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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Nov 2009
Posts: 26
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Hi all,
Is there any math savvy person around here who knows what the math behind behind plotting a target's course, speed and/or AOB is? I'm pretty sure I need the folowing date: - own ship course, own ship speed, multiple target sightings (bearig, range + time) But how do you do actual calculations? Why do I ask? Two reasons: 1, I wanna pick up on my math skills 2, I wanna make an excel spreadsheet to use on my laptop while I sun SH on my pc |
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#2 |
Planesman
![]() Join Date: Jul 2008
Posts: 181
Downloads: 476
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Hi Try this
http://www.paulwasserman.net/SHIII/ there is also calculating a ships course,speed and position using data from the hydrophone tutorial by jerm138 |
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#3 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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All the "hydro hunting" tutorials from SH3 still work in SH5, so they are a good resource.
Check here for some links: http://www.subsim.com/radioroom/show...&postcount=248 |
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#4 |
A-ganger
![]() Join Date: Jul 2007
Posts: 76
Downloads: 13
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A simple speed calculation is:
1. Identifying the ship, if you have the enhanced recognition manual mod it will give you the ships length in meters. 2. Measure the time it takes the ship to completely travel the length of the crosshair in your periscope (the vertical graticule). 3. Use the following equation: Length/Time x 1.94 = speed in knots This method only works when at a complete standstill and the periscope isnt moved during the timing process. If you require a speed calculation on the move i suggest the Time-Distance-Speed equation. For that though you will need to know range in order to calculate the true course of the target. If i am not mistaken there are also pre made authentic speed calculation grids that were used in the actual war to speed up the process, these are actually modded into the game (i forget exactly who, but i have them). That would negate the requirement for you to use a spreadsheet. Last edited by Aufklarer; 05-30-10 at 02:44 PM. |
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#5 | |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
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My site downloads: https://ricojansen.nl/downloads |
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#6 | |
A-ganger
![]() Join Date: Jul 2007
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I agree but it is not always practicable to do so @Gutted are you going to rehost those youtube tutorials you made i didnt watch them yet.
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![]() "In the crushing depths of the ocean, lies safety" |
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#7 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
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My advice would be to first learn how to use a manuevering board. Once you understand how to do it by hand.. it's not that difficult to translate it to mathematical form.
It's just vector math. I'm no guru with excel, but i dont know if it can do that type of math. All of my work in this matter has been done in a progrmming language (C#). I've coded various utilities... everything from hydrophone only plotting, firing solutions, and even a full blown position keeper that runs in real-time (haven't released it yet). I learned alot in the process. If there's anything you need help with explicitly i'll be more than happy to lend a hand or atleast point you in the right direction. |
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#8 |
Commander
![]() Join Date: Sep 2004
Posts: 462
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#9 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
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Depends.
When my interest in these types of games goes down.. so does my desire to code anything for them. When the 1.2 patch was delayed for a month, my interest in the game became non-existant. Will likely be a few more patches before i return to it. I've moved on to other things for the moment. I never released the PK thing because its actually part of the newer Solution Solver 2.0. I had released an extremely early beta preview of it looking for feedback... but got none whatsoever. So i pulled the download for it. Since then i've improved it greatly and added newer features, but there is still a few things to do. But like i said, if im not playing the game.. im not coding anything for it either ![]() |
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#10 |
Watch
![]() Join Date: Apr 2009
Location: Spain
Posts: 26
Downloads: 36
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There's some maths info here:
http://www.subsim.com/radioroom/showthread.php?t=170671 Geometry is the way to go. Rule and compass. It's all in the game, you don't need a spreadsheet. |
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