EVE:WORLD is a free project that takes advantage of the Outerra engine's 1:1 scale to bring you a planetary invasion simulator set in the EVE universe. Asking CCP for permission was the first thing we did and we have full permission to use their assets. See the FAQ for details.Your fleet starts in space, close to Earth. Between you and the planet is the enemy fleet. You must strike at targets on Earth whilst being ever mindful of the environmental effects of gravity and atmospheric re-entry. Compensate your turrets as your artillery shells curve off-course the closer you get to Earth. Use smaller ships to make a controlled descent and attack targets directly. Beware, your capital ships were never designed to make planetfall. Even if their armour saves them from burning up you are then left with a 100,000 tonne brick travelling towards solid rock at Mach 5.
Still here, still going strong. As before I'm still waiting on the engine to be updated before I can make any significant leaps in functionality, but in the meantime I've been wiling away the hours fleshing out the details.
Using the listed explosion radii of weapons in the stats, the lore, and real-world equivalents I've extrapolated the explosion size and splash damage range of all of EVE's turrets.
Energy weapons, used by the Amarr, don't actually have any splash damage and therefore create a crater the same width as the beam or pulse it emits. This is made up by the fact that beams are comprised of strings of projectiles so close together that they look like one single object. This means you can drill down hundreds of meters, creating precise scars in the earth. Energy weapons are also the most consistently accurate and have the fastest muzzle velocity.
For weapons that do produce explosions, their size can vary from 2.77 meters wide to 14997.15 meters wide. The former is from a 125mm Autocannon, a rapid-firing gun-powder based weapon that uses the same ammunition as today's modern tanks and is the weakest weapon in EVE. The latter is from the bomb launched by stealth bombers and is the equivalent of 100 Megatons, or two Tsar Bombas, and is visible from space.
Finally I've also modelled visualisations of the range and accuracy of the weapons. Like in the Combat Visualisation news update, the length of the cones represent the max range of the weapon whilst the base of the cone represents the possible space the projectile can occupy. Typically in EVE the optimum range for attacking is roughly a quarter of the maximum range. This means that as you fly towards your enemy the surrounding space should be filled with projectiles whizzing past. However if in reality it means the majority of combat consists of firing at a far-away pixel, the ranges will be scaled down.The rest of the screenshots can be viewed in the Images section.