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What people call transversal velocity is actually angular velocity

Author
Ptraci
3 R Corporation
#141 - 2013-07-21 11:05:47 UTC
Reaver Glitterstim wrote:
That transversal =/= to radial, and that radial velocity matters in EVE and that transversal does not.


Transversal velocity is PROPORTIONAL to radial velocity when the orbit is very small. Happy now?
Tippia
Sunshine and Lollipops
#142 - 2013-07-21 12:42:23 UTC
Whitehound wrote:
I believe his point is that when a ship orbits a (stationary) ship then the ship itself rotates around its own axis.
Yes, and my point is that the ship's rotation is irrelevant since the turrets don't inherit that rotation — they are stabilised towards the “universal” frame of reference, not the ship's. As a result, your turrets will have to track their target at the same angular velocity as the target's turrets have to track you: because it's the same rotation over the same timeframe.

This is not “unreal” or “incorrect” since mechanisms that offer this kind of disconnection between an object and its carrier is something that's existed since antiquity. The only conceivable oddity is the matter of why the EVE ship engineers have chosen this particular solution, but I've already suggested a lore answer to that one.
Rain6638
GoonWaffe
Goonswarm Federation
#143 - 2013-07-21 13:01:36 UTC  |  Edited by: Rain6638
if you don't know how to calculate formulas while preserving units, you're going to have a bad time.

just curious: who thinks it's a good idea to have transversal showing in overview. raise your hand

radial velocity. ******* comedy. I love this thread!

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Whitehound
#144 - 2013-07-21 15:39:33 UTC
Tippia wrote:
This is not “unreal” or “incorrect” since mechanisms that offer this kind of disconnection between an object and its carrier is something that's existed since antiquity. The only conceivable oddity is the matter of why the EVE ship engineers have chosen this particular solution, but I've already suggested a lore answer to that one.

Even you have to admit that this is at least confusing if not annoying to anyone new to EVE or only new to the tracking formula, and not everyone cares for the lore.

I for one care little for EVE's lore and can very well sympathize with the problem. I do read a lot of SciFi and when stories become disconnected from today's science then it is not science fiction any longer, but it becomes fantasy and magic. Or as Arthur C. Clark said it "Any sufficiently advanced technology is indistinguishable from magic." It also means that good science fiction needs to be distinguishable from magic or I might just start playing WoW.

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

Tippia
Sunshine and Lollipops
#145 - 2013-07-21 15:44:32 UTC
Whitehound wrote:
Even you have to admit that this is at least confusing if not annoying to anyone new to EVE or only new to the tracking formula, and not everyone cares for the lore.

Oh, sure. It's kind of fun how in a game that's really more of a submarine simulator, this particular mechanic is of a distinctly non-naval persuasion. P
Rain6638
GoonWaffe
Goonswarm Federation
#146 - 2013-07-21 15:45:16 UTC
confusing? more like a riddle wrapped in a mystery inside a burrito!

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Ciyrine
Deep Core Mining Inc.
Caldari State
#147 - 2013-07-21 16:20:59 UTC
I would prefer the full naval version of eve where the guns are cannons fixed to ship. If were going full blown advanced gyro stabilized guns loosely connected to hull then lets go full battlestar galactica where deceleration requires flipping ship around to use main thrusters. And turning off engines u coast indefinitely but cant turn
Reaver Glitterstim
The Scope
Gallente Federation
#148 - 2013-07-21 16:32:53 UTC
It would be nice of more of the EVE physics could be realistic. I've drafted up many ways a realistic inertia system could work, but apparently CCP (and almost everyone else in the industry) is happier forcing us through fluidic space where we might encounter the Undine.

Brewlar Kuvakei wrote:
Traversal to work out instantly if he is burning at me or away from me when I land and whether we are about to sling shot in a fight.

You'll want radial velocity to tell how fast the target is moving toward or away from you.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Rain6638
GoonWaffe
Goonswarm Federation
#149 - 2013-07-21 17:15:50 UTC
PVP IFR FTW

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Detarn
The Scope
Gallente Federation
#150 - 2013-07-21 18:54:00 UTC  |  Edited by: Detarn
I think this thread has been very interesting. The specifics about the tracking and angular velocity issues in EVE are an important part in becoming a seasoned pilot.

There is no arguing that CCP has decided to make all ships "points in space" and require the turrets to be required to pivot on those points against the universal X/Y/Z frame of reference purely for balance issues. This is one of those decisions that are made to still make it a "Game" just like he fluid dynamics model that is used which allows us to stop without flipping our ships around

As far as the argument about how it would work in real life: I believe that Tippia is trying to defend the decision above (about the turrets) that CCP made by saying that it is actually applicable to 'real' space combat.

