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Old 08-24-07, 05:19 PM   #1
Shelton
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Default How to calculate Target Course

Hi all

I am playing SH3 with map updates off so in the nav window I cannot see the target. Does anyone know how to calculate the target course given the following parameters?

1. Relative Bearing to Target
2. My uboat Heading
3. Angle on the Bow (of the target to uboat)

So just say
1 = 240 degrees
2 = 90
3 = 60 starboard

What is the ships/targets heading ?

Regards
Shelton.
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Old 08-24-07, 05:42 PM   #2
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EDIT--THESE MATHS ARE WRONG, SEE FURTHER DOWN FOR THE CORRECT SOLUTIONS!

OK, start with your heading. Add the periscope angle. Then add the AOB if it's starboard or subtract the AOB if it's port.

E.g.1. your heading 000, periscope angle 090, AOB starboard 90, target course =180
E.g.2 heading 055, scope angle 235, AOB port 25, target course = 055+235-25=290-25=265

In your example, 240, 90,starboard 60, target course =240+90+60=390=030

You can also draw it on the map using the protractor tool

But easiest of all is to build yourself a proper KM or US whiz wheel and solve the problem in seconds without ever having to think about it. You can also use it to plot a course that will give you the desired firing position

http://www.subsim.com/radioroom/show...ght=whiz+wheel
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Last edited by joegrundman; 08-24-07 at 10:16 PM.
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Old 08-24-07, 05:45 PM   #3
ichso
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240 + 90 + 60 modulo 360 = 30°

But someone was still faster
For long range calculations you will need a more exact course than you get from rough AoB estimations.
So better make observations of the target's position relative to your own ones and mark them on the Nav map.

Then you can just read the target's course from there. You can then plan your attack so that the AoB is a very simple one, like 90°
See Wazoo's manual plotting tutorial - Fast 90° method (for example).

The Wiz Wheel should be the most historically accurate one though. At least for german submarines from that period.
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Old 08-24-07, 05:50 PM   #4
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i modestly submit my very first tutorial video.

this tutorial video instructs the viewer on how to plot solutions on paper using a ruler and protractor

it assumes the player already knows how to gather range to target, and understands headings and bearings

view it and PLEASE offer constructive critisism.

thanks!

http://hosted.filefront.com/GoldenRivet/
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Old 08-24-07, 05:55 PM   #5
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I may have been faster, but i was certainly wrong!

Actually i don't know hot to do it. Just build a whiz wheel. It's much easier
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Old 08-24-07, 06:33 PM   #6
Shelton
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Just watched the tutorial video - fantastic!! yes as you mention it becomes very difficult if my uboat is also moving - but i get the general idea - so there isn't a forumale i use to calculate the target course - other than plotting at different times?
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Old 08-24-07, 11:20 PM   #7
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Quote:
Originally Posted by GoldenRivet
i modestly submit my very first tutorial video.
.
.
.
view it and PLEASE offer constructive critisism.

thanks!

http://hosted.filefront.com/GoldenRivet/

wow... nice video. I liked it.

You're manually drawing half of a maneuvering board. You plotted the DRM line (direction of relative motion) and since you mention being stationary you are also correct that it equates to the contact TC (true course).

If your sub was moving, you would need to plot a movement vector for your sub and the contact speed and DRM. It's not difficult, I could show you how to do that if you like.
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Old 08-24-07, 07:45 PM   #8
Shelton
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Quote:
Originally Posted by joegrundman
OK, start with your heading. Add the periscope angle. Then add the AOB if it's starboard or subtract the AOB if it's port.

E.g.1. your heading 000, periscope angle 090, AOB starboard 90, target course =180
E.g.2 heading 055, scope angle 235, AOB port 25, target course = 055+235-25=290-25=265

In your example, 240, 90,starboard 60, target course =240+90+60=390=030

You can also draw it on the map using the protractor tool

But easiest of all is to build yourself a proper KM or US whiz wheel and solve the problem in seconds without ever having to think about it. You can also use it to plot a course that will give you the desired firing position

http://www.subsim.com/radioroom/show...ght=whiz+wheel
thanks for the tips and the link as well!
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Old 08-24-07, 10:23 PM   #9
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If you can't be troubled with making your own whiz wheel (I have made three, and the US ISWAS style is my favourite), the good news is that I am working on an electronic version of the KM whiz wheel that would appear in game. It's at a beta level now, it functions but not really well enough. However I am interested in having a playtester that could give me some constructive advice for it.
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Old 08-24-07, 11:23 PM   #10
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Quote:
Originally Posted by joegrundman
If you can't be troubled with making your own whiz wheel (I have made three, and the US ISWAS style is my favourite), the good news is that I am working on an electronic version of the KM whiz wheel that would appear in game. It's at a beta level now, it functions but not really well enough. However I am interested in having a playtester that could give me some constructive advice for it.
Will it be analog or digital? I was planning on inclucing an analog one in MoBo v1.1 myself... I'd be happy to take a look at whatever you've got.
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Old 08-24-07, 11:49 PM   #11
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It's analog. it looks and functions more or less like the authentic one. If you PM me your email address I'll send you my WIP

joe
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