Thread: MoBo Update
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Old 05-26-07, 08:08 PM   #35
Jace11
Seasoned Skipper
 
Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
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Thanks for allowing me to have a play with this.

I love the clean interface, the options, nodes etc. I am a complete novice when it comes to any kind of maneuvering board, but it looked very cool so I wanted to try it. On my first use, after I had calculated everything, I worked out the target speed of 1 kt, which was blatently wrong, then I realised I was working in relative motion.

Here is a screenie of me trying to calculate a contacts speed and heading from radar plots at 10 min intervals using the PPI screen mod to estimate range.



Once I had a relative motion of 30kts, I had to transform the contact vector onto the point of my own ships vector so I could work out target true speed and course.

It worked.. 17 kts, and 258 True though the real speed was 18, only 1 knot error, but enough to cause me to miss with 2 torps!

Anyway, feedback.. and ideas..

The viewing area cannot be expanded, the window can't be dragged to be larger on my desktop (1280 x 960). I found that a bit of a hinderence at times when I needed a bit more room to work.

Maybe include a background with a nomograph on it for conversions? - though I use calculator anyway.

Lock nodes and contacts so they cant be moved accidentally?

Bug causes a crash when you change the OwnShip to a node and then do something else it happended several times but I can't remember what I did after I changed it to a node - I will try and reproduce it.

Perhaps allow keyboard input of data... with graphic can only do whole number vectors eg 17 but not 17.5

Heres an idea.. when you change units, say meters to yards, instead of just switching the unit value from 3000m to 3000y, why not do the real conversion? That could be used to solve things like nm, from m or y, so calculating speed is easier..

Anyway, its great. I really like it. Havent tried TMA yet. Will do..

Last edited by Jace11; 05-26-07 at 08:29 PM.
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