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EVE New Citizens Q&A

 
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Range of missiles

Author
Mertosk solette
Whares wally
#1 - 2012-04-23 17:43:41 UTC
Can someone please explain the range of missiles or how to find the range.

At the moment I am using light missile launcher with scourge light missiles which never hit if the target is more than 12km+
I am looking to find some long range that can hit 30+ but not having any luck which ones they are Ugh
Culmen
Deep Core Mining Inc.
Caldari State
#2 - 2012-04-23 17:51:55 UTC  |  Edited by: Culmen
Missile range = Missile Flight Time X Missile Velocity

You lose a bit of range due to the fact that missile accelerate, but its not much.

Train up Missile Projection and Missile Bombardment to increase range.

Light missiles have the kind of range you want once you train up those skills. Topping off around 40 km with max skills including acceleration.

Cruiser and BS long range missiles have even longer ranges.

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Lost Greybeard
Drunken Yordles
#3 - 2012-04-23 17:55:26 UTC  |  Edited by: Lost Greybeard
Mertosk solette wrote:
Can someone please explain the range of missiles or how to find the range.

At the moment I am using light missile launcher with scourge light missiles which never hit if the target is more than 12km+
I am looking to find some long range that can hit 30+ but not having any luck which ones they are Ugh


If you click show info on the ammo in your ship's fitting window you'll see that each missile has a listed flight time and a listed (maximum) velocity. The simplest way to figure your range is to just multiply these two numbers together.

The more exact (but still lazy) way to figure your range is to multiply these numbers, then subtract 10%, since that's about as much as you'll ever lose from the missiles' acceleration profiles.

A perfectly exact way involves figuring out the exact path the missile has to follow and doing a basic one-part differential equation, and is interesting to do maybe once but also a huge waste of time.

EDIT: as Tau mentions below, 5% loss from acceleration is more typical for the kinds of missiles you'll use in missions, since missiles do fly faster than the majority of ships. I use 10% because I run torpedoes (which are slow) for the most part and just generally don't trust the things because turrets are cooler.
Mertosk solette
Whares wally
#4 - 2012-04-23 18:21:49 UTC
Culmen wrote:
Missile range = Missile Flight Time X Missile Velocity

You lose a bit of range due to the fact that missile accelerate, but its not much.

Train up Missile Projection and Missile Bombardment to increase range.

Light missiles have the kind of range you want once you train up those skills. Topping off around 40 km with max skills including acceleration.

Cruiser and BS long range missiles have even longer ranges.


Lost Greybeard wrote:


If you click show info on the ammo in your ship's fitting window you'll see that each missile has a listed flight time and a listed (maximum) velocity. The simplest way to figure your range is to just multiply these two numbers together.

The more exact (but still lazy) way to figure your range is to multiply these numbers, then subtract 10%, since that's about as much as you'll ever lose from the missiles' acceleration profiles.

A perfectly exact way involves figuring out the exact path the missile has to follow and doing a basic one-part differential equation, and is interesting to do maybe once but also a huge waste of time.




Cheers!!!


Tau Cabalander
Retirement Retreat
Working Stiffs
#5 - 2012-04-23 18:23:19 UTC  |  Edited by: Tau Cabalander
I usually use 95% of the max straight-line distance: 0.95 * flight time * velocity

Keep in mind missiles accelerate to top speed (which takes a little time) AND they don't travel in a straight line when the target is moving, hence the fudge factor.
Lyric Lahnder
Deep Core Mining Inc.
Caldari State
#6 - 2012-04-24 16:32:54 UTC
Also you can undock turn on tactical over view and hover your cursor over the missile launcher in your module rack.

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J'Poll
School of Applied Knowledge
Caldari State
#7 - 2012-04-24 18:39:33 UTC
Lyric Lahnder wrote:
Also you can undock turn on tactical over view and hover your cursor over the missile launcher in your module rack.


This, forget about the calculations behind it (they are true btw), why do it the hard way while your Tac Overlay shows the solution with 1 mouse movement to your missiles

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Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2012-04-25 08:23:24 UTC
J'Poll wrote:
Lyric Lahnder wrote:
Also you can undock turn on tactical over view and hover your cursor over the missile launcher in your module rack.


This, forget about the calculations behind it (they are true btw), why do it the hard way while your Tac Overlay shows the solution with 1 mouse movement to your missiles

Hmm... that's new. Us missile users have been asking for that for ages Big smile
J'Poll
School of Applied Knowledge
Caldari State
#9 - 2012-04-25 10:47:36 UTC
Tau Cabalander wrote:
J'Poll wrote:
Lyric Lahnder wrote:
Also you can undock turn on tactical over view and hover your cursor over the missile launcher in your module rack.


This, forget about the calculations behind it (they are true btw), why do it the hard way while your Tac Overlay shows the solution with 1 mouse movement to your missiles

Hmm... that's new. Us missile users have been asking for that for ages Big smile


Been at least here ever since Winter expansion.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Mertosk solette
Whares wally
#10 - 2012-04-25 11:01:52 UTC
Lyric Lahnder wrote:
Also you can undock turn on tactical over view and hover your cursor over the missile launcher in your module rack.


Thats just epic!!! Big smile
J'Poll
School of Applied Knowledge
Caldari State
#11 - 2012-04-25 11:03:43 UTC
Mertosk solette wrote:
Lyric Lahnder wrote:
Also you can undock turn on tactical over view and hover your cursor over the missile launcher in your module rack.


Thats just epic!!! Big smile


Yeah and also it's good for the lazy people like me.

EVE is already hard enough with trading alts + spreadsheets. With production alts running production and needing to calculate what you need to produce more stuff etc.

So quite happy that I don't have to calculate how far away I can kill stuff.

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Help channel: Help chat - Reloaded

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TheBlueMonkey
Center for Advanced Studies
Gallente Federation
#12 - 2012-04-25 12:22:33 UTC
You know, eft might be a bit more usefull if you cba to do maths

https://forums.eveonline.com/default.aspx?g=posts&t=24359
Tau Cabalander
Retirement Retreat
Working Stiffs
#13 - 2012-04-25 17:50:02 UTC
J'Poll wrote:
Been at least here ever since Winter expansion.

Had to find it in the patch notes:

Patch Notes for Crucible wrote:
Weapons & Ammunition
* Missiles and bombs maximum ranges now show up on the tactical overlay.

http://community.eveonline.com/updates/patchnotes.asp?newpatchlogID=3219

Now if they could only do something for showing optimal and falloff... or did I miss that too?
Velicitia
XS Tech
#14 - 2012-04-25 18:10:25 UTC
Tau Cabalander wrote:
J'Poll wrote:
Been at least here ever since Winter expansion.

Had to find it in the patch notes:

Patch Notes for Crucible wrote:
Weapons & Ammunition
* Missiles and bombs maximum ranges now show up on the tactical overlay.

http://community.eveonline.com/updates/patchnotes.asp?newpatchlogID=3219

Now if they could only do something for showing optimal and falloff... or did I miss that too?


I believe so, yes. Haven't bothered looking at guns with the tac overly up in forever, but you should get two spheres.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia