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12-03-17, 03:36 AM | #1 |
Nub
Join Date: May 2017
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"About formula: (simple trigonometry)
With the law of sines you can calculate the angle § = arcsin( B/L*sin(w)) , w lower angle between B and bearing at time 0. B/L << 1 therefore § is approximately equal to §* = arctan(B/L) OR §* = arcsin(B/L) [error=<10^-2] ''more easier to calculate''. In the example B is SpeedOwnship/60*2. For obtain L is sufficient bring the cursor on intersection of the bearings when the bearing appear on TMA display." Can someone explain how i get the angle w? Is it possibel to get the tabels for relative bearings and los typs? Regards Last edited by Seppel; 12-03-17 at 03:51 AM. |
12-03-17, 05:31 AM | #2 |
Growing Old Disgracefully
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A Warm Welcome To The Subsim Community > Seppel
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12-03-17, 10:46 AM | #3 | |
Good Hunting!
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Quote:
What is this formula in reference to? I just skimmed this thread briefly and didn't see anything.
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12-05-17, 02:13 AM | #4 |
Nub
Join Date: May 2017
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If I understand correctly, the formula should determine a more accurate bearing rate. The formula is taken from an Italian tma manual (see link) I am looking for a decent method to get a better beraing rate, but so far without success. all self-determined beraing rates, for example, with the stopwatch are firstly inaccurate and secondly not suitable for a combat situation. other methods such as MoBo, in my opinion, ****. The general problem is the indication of opponent bearing. in all subsimgames I get, this is given as a whole number and not as a number with decimals.
We need a method with which we could determine the bearing rate relatively quickly after the first bearing. Maybe this formula is suitable? but I am still in the process of understanding them. Best regards |
12-05-17, 02:53 AM | #5 |
Gefallen Engel U-666
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Seppel!
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12-05-17, 09:02 AM | #6 |
Nub
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<s> mate
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