeted (haven't checked if it's any ship), there would be a big X wrapped on the surface of the targeting sphere where the ship would enter your targeting range at the current trajectory. (As CCP doesn't consider cans to be terribly aggressive, there is no XIt's also possible the targeted object would have to be closing on youIf anyone knows the answer to this, please update.)
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When you select something in the overview, you will see a straight white line to it in the overlay, as well as a white arc if it is not on your plane.  Following the white arc, you can see a projection of the target's distance from your ship onto the the two-dimensional plane of the overlayThis can help you visualize the distance to the target(The blue line visible in this and other images is your current trajectory, with the bolder blue arrow length indicating your velocity.)
  
 
[[Image:TacticalWithObjectSelected.jpeg|center|border|TacticalWithObjectSelected.jpeg]]
 
[[Image:TacticalWithObjectSelected.jpeg|center|border|TacticalWithObjectSelected.jpeg]]
  
If you have multiple sets of targets approaching your ship at different angles, you can swing the camera around, selecting different ships to see how far they are from the entry point.  This can give you a tactical sense of who's likely to get to you first as they close on your position and allow you to plan your battle.
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If you have multiple sets of targets approaching your ship at different angles, you can swing the camera around horizontally or 90 degrees vertically (directly "above" or "below") to see how they are grouped and how far they are from various weapon or targeting ranges.  This can give you a tactical sense of who's likely to get to you first as they close on your position and allow you to plan your battle. Moving targets will also show a velocity vector projected onto your overlay plane.
 
 
Though the same info is available for objects in your overview, the overlay can be useful when doing missions, ratting or whatnot because it will show you the xyz location in space. For example, two ships 50km from you may be together, 100km apart on either side of you, or any orientation that would land them on the surface of a 50km radius sphere.
 
  
 
=Optimal Range and Falloff=
 
=Optimal Range and Falloff=
  
Now, on to the original point of this page.  When you have the tactical overlay up, you can mouse over any weapon that have an optimal range and falloff and see what this really means in space:
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Now, on to the original point of this page.  When you have the tactical overlay up, you can mouse over any weapon that has an optimal range and falloff and see what this really means in space:
  
 
[[Image:OptimalWithFalloff.jpeg|center|border|OptimalWithFalloff.jpeg]]
 
[[Image:OptimalWithFalloff.jpeg|center|border|OptimalWithFalloff.jpeg]]
  
Here we see two spheres (the targeting sphere remains but is not in this picture).  The smaller sphere is the optimal range of the weapon in question.  The larger sphere is the (optimal + falloff) range. There is a pretty complicated explanation of how this works out mathematically [http://wiki.eveonline.com/en/wiki/Turret_damage here]. TLDR: Your chances to hit and damage done drop to around 50% when the target is at (optimal + falloff), and down to effectively zero at (optimal + (falloff * 2)).
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Here we see two concentric and solid red circles with some shading.  The dotted-line targeting circle remains in the background.  The smaller of the two solid circles is the optimal range (10km) of the weapon in question.  The larger circle is the (optimal + falloff) range (in this case, around 13km).
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There is an explanation of how the optimal and falloff ranges work [http://wiki.eveuniversity.org/Falloff#Range here]. TLDR: Your chance to hit drops to around 50% when an unmoving target is at (optimal + falloff), and down to effectively zero at (optimal + (falloff * 2)).
  
 
=Missile Ranges=
 
=Missile Ranges=
  
Missiles, unfortunately, are not shown in the overlay at all, which IMHO is either a design flaw or work that hasn't made it to the top of CCPs stackSeeing how the game knows how far the missiles will reach (FlightTime * Velocity), with modules and rigs on top of that, there's really little excuse for the latter.  Not sure what they were thinking if it's a game design decision.
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Missiles have been added as of the 2011 Winter ExpansionAs they do not have falloff, visually the effects are identical to Ranged Modules below.
 
 
=Ranged Modules w/o Falloff=
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  
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=Ranged Modules=
  
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[[Image:RangeInclusive.jpeg|center|border|RangeInclusive.jpeg]]
  
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Modules that have a range simply display one red circle and will not activate on targeted objects outside this range. In this image, a Stasis Webifier is selected with a range of 10km.  Other examples include Tractor Beams, Salvagers, Miners, etc.  While mining, for example, the overlay can help a pilot find a good place to sit in range of the desired asteroids, or anchor cans so that they're easily accessible for a long op. 
  
