m Added the formula. |
Initial version of explanation. |
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[[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 200mm Autocannon I without any ammo or skill, tracking an orbitting object.]] | [[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 200mm Autocannon I without any ammo or skill, tracking an orbitting object.]] | ||
== | == 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. | |||
<br> | |||
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> | |||
To visualize this complex formula intuitively, we apply the following constraints to simplify the setup: | |||
* The attacker is stationary. | |||
* The target is either stationary or moving in a perfect circular orbit around the attacker. | |||
* The scenario takes place on a 2D plane.<references /> | |||
First, consider the distance term. | |||
:<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. | |||
Next, consider the tracking term: | |||
:<math> | |||
\left( \frac{\text{Angular} \times 40,000 \text{ m}}{\text{Tracking} \times \text{Signature}} \right)^2 | |||
</math> | |||
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> | |||
\text{Angular Velocity} = \frac{\text{Orbitting Velocity}}{\text{Orbitting Distance}} | |||
</math> | |||
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. | |||
Examples for parameters change and practical usage (web, TP, tracking computer etc.) | Examples for parameters change and practical usage (web, TP, tracking computer etc.) | ||