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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Frogman
![]() Join Date: Jun 2007
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I'm having a heck of a time coming up with the correct answers on my calculator.
I printed out a bunch of stuff to read in reference to knots, meters & kilometers, but I'm still not coming up with the correct answers to simple problems. Such as: using the 0-1200 meters map I went with my little sub for 1000 meters in 9 minutes. I think the formula is KM (1.0) devided by my 9 minutes should give me the knots I'm going.. It doesn't so I must be doing something wrong. The same thing in distance to go time. KM devided by my knots should give me time to a spot. But it doesn't work out.. it seems to be way off... This is driving me more crazy then I already am...lol.. |
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#2 |
Subsim Aviator
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http://www.csgnetwork.com/csgtsd.html
a good time speed distance calculator, allows you to choose from different speed and distance measures and mix and match them. http://www.convert-me.com/en/convert/length good online distance converter maybe these will help you?
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#3 |
Ace of the Deep
![]() Join Date: Jul 2005
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1kn = 1.88km/h
So if you got your time in seconds or minutes, calculate the hours of it, the distance in km and you can calculate your speed in km/h. Then just divide by 1.88 and you got the knots you where travelling. I'm using a standard hand held calculator for those things, working well. |
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#4 |
Navy Seal
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Time enroute -- Distance in kilometres divided by 1.8 = miles to go, divide by speed in knots = time enroute.
The answer will be in hours and decimals of hour. Example: 7.25 seven hours and 15 minutes 7.5 seven hours and 30 minutes. six minutes is one tenth of an hour. ![]()
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Espionage, adventure, suspense, are just a click away Click here to look inside Brag's book: Amazon.com: Kingmaker: Alexey Braguine: Books Order Kingmaker here: http://www.subsim.com/store.html For Tactics visit:http://www.freewebs.com/kielman/ ![]() |
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#5 |
Frogman
![]() Join Date: Jun 2007
Location: Phoenix, Arizona
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I know that this is clear as glass to u guys, but it is mud to me.
We are dealing in meters, kilometers & knots here & I can't get them sorted. I did a trial run with a boat & wrote down the figures. using the online calculator it comes out correctly. I did 1500 meters in 3:11 & the boat indicated 15kts using my calculator I did: Speed X Time, 15kts X 3.183 = 47.74 what the heck is this number??? I went 1.5 km. or 1500 meters. Distance divided by speed = time 1.5 divided by 15kts = .10 ?? Distance divided by time = speed 1.5 divided by 3.183 = .47 I have no idea what i'm doing here...maybe you really can't teach an old dog new tricks.. these meters kilometers & knots have me stopped. I know that the minutes have to be converted to a decimal by dividing minutes by 60. Is it the same way for the seconds? |
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#6 |
Frogman
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I know that there must be a good explanation on this forum on kilometers vs knots, but darned if I can run across it via the search method.
I know that someone must have had as much problem understanding this meters, kilometers, knots & minutes/seconds, degrees stuff as me... At least one other guy on the planet anyway... |
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#7 |
Ocean Warrior
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Hi there Papa G
Have you installed GWX? With this mod there are some speed conversion tables that are extremely useful. I have also built myself a KM whiz wheel. http://www.subsim.com/radioroom/show...ght=whiz+wheel These things are worth their weight in gold, and can be used for so much. One of the small capabilites of the reverse side, which is a cricular slide rule, is that you can very quickly cross reference 1000m with 9 minutes to obtain a speed of 3.6knots. Alternatively you can install any of the nomograph mods, which enable you to do this. A nomograph is a scale that will appear on your navmap and can be used to solve any speed/time/distance calculation assuming you know two of the factors. Run a search to find a nomograph mod. You can also find them linked from Wazoo's basic manual targetting tutorial. Finally, you can just make sure that you take time measurements in increments of 3min15seconds. In 3min 15secs an object moves 100m for every knot of speed, so a 6knot object travels 600m, or 0.6km. At 9min 45 secs therefore a 6 knot object travels 1.8km. (kilometers is written with a small km; KM means Kriegsmarine). If you'd taken your reading at 9min 45secs, and it had travelled 1200m, the speed would be 1200/3 per 3min 15 secs= 400m per 3 min 15 secs = 4 knots joe
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill Last edited by joegrundman; 08-25-07 at 08:39 PM. |
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#8 |
Ace of the Deep
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I draw lines on the game map with MoBo and it tells me the speed...
