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Turret tracking vs overview tracking?

Author
Beast of Revelations
Pandemic Horde Inc.
Pandemic Horde
#1 - 2016-12-27 13:58:22 UTC  |  Edited by: Beast of Revelations
Admittedly I don't know what I'm doing, but there seems to be a discrepancy between the advertised 'tracking' on my turrets, and the angular velocity for ships on my overview (expressed in radians/s). They seem to be unrelated, i.e. a ship on my overview seems extremely 'hit-able' yet I cannot hit it.

Care to explain or point me to a link?

Thanks.
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#2 - 2016-12-27 15:08:16 UTC
Beast of Revelations wrote:
Admittedly I don't know what I'm doing, but there seems to be a discrepancy between the advertised 'tracking' on my turrets, and the angular velocity for ships on my overview (expressed in radians/s). They seem to be unrelated, i.e. a ship on my overview seems extremely 'hit-able' yet I cannot hit it.

Care to explain or point me to a link?

Thanks.

Gunnery Guide

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Grigg Skjellerup
Pator Tech School
Minmatar Republic
#3 - 2016-12-27 15:24:01 UTC
Beast of Revelations wrote:
Admittedly I don't know what I'm doing, but there seems to be a discrepancy between the advertised 'tracking' on my turrets, and the angular velocity for ships on my overview (expressed in radians/s). They seem to be unrelated, i.e. a ship on my overview seems extremely 'hit-able' yet I cannot hit it.

Care to explain or point me to a link?

Thanks.


Divide turret tracking by 1000, you'll hit frigates doing that many rad/s 50% of the time.

Multiply by 3.2, you'll hit cruisers doing that many rad/s 50% of the time.

Multiply that by 3.2 (or divide original turret tracking by 100) and you'll hit battleships doing that many rad/s 50% of the time.

That's the rule of thumb you want to start with, it obviously changes a little if the sig sizes aren't exactly 40/125/400.


I didn't like the change at first, but I think it's decent now. My only gripe is the pointless 'multiply by 1000' factor because tracking of 40 or 300 is apparently more aesthetically pleasing than 0.04 or 0.3, even though the latter makes it quicker to calculate/see at a glance.
Beast of Revelations
Pandemic Horde Inc.
Pandemic Horde
#4 - 2016-12-27 18:05:54 UTC
Grigg Skjellerup wrote:

I didn't like the change at first, but I think it's decent now. My only gripe is the pointless 'multiply by 1000' factor because tracking of 40 or 300 is apparently more aesthetically pleasing than 0.04 or 0.3, even though the latter makes it quicker to calculate/see at a glance.


Well the problem is the fact that you have to do any mathematics or mental gymnastics at all - that's ********. If they didn't like the aesthetic look of rads/s, fine, whatever I guess, but then change both the turret numbers AND the overview numbers so that they match to whatever aesthetic look they want. I mean the way they have it now is just totally ********.
Rain6637
GoonWaffe
Goonswarm Federation
#5 - 2016-12-27 18:15:27 UTC
I thought it was a way to normalize capital turret tracking and its six decimal place figures. I don't think it means much to people either way. Even expert types usually stuck to pyfa damage application charts instead of discussing the formula itself. It just looks better at the very least.
Grigg Skjellerup
Pator Tech School
Minmatar Republic
#6 - 2016-12-27 19:48:56 UTC
Beast of Revelations wrote:

Well the problem is the fact that you have to do any mathematics or mental gymnastics at all - that's ********. If they didn't like the aesthetic look of rads/s, fine, whatever I guess, but then change both the turret numbers AND the overview numbers so that they match to whatever aesthetic look they want. I mean the way they have it now is just totally ********.


You have to do maths regardless though. The old system had the guns' tracking shown in rad/s, and you can put rad/s on the overview, but if you're shooting at a ship bigger/smaller than the gun tracking number is aiming at, you still have to mentally adjust.

Unless you want another column added to over view that says 'my gun's tracking aiming at this target', one which updates in real time as the sig radius of the target changes due to mwd or a painter or whatever, and as your own tracking changes due to different ammo, ecm, etc. And that'd be too much handholding IMO.

