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i think neal did that in the video he made? he went to the sonar station and went through his contacts and found his target...i didnt know what he was doing but my guess would be that. so now where are the listings of ships tpk?
http://www.youtube.com/watch?v=7EoyadhXrVI |
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I'm updating all my info in the instant before I fire: AoB 70 starboard (as measured on the nav map) Speed 9 knots Distance 1010 yards (from the stadimeter) I'm firing at approx bearing of 348 (giving me near zero gyro angle). Bow cap is open, torp set to fast. The only way I can hit him dead center is to set the speed to 11 knots, which is faster than what I'm measuring. Thanks! |
I will try as good as I can to explain again: The AOB does NOT update, UNLESS, I have a speed input. And even so, that speed input MUST be the ships actual speed. So I am back at start.
I`ve tryed many methods here but none of them seems to be working for me. If they work for others, great :D I have no choice but letting my future pleasures of sh4 into the hands of the devs. They gotta fix the Auto Speed determinator in the Chronometer. Or I can`t simply play this game. S! SK |
Thank you much for the table
:up: :up: :up: :up: :up: Thank you much for the table
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sonar operators have always been able to count the revolutions on the contacts they hear all we need is the TPK value of the unit its not simulated in the game but i think it wouldnt be hard to add to the game |
Nice table :)
To get the effect of AOB just divide your answer by sin(AOB), but then you need a calculator :stare: |
Im using this V=L/T * 1.96
V=L/t*3600s"1hour"/1850m"1knot" V=Speed L=Ship lenght T=Time of 1 ship lenght with speeds below 4-2 the observation time is too much(~90 s) and above 35 knots the error tolerance is droping but the AOB dosen't mater at all. I can't found warships lenghts anywhare, plz help srr for my english |
If you want a general purpose equation for calculating speed you can use the following:
speed(knots) = (Di * sin(theta) * 3600)/(sin(AOB) * Tm) where Di is the distance in nautical miles or Di = Dy * 0.000493738 where Dy is the final distance to the target in yards Theta is defined as the change in bearing during the measurement time AOB is the Angle on the Bow. Tm is measurement time in seconds. I did all of this in Excel and use it on my PocketPC. Now I know this is "authentic", but they did have sine tables in WWII. So I could look this up on tables..... So for an example to compare this equation with the chart, take a ship that is 1500 yards away and had a bearing rate change of 3 degress over 10 seconds and is 90 AOB: speed = ((1500 * 0.000493738) * sin(3 deg * pi / 180) * 3600) / (sin(90 * pi/180) * 10 sec) speed = 13.95 knots Now take an example of a ship that is 1000 yards away, with an AOB of 25 deg, it has moved 2 degrees in 10 seconds: speed = ((1000 * 0.000493738) * sin(2 deg * pi / 180) * 3600) / (sin(35* pi/180) * 10 sec) speed = 10.82 knots It works well. I have a bunch of hand drawn figures, but I am too lazy to scan them in and post them. I hope the text description is useful. |
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This is my first post, so hello everybody.
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This looks like it can't be simplified, but we can use some nice properties of sin to get an approximation for small thetas. Since sin is 0, sin' is 1 if theta = 0 and sin is concave in the interval between 0° and 90°, we can simply replace sin(x) by x in a small area around 0. If theta is smaller than 30 degrees, the error factor x/sin(x) is always smaller than 1.05, so we overestimate the real relative movement by no more than 5 percent. The only problem here is that x is theta in radians, so we must do some ugly conversion with theta since we have theta in degrees. Now lets have a look at the formula: speed[kts] = (3*3600/6080)[s/yd * kts] * range[yd] * pi/180 * theta[deg] / time[s] * (1/sin(aob[deg])) Since 3*3600/6080 * pi/180 equals 0.031002559, we can simply replace this ugly factor by 0.03 resulting in speed[kts] = (3*/100)[s/yd * kts] * range[yd] * theta[deg] / time[s] * (1/sin(aob[deg])). Again we make a small error, this time always underestimating the target speed by about 3 percent. Well, that's a lot easier, but we still can't calculate sin(aob) without a calculator or sin table. So let's look at some values (aob rounded to nearest integer): aob 1/sin(aob) 90° 1 72° 1.05 65° 1.1 60° 1.15 56° 1.2 53° 1.25 50° 1.3 46° 1.4 42° 1.5 30° 2 20° 3 15° 4 12° 