Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Turret mechanics: Difference between revisions

From EVE University Wiki
Line 32: Line 32:
[[File:QST_turret_trackyes.gif‎|frame|left|alt=turret tracking fast enough to hit target|Tracking speed matches angular velocity]]
[[File:QST_turret_trackyes.gif‎|frame|left|alt=turret tracking fast enough to hit target|Tracking speed matches angular velocity]]
In chance-to-hit calculations, your guns' tracking speed is compared against your target's angular velocity, which is also measured in radians per second. Angular velocity is a geometric concept to do with radii of circles, but it can be hard to visualise. One way to think about it is to imagine that your screen's point of view in Eve is looking out above the barrels of your turret as it looks at your target -- a turret's-eye-view, so to speak. If your target was moving quickly across your turret's point-of-view, it would have a high angular velocity, and if it was moving slowly across your turret's point-of-view it would have a low angular velocity.
In chance-to-hit calculations, your guns' tracking speed is compared against your target's angular velocity, which is also measured in radians per second. Angular velocity is a geometric concept to do with radii of circles, but it can be hard to visualise. One way to think about it is to imagine that your screen's point of view in Eve is looking out above the barrels of your turret as it looks at your target -- a turret's-eye-view, so to speak. If your target was moving quickly across your turret's point-of-view, it would have a high angular velocity, and if it was moving slowly across your turret's point-of-view it would have a low angular velocity.
 
[[File:QST_track_slow.gif|frame|alt=turret tracking too slow for orbiting target|Tracking speed too slow for angular velocity‎ ]]
The ratio of your guns' tracking speed to your target's angular velocity is what's important. If their angular velocity is high, the ratio will be high, and you're very unlikely to hit them. If your target's angular velocity is below your guns' tracking speed, your chance to hit increases above the baseline. If your target's angular velocity is very much lower than your guns' tracking speed, you will have a very good chance to hit.
The ratio of your guns' tracking speed to your target's angular velocity is what's important. If their angular velocity is high, the ratio will be high, and you're very unlikely to hit them. If your target's angular velocity is below your guns' tracking speed, your chance to hit increases above the baseline. If your target's angular velocity is very much lower than your guns' tracking speed, you will have a very good chance to hit.
[[File:QST_track_slow.gif|frame|alt=turret tracking too slow for orbiting target|Tracking speed too slow for angular velocity‎ ]]
The speed at which a target moves across a turret's field of view doesn't depend only on the target's real velocity. The direction the target's moving in relative to the ship firing at it matters too: a ship that burns straight towards you could be quite easy to hit, regardless of its speed, because it's not moving very fast across your turrets' point-of-view. Range also affects angular velocity: a target orbiting you at 400m/s at a range of 7,000m has a much higher angular velocity than a target orbiting you at 400m/s at a range of 30km.
The speed at which a target moves across a turret's field of view doesn't depend only on the target's real velocity. The direction the target's moving in relative to the ship firing at it matters too: a ship that burns straight towards you could be quite easy to hit, regardless of its speed, because it's not moving very fast across your turrets' point-of-view. Range also affects angular velocity: a target orbiting you at 400m/s at a range of 7,000m has a much higher angular velocity than a target orbiting you at 400m/s at a range of 30km.