Rain6637 wrote:

I thought it was a way to normalize capital turret tracking and its six decimal place figures. I don't think it means much to people either way. Even expert types usually stuck to pyfa damage application charts instead of discussing the formula itself. It just looks better at the very least.


It's useful to theorycraft the best orbit distance to try and sit at, it's useful in-game to see if stuff is moving too fast in which case burn away, or if its moving slowly enough to stay there and brawl.

If the 6 decimal places are an issue, then I would like the opportunity to make the angular velocity tab on overview show 1000*angular velocity, or even a customisable x*angular velocity. So that the numbers on the overview match the numbers on the turret tracking.

In fact, off to make a suggestion post...

Rain6637
GoonWaffe
Goonswarm Federation
#7 - 2016-12-27 20:43:24 UTC
there's a visualized tracking formula suggestion I made two and a half years ago that never really went anywhere. Still valid, since the tracking quality (rating?) figure is a conversion from the underlying formula.

https://forums.eveonline.com/default.aspx?g=posts&m=4474983
Viktor Amarr
#8 - 2016-12-27 20:56:21 UTC
Beast of Revelations wrote:
Grigg Skjellerup wrote:

I didn't like the change at first, but I think it's decent now. My only gripe is the pointless 'multiply by 1000' factor because tracking of 40 or 300 is apparently more aesthetically pleasing than 0.04 or 0.3, even though the latter makes it quicker to calculate/see at a glance.


Well the problem is the fact that you have to do any mathematics or mental gymnastics at all - that's ********. If they didn't like the aesthetic look of rads/s, fine, whatever I guess, but then change both the turret numbers AND the overview numbers so that they match to whatever aesthetic look they want. I mean the way they have it now is just totally ********.


No, don't have tracking numbers on your overview. They're only useful if you're sniping at super extreme ranges or use a dreadnought or the likes. The numbers are far too unreadable and jump around way too much to be useful in everyday use.

Besides, the tracking is also dependant on sig radius vs turret size so it'll never be a straight on par number you might be able to compare in a useful manner. Simply learn what works and doesn't work and use EFT for it if you have to, EFT really is the best program in this regard as it can simulate scenarios, where you can create "what if" situations so you can upfront figure out what works and doesn't work.
Grigg Skjellerup
Pator Tech School
Minmatar Republic
#9 - 2016-12-27 21:02:40 UTC  |  Edited by: Grigg Skjellerup
Rain6637 wrote:
there's a visualized tracking formula suggestion I made two and a half years ago that never really went anywhere. Still valid, since the tracking quality (rating?) figure is a conversion from the underlying formula.

https://forums.eveonline.com/default.aspx?g=posts&m=4474983


Interesting. Your suggestion has been locked, so can't post there. But have a couple of questions about it.

How would you decide on how far that angular velocity arrow stretches for different sized targets? A visual representation can be a good thing for those who prefer visual to numbers. But how does it adjust when you have a cruiser and a frigate locked? I'd be wary about it giving misleading info, e.g. frigate's arrow is inside the cone, so you should be hitting, but you're not. Or cruiser's arrow is outside, so you don't fire even though you'd hit it fine.

How would you work it with multiple targets locked? Have 6 different cones displayed?

The other thing, and I may well be wrong on this, is that there is no way to tell your target's sig radius in game, is there? Only to guess it based on hull size and any other factors? As your display requires sig radius to be known, that'd be an issue.

Viktor Amarr wrote:
No, don't have tracking numbers on your overview. They're only useful if you're sniping at super extreme ranges or use a dreadnought or the likes. The numbers are far too unreadable and jump around way too much to be useful in everyday use.


I disagree, but whatever works for you. There's no requirement for anyone to use them, I find they provide me useful info, particularly data for working out what a fit should have, so I'll keep using them.

Quote:
Besides, the tracking is also dependant on sig radius vs turret size so it'll never be a straight on par number you might be able to compare in a useful manner. Simply learn what works and doesn't work and use EFT for it if you have to, EFT really is the best program in this regard as it can simulate scenarios, where you can create "what if" situations so you can upfront figure out what works and doesn't work.


