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Player Features and Ideas Discussion

 
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Tracking speed and Transversal Velocity metrics

Author
Duo ZeroSeven
Sebiestor Tribe
Minmatar Republic
#1 - 2013-07-22 10:24:00 UTC
I did scour thoroughly before posting, however please correct me or relocate me to the right area if I have missed the thread.
But does anyone know the conversion for Tracking Speed And Transversal Velocity?

I was curious as to whether or not there could possibly be a metric switch in the sense that both get measured in the same value. Or there was a secondary field like transversal (but obviously not transversal) that had this secondary metric readout. Radians would probably be the better value, as weapon tracking is in radians so players would easily be able to make the association that this field (Targeted Ship) and that value (Current Turret) are related and are relevant to each other to make tracking easier to figure out. I haven't been playing too long, but have brought it up with players during my runs in incursions, and during roams, missions etc and no one really knows why Tracking is measured in radians per second and transversal is in Meters Per Second. Well, the obvious is there of course (Rotation And Velocity). But no one knows how to do the conversion, and whether or not the real world velocity to radians conversion in stands true in EVE. And on top of that, if and what it actually counts for and affects targeting.

Because what I've noticed with players, is they all have an 'average' range with their weapons systems that once a certain ship size and type passes through this range threshold, they give up firing on them, due to just 'not being able to hit them'. They then revert to using drones to solve the issues, or a second player with more range on target, or a different (usually smaller) weapons system. While a valid tactic, and I definitely have no problem with it, as I do it myself. I was just once again as mentioned, curious as to exactly how these values relate and what they mean for shooty shooty. Is there a hit % formula using tracking and trasversal that is factored in with all the primary statistics, is there just a cutoff once a ship passes a certain range, Yeah.

So ANY insight at all, or ideas around this are clearly welcomed and I bow to anyone who can tell me how to do the RL conversion and just what it means in game.

And am I in the right area to voice this? I mean no disrespect if I am not, I read the rules, I read the DEV posts, I just am not sure what this counts as, a feature, idea, bug, no in-game explanation of how they relate, just a lack of players caring as the current system works, etc etc
Omnathious Deninard
University of Caille
Gallente Federation
#2 - 2013-07-22 10:28:14 UTC
Here you go
http://wiki.eveonline.com/en/wiki/Turret_damage

If you don't follow the rules, neither will I.

Duo ZeroSeven
Sebiestor Tribe
Minmatar Republic
#3 - 2013-07-22 10:46:26 UTC
Ok thanks, that's great. But now I was wondering, does anything exist in game, that reflects this. Be it active or passive?
Because that's a whole tonne of maths. One does not have time to run the metrics while in combat situations. As asked in my initial post, is there a way this could get instituted in game, if it hasn't already, OR is there an existing calculator somewhere online? But in game, maybe a readout in a field next to transversal, that displays radians as mentioned, or hit % or just a general scale of measure using a colour fader that changes depending on hit % chance (Green 75%+, Yellow 50%+, Orange 25%+, and Red anything below 25% etc etc) Not that a 25% chance ultimately is that bad depending on what you're doing. or something akin to that, that is a little more helpful. While I do fully commend you for posting the link, and the person who broke down those maths, absolute kudos because that was definitely a lengthy process. I don't know if players would count something that aids such as game breaking, or cotton wool. Or if I'm just stupid and am looking too deeply into the rabbit whole on meta game. But I just feel right now, there really is nothing telling telling you how effective your guns are. Yes there is optimal and falloff. But ultimately the calculation for that is based on a straight line if I am not mistaken which really isn't much of an aid in a combat situation. And I would never write 'standard' combat situation as I really don't believe there is one, as people who play this game can be, and are, very very cunning.
Omnathious Deninard
University of Caille
Gallente Federation
#4 - 2013-07-22 10:48:12 UTC  |  Edited by: Omnathious Deninard
There is a tracking option in your overview tabs, or it may have another name but it is in the overview tabs.

If you don't follow the rules, neither will I.

