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Old 11-08-09, 03:37 AM   #25
Radio
Planesman
 
Join Date: Oct 2009
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In a total geek mood I made the next step in vector targeting: MATHEMATICS! Seeing all the ingame methods of getting an aiming bearing I wondered if there is a more precise (but still partly manual) method of calculating the required angle and yes there is.

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Imagine you are in a good position (+ - 90° angle to target course and in range of your weapon)

Simply take the enemy ship speed (SHIP) and the torpedo speed (TORP) in knots.

1. Add (TORP x TORP ) and (SHIP x SHIP ) together in your run-of-mill calculator. Calculate the square root of this value. Let's call the result PIRATEFACTOR.

2. Divide SHIP through the PIRATEFACTOR . Let's call the new result MAGIC

3. Multiply MAGIC by 180 and divide the result through the number Pi

4 Done! The result is the aiming bearing

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Example:

Speed of a Mk14 in fast setting = 46 knots
Speed of a random merchant = 9 knots


1. Add those together.

x = 2116
x = 81

Result 2197.

2. Calculate the square root of that number to get the PIRATEFACTOR:

= 46,87217

3. Calculate MAGIC:

: = = 0,19201159238

4. Change into degrees:

180 * and divide the result by Pi = 11,000145 etc.

The aiming bearing is 11°.

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In the next step I will teach you to draw square roots by hand without a calculator. Naaaaah, just kidding!!!

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Btw, If you are close enough (e.g. 750 yards) this way of shooting is VERY forgiving, even if your aiming bearing is one or degrees off you will still EASILY hit the target.

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Last edited by Radio; 11-08-09 at 03:59 AM.
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