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askir
07-19-16, 01:30 PM
Hi,


At first, I almost only attacked at 90° angles and it works quite well; at an angle of arctan(d1/d2) where d1=distance travelled by target during the time the torpedo needs to hit and d2= distance from sub to impact point at 90°.


I'm quite sure it's possible to generalize this to non-90degree angles since such a table actually exists in the MaGui mod is SH3 (called "Shooting bearing Tables" in the screenshots description of the mod in this forum [/showthread.php?t=166320]).

Now my question would be: is there a mathematical formula that can be used ? Or maybe a mod, for sh4 US subs ?

Sorry for my question is a bit theoretical, but I figured that someone here might have the answer.

Diopos
07-19-16, 01:52 PM
Start from the Sub Skipper's Bag of Tricks in the Stickies.




.

Barkerov
07-20-16, 01:39 AM
Id say what you are after is the vector analysis attack. Its clean, simple and best of all range is not important.

Basically range only comes into the equation when the gyro angles are not 0 degrees because of a thing called torpedo tube parallax.

makman94
07-26-16, 01:47 PM
Hi,


At first, I almost only attacked at 90° angles and it works quite well; at an angle of arctan(d1/d2) where d1=distance travelled by target during the time the torpedo needs to hit and d2= distance from sub to impact point at 90°.


I'm quite sure it's possible to generalize this to non-90degree angles since such a table actually exists in the MaGui mod is SH3 (called "Shooting bearing Tables" in the screenshots description of the mod in this forum [/showthread.php?t=166320]).

Now my question would be: is there a mathematical formula that can be used ? Or maybe a mod, for sh4 US subs ?

Sorry for my question is a bit theoretical, but I figured that someone here might have the answer.

hello Askir,
here is the formula you are seeking for:

ShootingAngle = arctan { sinlb / [(u2/u1)+coslb] }

where:
lb = angle between Uboat's and target's courses (from uboat to intersect point to target's course heading)
u2 = torpedo's speed
u1 = target's speed

Rockin Robbins
07-30-16, 12:44 PM
The bad thing about formulae is that you're tossing numbers around, which are meaningless in themselves, especially in the intermediary steps of calculation. There is essentially no error checking there.

With vector analysis, you can do the entire thing in the nav map. By inspection you can determine whether your solution is valid or fallacious. And it takes a tenth of the time of the calculation. Unless it's entirely done by machine math is a poor substitute for vector analysis.