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only from one small spot on the planet would you need 90 deg
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I just love how I stumble upon things while trying to figure something else out. While looking to see if the angle reported in the solution box was coming from a dial or not I stumbled upon 3 dials:
- SOL_TRACKANGLE - TORP_ESTIM_SEC - TORP_ESTIM_MIN Now these are very interesting because of the data they give. The trackangle gives the torpedo's impact angle to the target - very useful. I'll be adding a new dial to the TDC that will be this dial. The torp_estim_sec and torp_estim_min give the estimated time to impact of the torpedo based on your TDC settings. By setting different tubes to different speeds one can see these values change. How is this useful? Convoy attack. You set up a fast 90 solution. You can synchronize torpedo impacts for all the tubes based on these times given. One tube per ship. I'll be adding these to the Torpedo box as digital readouts (most likely located right under the tube buttons). :D |
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Track angle dial added to TDC:
all dials mode: http://www.subsim.com/radioroom/pict...pictureid=3405 Minimal dials mode: http://www.subsim.com/radioroom/pict...pictureid=3406 Nav map mode: http://www.subsim.com/radioroom/pict...pictureid=3407 now to add the digital estimated torpedo impact time readouts :DL |
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At the obs periscope (at lower deck) you can move head to both sides and move the view to top/bottom too. The one problem is reading current angle of periscope head: http://img692.imageshack.us/img692/8269/sextant1.jpg Now we should know the angle of obs persicope head: http://img687.imageshack.us/img687/8088/sextant2.jpg Try it with obs periscope head to take any star angle over horizon line. Additionally we have good accuracy with obs periscope (6x zoom). |
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EDIT: doesn't work. Game only updates those dials (Torp estimated seconds and minutes) after you fire a torpedo :damn:. So no torp estimated impact time in the torpedo box :wah: |
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:hmmm: At your screen: Is the track angle changing when you change the torpedo speed? Could you show me three screens with track angle for three torpedo speeds when you are parallel to target? It looks like: |...... | sub ship (with any speed) |
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v_ship - target speed r_ship - last calculated distance to target AoB - AoB t_angle - track angle 'calculate all angles in triangle (uboat-target-hit.point) aux.angle = 180-AoB- (90-t_angle) 'law of sine to calculate intervals (ways) of ship/torpedo s_ship = r_ship * sin(aux.angle) / sin(90-t_angle) s_torp = r_ship * sin(AoB) / sin(90-t_angle) 'to hit torp.time = ship.time t_torp = s_ship / v_ship When you change the torpedo speed the track angle is changed, so v_speed value is included at t_angle. |
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Plus I think this is overcomplicated - we should be able to simply take distance to target / torp speed to find time to impact EDIT: ok, after thinking it over we do need to calculate like you posted Antar in order to take into account target's speed. I don't see how you are factoring in torp speed into this calculation? EDIT2: Seems to be a problem with this calculation. Time value is going positive and negative like a sin function... track angle and angle on bow are values of -180 to 180 (not 0 to 360). That might be why. EDIT3: math functions don't like it when you pass them angles instead of radians...so now time is steady but the time increases as the target gets closer..... Are we not doing anything with s_torp?? The division by 0 is still a problem also |
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1. When the target speed is 0 these calculations have no sense, and the time impact = range / torp_speed 2. There is no easy way to calculate it, this is the reason why torpedo electromechanical computer was on uboats... 3. The torpedo speed create a different track angle, so we do not need special calculations for torpedo speed, 4. First you calculate ship and torp distance, they should be positive both. Check the angles they should be positive. Check the angle calculations. Aux.angle should be positive. AoB + aux.angle + (180-torp.angle) = 180 5. AoB and track angle on my calculations should be 0-180 only. Keep positive only (AoB, track_angle) - the sign +/- depend from target's direction course. They should be positive or negative both together. 6. There are mistake in calculations: aux.angle = 180 - AoB - (180 - t_angle) s_ship = r_ship * sin(aux.angle) / sin(180-t_angle) s_torp = r_ship * sin(AoB) / sin(180-t_angle) For me the 'degree' are more natural than radians, (but you have AoB, tarck angle in degrees too). It is no problem to use radians - only change is: 180° = 3,1415rad (pi number) |
The game has "torp run time" already.
If you look at mav map (torp solution line on) and adjust any range setting, a time is displayed at end of line. Could this be used? |
v5.7.0 released. See post #1 for details :|\\
to those who tested this, you'll need to download this as more errors/bugs were fixed. I'll be out snowboarding this weekend so I'll attend to any bugs/errors/etc. when I return :D |
if very close to put a marker on the boat, the game freezes.:woot::woot::woot:
and the markers are put through again. |
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