I can & do work out the what if numbers with pen & paper. And with the tracking number now standardised for turret size, it's only dependant on sig radius. So easy enough to generate numbers to usefully compare. e.g. Do I want tracking of 30 while orbiting at 20km, or tracking of 50 while orbiting at 8km? Which one will hit more if I assume they're near stationary, which will hit more if I assume they're doing 400m/s in the opposite direction to me? What's the practical minimum range I can shoot frigates doing 500m/s at? And so on.
Rain6637
GoonWaffe
Goonswarm Federation
#10 - 2016-12-27 21:20:29 UTC  |  Edited by: Rain6637
Grigg Skjellerup wrote:
Rain6637 wrote:
there's a visualized tracking formula suggestion I made two and a half years ago that never really went anywhere. Still valid, since the tracking quality (rating?) figure is a conversion from the underlying formula.

https://forums.eveonline.com/default.aspx?g=posts&m=4474983


Interesting. Your suggestion has been locked, so can't post there. But have a couple of questions about it.

How would you decide on how far that angular velocity arrow stretches for different sized targets? A visual representation can be a good thing for those who prefer visual to numbers. But how does it adjust when you have a cruiser and a frigate locked? I'd be wary about it giving misleading info, e.g. frigate's arrow is inside the cone, so you should be hitting, but you're not. Or cruiser's arrow is outside, so you don't fire even though you'd hit it fine.

How would you work it with multiple targets locked? Have 6 different cones displayed?

The other thing, and I may well be wrong on this, is that there is no way to tell your target's sig radius in game, is there? Only to guess it based on hull size and any other factors? As your display requires sig radius to be known, that'd be an issue.

Viktor Amarr wrote:
No, don't have tracking numbers on your overview. They're only useful if you're sniping at super extreme ranges or use a dreadnought or the likes. The numbers are far too unreadable and jump around way too much to be useful in everyday use.


I disagree, but whatever works for you. There's no requirement for anyone to use them, I find they provide me useful info, particularly data for working out what a fit should have, so I'll keep using them.

Quote:
Besides, the tracking is also dependant on sig radius vs turret size so it'll never be a straight on par number you might be able to compare in a useful manner. Simply learn what works and doesn't work and use EFT for it if you have to, EFT really is the best program in this regard as it can simulate scenarios, where you can create "what if" situations so you can upfront figure out what works and doesn't work.


I can & do work out the what if numbers with pen & paper. And with the tracking number now standardised for turret size, it's only dependant on sig radius. So easy enough to generate numbers to usefully compare. e.g. Do I want tracking of 30 while orbiting at 20km, or tracking of 50 while orbiting at 8km? Which one will hit more if I assume they're near stationary, which will hit more if I assume they're doing 400m/s in the opposite direction to me? What's the practical minimum range I can shoot frigates doing 500m/s at? And so on.


the sig radius was one of the problems I wasn't sure of. It depends whether the client knows the target's sig radius (and simply doesn't show it). It's possible the client knows for the purpose of calculating and displaying lock times.

The arrow is supposed to be a result of the tracking calculation. So all factors calculated, whether the arrow tip is inside or outside the cone is an accurate representation of the formula by design.

But yeah live signature radius data is required for the client to display an accurate arrow.

The client will also display the corresponding engine trails for MWD activation on a target ship so I think you can conclude that sig radius information hasn't been deemed OP.

The formula outputs a range from zero to 1, so the arrow only has to display that at its extremes.
ColdCutz
Frigonometry
#11 - 2016-12-27 21:29:09 UTC
Beast of Revelations wrote:
Grigg Skjellerup wrote:

I didn't like the change at first, but I think it's decent now. My only gripe is the pointless 'multiply by 1000' factor because tracking of 40 or 300 is apparently more aesthetically pleasing than 0.04 or 0.3, even though the latter makes it quicker to calculate/see at a glance.


Well the problem is the fact that you have to do any mathematics or mental gymnastics at all - that's ********. If they didn't like the aesthetic look of rads/s, fine, whatever I guess, but then change both the turret numbers AND the overview numbers so that they match to whatever aesthetic look they want. I mean the way they have it now is just totally ********.