Duo ZeroSeven
Sebiestor Tribe
Minmatar Republic
#5 - 2013-07-22 10:55:09 UTC
Ah yes there is good sir, another tip of the hat to you.
However Radial velocity is once again measured in m/s.
Angular velocity is measured in Rad/Sec though, however that isn't entirely helpful either.
There is nothing explaining how these values relate and whether or not the rad/sec angular velocity measurement directly corresponds to the rad/sec tracking measurement that exists on turrets.
However I suddenly feel this is the right track this conversation is going down.
Omnathious Deninard
University of Caille
Gallente Federation
#6 - 2013-07-22 11:02:50 UTC
The rads per second is the best one to have visible, if toe rads per second on your turret data is greater than the rads per second of the target ship you will hit.

If you don't follow the rules, neither will I.

Azula Kishtar
Lonely among the Stars
#7 - 2013-07-22 12:15:42 UTC
That is not entirely true, Omnathious. The signature radius of your target versus the signature resolution of your turrets modifies your actual tracking.

I think this is what Duo is referring to: Even if your overview says the angular velocity is low enough for you to track, you may not actually be able to track the target.

Read this helpful article to understand it better.


That being said, i don't think the overview should include a value for true tracking. Some things should be left for the pilot to estimate using his experience and knowledge of game mechanics.
Zor'katar
Matari Recreation
#8 - 2013-07-22 13:36:19 UTC  |  Edited by: Zor'katar
Duo ZeroSeven wrote:
Ah yes there is good sir, another tip of the hat to you.
However Radial velocity is once again measured in m/s.
Angular velocity is measured in Rad/Sec though, however that isn't entirely helpful either.
There is nothing explaining how these values relate and whether or not the rad/sec angular velocity measurement directly corresponds to the rad/sec tracking measurement that exists on turrets.
However I suddenly feel this is the right track this conversation is going down.

Angular Velocity directly compares to Tracking Speed, just like Signature Resolution directly compares to Signature Radius.

If you're firing on a ship whose Angular Velocity is equal to your guns' Tracking Speed, and your guns' Signature Resolution is equal to its Signature Radius, half your shots will hit (assuming you're within your optimal range).

The two comparisons are combined, so for example if you're firing on a ship whose Angular Velocity is twice your guns' Tracking Speed, and your guns' Signature Resolution is half its Signature Radius, you'll still be hitting half the time.

Angular velocity is equal to transversal divided by range. That big giant equation Omna linked you to might make slightly more sense if you make that substitution.

tl;dr Don't worry about transversal; angular velocity is more useful.
Whitehound
#9 - 2013-07-22 17:00:25 UTC  |  Edited by: Whitehound
Turn on Angular Velocity on your overview. It has got the same unit (rad per second) as the turret tracking speed.

If your turret has got a tracking speed of 0.1 rad/s and the overview tells you that your target has got an angular velocity of 0.1 rad/s then your chance to hit it is exactly 50%. This then gets influenced by weapon resolution and target signature. So when you shoot with a large blaster, which has got a 400m weapon resolution, at a ship with a signature radius of 100m then your turret needs to track 4 times faster (0.4 rad/s), or the ship's angular velocity needs to be 4 times slower (0.025 rad/s). In other words, shoot at a n-times smaller ship and you need an n-times higher tracking speed when compared to the angular velocity.

Notice that I say 50% and not 100%. It means that tracking gives you a fair chance to hit a target (a fair chance is also called the 50:50-chance). Do not confuse this with real physics. EVE has more to do with rolling dice than with physics, which is why you get a 50% chance to hit it.

A 50% hit chance then does not mean you will do 50% of your DPS, but the actual value is a bit lower (39% of max DPS).

I have made a 3D plot of a "DPS donut" to visualize tracking together with falloff and optimal range. If you imagine your DPS as a cake with your ship inside it, then tracking creates a hole in the center. When you cut the cake in half then it looks like this:

DPS Donut

Note that the animations is not quite finished and I still have to put in wrecking hits and also the DPS is not quite as precise as it should be and I also want to render it in a higher resolution. It will be in my bio eventually.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Uppsy Daisy
State War Academy
Caldari State
#10 - 2013-07-22 22:46:37 UTC
I've always thought it would be a great improvement to the UI to show the live % chance to hit against the currently selected target for each gun somehow.

Might be difficult to make it look good, but it would help everyone understand the game better, and make it feel more 'live' rather than spreadsheets in space.