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Old 02-27-13, 01:00 AM   #26
TorpX
Silent Hunter
 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
Default AFS I is ready!

Well, Neal has generously OK'd the uploading and I've got it all squared away. (I think it's ready, anyway.)

I haven't used MoBo, but I think that is intended to fulfill a different purpose.



This program will allow the user to manually calculate a zero-gyro angle firing solution, with a minimum of fuss. It uses the equations that I posted at the beginning of the thread. I have incorporated some changes and additions to make the process easier, however. I coded the angle inputs so the user can enter the relative target bearing 'as is'; there is no need to re-orient the angle. Likewise, there is no need to use a negative value for the sub speed when making a stern shot. Output angles are properly oriented and times are displayed in minutes and seconds. Also, one can easily change from yards to meters; so it is Kriegsmarine friendly.

The most difficult element I had to deal with (besides all the intricate never ending display changes), was putting in a series of logic checks to reject any sets of data that didn't allow a solution. It is probably not apparent why this would be needed, but I decided that it would be a substantial shortcoming if it were left undone. For example, if you are closing the target ship's track, bow on you can calculate the solution and it will give you the right answers. No sweat, right? But, at least in some cases, you could enter the same data and hit the "stern" button and get a false solution. Not good. Normally, this would be obvious from the plot, but if you weren't making the plot or were in a hectic and confused situation you might take it at face value. This bothered me, so I put in code which (I think) will catch all of these cases. One limitation remains from the original equations; you must still cross the target's track before you compute a solution for a stern shot. You can, of course, extrapolate your plot and compute a solution that way, but the program itself can't do it. I was going to put this capability in, but it would require another branch of code, and I decided to "keep it simple".

I added auxiliary calculations for collision course speed and optimum track angle. I had reservations about these. They aren't really required, but no extra data input is required and it wasn't difficult to add them. I think it is better to have capability in one utility, than maybe have to use another item/device.


I will probably present an example or two of it's use when I have more time, but it is fairly simple as long as you understand the definitions of track angle, etc., etc.


It can be found in the Utilities section of SubSim Downloads:

http://www.subsim.com/radioroom/down...o=file&id=3978
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