Use Transversal Velocity in place of the Angular column; it's easier to read at a glance, and through experience you can judge how low your target's transversal needs to be for your guns to land decent hits.

The old un-normalized numbers were only valid in the specific case where the target's sig radius equaled your weapon resolution.
Rain6637
GoonWaffe
Goonswarm Federation
#12 - 2016-12-27 21:36:34 UTC
I would say the best way is still angular V. If you want to be super pro you actually just look at ship type and range and trust they're doing the "correct" thing according to their ship. Transversal is what people like to call out, but Angular V is derived from Transversal and distance so why wouldn't you use it?
Grigg Skjellerup
Pator Tech School
Minmatar Republic
#13 - 2016-12-27 21:57:50 UTC
Rain6637 wrote:
the sig radius was one of the problems I wasn't sure of. It depends whether the client knows the target's sig radius (and simply doesn't show it). It's possible the client knows for the purpose of calculating and displaying lock times.

The arrow is supposed to be a result of the tracking calculation. So all factors calculated, whether the arrow tip is inside or outside the cone is an accurate representation of the formula by design.

But yeah live signature radius data is required for the client to display an accurate arrow.

The client will also display the corresponding engine trails for MWD activation on a target ship so I think you can conclude that sig radius information hasn't been deemed OP.

The formula outputs a range from zero to 1, so the arrow only has to display that at its extremes.


I think that's the biggest barrier to your suggestion. That even if the client does know the info, it doesn't show it to the player, by design. You can know your own sig radius, but you only get to make educated guesses as to the opponent's sig radius. If you have an interceptor targeted, you have no clue if the pilot has it trained to 1 or 5, you can see the MWD is on, but not how much it's changed the sig size.

ColdCutz wrote:

Use Transversal Velocity in place of the Angular column; it's easier to read at a glance, and through experience you can judge how low your target's transversal needs to be for your guns to land decent hits.


If I see transversal, then I'm going to convert that to angular in my head based on also looking at the distance, or based on some rule of thumb. Why wouldn't I just look at angular, since that's the stat I want in the first place, the stat my guns care about?
Eli Stan
Center for Advanced Studies
Gallente Federation
#14 - 2016-12-27 22:11:21 UTC
I'd like to see what I call 'Ship Evasion Score' on the overview that's calculated just like the Weapon Accuracy Score is. (And like discussed above, it does indeed need the sig radius of on-grid ships sent to each client. IMO this is good info to have anyway so that the effectiveness of TPs, command bursts, drugs, ship modes, modules and the like can be observed.)

(Or, since CCP changed WAS to simply 'Tracking' in weapon stats, the overview should have an 'Evasion' column.)
Rain6637
GoonWaffe
Goonswarm Federation
#15 - 2016-12-27 22:57:55 UTC
Grigg Skjellerup wrote:
Rain6637 wrote:
the sig radius was one of the problems I wasn't sure of. It depends whether the client knows the target's sig radius (and simply doesn't show it). It's possible the client knows for the purpose of calculating and displaying lock times.

The arrow is supposed to be a result of the tracking calculation. So all factors calculated, whether the arrow tip is inside or outside the cone is an accurate representation of the formula by design.

But yeah live signature radius data is required for the client to display an accurate arrow.

The client will also display the corresponding engine trails for MWD activation on a target ship so I think you can conclude that sig radius information hasn't been deemed OP.

The formula outputs a range from zero to 1, so the arrow only has to display that at its extremes.


I think that's the biggest barrier to your suggestion. That even if the client does know the info, it doesn't show it to the player, by design. You can know your own sig radius, but you only get to make educated guesses as to the opponent's sig radius. If you have an interceptor targeted, you have no clue if the pilot has it trained to 1 or 5, you can see the MWD is on, but not how much it's changed the sig size.

ColdCutz wrote:

Use Transversal Velocity in place of the Angular column; it's easier to read at a glance, and through experience you can judge how low your target's transversal needs to be for your guns to land decent hits.