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Without the overlay view, you only have the overview distance (a straight line between the object and your ship), and it can become pretty disorienting moving the camera around looking for targets and getting a sense of how far objects are away '''from each other'''.  Using the overview can help you plan more effectively and do less moving around.
  
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Another use for the tactical overlay is planning your path through wrecks as you salvage in your shiny, new [[Noctis]] (or the ship you're in while you're saving up to buy your shiny, new [[Noctis]].)  Once you get the hang of it, you'll be able to visually figure out an optimal path for grabbing all the stuff, moving efficiently toward the farthest wreck and pulling things in from behind and the sides before they fall out of range.
  
Another use for this view is planning your path through wrecks as you salvage in your shiny, new Noctis (or the ship you're in while you're waiting for your shiny, new Noctis.)  Typically, with a good fit, and assuming you didn't have to kite the mobs for 20 minutes, you'll be see a path to the furthest wreck out of your range and drag in anything
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[[Category: User Interface]]

Latest revision as of 02:21, 23 October 2022

The tactical overlay is a camera view in EVE Online available while undocked in space. It provides additional environmental information such as targeting range, falloff and optimal range, and other visual aids.

Activating the Tactical Overlay

Activating the tactical overlay is as easy as clicking the left-column button that's highlighted blue in the following screenshot (or using Ctrl - D, which is the default key binding to toggle):

Tactical.jpeg

If your camera is zoomed in fairly close to your ship, the first thing you'll see is some lines and numbers around your ship, depending on its orientation.

TacticalZoomedIn.jpeg

If you zoom your camera out, the tactical overlay will come more clearly into view, and look something like this:

TargetingRange.jpeg

Targeting Range

At the very center of the concentric rings is your ship, and the rings mark various ranges in kilometers. The red dotted line you see is the targeting range of your ship with any rigs and active modules. The image above is the natural targeting range of a Tristan, modified by the Long Range Targeting skill (in this case 40km base + 15% from the skills, making 46km without any active modules or rigs). If you were to activate a module such as a Sensor Booster I, you would see the circle expand.

Selected Objects in the Overlay

When you select something in the overview, you will see a straight white line to it in the overlay, as well as a white arc if it is not on your plane. Following the white arc, you can see a projection of the target's distance from your ship onto the the two-dimensional plane of the overlay. This can help you visualize the distance to the target. (The blue line visible in this and other images is your current trajectory, with the bolder blue arrow length indicating your velocity.)

TacticalWithObjectSelected.jpeg

If you have multiple sets of targets approaching your ship at different angles, you can swing the camera around horizontally or 90 degrees vertically (directly "above" or "below") to see how they are grouped and how far they are from various weapon or targeting ranges. This can give you a tactical sense of who's likely to get to you first as they close on your position and allow you to plan your battle. Moving targets will also show a velocity vector projected onto your overlay plane.

Optimal Range and Falloff

Now, on to the original point of this page. When you have the tactical overlay up, you can mouse over any weapon that has an optimal range and falloff and see what this really means in space:

OptimalWithFalloff.jpeg

Here we see two concentric and solid red circles with some shading. The dotted-line targeting circle remains in the background. The smaller of the two solid circles is the optimal range (10km) of the weapon in question. The larger circle is the (optimal + falloff) range (in this case, around 13km).

There is an explanation of how the optimal and falloff ranges work here. TLDR: Your chance to hit drops to around 50% when an unmoving target is at (optimal + falloff), and down to effectively zero at (optimal + (falloff * 2)).

Missile Ranges

Missiles have been added as of the 2011 Winter Expansion. As they do not have falloff, visually the effects are identical to Ranged Modules below.

Ranged Modules

RangeInclusive.jpeg

Modules that have a range simply display one red circle and will not activate on targeted objects outside this range. In this image, a Stasis Webifier is selected with a range of 10km. Other examples include Tractor Beams, Salvagers, Miners, etc. While mining, for example, the overlay can help a pilot find a good place to sit in range of the desired asteroids, or anchor cans so that they're easily accessible for a long op.

Without the overlay view, you only have the overview distance (a straight line between the object and your ship), and it can become pretty disorienting moving the camera around looking for targets and getting a sense of how far objects are away from each other. Using the overview can help you plan more effectively and do less moving around.

Another use for the tactical overlay is planning your path through wrecks as you salvage in your shiny, new Noctis (or the ship you're in while you're saving up to buy your shiny, new Noctis.) Once you get the hang of it, you'll be able to visually figure out an optimal path for grabbing all the stuff, moving efficiently toward the farthest wreck and pulling things in from behind and the sides before they fall out of range.