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Old 06-08-07, 06:19 PM   #32
Puster Bill
Grey Wolf
 
Join Date: May 2006
Location: BA8758, or FN33eh for my fellow hams.
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Quote:
Originally Posted by Hitman
Quote:
btw, I have to pay my respects to the timeless veterans of the subsim forums, lest I feel the fury of their links. so here's a link I copied off the the image that was burned into my retinas by hitman and puster bill:

http://www.subsim.com/radioroom/showthread.php?t=112765

Its a thread, written by puster bill that describes a method of using a slide rule to calculate target speed, assuming the sub is stationary or at "creeping speed", if you didnt know. It documents historicaly accurate tools and methods, as well as touching on the math involved. A good read for nights by the fire and discussion over your favorite draught. In keeping with tradition: here it is 3 more times:
LOL it's good to see you joined the joke

Seriously now, I have followed your thread with great interest, because -believe it or not- I am a nut in maths (Though I wasn't bad in geometry) and despite having done many slide rulers for SH3-4, it was not easy for me to get the real mathematical formula behind their use. I have been dusting off some of my most buried memories from high school, but I seem to need a good amount of catch-up lessons to be able to get the whole thing again

Probably that's the main downside of having studied laws at university, where the few maths I knew got fogotten

Anyway, I have been recently coming by research to the method used by the real U-Boot kaleuns in WW2, which involved keeping constant 90º bearing on a target to get both AOB and spee.

What I have been using so far (And was posted by Don1 reed here long ago) is:

By constant 90º/270 bearing:

Sin target AOB : Own Speed = Sin target Speed : Enemy bearing

I have been using a printed table like this





to get the AOB & Speed by following method:

1- Make two range observations, and measure the time between them

2.- Starting from the top-left (For right AOB) go right as much as your U-Boat advanced. Then go down as much as the target closed in.

The resulting point in the table where it intersects the AOB tells you the result and you can later apply the above mentioned rule to get speed once you have determined the AOB.

My question is: What would be the exact mathematical formula for this? I mean, there must be a mathematical formula to allow calculating the AOB like that without any table and a finger going right-down on it
Hey, Hitman, have you considered doing a 'Super Targeting Toys/Tutorial' pack?

You've built enough, and done enough research, that putting it all together in a single, large package seems the logical thing to do. Certainly, I'd be interested in it.

I know it's a lot of work, and you have done more than your share of work for this community to get that stuff out there, but I know that I and many like me would be interested in it presented as a single coherent set of tools and instructions, perhaps with a couple of examples and the theory behind them, instead of chasing them down here and there all over Subsim.

Like I said, you've done more than enough, so I feel guilty even mentioning it, but it certainly would be helpful for us mere mortals...
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