Utterly Wrong.
The error is that people are focusing only on the running away ship, but they have forgotten the chasing ship.
Let's do some assumptions:
Gravity = -10m/s/s Running ship = Ship 1 Chasing ship = Ship 2 Both ships have guns at max velocity which is 100 m/s Both ships aim their guns at 45 degrees. (45 degrees is the optimum angle for max true range). True range = the range of where the shells left the gun to where the shells land. Effective range = the range of where the shells land to where the ship is at the moment of landing. Ship 1 velocity and Ship 2 velocity is the same = 10 m/s The distance from ship 1 to ship 2 is 1km. (this is an arbitrary number but its easier for the calculations)
Ship 1:
SOH CAH TOA
COS 45 = Adjacent/Hypotenuse Hypotenuse is 100 m/s 100 * COS45 = Adjacent Adjacent velocity is 70.71 m/s Doing the same calculation with SOH, gives us the vertical velocity of also 70.71 m/s
Let's find out our hang time, vf = vi + at. The time for a shell to get to the peak is calculated by setting the vf as 0. vi is our initial vertical velocity which is 70.71 m/s. a due to gravity is -10 m/s. t is what we want.
0 = 70.71 + -10 * t.
t = 7.07 seconds.
Therefore total hangtime is 14.14 seconds.
Let's find out true range.
Using total hangtime 14.14 seconds, we multiply this to adjacent velocity, 70.71 m/s.
This gives us 999.8384 meters. About 1 km. Which is the same distance as the distance between ships originally.
Let's find out our EFFECTIVE range.
Due the movement of the ship which is 10 m/s. Using total hangtimeof 14.14 seconds. 14.14 * 10 m/s gives us the distance the ship moved in the hangtime. Which is 141.4 meters.
Add 141.4m to the true range.
This gives us about 1141 meters.
Now minus 141.4 meters . Why? Because ship 2 has also travelled 141.4m.
Now you see the effective range is STILL 1km after 14.14 seconds. It STAYS the same.
Everything about ship 2 is the same except its firing in the opposite direction.
Now for some Einstein.
The speed of the shells relative to ship 1 and ship 2 is 70.71m/s. The speed however relative to an non-moving observer is actually 60.71m/s for ship 1, and 80.71 m/s for ship 2. Remember that if ship 1 is moving forward and firing shells backwards, then adjacent speed needs to decrease for an observer. Vice versa for ship 2.
A<--141.4m-->SHIP1<---999.8384m--->SHIP2
In 14.14 seconds, ship 1 moves to A. While ship 2 moves to B. (I haven't put B up because it's hard to do in text). B is basically 999.8384m - 141.14m = 857.86m So point B is 857.86m east of where SHIP 1 was originally at.
What this all means is that SHIP 1 will hit SHIP 2. AND SHIP 2 will hit SHIP 1.
And all of this is due to relativity.
There are also further errors mentioned by some people, such as low angles or high angles which are wrong aswell. If you want the most farther range ALWAYS aim at 45 degrees. That is the most optimum range. The greater the velocity of the gun, the better.
The below will now confuse you unless you fully understood the above:
Now you all know why peps in Battlefield 2 do a run jump before throwing their grenades. It gives them farther range.
The cool thing with relativity is that assuming a static target relative to YOU. If you are a small ship with low range guns but high speed. By overheating and firing you can extend your range by quite a bit. Assuming a NF guns with an average of 1000m/s and 45 degrees. Ships traveling at 60 knots can add an extra 30 m/s to the adjacent velocity. That's 707m/s + 30m/s. That's an extra range of 4242 meters.
Savvy peps will now know there's a big problem. They've never seen shells hang for 14.14 seconds in NF.
You know why? Because NF doesn't implement true dimensions and physics. Since when was a battleship the size of your thumb?
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