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Sarakiel
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Posted - 2008.03.09 00:06:00 -
[1]
I found this however I guess things have changed since cause the link is broken but I found the hit chance formula in the discussion. If this formula even still applies I'm looking for a way to calculate the transv variable. I assume thats its motion relative to you and what units is that exactly expressed in?
http://oldforums.eveonline.com/?a=topic&threadID=257236
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Twin blade
Minmatar The Triangle Exa Nation
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Posted - 2008.03.09 02:19:00 -
[2]
I am not sure how it works out but just add it to your overview in game the lower the number the better your tracking and then work it out form there. Death is great rember where all dying to get there. |
Zhecao Vai
Free Lapland The Kadeshi
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Posted - 2008.03.09 02:37:00 -
[3]
Edited by: Zhecao Vai on 09/03/2008 02:37:19 It's in meters per second, and it's the component of the velocity of the enemy's ship which is parallel to the velocity of your ship.
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Ruah Piskonit
Amarr PIE Inc. Praetoria Imperialis Excubitoris
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Posted - 2008.03.09 07:27:00 -
[4]
there is a tracking guide in the 'player guide' section of the EvE website, it has all the math and curves and cool toys that explain how it works (its flash animated for ease).
Go check it out.
http://www.eve-online.com/guide/en/g61_5.asp
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Sarakiel
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Posted - 2008.03.09 07:53:00 -
[5]
Originally by: Ruah Piskonit there is a tracking guide in the 'player guide' section of the EvE website, it has all the math and curves and cool toys that explain how it works (its flash animated for ease).
Go check it out.
http://www.eve-online.com/guide/en/g61_5.asp
Nice thanks a bunch Ruah, thank god there's physics buffs playing EvE
hehe Zhecao, now that I know what that variable exactly is theres no way I'm determing the function for that even if he was constantly in a perfect orbit heh
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Marine HK4861
Caldari Radical Technologies
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Posted - 2008.03.09 08:44:00 -
[6]
What twinblade was trying to explain, was that there's a Angular Velocity column available in the overview in-game.
Simply enable that, then you can directly compare that value to the tracking of your turrets, rather than trying to do transversal velocity and distance calculations on the fly when you're being shot at.
One thing I'd like to point out though - EVE uses simplified tracking mechanics. The transversal velocity is used for both ships to calculate chance of hitting. The relative positions of the ships isn't taken into account.
To clarify my last point: suppose you have a bloke on a bicycle riding clockwise around tank. The tank is trying to track the bloke, so the transversal is high as you'd expect.
However the tank's relative position to the bloke never changes (it's always on his right hand side), thus if the bloke was trying to hit the tank, he wouldn't have to move his point of aim very much, if at all. Eve doesn't use this mechanic.
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Sarakiel
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Posted - 2008.03.09 11:35:00 -
[7]
Originally by: Marine HK4861 What twinblade was trying to explain, was that there's a Angular Velocity column available in the overview in-game.
Simply enable that, then you can directly compare that value to the tracking of your turrets, rather than trying to do transversal velocity and distance calculations on the fly when you're being shot at.
One thing I'd like to point out though - EVE uses simplified tracking mechanics. The transversal velocity is used for both ships to calculate chance of hitting. The relative positions of the ships isn't taken into account.
To clarify my last point: suppose you have a bloke on a bicycle riding clockwise around tank. The tank is trying to track the bloke, so the transversal is high as you'd expect.
However the tank's relative position to the bloke never changes (it's always on his right hand side), thus if the bloke was trying to hit the tank, he wouldn't have to move his point of aim very much, if at all. Eve doesn't use this mechanic.
Ah I gotcha, and yea thats definately handy that you can set that on your overview. I can also see why EvE doesnt handle that level of calculation yet though, though one day mmo's will be able to provide that level of complexity in combat.
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Marine HK4861
Caldari Radical Technologies
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Posted - 2008.03.09 13:03:00 -
[8]
Originally by: Sarakiel
Ah I gotcha, and yea thats definately handy that you can set that on your overview. I can also see why EvE doesnt handle that level of calculation yet though, though one day mmo's will be able to provide that level of complexity in combat.
If high slots corresponded to actual physical locations on the ship and each physical location had a limited arc of fire, it would make for a very complicated and probably very laggy game.
It would however, be extremely cool.
I wonder if anybody will ever develop a computer version of Battlefleet Gothic...
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vanBuskirk
Caldari
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Posted - 2008.03.09 13:15:00 -
[9]
Originally by: Marine HK4861
Originally by: Sarakiel
Ah I gotcha, and yea thats definately handy that you can set that on your overview. I can also see why EvE doesnt handle that level of calculation yet though, though one day mmo's will be able to provide that level of complexity in combat.
If high slots corresponded to actual physical locations on the ship and each physical location had a limited arc of fire, it would make for a very complicated and probably very laggy game.
It would however, be extremely cool.
I wonder if anybody will ever develop a computer version of Battlefleet Gothic...
There is an undocumented feature in EVE that partially takes care of the "arcs of fire" business. Simply put, each gun icon actually corresponds to two pieces of physical hardware. It's easiest to see on a frigate; try counting the guns on a Taranis fully loaded with blasters.
No game effect - but from a backstory point of view? Your blaster #1 in set #1 won't bear? OK - switch all power and sensor feeds to 1/2. And if both bear? Sorry, Captain, there's only one power and one sensor feed.
---------------------------------------------- "Violence is the last refuge of the incompetent."
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