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How does tracking work?

I know the basics, reduce transversal velocity and you will hit better. I am more interested about this. It seems this guy is using this fit to suicide t3 cruisers.

So my question is: How does tracking work? will your first volley always be in the right direction and subsequent volleys then need to track from there? Or perhaps your guns are always pointed to the front of the ship to start and track from there? Do the guns track relative to the ship (meaning does it matter if you turn your ship around alot or keep it still?)

Should this guy drop a can at the exit of the station, then pilot out to 17 or 18km and then alpha his can so that his guns are pointed in the right direction? or does that even make sense.

It seems that the first two volleys are the most important, so you would want all the dmg possible out of them.

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3 answers

  • 5

xkaraxis [ Editor ]

The target's angular velocity relative to your ship (transversal divided by distance) is compared to your guns' tracking stat to reduce your chance to hit and the damage done. If the target's angular velocity is higher than your tracking then you will not hit at all. If the target is not moving, your guns will hit if in range.

Your ship's orientation is not considered in the tracking calculations. Additionally, the turret animations will always point at the target and will always appear graphically to hit.

The attacker in those killmails likely sits some distance off the station to minimize the target's angular velocity. He then attacks them as they return to dock or undock. A mission fit T3 cruiser with its hardeners off or attacked on a resist it isn't tanked for will not have much ehp at all and can easily succumb to a battleship volley.

NN comments
werner lucifer
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What I meant with the above is that the angular velocity can be higher than the tracking speed and you will still hit. As an example if the sig radius is 10 times the sig res then the ang vel can be 10 times the tracking speed and it will still yield a 50% hit rate if within optimal range. It becomes obvious when you look at the formula. This one is easier on the eye: http://wiki.eve-id.net/Tracking

werner lucifer
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The server generates a number between 0 and 1. If that number is less (or equal?) than a number calculated by a formula (see link) then it’s a hit. The formula depends on ang vel, tracking speed, sig rad, sig res, optimal range, falloff and range to target. The damage done is the volley damage*(server number+0,5) or if the server number is equal or below 0,01 it’s a fixed “wrecking damage” multiplier at 3: http://wiki.eveonline.com/en/wiki/Turret_damage

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  • 1

werner lucifer [ Editor ]

I looked at the two ships involved in the fight. The BS does about 10k a volley in base damage every 20s. Depending on the server generated number discussed in previous comments (0 to 1) that will yield least 10k*0,5 and 10k*1,5 at the most (see here for more info). The fight is in 0.6 space so CONCORD will show up in about 25 sec. So the BS will at max land 2 shots (or 3 but I don't think it will survive CONCORD for 20s) doing about at least 10k damage and at most 30k minus the resistance of the other ship.

Now to the tracking department. I got a tracking speed of 0,0158rad/sec in EveHQ with the BS fit and max skills. If the BS sits at 30km from target then he is within the optimal range of his turrets and therefore we will only be interested in the sig radius, sig res, tracking speed and angular velocity if we trust this formula.

The signature radius is 150m for the T3 and the signature resolution is 400m for the BS turrets. So now we are only left thinking about the angular velocity (the tracking speed was 0,0158rad/sec). Angular velocity will be 0 at first because the T3 will head at max speed towards the BS (so the transversal velocity is 0 and the angular velocity=trans/distance). If we could we would like the T3 at a perpendicular direction at full speed instead (231m/s for the T3 in EveHQ). At max speed the hit rate is about 30%, also minimizing the damage to max 130% of base volley damage. Reaching this max speed in the perpendicular direction will require slowing down and then speeding up or more slowly turning the ship around. I don't know how to calculate the optimal road and time for this but it takes about 10 sec for the T3 to accelerate to 200m/s (40% hit chance) from 0m/s and just about as long to decelerate.

Here you got the hit chance 0 (0%) to 1 (100%) for the BS killing the T3 at 30km range and with the T3 at speeds from 0m/s to 231m/s in a perpendicular direction.
alt text
Go to this website and enter "plot y=0.5^(((v/(30000*0.0158))*(400/150))^2), v=0...231"

But what probably happened was that the T3 tried to warp which resulted in it not taking a perpendicular direction and was like a sitting duck at 30k generating a near 100% hit chance for the 2 shots. If it would have gone for the perpendicular road and with a bit of luck the T3 might have made it until CONCORD saved the day.

NN comments
harlock
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I think the concord response is incorrect, I googled a bit regarding this issue for another question in skill training complete, and I found some data that doesn’t match really that particular topic.

Just “for the record”, doesn’t change much regarding this tracking thing ;)

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  • 0

harlock [ Editor ]

Tracking is how fast your turrets will turn when your target is moving. I am pretty sure they auto-point at target when you shoot for the first time.

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