If I see transversal, then I'm going to convert that to angular in my head based on also looking at the distance, or based on some rule of thumb. Why wouldn't I just look at angular, since that's the stat I want in the first place, the stat my guns care about?

you can totally tell by the ship's speed though. If that interceptor is doing like 4km/s, i mean.
mkint
#16 - 2016-12-28 00:29:31 UTC
Where you're confused is that CCP took something that worked beautifully and through either incompetence or malice, broke it. But hey, 100% adoption rates, amirite?

old way: follow this method to make sure you hit your targets.
new way: screw you.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

mkint
#17 - 2016-12-28 00:33:38 UTC
ColdCutz wrote:
Beast of Revelations wrote:
Grigg Skjellerup wrote:

I didn't like the change at first, but I think it's decent now. My only gripe is the pointless 'multiply by 1000' factor because tracking of 40 or 300 is apparently more aesthetically pleasing than 0.04 or 0.3, even though the latter makes it quicker to calculate/see at a glance.


Well the problem is the fact that you have to do any mathematics or mental gymnastics at all - that's ********. If they didn't like the aesthetic look of rads/s, fine, whatever I guess, but then change both the turret numbers AND the overview numbers so that they match to whatever aesthetic look they want. I mean the way they have it now is just totally ********.


Use Transversal Velocity in place of the Angular column; it's easier to read at a glance, and through experience you can judge how low your target's transversal needs to be for your guns to land decent hits.

The old un-normalized numbers were only valid in the specific case where the target's sig radius equaled your weapon resolution.

Transversal is meaningless for tracking. For it to have any meaning, you have to do complex trigonometry converting it to angular velocity. Then it becomes useful. Or at least, it used to be useful.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Rain6637
GoonWaffe
Goonswarm Federation
#18 - 2016-12-28 00:34:46 UTC  |  Edited by: Rain6637
agreed. who knows. In capital guns' case it's supposed to express "the guns can track something at 10 meters per second at 100km" but whatever. A lot of players think completely wrong things about tracking mechanics so blah.
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#19 - 2016-12-28 06:29:48 UTC
ColdCutz wrote:
Beast of Revelations wrote:
Grigg Skjellerup wrote:

I didn't like the change at first, but I think it's decent now. My only gripe is the pointless 'multiply by 1000' factor because tracking of 40 or 300 is apparently more aesthetically pleasing than 0.04 or 0.3, even though the latter makes it quicker to calculate/see at a glance.


Well the problem is the fact that you have to do any mathematics or mental gymnastics at all - that's ********. If they didn't like the aesthetic look of rads/s, fine, whatever I guess, but then change both the turret numbers AND the overview numbers so that they match to whatever aesthetic look they want. I mean the way they have it now is just totally ********.


Use Transversal Velocity in place of the Angular column; it's easier to read at a glance, and through experience you can judge how low your target's transversal needs to be for your guns to land decent hits.

The old un-normalized numbers were only valid in the specific case where the target's sig radius equaled your weapon resolution.

This plus experience will give you great results no real math necessary only thing is its a per weapon type or ship basis. At first its per ship type and then its a per weapon type of the same style mostly where lower is simply better regardless of what your doing.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Grigg Skjellerup
Pator Tech School
Minmatar Republic
#20 - 2016-12-28 07:24:32 UTC
mkint wrote:
Where you're confused is that CCP took something that worked beautifully and through either incompetence or malice, broke it. But hey, 100% adoption rates, amirite?

old way: follow this method to make sure you hit your targets.
new way: screw you.


It's easy enough to adjust the new numbers to get the old numbers. It's just a bit more annoying to do remember the numbers, or quickly check in game if you're disrupted. I wasn't a fan to start with, it's grown on me. I like that you can directly compare guns of any size.

Quote:
Transversal is meaningless for tracking. For it to have any meaning, you have to do complex trigonometry converting it to angular velocity. Then it becomes useful. Or at least, it used to be useful.


Pretty much the simplest possible trigonometry. Or you can just use the angular velocity column.

rain6637 wrote:
you can totally tell by the ship's speed though. If that interceptor is doing like 4km/s, i mean.


As I said, you 100% know it is on. But training interceptor from 1 to 5 doesn't change the velocity, it only reduces the sig radius. And as the person shooting them, you have no way of knowing whether they've trained it to 1 or 5.


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