Quote:
Originally Posted by greekfire
Hey guys,
I'm brand new but I wanted to run this formula by everyone to see if it is sound mathematics regarding finding target speed.
I use the law of cosines. a^2 = b^2 + c^2 - 2bc(cosA)
....where a, b, c are triangle sides, with Angles A, B, C. I am solving for side 'a' which is the distance traveled over 60 seconds.
It supposed to be good for when you have 2 lengths and one angle of irregular triangle.
Here are my steps...
1. Identify target and determine initial range to target
2. Start timer for 60 sec while noting initial range and initial bearing
3. After 60 seconds, mark final range and final bearing
4. Determine Angle A by subtracting final bearing from initial bearing
5. Solve for 'a' by using above formula
6. Divide answer by 60 to get speed in knots.
Example:
Destroyer is traveling at approximately 90 degrees AOB at range of 1226 with bearing 335 degrees. After 60 seconds, the range of target is still 1226 but bearing has changed to 347 degrees.
a^2 = 1226^2 + 1226^2 - 2(1226)(1226)cos[347-335]
a = 685.12 (distance traveled over 60 seconds)
speed = 685.12/60 = 11.42 knots
* just figured this out so still not sure how it performs with AOB's that deviate from 90 degrees but seems to work well in game so far.
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I
really wish I wouldn't have napped through every math class I ever had at this point.