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Angel Damascus
Joined: 13 May 2008 Posts: 61
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Posted: Sat Jul 19, 2008 5:09 pm Post subject: Maths Question |
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I'm trying to make a decent tracking spreadsheet to tell me whether it's worth shooting stuff in missions, but theres a couple of things I don't know, and the values I'm getting are very different from the tracking guide on EVE-O. I could do with a maths/eve geek to tell me where I'm going wrong.
I'm assuming the following
a) Sig radius: A turret with a sig radius of 400m has a equal chance of hitting any point within tha 400m circle (and it is calculated in game as a circle not a sphere, i.e in 2d). The chance of a weapon hitting something with a smaller sig radius is therefore the proportion of the smaller circle to the larger one.
b) Distance: Currently I'm using
| Code: | y=0.47cos[(pi/2f)*(d-l)]-0.03sin[(pi/2f)*(d-l)]+0.53
where f=falloff, d=distance to target and l=optimal range |
for giving the probability of hitting at over optimals. That gives me roughly the same graph as on the tracking guide, and should be accurate to 1 or 2 percent.
c) tracking is binary, i.e if you track faster than it's moving you hit it, if you don't, you don't.
d) To hit a target, you have to 'pass' all three tests, so you multiply the probabilities together.
Taking an example, a Devastator Alvum is orbiting my 1200mm toting Maelstrom at 49450m, 244m/s. EVE-O tracking guide gives the probability of a hit at 46%, but my method gives 7.5% (Sig Prob 9.7%, Dist Prob 76%).
I'm guessing somethings wrong with the way I calculate a) or d)
halp! |
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SteeleResolve

Joined: 24 Sep 2007 Posts: 3451 Location: not playin' - eBayed '09
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Posted: Sat Jul 19, 2008 6:46 pm Post subject: |
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Hmmm, poasting maths on a saturday night ftl tbh
But, I know it wont probably help, but I just turn on angular velocty in the overview and compare it to your guns tracking speed. Its slightly bugged but should give you a good guide if you cant get the maths right. _________________
| walrus wrote: | | 9.2.2010 NEVAR FORGET (tip99) |
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Angel Damascus
Joined: 13 May 2008 Posts: 61
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Posted: Sat Jul 19, 2008 7:05 pm Post subject: |
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| SteeleResolve wrote: | Hmmm, poasting maths on a saturday night ftl tbh
But, I know it wont probably help, but I just turn on angular velocty in the overview and compare it to your guns tracking speed. Its slightly bugged but should give you a good guide if you cant get the maths right. |
Doesn't work at all TBH. I'm currently being orbited at 18000m @ 174m/s (Angular Velicity 0.009666r/s) and my guns with a tracking of 0.018r/s can't touch him |
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Marn Prestoc Team Minmatar

Joined: 20 Jun 2006 Posts: 3766
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Posted: Sat Jul 19, 2008 7:50 pm Post subject: |
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Can you post the numbers you've inputted into your formula ta (tracking, sig of dev ect).
Looks very complicated compared to the more basic formula's NB came up with years ago:
| Quote: | hit chance = (1/2 ^ (tracking factor + range factor))
tracking factor = ((transversal / (range * turret tracking)) * (turret sig res / sig rad)) ^ 2
range factor = ( max(range - optimal range, 0) / falloff) ^ 2 |
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| High Sierra wrote: | | note to self: dont ever say anything to anyone on the internet about anything ever again. |
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