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User:Naya ryo/Turret tracking visualization: Difference between revisions

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Naya ryo (talk | contribs)
m Update some minor terms and descriptions.
Naya ryo (talk | contribs)
m Update todo.
 
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This will be the personal draft space for elaborating the idea.
This is the personal draft space for elaborating the idea.
Any suggestion is highly appreciated!


Widget will be released on github or something...
TODO :
* Widget will be available on github or something...
* Need to explain more on how to interpret the figure.
* Add examples for orbiting objects.
* Explain the intuition of the figure (use the images from the discord discussion thread), before explaining the formula.
 
 
 
'''Note:''' On this page, the terms "''orbiting speed''" and "''orbiting velocity''" are used interchangeably. They both refer to the target’s movement speed along its orbital path. Also, the term "''stationary''" is used instead of "''static''" to more accurately describe ships that are not moving.


== Visualization formula derivation ==
== Visualization formula derivation ==


It is recommended to read the [[Turret_mechanics#Hit_chance]] section beforehand, as this explanation assumes a basic understanding of turret mechanics.
It is recommended to read the [[Turret_mechanics#Hit_chance]] section beforehand, as this explanation assumes a basic understanding of turret mechanics.
<br>
 


According to the [[Turret_mechanics#Hit_Math|hit chance formula]], we have:
According to the [[Turret_mechanics#Hit_Math|hit chance formula]], we have:


:<math> \displaystyle \text{Chance to hit} = 0.5^{\displaystyle \left( \left( \frac{\text{Angular} \times 40,000 \text{ m}}{\text{Tracking} \times \text{Signature}} \right)^2 + \left(\frac{\max(0,\ \text{Distance} - \text{Optimal})}{\text{Falloff}} \right)^2\right)} </math>
:<math> \displaystyle \text{Chance to hit} = 0.5^{\displaystyle \left( \left( \frac{\text{Angular} \times 40,000 \text{ m}}{\text{Tracking} \times \text{Signature}} \right)^2 + \left(\frac{\max(0,\ \text{Distance} - \text{Optimal})}{\text{Falloff}} \right)^2\right)} </math>
<br>
 
[[File:Turret tracking visualization.png|thumb|alt=The heatmap of hit chance, from a stationary 200mm Autocannon I without any ammo or skill, tracking an orbiting object at a distance of 5000 meter and 1380m/s speed, is 60.55%.|The heatmap of hit chance, from a stationary attacker, tracking an orbiting object. <br>
Note that the orbiting velocity (orange arrow arc) lies within the yellow area of the heatmap, which represents mediocre hit chance.]]
 


To visualize this complex formula intuitively, we apply the following constraints to simplify the setup:
To visualize this complex formula intuitively, we apply the following constraints to simplify the setup:
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First, consider the distance term.  
First, consider the distance term.  
:<math>  
:<math>\left(\frac{\max(0,\ \text{Distance} - \text{Optimal})}{\text{Falloff}} \right)^2</math>
\left(\frac{\max(0,\ \text{Distance} - \text{Optimal})}{\text{Falloff}} \right)^2
</math>


This term shows that hit chance decreases the further the target is beyond optimal range. This relationship can be visualized along a 1D axis.
This term shows that hit chance decreases the further the target is beyond optimal range. This relationship can be visualized along a 1D axis.
[[File:Turret tracking visualization.png|thumb|alt=The heatmap of hit chance, from a stationary 200mm Autocannon I without any ammo or skill, tracking an orbitting object at a distance of 5000 meter and 1380m/s speed, is 60.55%.|The heatmap of hit chance, from a stationary attacker, tracking an orbitting object. <br>
Note that the orbitting velocity (orange arrow arc) lies within the yellow area of the heatmap, which represents mediocre hit chance.]]




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We can visualize the target's orbiting motion as an arc. The length of this arc over one second represents the target’s orbital velocity. For a given orbital velocity, the angular velocity (how quickly the target moves across the turret’s aim) increases as the orbital radius (distance to the attacker) decreases:
We can visualize the target's orbiting motion as an arc. The length of this arc over one second represents the target’s orbital velocity. For a given orbital velocity, the angular velocity (how quickly the target moves across the turret’s aim) increases as the orbital radius (distance to the attacker) decreases:
:<math>  
:<math>  
\text{Angular Velocity} = \frac{\text{Orbitting Velocity}}{\text{Orbitting Distance}}
\text{Angular Velocity} = \frac{\text{Orbiting Velocity}}{\text{Orbiting Distance}}
</math>
</math>
This means, the closer the target is while orbiting at the same speed, the harder it is for the turret to track.
This means, the closer the target is while orbiting at the same speed, the harder it is for the turret to track.
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By combining the 1D distance-based falloff term with the 2D angular velocity-based tracking cone, we can visualize the hit chance on a 2D plane using a heatmap.
By combining the 1D distance-based falloff term with the 2D angular velocity-based tracking cone, we can visualize the hit chance on a 2D plane using a heatmap.


