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Old 06-09-07, 02:20 AM   #34
Hitman
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Location: Spain
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Also, I had a quick question, can you use an Is-Was when the sub is moving? If so, there most definitely is an underlying relation, and that's pretty much been my holy grail since I bought SH4. Thanks!
Yes it has a "Speed correction" feature where you substract your own ship's speed, recalculated to make sense to the observed enemy ship speed.

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Thants going to be a few more hours of fun! It doesnt get much more geeky than "fun" math!
LOL we are real "Frikkies" ain't we? When I just think that I hated maths back in school If the maths and physics teachers (BTW I studied at the german school in Valencia-Spain) had used nice examples like U-Boots, Guns, Automobiles and such instead of the idiotic ones they used, I bet many more would have got hooked by maths

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I'll look at this chart you linked, its very interesting. My german is passable, but I think I get the idea. I assume the U-boat is free to manuever to maintain the 90deg bearing?
Hmm, I'll plug away at it. Thanks for the insight. Thants going to be a few more hours of fun! It doesnt get much more geeky than "fun" math!

Here's a pic of the (extremely junky but funcitonal) program I wrote today to do this math for you. It'll take the place of the stopwatch, basically. If anyone wants to try it, I guess they'll have to PM me with an email address, and I can email it to them. at least until I get my file server back up. I didnt take the time to make an installer for it either, so its just a .rar
Yes the U-Boot is free to move, and what it does is change course/speed in a way that keeps the enemy at constant bearing.

The idea is to build a constant triangle with a 90º angle on it (At the corner of your U-Boot), that allows you to apply the law of Sines for getting speed, as the constant bearing neutralizes the dynamic aspect of speed (Time/Distance) and makes of it an absolute value.

What the tables do is basically build abother triangle A,B,C with a 90º degree on it like this:

A\
I \
I \
I \
I \
B___ \C

Where B-C represents the target distance covered forward (Obtained from your U-Boots own forward movement during the time measured), and A-B the distance the enemy has closed in (Obtained from the two range measurements). While the table gives you a quick visual solution, there is of course a mathematical formula behind all that, which takes into account the triangle. Since we know the lentgh of two of the sides of that triangle (And we could also get the length of the third by the Phytagoranian a2+b2=c2, but we don't need it) and one angle (90º) we should be able to calculate mathematically the other two by a formula using the Sine and Cosine....only that I don't remember any more how it was done, despite having done that back in school long ago

Quote:
Here's a pic of the (extremely junky but funcitonal) program I wrote today to do this math for you. It'll take the place of the stopwatch, basically. If anyone wants to try it, I guess they'll have to PM me with an email address, and I can email it to them. at least until I get my file server back up. I didnt take the time to make an installer for it either, so its just a .rar
Sure! I'll PM you in a moment with some interesting stuff and a e-mail address

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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...
Yes, more or less...

I have been collecting data and historical research in order to make somewhen a manual of the historical procedures used in german U-Boots. There is in fact no need to do something like that for US subs, as it is well documented, but german U-Boot information seems to have got lost after the war :hmm: It's a fascinating job to actually research and investigate this mistery, collecting here and there pieces of the puzzle, and I think the job is also worth it, because the methods used were very simple and with no plotting involved (Everything was done with wiz-wheels and printed tables), something that would suit perfectly a SH3 player, who is alone while playing (Not assisted by a fire control party).

What I'm currently doing is still collecting stuff (Have already tons of it, but not many form authentic sources) and doing concept sketches in paper, then testing them in SH3 to check the efectiveness.

I started following this thread with great interest because of course I wanted to explain in the manual the real maths behind all that, not just the use of wiz-wheels and tables

Anyway, I'm not in a hurry with this, it's becomed a long term project and I want it also to be a contribution for the opensource sim "Danger of the Deep"
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