![]() ...among other things. ![]() Notice below it calculates speed as 15.4kts for a 25 min elapsed time between M1 and M2 But in this case I'm determining contact direction of relative motion (DRM), converting it to true motion (TM or TC) and then plotting a course to intercept at 17kts. ![]() |
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#9 |
Frogman
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Wow! that wiz wheel is just what I'm looking for. I like wheels for doing these type of problems. By the time I do the math the ship has sailed away to the end of the ocean & fell off.
I used that online calculator & did a bunch of basic time & distance numbers to at least give me a ball park idea of speed, distances and times. I am getting very slow at math in my old age so I need lots of quick reference numbers to give me a heads up to the situation....lol.. I don't know how , but I thought you could do a spread sheet graft with knots on one side & distance on another & times in the middle or some such thing. I thought computers were suppose to do that type of stuff... I don't have GWX..(Everyone keeps asking me that) I'm just trying to keep my head up above water with the standard install/1.4b patch as it is...lol.. I don't need "more difficult" at this point. I ran across a post that they guy was saying that if you zoomed the map out to where the little boat showed up (0-1250 meters) that you could put a check at the end of the line after the SO reported target bearing xxx & that would be where the target is. then you can get a few checks & get his heading & by doing a time check between points can get hes speed. I've been working on that..., but I had to figure out the formula on what do do & when to get the times/speeds & distances to work out. I think I have it now. for instance: Time = distance - Speed (kts x 1.8532 = xxx) Distance - xxx = zzz X 60 = Time Anyway, it seems to work...lol.. or Speed = Distance - Time (min - 60 = xxx) Distance - xxx = zzz - 1.8532 = kts. please correct me if I'm wrong.., but it seems to work. I don't know what key is suppose to be the divide mark on a computer either. |
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#10 |
Ocean Warrior
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I'm glad you are making progress
![]() I'd really get used to the fact that at 3 minutes, 15 seconds an object moves 100m for every knot of speed. It completely eliminates the need for any calculation. If in that interval the target has moved 700m/ 0.7km, the speed is 7kts. If the target moved 0.9km the speed is 9 knots. It is a very quick process to get used to taking surface measurements at this time interval. Assuming you are on the surface, click on the WO and ask for range and bearing to target, and promptly start the stopwatch. Press F5 to get to the navmap and quickly draw it in on the map. If you have the whiz wheel mentioned above you can equally quickly obtain the true bearing to target relative to north. otheriwse, just add the reported bearing to your present course. When the stopwatch reaches 3 min 15secs, do it again.
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
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#11 | |
Ace of the Deep
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Computer div: / TSD calculations follow the format of: Time * Speed = Distance So moving the variables around... D = T * S T = D / S S = D / T |
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#12 |
Frogman
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joegrundman...aahhhaa.
That's the first explanation of the 3 15 rule that made sense to my old brain. yes I will definately incorporate that into my way of doing things.. The ol "KISS" (keep it simple saint) principle always works best for me... Thought I'd get me a simple stopwatch from some watch shop for use in SH III. I have been wanting one anyway. That way I can sit on the couch & time the grand kids as they run back & forth...lol.. |
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#13 | |
Forum Captain
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Thanks in advance |
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#14 | |
Mate
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#15 |
Stowaway
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Keep it simple!
I only use two equations: Knots x 1.852 = Distance in kilometers (example: 7 knots x 1.852 = 12.964 km) and Distance in kiometers divided by time in minutes x 32.5 = knots This is the same equation as the 3-minute 15-second rule rewritten to solve for any amount of time. (example: .6 kilometers divided by 3 minutes x 32.5 = 6.5 knots) |
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