5 1/sin(aob) is symmetrical to 90°, so if the aob is lets say 108°, 1/sin(aob) is 1.05. From this table we can conclude that any aob below 50 degrees produces very inaccurate values, since we most likely don't know the exact aob and have guessed it. At these low aobs only a few degrees change the factor by 10 or more percent. We also see that we get really good approximations when the aob is between 70 and 110 degrees. So to get the real relative speed of a target you can use this procedure: 1. get range to target 2. get bearing and wait t = range/100 seconds 3. after waiting t seconds get 2. bearing 4. estimate aob 5. compute theta (2.bearing - 1.bearing, ignore minus sign) 6. look up value of 1/sin(aob) of the nearest aob in the above table, use next higher entry if theta < 15 7. multiply theta by 3 8. multiply the result by 1/sin(aob) and you have computed the target's speed Note: If the target is moving too slowly, you can of course wait 2*t or 3*t etc. seconds, but then you have to divide by that factor afterwards. Waiting 3*t seconds looks promising since the 1/3 cancels out the 3 in step 5. But watch out, theta should not become much larger than 30 degrees. Another danger is waiting a too small time, resulting in a too small theta. If theta is too small, you have to be really precise. For example, an error of 0.5 degrees means 10% when theta = 5°, and in that game it's hard to find out exact bearings. This also works if you are not using imperial measures. If your range is in meters, simply add 10% to the final speed. (The true conversion factor is 1/0.9144=1.0936, but 1.1/0.9144 = 1.00584, so 1.1 is very exact) Now a few questions remain: 1. It's an approximation, how accurate is it?Well, that was much. And it sounds really complicated. But it isn't, what we can easily see at an example: (the following measurements have been made in the SH3/GWX mission "operation cerberus" using autoaiming) The first sighting of the lead destroyer was at 3600m, bearing 340°. The target speed is 25kts. 3600/100 = 36, so we have to wait t = 36 seconds. After 36s the target is at 345°, aob 46°. theta = 345°-340° = 5° 1/sin(aob) = 1.4, since theta < 15 use 1.5 theta*3 = 15 15*1.5 = 22.5 since range was in meters, multiply by 1.1: 22.5 * 1.1 = 24.75 so we have computed a target speed of 24.75 kts, 1% lower than the true target speed Lets wait another 36 seconds, so we have waited a total of 2*t = 72 seconds Bearing is now 351.5°, aob 53°. theta = 11.5° 1/sin(aob) = 1.25, theta < 15, use 1.3 11.5 * 3 = 34.5 34.5 * 1.3 = 44.85 meters, 44.85 * 1.1 = 49.335 since we waited 2*t, divide by 2: 49.335 / 2 = 24.6675 so we have computed 24.6675 kts, less than 2% too low And now a third estimation after 3*36 = 108 seconds Bearing = 0°, aob = 61° theta = 20° 1/sin(aob) = 1.15 (this time theta > 15, so we don't increase it) 20 * 3: skip it, canceled out by / 3 20 * 1.15 = 23 23 * 1.1 = 25.3 so the computed speed is 25.3 kts, an overestimation of about 1% And it is indeed very simple. Depending on the aob and the resulting 1/sin(aob) value, you can do these multiplications in a few seconds in your head, or on a sheet of paper. The numbers sometimes become very ugly, but you can round them to the nearest quarter knot or so to simplify the multiplications. It is impossible to enter the speed more precisely, anyway. Of course these estimations are not so exact if you misjudge the aob by 10° or so. The error may easily reach 10% or more, and you will miss targets that are far away or very fast, as my example above shows (the first from question 1, it's the same target as in the last example). So if you are very good at estimating aob, you can precisely estimate the target's speed. If you tend to estimate the aob right, but sometimes over- and sometimes underestimate it by 10° or so, you can also compute the speed after t, 2*t and 3*t seconds and then calculate the average of these 3 speeds to even out aob estimation errors. But if you are not that good, like I am, you can still use this estimation when you want to shoot from the hip at a target of opportunity, especially when the range is under 1000m and the aob is nearly 90°, then the formula is simply the rule of thumb: theta*3. (or even simpler: theta, if you waited 3*t seconds. maybe +10% if the target isn't perfectly aligned.) |
*Gulp*:o
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As to sonar, my experience is that it doesn't work at all until you're just below periscope depth. Is that a feature or a bug?
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Where's my Halo disc.......................:arrgh!: |
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