== Title for some examples ? ==
<references group="Note"/>
Examples for parameters change and practical usage (web, TP, tracking computer etc.)
 
== Visualized comparison ==
 
<!-- Table layouts are very rigid and thus very unfriendly towards different screen widths, especially smaller ones. Consider using flex containers as in this demo.
P.S. My spelling checker is telling me that orbiting should only have one t.  Evon R'al -->
 
<!-- Thank you for the suggestion, I'll fix it :D -->
 
Different turret types have different property. The following visualizations demonstrate how turret performance is affected by weapon type, weapon size, and target signature radius, using consistent conditions: a stationary target at 5000 meters and 100 signature radius unless otherwise specified.
 
''Note: the profile of turrets do not account for any character skills, ship hull bonuses, modules, or ammunition effects.''
 
 
* Autocannons have a very short optimal range and long falloff, thus having a bigger yellow to orange area.
* Pulse lasers have long optimal and short falloff, and the worst tracking, which results in long but narrow cone of green area.
* Blasters have the best tracking but worst range, showed by the short and wide cone.
<div style="display: flex; flex-wrap: wrap;">
<div>[[File:Turret tracking visualization small autocannon vs static.png|thumb|Small autocannon v.s. stationary object]]</div>
<div>[[File:Turret tracking visualization small pulse vs static.png|thumb|Small pulse laser v.s. stationary object]]</div>
<div>[[File:Turret tracking visualization small blaster vs static.png|thumb|Small blaster v.s. stationary object]]</div>
</div>
 
 
* Base case (small autocannon).
* Small artillery turrets, with longer optimal range but poorer tracking compare to the autocannons, show narrow firing arcs.
* Medium autocannons extend the falloff range by a decent amount, inheriting the long yellow to orange profile of the small variant, but with greatly decreased tracking.
 
<div style="display: flex; flex-wrap: wrap;">
  <div>[[File:Turret tracking visualization small autocannon vs static.png|thumb|Small autocannon v.s. stationary object]]</div>
  <div>[[File:Turret tracking visualization small artillery vs static object.png|thumb|Small artillery v.s. stationary object]]</div>
  <div>[[File:Turret tracking visualization medium autocannon vs static object.png|thumb|Medium autocannon v.s. stationary object]]</div>
</div>


== Title 2 ==
{| class="wikitable"
|+Table for different weapon types
!
[[File:Turret tracking visualization small autocannon vs static.png|thumb|Small autocannon v.s. 100 sig static object]]
!
[[File:Turret tracking visualization small pulse vs static.png|thumb|Small pulse laser v.s. 100 sig static object]]
!
[[File:Turret tracking visualization small blaster vs static.png|thumb|Small blaster v.s. 100 sig static object]]
|}


{| class="wikitable"
* Small autocannon against default 100m signature object.
|+Table for different signatures
* Small autocannon against Amarr shuttle (25m signature).
|-
* Small autocannon against Praxis battleship (465m signature).
!
[[File:Turret tracking visualization small autocannon vs static.png|thumb|Small autocannon v.s. 100 sig static object]]
!
[[File:Turret tracking visualization small autocannon vs static shuttle.png|thumb|Small autocannon v.s. static Amarr shuttle]]
!
[[File:Turret tracking visualization small autocannon vs static praxis.png|thumb|Small autocannon v.s. static Praxis battleship]]
|}


{| class="wikitable"
<div style="display: flex; flex-wrap: wrap;">
|+Table for same weapon category
  <div>[[File:Turret tracking visualization small autocannon vs static.png|thumb|Small autocannon v.s. stationary object]]</div>
|-
  <div>[[File:Turret tracking visualization small autocannon vs static shuttle.png|thumb|Small autocannon v.s. stationary Amarr shuttle]]</div>
!
  <div>[[File:Turret tracking visualization small autocannon vs static praxis.png|thumb|Small autocannon v.s. stationary Praxis battleship]]</div>
[[File:Turret tracking visualization small autocannon vs static.png|thumb|Small autocannon v.s. 100 sig static object]]
</div>
!
[[File:Turret tracking visualization small artillery vs static object.png|thumb|Small artillery v.s. 100 sig static object]]
!
[[File:Turret tracking visualization medium autocannon vs static object.png|thumb|Medium autocannon v.s. 100 sig static object]]
|}


== Title 3 ==
== Title 3 ==

Latest revision as of 14:36, 3 June 2025

This is the personal draft space for elaborating the idea. Any suggestion is highly appreciated!

