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→Angular Velocity: replaced .png formula with <math> |
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Angular velocity describes in EVE the speed at which you and an object rotate around each other. It is measured in radians per second, with π (3.14) radians equal to 180 degrees. For example, if you have an angular velocity at 6.283 rad/sec, then you are orbiting a full circle every second (since 6.283 = 2 * PI). Angular velocity has a very important relationship with transversal velocity. | Angular velocity describes in EVE the speed at which you and an object rotate around each other. It is measured in radians per second, with π (3.14) radians equal to 180 degrees. For example, if you have an angular velocity at 6.283 rad/sec, then you are orbiting a full circle every second (since 6.283 = 2 * PI). Angular velocity has a very important relationship with transversal velocity. | ||
<math>\displaystyle\text{Angular velocity} = \frac{ \text{Transversal velocity} }{ \text{Distance} }</math> | :<math>\displaystyle\text{Angular velocity} = \frac{ \text{Transversal velocity} }{ \text{Distance} }</math> | ||
People often debate between using either transversal or angular velocity in an overview setup. Both variables display similar information; however, angular velocity is much more useful in practice, due to its use in turret to-hit calculations. It essentially allows for an easy comparison between your (or your opponent's) turret's tracking speed and the angular velocity. If the angular velocity is greater than the turret's tracking speed, you'll have a low chance to hit, but having a smaller angular velocity than the turret's tracking speed means maximizing the hit chance. If angular velocity equals tracking speed the chance to hit is 50% and damage is approximately 40%. | People often debate between using either transversal or angular velocity in an overview setup. Both variables display similar information; however, angular velocity is much more useful in practice, due to its use in turret to-hit calculations. It essentially allows for an easy comparison between your (or your opponent's) turret's tracking speed and the angular velocity. If the angular velocity is greater than the turret's tracking speed, you'll have a low chance to hit, but having a smaller angular velocity than the turret's tracking speed means maximizing the hit chance. If angular velocity equals tracking speed the chance to hit is 50% and damage is approximately 40%. | ||