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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
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For those that really enjoy a bit of Maths at 100% realism.
I've been doing a lot of time with regard to ship revs/speed timings and found that they all seem to follow a common formula. I think this is what the Devs have used so they can use one-for-all ships. This is a preliminary formula (calculated from 20 ships)which has worked for me so far. I still have to check all the ships, but you can use it as a 'guesstimate' until the real thing is ready. ![]() One example.. I nearly missed here for lack of concentration, but hit anyway. Ship discovered - start counting revs (count 20 revs) at this point. ![]() Once we ID the ship, plug in Maximum speed into formula.. ![]() Start calculations.... ![]() I should have opened tube doors before firing, and incorrect speed (~0.5 knots too slow) was entered.. but it was good enough. ![]() Quick surface to see end result ![]() I'll carry on working on this so it'll be more effective at longer ranges. ![]() Last edited by vanjast; 05-11-08 at 04:17 PM. Reason: title is wrong |
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