It's not.

Yes gyrostabilizers would be used in space but there is a very important point which has not new brought up and that's: delta...

In space, there is no universal frame of reference if you are considering a two competing-space ship-system. If you consider to identical ships that have come in contact with each other that have decided to fight its easy to see how it would work:

Any weapon system has to be connected to the ship via whatever pivot mechanism. The ONLY time that the pivot mechanism would have to move is when it's target has a velocity DELTA (meaning change in speed) relative to the ship in which it's connected. That velocity delta can be in any relative component (radial, angular, or transversal) as long as a delta exists, tracking is necessary.

So in space, if two identical ship and there computers have done velocity prediction and evasive maneuvering so that each is in a mutually centric orbit there gun's pivot mechanisms could stay stationary and they would blow each other out of the sky. It's only when a pilot attempts to jocky his position and change the components of his orbit or current velocity relative to the other ship that either ships guns would have to move.

TO CLARIFY POINT ABOUT GYROS: When no Delta exists, engaging gyros would help maintain accuracy from random purturbations in velocities.
Detarn
The Scope
Gallente Federation
#151 - 2013-07-21 19:10:21 UTC  |  Edited by: Detarn
To further clarify... you could actually orbit a "stationary" ship in space.. but that's not the most accurate way to say that...

What that would actually mean is that you have engaged your thrust-vectored engines in a way that centers your actual motion on a point in space which lies on your target. Your target could have any velocity but as long as you had already 'added' that velocity to your chosen orbital pattern it would still be like orbiting a "stationary" ship.

It's like you are causing your engines to effectively do the work of gravity had you and your target been two massive bodies. As long as your engines constantly cause your ship to maintain the steady angular component of the orbit.. your guns could stay stationary and hit.

AND in the case of projectiles your turrets would only have to angle into a fixed position to have their trajectory be corrected for the velocity that they would already have upon leaving the barrel. (This would be minimal in the case of fast moving projectiles)

ADDITIONALLY, in this physics lesson if the ship in the "center" (which I only use that term for clarity as its not really applicable in space when it comes to frame of reference) then adds rotational velocity to his ship to match the angular motion of the "orbiting" ship without any other frame of reference the ships are stationary relative to each other.
Tippia
Sunshine and Lollipops
#152 - 2013-07-21 20:10:38 UTC  |  Edited by: Tippia
Detarn wrote:
Yes gyrostabilizers would be used in space but there is a very important point which has not new brought up and that's: delta...
No, it has been brought up. Its the difference in relative motion that generates the angular velocity.

Quote:
That velocity delta can be in any relative component (radial, angular, or transversal) as long as a delta exists, tracking is necessary.
There are only two components: radial and angular. If it's a movement along the radial axis only, no tracking is needed because the turret is already pointed in the right direction — the target is just moving farther away or closing in, right along the axis of projectile travel. So just fire away. The tracking would only change if there was some outside force that affected the trajectory (e.g. a gravity field creating a ballistic trajectory so you have to adjust your aim as the distance to target changes).

Quote:
TO CLARIFY POINT ABOUT GYROS: When no Delta exists, engaging gyros would help maintain accuracy from random purturbations in velocities.
…but again, that's only an engineering decision as far as how you want your turrets to operate — it doesn't say anything about what is “right” or “wrong” as far as tracking is concerned, and letting your turrets track freely and independently of the ship's orientation is very much applicable in real life as well.

Quote:
AND in the case of projectiles your turrets would only have to angle into a fixed position to have their trajectory be corrected for the velocity that they would already have upon leaving the barrel. (This would be minimal in the case of fast moving projectiles)
if you chose to design your turrets to be locked into the ship's reference frame. If you choose not to, then they'd have to keep tracking. The EVE ship designers chose the latter, for whatever reason. Maybe because of the aforementioned scenario where having the tracking be relative to the ship's own orientation would make the ship's movements predictable and easier to hit.
Detarn
The Scope
Gallente Federation
#153 - 2013-07-21 20:39:15 UTC
You are stuck on one false premise tappia:

It is physically impossible in reality to have turrets that are NOT linked to a ship's frame of reference in some way. Yes you can simulate an "unlinked state" by gyrostabalizing a free floating turret design but failing a friction-free set up, the acceleration of a ship, be it rotational or whatever, will still have some effect on the system. It's not a matter of choice.

