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Found 2 results

  1. Hi guys, I'm trying to intuitively understand viewspeed, and hopefully work towards deriving the formula for myself. However, I'm struggling to understand what quantity we are actually matching when we match viewspeed. For example, if cannot be the angular velocity of the in game view as this would be conserved by 360 distance. If anyone could point me in the right direction it would be much appreciated!
  2. Hey, I'm not sure if this has been discussed before (all I could find was some math by Drimzi here: but how exactly do you calculate Viewspeed conversions? I can't really wrap my head around just math, I want to know the process behind it. And last I tried wrapping my head around it my conversion calculations ended up being the same as 100% match at distance. I tried googling gear ratios and I found this on wikipedia but I'm not sure where to go from here - https://en.wikipedia.org/wiki/Gear_train. I assume this is the right article.
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