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#1 | |
Commodore
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#2 | |
Ace of the Deep
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.
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- Oh God! They're all over the place! CRASH DIVE!!! - Ehm... we can't honey. We're in the car right now. - What?... er right... Doesn't matter! We'll give it a try anyway! |
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#3 |
Silent Hunter
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Well, you wanted an equal-bearing interval method, so this one is not what you want. It's a slide-rule for the 3-bearing equal time interval method. You can still do the same, but it's just a different variable you are measuring. I'm not sure if you were allready aware of it. I think you do. Oh well,
http://www.subsim.com/radioroom/showthread.php?t=147719 (This is the SH3 thread, I also made one in the SH4 section back then, but it's all the same ofcourse) The formula for the calculation is explained and proven in this document, around page 4. http://www.filefront.com/17237360/NO...s_Only_TMA.pdf It certainly seems to lend itself for a fixed bearing interval approach, but only with a digital calculator I fear. Making a sliderule for it would require another extra scale independant from the 2 that the fixed-time interval requires. The fixed bearing interval would require independant scales for both time periods, as wel as one for the size of the bearing interval (which I expect one would not like that to be built-in value). Or reducing the 2 'time' disks to one 'ratio of times'-disk wouldn't help in practice. You'd still have to do the division manually. I haven't figured out how to construct such a thing. But after I finished working on the above slide-rule I definately thought about trying to implement it too. However the complexity of the formula got the better of me. Maybe it's time to pick up the attempt again. (it certainly beats wasting braincells on 8010)
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#4 |
Navy Seal
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Minor correction, not a vertical but a perpendicular.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#5 |
Ace of the Deep
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Location: Athens, the original one.
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- Oh God! They're all over the place! CRASH DIVE!!! - Ehm... we can't honey. We're in the car right now. - What?... er right... Doesn't matter! We'll give it a try anyway! |
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#6 | |
Navy Seal
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As I see it, Nisgeis has covered all the bases. The only problem is the reality that stopping a real submarine just can't happen unless you are on the surface. But that won't stop us from playing with the concept in the game.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS Last edited by Rockin Robbins; 08-26-10 at 02:17 PM. |
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#7 |
Ocean Warrior
![]() Join Date: Jan 2008
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It can be used with optical bearings as well when stationary. I don't think a minor creep speed to stay buoyant would affect the outcome too badly. You wouldn't get exactly the right course, but you'd get something in the right ball park.
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#8 | |
Commodore
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#9 | |
Navy Seal
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#10 |
Ocean Warrior
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Having another think about this. Once you have the target's course and you have obtained the speed by holding it at a contant bearing on a parallel course, you can find the range. You can work it out with some trig, using the right angled triangle between where the AoB was 90 and your earliest recorded time when the bearing was at a five degree interval. Using the distance travelled at that speed in that time elapsed with the formula Opposite = Adjacent * Tan(Angle) to fine the distance to track. Or you can simply draw out the distance travelled and find where that distance fits in the triangle and that will give you the range.
Assuming that you can speed match of course, but if you can't, then you will have trouble intercepting the faster target. It's getting slightly more complicated now though. ![]()
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#11 |
Commodore
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#12 |
Ocean Warrior
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You have course and speed, but have no idea where the intercept point is unless you have range, so you'd have to approach purely on a constant bearing to guarantee an intercept, which is less than optimal.
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