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Old 02-12-07, 08:40 PM   #1
High Voltage
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Join Date: Jan 2007
Location: U-33. Depth Charges...sinking..
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Quote:
Originally Posted by CaptainAsh
It s not realistic but it works fine in SHIII...
- As it was said, even if zigzaging, it s a cycle... so, first, take the time of the cycle.
- then, on the global heading of your target, put some marker at cycle time... its giving you the relative speed on the direct trajectory...
- now it s the trick, you must check with your computer to get a range for which the torpedo's time will be a full multiplicator of the cycle time, so your target will have the same angle when you take your shoot and when the torpedo actually impact.
- go to that range
- Enter the range, the wanted angle on bow and the relative speed in your computer. (It s important to enter the relative speed and not the real speed).
- wait for the wanted angle on bow. Fire!


It s not realistic because I guess a real ship is not going to respect a cycle...
Still, it works fine... it s just like the ship is doing warp jump at cycle time

Jeezus Christ, my head hurt just reading that. It's like Star Trek mathematics or something...Cycle times and warp jumps - why don't you just fire up your Dilithium Crystal, engage your cloaking device, and nail the bastard with a facefull of photon torpedos!!!

If you need help deciphering the above, just refer to this:
http://www.jumpstation.ca/recroom/trek/techno.html

and no, I'm not a geek...

Live long and prosper.
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Off Hatteras the tankers sink.
While sadly Roosevelt counts the score--
Some fifty thousand tons--by
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Old 02-13-07, 02:48 AM   #2
Eagle Eye
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Quote:
Originally Posted by High Voltage
Quote:
Originally Posted by CaptainAsh
It s not realistic but it works fine in SHIII...
- As it was said, even if zigzaging, it s a cycle... so, first, take the time of the cycle.
- then, on the global heading of your target, put some marker at cycle time... its giving you the relative speed on the direct trajectory...
- now it s the trick, you must check with your computer to get a range for which the torpedo's time will be a full multiplicator of the cycle time, so your target will have the same angle when you take your shoot and when the torpedo actually impact.
- go to that range
- Enter the range, the wanted angle on bow and the relative speed in your computer. (It s important to enter the relative speed and not the real speed).
- wait for the wanted angle on bow. Fire!


It s not realistic because I guess a real ship is not going to respect a cycle...
Still, it works fine... it s just like the ship is doing warp jump at cycle time
Jeezus Christ, my head hurt just reading that. It's like Star Trek mathematics or something...Cycle times and warp jumps - why don't you just fire up your Dilithium Crystal, engage your cloaking device, and nail the bastard with a facefull of photon torpedos!!!

If you need help deciphering the above, just refer to this:
http://www.jumpstation.ca/recroom/trek/techno.html

and no, I'm not a geek...

Live long and prosper.
LOL Thats some funny !$%*
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