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Turret damage: Difference between revisions

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Djavin novienta (talk | contribs)
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====Angular velocity====
====Angular velocity====
Instead of measuring an object's speed as m/s or miles/hour, a speed can also be measured as the percieved change in the angle to an object from a certain location. A good example is the suns movement across the sky, where it moves 360° in 24 hours. If the sun is moving away or towards us is irrelevant, that wouldn't change the angle, only sideways movement will.
Instead of measuring an object's speed as m/s or miles/hour, a speed can also be measured as an angle. A good example is the suns movement across the sky, where it moves 360° in 24 hours, which makes the angular velocity 15°/hour. If the sun is moving away or towards us wouldn't matter, because that wouldn't change the angle, only sideways movement counts.


Just as a circle can be described as an angle of 360°, it can also be described as an angle of 2π radians. Meaning that one radian equals to roughly 57° (360/2π).
Just as a circle can be described as an angle of 360°, it can also be described as an angle of 2π radians. Meaning that one radian equals to roughly 57° (360/2π).
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The ingame overview can show the angular velocity of a target if you open the settings and tick a box under the tab called columns. Angular velocity is used to determine the penalty to the hit chance based on the turret's tracking ability. Relying on high angular velocities to stay alive is called speed tanking (not to be mixed up with kiting, which is to keep something at range).
The ingame overview can show the angular velocity of a target if you open the settings and tick a box under the tab called columns. Angular velocity is used to determine the penalty to the hit chance based on the turret's tracking ability. Relying on high angular velocities to stay alive is called speed tanking (not to be mixed up with kiting, which is to keep something at range).


Angular velocity is calculated as ω=v<sub>t</sub>/d, where v<sub>t</sub> is tranversal velocity of the target relative to shooter and d is distance to target. The shooter and target will both have same angular velocity to each other.
Angular velocity is calculated as ω=v<sub>t</sub>/d, where v<sub>t</sub> is tranversal velocity of the target relative to shooter and d is distance to target. Two ships will always have the same angular velocity to each other.


===Target Signature Radius===
===Target Signature Radius===