Jitter

Recently I've been using large gimbaled weapons as my main weapons, and I've noticed considerable "tail wagging" on my large beam laser. I think my large MC has the same problem, since it often misses small targets at distance. I'm assuming this is the "jitter" characteristic listed when engineering weapons. So,

1) Is this jitter the same for all large weapons? I didn't notice it when I was using large pulse lasers, but that may be due to the fact they pulse thus making the effect hard to see.

2) I've only seen jitter increase as a side-effect of engineering, but I've only done OC mods up to this point. Is there any modification to decrease jitter, say long range or efficient weapons?

3) Considering how much my large weapons miss a target at range, if I get a ship with large and medium hard points, is it actually better to use the medium hardpoints for distant targets and switch to large only when they are much closer?

Your insight is appreciated.
 
Don't shoot small targets at a distance. All laser base weapons do their full damage at 800 meters and under. So don't shoot unless you're close.

And I think there's no way to reduce jitter besides for switching to fixed weapons which eliminates jitter. Also never use Inertial Impact on bursts lasers unless they're fixed. It adds 3 to jitter which makes gimbaled ones impossible to hit anything outside point blank range.
 
All gimballed weapons track continously (they move about when something is targeted). This causes inaccuracy at range, but can be countered by fixed weapons. Jitter is basically the same as recoil - even on lasers that shouldn't have recoil (my guess would be that's why they call it jitter and not recoil?). Jitter is an effect that is measured in degrees.
Jitter is a side effect that comes as a result of some engineering mods, like overcharged on mc's and rapid fire on lasers.
Jitter is a buffer to make your engineered weapons less OP. Basically you're sacrificing range for dps.

Jitter is added on top of gimballed weapons inherent tracking inaccuracy - making the weapons even worse at longer ranges.

Imho weapons mods like long range for lasers or efficient mods for mc and lasers are the best.
Long range keep your damage up at medium/long ranges (even higher than overcharged) but aren't as effective at short range.
Efficient mods for mc and lasers have a decent dps buff at normal ranges, and eliminates jitter, and minimizes distributer draw, which again increases your dps because you can shoot longer.
 
All gimballed weapons track continously (they move about when something is targeted). This causes inaccuracy at range, but can be countered by fixed weapons. Jitter is basically the same as recoil - even on lasers that shouldn't have recoil (my guess would be that's why they call it jitter and not recoil?). Jitter is an effect that is measured in degrees.
Jitter is a side effect that comes as a result of some engineering mods, like overcharged on mc's and rapid fire on lasers.
Jitter is a buffer to make your engineered weapons less OP. Basically you're sacrificing range for dps.

Jitter is added on top of gimballed weapons inherent tracking inaccuracy - making the weapons even worse at longer ranges.

Imho weapons mods like long range for lasers or efficient mods for mc and lasers are the best.
Long range keep your damage up at medium/long ranges (even higher than overcharged) but aren't as effective at short range.
Efficient mods for mc and lasers have a decent dps buff at normal ranges, and eliminates jitter, and minimizes distributer draw, which again increases your dps because you can shoot longer.

It's also a unit of measurment for pouring alchol. Ooops, thats Jigger, never mind.
 
Jitter is added on top of gimballed weapons inherent tracking inaccuracy - making the weapons even worse at longer ranges..

But it's definitely worse with larger weapons, yes? I've never noticed it until I started using large weapons on a consistent basis, and now it's very obvious.
 
But it's definitely worse with larger weapons, yes? I've never noticed it until I started using large weapons on a consistent basis, and now it's very obvious.

I'm only guessing but it might only be a visible thing as larger weapons are physically larger and thus have more noticeable animations, however if larger weapons are indeed less accurate, maybe it's because they fire larger, slower projectiles and/or produce more recoil... :) .
 
FD had this great idea to match sensor grade to gimballed weapon tracking which I assume would have had an affect on jitter. However as ever, the whine train left the station but not before Fdev jumped aboard and rode that git to its destination.

"Muh muh, muh Drated junkaconda needs to huv the same weapon capabilities as an Arated Conda, cause cause, Im needing muh jump range to be big, muh muh".
 
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I'm only guessing but it might only be a visible thing as larger weapons are physically larger and thus have more noticeable animations, however if larger weapons are indeed less accurate, maybe it's because they fire larger, slower projectiles and/or produce more recoil... :) .

recoil... on a future space ship... Elite never stops giving does it...
 
Sir Issac Newton still exists in 3303 I would assume, but that is why I don't know why projectile weapons have falloff since there isn't any slowing air friction to slow the bullets.

Pfft, Laser weapons have even more falloff so where's your logic? You can only have so much simulation before you need to keep balance.
 
Pfft, Laser weapons have even more falloff so where's your logic? You can only have so much simulation before you need to keep balance.

The lasers could have an optimal focus range, mind you that would mean that anywhere closer or further would be less effective. I was just joking for satire purposes. I'm very happy with the weapon balance.
 
I imagine kinetic rounds being very hot and melting away like heatsinks, thus the limited range (it's a stretch, I know). As for the jitter, it's not "kick", as lasers have no perceivable kick, but more like a very poorly-designed tracking mechanism that doesn't compensate for the mass of the gun, thus you get "hunting" as the tracking overshoots in one direction and overcompensates in the other direction (much like me when I'm interdicting a pirate).

All that said, it sounds like there's no way to compensate for this. It does add a new variable to answering the question, "Which is better - one large weapon or two medium weapons?" because I'm almost certain medium weapons don't "hunt" / miss nearly as much as the large weapons.
 
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Sir Issac Newton still exists in 3303 I would assume, but that is why I don't know why projectile weapons have falloff since there isn't any slowing air friction to slow the bullets.

Guess I was going for more of a recoil system within the barrel to reduce it to near-zero so that recoil effects would be eliminated - being a weapon on a spaceship in the future and all. Guess that is the flying car of the 34th century.
 
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