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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |||
Seaman
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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! Quote:
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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 ![]() ![]() edit: pic link was broken |
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#32 | ||
Grey Wolf
![]() Join Date: May 2006
Location: BA8758, or FN33eh for my fellow hams.
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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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#33 |
Seaman
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Starvingartist, could you elaborate a little bit about the trig method you used to solve a solution where your sub is moving? You said you solve two triangles... I've got a very rough idea and if you felt like going into the formulas briefly, I'd appreciate it.
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#34 | |||||
Pacific Aces Dev Team
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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:
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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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#35 |
Seaman
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Ok, here's how the math works with the Tabelle:
The first thing I noticed is they set the U-boat speed to very slow rate (no respectable merchant is going to go 2-3 knots), this is so they don’t go faster than the target, effectively circling around them as they try to keep a constant bearing. With the U-boat at a slower speed, and keeping a constant bearing, I get the following graph. ![]() Basically, this chart doesn’t use Sin curves at all. I just says that, if a=b, then AOB has to be 45deg, because we have a standard right triangle with two equal legs. This chart asks you to figure out the values for (a) and (b), then simply shows you their ratio. If the ratio is 1:1, then the angle is 45deg. If the ratio is a little bit less, then the angle decreases by an equivalent amount. If the ratio is more, well it increases by the same amount. This is a very neat way to figure AOB, in my opinion. Interestingly, if you want to find their speed, just use the Pythagorean Theorem to find the distance traveled (c), divide by seconds, and multiply by 1.777. No messy business with Sin curves or anything like that. Resourceful krauts! ![]() |
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#36 | ||
Seaman
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www.hoofinasia.net I have updated my original post to reflect this. I'm off to work on the is-was. EDIT: just figured out the is-was, I'll post the math in a second. Last edited by starvingartist507; 06-10-07 at 11:15 AM. |
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#37 |
Seaman
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So here's the simplified relation to find merchie speed, even when the sub is moving.
DM=distance merchant traveled (unknown) DS=distance sub traveled --> (sub speed in knots / 1.777) x seconds B1=bearing 1 R1= range 1 B2= bearing 2 R2= range 2 [ ((Sin B1) x R1) - ((Sin B2) x R2) ]squared + [(DS)- ((Cos B1) x R1) - ((Cos B2) x R2) ]squared = [DM] squared solve for DM, (remember to take the square root of everything...) divide by seconds, mulitply by 1.777, there's your speed. Thats actually a pretty simple equation, and works if the sub is moving or not. So there it is, in case you have a morbid fascination with math. I'm going outside. |
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#38 |
Seaman
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You are my hero, starvingartist
![]() Thank you for taking the time to painstakingly illustrate and explain these ideas! |
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#39 | ||
Pacific Aces Dev Team
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![]() But that's the lovely part of maths: Many times you can do the same thing by different ways ![]() ![]()
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#40 | ||
Seaman
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![]() Here's the equation that the card used. The Trebelle basically estimated the answers for this: inverse Tangent of (distance sub traveled / range difference). There are extenuating circumstances, but thats the basic idea. |
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#41 | |
Commander
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#42 | |||
Loader
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Location: Orange Park, Fl
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My hats of ta Annapolis graduates. That dang shinny ring means somethin. It got me lookin at a circular slide rule and I built one from; Build your own slide rule http://www.sphere.bc.ca/test/build.html Just takes time ta sink into this thick Jarheads head. That brain housing a bit rusty. It's no longer just bein a hat rack. I feel a head aches a comin on just thinkin about trig. ![]()
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Harder Ya train in peace, the less Ya bleed in war. Ya drill as if Ya was in combat and combat becomes a drill. *****Semper Fidela's********* MudMarine, USMC 1972-1985 Aviation |
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#43 | ||
Pacific Aces Dev Team
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So...when its done...I will release it ![]() Quote:
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#44 | ||||
Grey Wolf
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If you are serious, though, go ahead and get Hitmans backside to the Submarine Attack Course Finder/IS-WAS-WILLBEAGAIN. Then read either the instructions in the TTSNBLT, or to the document at HNSA that describes how to use it. You will find it more intuitive and less 'mathy' than a plain slide rule, although I use a small pocket slide rule for occasions when playing might be seen as non-productive, if you get my drift.
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#45 | |
Seaman
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