What jitter means to you

There have been various threads on jitter rates so I thought I'd throw together a quick graph to show what jitter means in terms of the difference between aiming and hitting.

I've picked a sample jitter of 1° and shown the jitter cone from a single point. I've added ships along that cone showing the maximum distance at which you're still guaranteed to hit them if they are face-on to you and the jitter is mainly in the horizontal rather than the vertical*. I've also added a dotted cone for 0.5°, for those of you with less jitter.

The image is quite large, and you might not be able to scroll right to see any of the useful information from inside this post, in which case you can see the image standalone at http://i.imgur.com/QW3Mv5z.png.

QW3Mv5z.png

Ship images are stolen from the fantastic http://www.elite-dangerous-blog.co.uk/.

*Most ships are somewhere between 1:2 and 1:3 height:width, so if you want a guaranteed hit you'd need to be between 50% and 33% of the stated distance to absolutely guarantee a hit when the ship is in its smallest profile.
 
Can't rep you anymore, but thinks for putting this together,
Now if FD would allow us to set the conversion point for fixed weapons!
 
Lol, this explains allot about my previous grade 2 rapid fire PA with 2° jitter..

jitter is annoying and makes weapons useless and less fun. Its doesnt comes down to skill but luck. Hope fdevs find a new drawback, this one is just bad.
 
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