Pilot Archive

Thread: The lead targeting reticle: an observation and some tips

Washell
Thu Mar 17, 2005 7:45 pm
#1

I've got quite a long history in spacesims, going back for about 15 years now. Based on those experiences I've made some observations that can be turned into helpfull tips.


My credentials:

Current JTL experience: almost 6 squadrons, a bit of PvP

Spacesim experience: All Wing Commanders, Both Privateers, Free/Starlancer, X-wing, Tie Fighter, XvsT.


The lead targeting reticle (LTR from now on) shows the spots where the enemy will be when the bolts from your guns have closed the distance between you and him. Your flightcomputer takes your speed, roll and heading and the enemy's speed, roll and heading to calculate this point.


The LTR you see

So why do you miss most of the times if you fire spot on the LTR?


Good question. Some of the misses can be explained because the target has changed 1 or more of the three factors used for the calculation. Most of the misses however are caused by the one important factor your flightcomputer doesn't compute. Inertia. A 100k mass ship will want to continue on it's present flight path. When it starts turning left your flight computer will calculate the turn radius based on the 3 factors, its real turn radius will be slightly wider because it will also slide forward during it's turn. The heavier the ship, the farther away from the LTR and closer to the ship you need to fire. As you'll be turning to keep your sights on the enemy your own inertia will compound the error. Almost every pilot already knows that with most enemies you'll need to shoot at 50 to 75% between ship and LTR, now that you know whatcausesit you'll be able to pinpoint the sweet spot consciously.


The LTR you present to the enemy

The AI uses the LTR (probably a slighlty improved version) for it's targeting. If you change the 3 factors and make good use of your own inertia you'll never see a PvE enemy get past your shields again.


The added effect of roll to pitching/yawing. If your just pitching/yawing then you're making a relatively smooth curved path for an enemy to aim at. While a PvE enemy will still have problems hitting you, you'll be dead in a PvP battle. Adding roll to turn your flightpath into spirals or barrelrolls will turn the LTR your enemy sees into something resembling the light of a lighthouse. Added to this is your inertia.The inertiawillpush you outwards, widenyour barrel rolls,ineffect the inertia will be changing direction continously. His LTR is now greatly reduced in effectiveness to aid his aiming. He will now have to judge the path of your barrel roll, your distance and the time his bolts need to travel with his own mind and experience. Something he can start doing all over again if you switch pitch, roll or yaw direction.


All tips together


  • Be aware of the LTR you present to your target

  • Use pitch, roll, yaw, speed and inertia to reduce the usefulness of said LTR

  • Be aware of the mass of your and the enemies ship to correct the LTR. Your hit ratio will increase, vital in PvP.

  • Not rolling in PvP is signing your death certificate when you're up against a half-decent pilot

  • Flying heavy ships? Use the large amount of inertia in your favor

  • Can't say this enough: ROLL! use that third axis of movement, especially in PvP and anything with turrets.

Default reading material for any JTL pilot:







Edit: Added links

Message Edited by Washell on 03-18-2005 12:42 PM

ShadowfireKarp
Fri Mar 18, 2005 2:44 am
#2






Alenoric wrote:
There's some nice info here. I've noticed a lot of these little factors and wondered if it was just me.





nope, not just you



Karp (a.k.a. "Bubba Phett")
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DaveG
Fri Mar 18, 2005 4:01 am
#3


Excellent post.


One thing though, I thought they nerfed real-life physics out of JTL, and hence we don't have inertia ?


Edited for typo.

Message Edited by DaveG on 03-18-2005 11:01 AM



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Washell
Fri Mar 18, 2005 4:34 am
#4

Inertia slides are hard to notice withouta fixed reference point. Vidius made the excellent suggestion in his K.I.S.S. to fly figure 8's through the arms of a generic spacestation to improve your turning. Inertia slides are very noticable here.

DaveG
Fri Mar 18, 2005 5:07 am
#5

I thought they tried and removed the inertia slides during beta testing?



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Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
Washell
Fri Mar 18, 2005 5:14 am
#6

Do the figure 8's, you'll see they're still with us

Alenoric
Fri Mar 18, 2005 1:27 pm
#7

There's some nice info here. I've noticed a lot of these little factors and wondered if it was just me.
Narrganocca
Fri Mar 18, 2005 4:12 pm
#8

Also, fly an Awing, then switch to a Bwing...you will see inertia in a BIG way flying the Bwing...believe as a rebel ace who has conquered her, she slides..boy does she slide



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OdiousEncounter
Sat Mar 19, 2005 12:36 pm
#9

Very interesting, I'll try this out. I thought they killed inertia completely too, but come to think of it, I suppose I do slide a bit when playing with space stations...



----------Auriga Starlighter----------

Erahth
Sat Mar 19, 2005 5:39 pm
#10



Washell wrote:
Inertia. A 100k mass ship will want to continue on it's present flight path. When it starts turning left your flight computer will calculate the turn radius based on the 3 factors, its real turn radius will be slightly wider because it will also slide forward during it's turn. The heavier the ship, the farther away from the LTR and closer to the ship you need to fire. As you'll be turning to keep your sights on the enemy your own inertia will compound the error. Almost every pilot already knows that with most enemies you'll need to shoot at 50 to 75% between ship and LTR, now that you know whatcausesit you'll be able to pinpoint the sweet spot consciously.





This is because they changed the flight physics from the "I'm-driving-on-a-road" system to the slide system in beta. Looks like they forgot to change the LTR with it.



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MonsofoLexius
Sat Mar 19, 2005 8:02 pm
#11

/personal sticky


will be updateing the FAQ's a bit on Monday I think, will add it....


Good read



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DarkBShadow
Sun Mar 20, 2005 1:45 am
#12

i also noticed something as well. you should never keep anything a constant while in a dog fight. i noticed by always changing my speed i am able to turn smoother keep on the target easier and hit the target more often then not. my thought is by you keep adjusting your speed you will easly get into the habit of ajusting your speed while going into and out of a turn.



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Washell
Sun Mar 20, 2005 4:55 pm
#13






Erahth wrote:

This is because they changed the flight physics from the "I'm-driving-on-a-road" system to the slide system in beta. Looks like they forgot to change the LTR with it.





I like to think they did it on purpose. It's easy enough in its current implementation.

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