And radial velocity CAN make a difference for any weapons that happen to not be on the primary vector axis of the target.
Tippia
Sunshine and Lollipops
#154 - 2013-07-21 20:49:42 UTC  |  Edited by: Tippia
Detarn wrote:
You are stuck on one false premise tappia:

It is physically impossible in reality to have turrets that are NOT linked to a ship's frame of reference in some way.
You can disconnect it to such a high degree that it might as well not exist. It's just as physically impossible (to say nothing about hugely impractical) in reality to have a turret that is 100% matches the ship's rotating reference frame. Just as friction would (minutely, to the point of not mattering) impart a momentum transfer onto a free-floating turret, inertia would (minutely, to the point of not mattering) impart lag on a locked-down turret.

Again, these things exist today, and have done so for ages. They work well enough that for all intents an purposes, they are rotationally independent from their carrying vehicle, so no, the premise is not false any more than the idea that you can lock the turret in a fix angle relative to the ship is a false premise.
Quote:
And radial velocity CAN make a difference for any weapons that happen to not be on the primary vector axis of the target.
No, because by not being on the same axis, you have now introduced an angular component relative to the turret. As long as the trajectory doesn't change with range for whatever reason, the radial velocity doesn't matter — only the angular part.
Ciyrine
Deep Core Mining Inc.
Caldari State
#155 - 2013-07-21 21:08:48 UTC
Detarn wrote:
You are stuck on one false premise tappia:

It is physically impossible in reality to have turrets that are NOT linked to a ship's frame of reference in some way. Yes you can simulate an "unlinked state" by gyrostabalizing a free floating turret design but failing a friction-free set up, the acceleration of a ship, be it rotational or whatever, will still have some effect on the system. It's not a matter of choice.

And radial velocity CAN make a difference for any weapons that happen to not be on the primary vector axis of the target.


I thought the same thing. If their not using the hull to pivot off off then they would meed thrusters attached to the barrel to track. Since they couldnt use the hull to push off of.

Then i thought of Magnets would be the preferred method of movement for a free floating turret. Electricity being run thru the coil when tracking is needed. Then shutting the magnets off once ur on target so the ships movement/vibrations dont affect accuracy(like when getting hit).

Tracking speed would then be dependant on strength of magnets and how heavy the turret is which determines how much the turret slips through the magnetic field.

Then it occured to me that a good computer program could take both ships movements into consideration and if the host ship rotates in such a way that is advantageous to the turrets tracking. As in exceeds the magnets ability to rotate the turret should get clamped in place and released if necessary to facilitate the best tracking and accuracy results. So the turret would switch from being fixed to the hull, magnetically tracking or free floating. Then if ur orbiting ur target at high speeds lock in place at 90 degrees from hull. Let thw engines do all the angular work and enjoy perfect tracking/accuracy while going at warp speed for all it matters then.

But eve engineers didnt use such an advanced system for whatever lore u want to make up but basically amounts to game balance( not that u cant balance ship ehp,speed, dps without engineering dumb ships that cant track from perfect orbits)
Rain6638
GoonWaffe
Goonswarm Federation
#156 - 2013-07-21 21:35:06 UTC
magnets. defying the universe since never

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Blackpool Shale
Tycho Magnetic Anomaly
#157 - 2013-07-28 08:00:43 UTC
Tippia wrote:


The actual fact is, an orbiting ship's turrets have to traverse 2π radians in the orbit time in order to keep facing the target.
.


Not on the ship doing the orbiting because IT traverses the angle, the gun can stay still compared to the hull. You can point at something you walk around without moving your arm at all. This is how real world works, Eve uses an incorrect model of this for balance reasons which works.

You also argue like a religious person, blinkered to reflecting on your own beliefs.
Jessica Onzo
Pagan Grove
#158 - 2013-07-28 09:43:27 UTC

I don't understand why so many EVE vets make this rookie mistake. I don't believe they actually think that transversal velocity is what's important, even the most green pilots often know that you can get under a ship's guns. So why the blunder of nomenclature? I understand that many veteran EVE players are not math whizzes (though most of them probably are), and I also realize that the word 'transversal' sounds better than 'angular', but that doesn't change the fact that they are two distinctly different functions.

Well I have found that the lower the traversal velocity is the more effective my guns are. That's the short of it. It's a game not a college class

Where is your rock at, I will lift it up so you can go back under it.
Jessica Onzo
Pagan Grove
#159 - 2013-07-28 09:45:06 UTC
Rain6638 wrote:
if you don't know how to calculate formulas while preserving units, you're going to have a bad time.

just curious: who thinks it's a good idea to have transversal showing in overview. raise your hand

radial velocity. ******* comedy. I love this thread!


RAISES HAND