Just started playing again after a few year break and one of the changes I’m struggling to get to grips with is the change to turret tracking.

Under the old system turret tracking was given in rads/sec and since the overview displays angular velocity in rads/sec those values could be compared directly. Theoretically you also needed to factor in the turret’s sig resolution to the target’s sig radius, but in reality unless you were trying to hit a smaller ship class with a larger weapon class this was largely irrelevant since in all other cases there was either no effect (same class turret attacking same class target) or an effective tracking bonus (smaller class turret attacking larger class target).

I’ve read everything I can find on the new system and I’m finding it tough going. The Eve Uni page on it gives the formula as terms to the exponent of other terms to the exponent of other terms. Stacked exponents in other words. I’ll struggle to reproduce it but here goes.

Hit chance = 0.5 ^ ((((AngVel * 40k) / (TurrTracking * TargetSig)) ^ 2) + (((max(0, range - optimal)) / falloff) ^ 2))

I’m not interested in the range part, but what I want is some way to determine the my turret’s effective tracking in rads/sec against a variety of target sigs, so that I can determine what angular velocity to the target I need to maintain in order to obtain an effective hit chance, (all assuming range is within optimal so the range component element is irrelevant.

So assuming it’s safe to discard the range element of the formula, I need to transpose

Hit chance = 0.5 ^ (((AngVel * 40k) / (TurrTracking * TargetSig)) ^ 2)

…to isolate for AngVel so that I can plug the Turret tracking, target sig and desired hit chance and determine what angular velocity I need to maintain in order to achieve that hit chance.

If the tracking formula was a little bit simpler I could probably do it, but I don’t know how to transpose that complex exponent. Can anyone help me out please?