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Lari seldon (talk | contribs) m Fixed spelling errors: 'xero' to 'zero', 'witn' to 'with'. (In the 'Tracking' section.) |
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Against moving targets the tracking is more complicated concept than range due to larger number of variables, less intuitive variables, the player not seeing all the variables and chaotically changing variables. Tracking depends on three variables: "Turret Tracking", angular velocity and target signature radius. | Against moving targets the tracking is more complicated concept than range due to larger number of variables, less intuitive variables, the player not seeing all the variables and chaotically changing variables. Tracking depends on three variables: "Turret Tracking", angular velocity and target signature radius. | ||
The concept of turret tracking value is simple: The smaller a turret is, the faster its tracking speed will be: small autocannon, for example, track faster than medium autocannon. Short-ranged varieties of turret have better tracking than their long-ranged counterparts -- so, for example, medium pulse lasers track faster than medium beam lasers and large blasters track faster than large railguns. There is only one value for tracking unlike the optimal and falloff for range. One way to look at it is to consider the turret to always being in "tracking falloff" | The concept of turret tracking value is simple: The smaller a turret is, the faster its tracking speed will be: small autocannon, for example, track faster than medium autocannon. Short-ranged varieties of turret have better tracking than their long-ranged counterparts -- so, for example, medium pulse lasers track faster than medium beam lasers and large blasters track faster than large railguns. There is only one value for tracking unlike the optimal and falloff for range. One way to look at it is to consider the turret to always being in "tracking falloff" with zero optimal tracking. | ||
[[Image:Angular velocity.png|right|256 px|thumb|The general case of angular velocity. Angular velocity of ship depends on ship velocity, target velocity and distance. The total velocity vector is target velocity vector-your velocity vector and the dashed vectors are parallel and perpendicular components of total velocity vector. Note the 90° angles.]] | [[Image:Angular velocity.png|right|256 px|thumb|The general case of angular velocity. Angular velocity of ship depends on ship velocity, target velocity and distance. The total velocity vector is target velocity vector-your velocity vector and the dashed vectors are parallel and perpendicular components of total velocity vector. Note the 90° angles.]] | ||