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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commander
![]() Join Date: Sep 2004
Posts: 462
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Here's an old post on how to use the in game map as a maneuvering board. I set my map accordingly and plot the two contacts and then perform the final step of vector addition to get the target's true course and speed. My solution matches the example in that post.
However, when I replicate that same problem in Mobo I get a different result. Here's my plot using the in game map. ![]() And here's the same problem using Mobo. Notice the target's true course and speed are wildly different from the worked example done using the in game map. ![]() Not being the sharpest tool in the shed, can you explain why the results differ? |
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#2 |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
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The result in MoBo looks right...
But the drawing on the in-game map doesn't look right. To get the correct result with the in-game tools you would need to... 1) Draw a 1300m radius from your sub as a scale vector to indicate speed and heading. 2) Move the 3200m radius/vector to the terminal point of you sub 1300m radius vector 3) Draw a new radius from your sub to the new terminal point of the 3200m radius after you moved it. You should see the new radius points 188° and has a 2740m radius (heading 188° 27.4kts) Last edited by XLjedi; 05-10-09 at 08:56 PM. |
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#3 |
Commander
![]() Join Date: Sep 2004
Posts: 462
Downloads: 62
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The thing is, the original poster, through using the in game map as a make shift mobo, ended up with a true course/speed of 271/11.6
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#4 |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
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Uhhh... hold on... I'll look at it again.
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#5 |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
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OK, without having the graphics from the OP, makes it a little challenging, but I can see from your graphic what's happened.
You don't have the same scale as the OP... The OP is using the 3:15 rule to determine speed. He's using the line tool to measure the distance between M1 and M2 and getting a length of 4 (or 4kts). You must be using a significantly different scale to get a speed of 33kts between M1 and M2. I can tell you that for the OP to end up with a 270° heading at 11kts the speed had to be 4kts, not 33kts for the 3:15 ellapsed time. (makes more sense too, was there even a 20kt+ unit in SH3?) ...and that's why your result is so much different. Lemme see if I can put it MoBo so the 4kt result falls out. |
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#6 |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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Ya know... I'm looking at that example again, and I don't know what to tell ya; it just looks like the OP is wrong.
Based on the bearings and distances stated, the contact moved over 3300 meters (2 miles) in just 3 minutes? There's just no way you'd get a 4kt speed (relative motion) from that... I dunno, maybe I'm doing something wrong. ![]() I should go get Lurker to take a look... Last edited by XLjedi; 05-10-09 at 11:21 PM. |
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