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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. | 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. | ||
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, | 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. | ||
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. | |||
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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. | ||
Note that the actual [[Turret Damage|mathematics of tracking]] | Note that the actual [[Turret Damage|mathematics of tracking]] make use of several formulae, and there can be quite a bit more involved than the basic summary here. Angular velocity itself depends on the ratio of transversal velocity and range (it's to do with the geometry of circles and radii) -- but it's easier to think about angular velocity since measurements of it in radians per second relate easily to the figures for gun tracking speed which are also in radians per second (ie, they have the same units). Mathematically, we can talk of substituing the formulae into each other, so our ratio of angular/tracking becomes transversal / (range * tracking). You can find a brief explanation of the differences between angular and transversal velocity [[Overview Guide#The Columns Tab|here]] within our overview guide. | ||
===Speeding Up or Slowing Tracking=== | ===Speeding Up or Slowing Tracking=== | ||