TODO :

  • Widget will be available on github or something...
  • Need to explain more on how to interpret the figure.
  • Add examples for orbiting objects.
  • Explain the intuition of the figure (use the images from the discord discussion thread), before explaining the formula.


Note: On this page, the terms "orbiting speed" and "orbiting velocity" are used interchangeably. They both refer to the target’s movement speed along its orbital path. Also, the term "stationary" is used instead of "static" to more accurately describe ships that are not moving.

Visualization formula derivation

It is recommended to read the Turret_mechanics#Hit_chance section beforehand, as this explanation assumes a basic understanding of turret mechanics.


According to the hit chance formula, we have:

Chance to hit=0.5((Angular×40,000 mTracking×Signature)2+(max(0,DistanceOptimal)Falloff)2)
The heatmap of hit chance, from a stationary 200mm Autocannon I without any ammo or skill, tracking an orbiting object at a distance of 5000 meter and 1380m/s speed, is 60.55%.
The heatmap of hit chance, from a stationary attacker, tracking an orbiting object.
Note that the orbiting velocity (orange arrow arc) lies within the yellow area of the heatmap, which represents mediocre hit chance.


To visualize this complex formula intuitively, we apply the following constraints to simplify the setup:

  • The attacker is stationary.[Note 1]
  • The target is either stationary or moving in a perfect circular orbit around the attacker.
  • The scenario takes place on a 2D plane.[Note 2]


First, consider the distance term.

(max(0,DistanceOptimal)Falloff)2

This term shows that hit chance decreases the further the target is beyond optimal range. This relationship can be visualized along a 1D axis.


Next, consider the tracking term:

(Angular×40,000 mTracking×Signature)2

We can visualize the target's orbiting motion as an arc. The length of this arc over one second represents the target’s orbital velocity. For a given orbital velocity, the angular velocity (how quickly the target moves across the turret’s aim) increases as the orbital radius (distance to the attacker) decreases:

Angular Velocity=Orbiting VelocityOrbiting Distance

This means, the closer the target is while orbiting at the same speed, the harder it is for the turret to track.

From this, we can interpret the turret's tracking stat as a kind of "maximum allowable angular velocity" it can handle. Visually, this forms a 2D cone shape where hit chance remains high within the cone and falls off outside of it.


By combining the 1D distance-based falloff term with the 2D angular velocity-based tracking cone, we can visualize the hit chance on a 2D plane using a heatmap.

  1. ^ If the attacker is moving, we can treat it as stationary by adding its velocity to the target instead. This doesn't change the relative motion.
  2. ^ This can be easily generalized to 3D.

Visualized comparison

Different turret types have different property. The following visualizations demonstrate how turret performance is affected by weapon type, weapon size, and target signature radius, using consistent conditions: a stationary target at 5000 meters and 100 signature radius unless otherwise specified.

Note: the profile of turrets do not account for any character skills, ship hull bonuses, modules, or ammunition effects.


  • Autocannons have a very short optimal range and long falloff, thus having a bigger yellow to orange area.
  • Pulse lasers have long optimal and short falloff, and the worst tracking, which results in long but narrow cone of green area.
  • Blasters have the best tracking but worst range, showed by the short and wide cone.
Small autocannon v.s. stationary object
Small pulse laser v.s. stationary object
Small blaster v.s. stationary object


  • Base case (small autocannon).
  • Small artillery turrets, with longer optimal range but poorer tracking compare to the autocannons, show narrow firing arcs.
  • Medium autocannons extend the falloff range by a decent amount, inheriting the long yellow to orange profile of the small variant, but with greatly decreased tracking.
Small autocannon v.s. stationary object
Small artillery v.s. stationary object
Medium autocannon v.s. stationary object


  • Small autocannon against default 100m signature object.
  • Small autocannon against Amarr shuttle (25m signature).
  • Small autocannon against Praxis battleship (465m signature).
Small autocannon v.s. stationary object
Small autocannon v.s. stationary Amarr shuttle
Small autocannon v.s. stationary Praxis battleship

Title 3

Some more description...

Some more description...

Some more description...