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

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Naya ryo (talk | contribs)
m Change where the first image is.
Naya ryo (talk | contribs)
m Update some minor terms and descriptions.
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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:
* The attacker is stationary.
* The attacker is stationary.<ref group=Note>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.</ref>
* The target is either stationary or moving in a perfect circular orbit around the attacker.
* The target is either stationary or moving in a perfect circular orbit around the attacker.
* The scenario takes place on a 2D plane.<references />
* The scenario takes place on a 2D plane.<ref group=Note>This can be easily generalized to 3D.</ref>




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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 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 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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\text{Angular Velocity} = \frac{\text{Orbitting Velocity}}{\text{Orbitting Distance}}
\text{Angular Velocity} = \frac{\text{Orbitting Velocity}}{\text{Orbitting 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.


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.
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.
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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 ? ==
== Title for some examples ? ==