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Old 08-27-11, 05:05 AM   #21
makman94
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Join Date: Jul 2008
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Quote:
Originally Posted by reaper7 View Post
......

What calculation will be needed to do this. Is it just the AOB plus the gyro subtracted from 360?

hello Reaper ,

i told you at my previous message what angles are involving for calculating the impact angle.(read it again more...carefull).
at your figure ...you have drawn wrong the impact angle (it is not the 'x'and forget the Aob) .look at pic :




now, generally speaking the formula for getting the impact angle is :

(ImpactAngle) = (AoB at bearing 0) + (Gyroangle)

OR

(ImpactAngle) = (AoB at bearing 0) - (Gyroangle)

depending if you shoot right or left of your bearing 0 and depending if you are on a port or on a starboard attack.

the rule is this : when your gyroangle = 0 then the (ImpactAngle) is equal to (AoB at bearing 0).NOW, if you shoot with gyro NOT 0 degrees the needle of Impact angle dial will 'follow' the GYROANGLE dial and either will add or abstract the gyro angle .look at the following pics to understand how the impact angle dial works.

ps: your idea by using one of the existing types for dial and use it for the needle of impact angle will go nowhere . the only thing that you will manage is to make the needle just moving around but it will never show the impact angle .you need the code ,without the code it will be very complicated to show the impact angle (and this will not be directly shown).
LGN1 has managed to 'appear' the impact angle(without the code) but it is so complicated that only advanced player will be able to 'read'.

port attack :







starboard attack :








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Last edited by makman94; 08-27-11 at 05:15 AM.
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