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Old 12-15-07, 10:06 AM   #1
klh
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Quote:
Originally Posted by jimmie
YES!! Thank you VERY much! I will try this in the game to digest well!

I think you should include this somewhat "advanced" (?) example in the already well-written tutorial to make it yet better!
By the way Jimmie, either formula will work for convergent or divergent courses. Because the sine function is symmetrical around 90 degrees, we don't really have to subtract the angles from 180. It's just easier for me to visualize, and the attack disc calculator only goes up to 90 degrees.






In other words...
sin (Angle) = sin (180-Angle)


Therefore...
sin (AOB) = sin (180-AOB)
sin (TB) = sin (180-TB)


Target speed = Own speed [ sin (180° - B) / sin (180° - A) ] = Own speed [ sin (B) / sin (A) ]

In the above example:
Target speed = 2 knots [ sin (80) / sin (150) ] = 2 knots [ sin (100) / sin (30) ] = 3.9 knots


Last edited by klh; 12-15-07 at 02:44 PM.
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Old 12-15-07, 03:07 PM   #2
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Yeah, I just didn't realize I could just use angle values by subtracting from 180, and simply could put speed (sides) astern of the ship on the imaginary triangle, that is: if the target is remaining on a constant bearing, then you both would have occupied a single point behind you (think of a collision in the past) --- it doesn't matter ahead or beheind since the problem we're trying to solve is just ratio in the triangle.

Since I read this thread: http://www.subsim.com/radioroom/showthread.php?t=94608 I've been trying to use sliderule. After playing with virtual sliderules, I ended up getting a real Pickett 600ES (I should've gotten a longer one).

As I wrote in the above, a typical sliderule doesn't have "knot" nor "minute" scale so things like (ship length/seconds)*1.944 cannot be done in one no-brainer operation like in Hitman's circuler sliderule, but law of sine method is just fine


BTW, I like your rec book very much! I want one Using lots of external physical material gains immersion a lot. You can gather all information except range with real tools (have a stopwatch?).
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Old 12-15-07, 04:12 PM   #3
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Quote:
Originally Posted by jimmie
BTW, I like your rec book very much! I want one Using lots of external physical material gains immersion a lot. You can gather all information except range with real tools (have a stopwatch?).
You can find the recognition book on Terrapin's website (http://ubrsdlc.realsimulation.com/), but it appears to be down right now. If we can get his permission, I would be glad to put it up on FileFront. It takes some work to put together, but it adds a tremendous amount to realism. I've also got some printouts of real Kriegsmarine maps (not the gamey one that came with SH3) that add a little bit to the realism.

And no, I do not have a mechanical stopwatch yet. I can't seem to find one for a reasonable price.

As for range, I'm hoping to find the time to create a table or whiz wheel that allows you to calculate range knowing mast height and degrees in the periscope/UZO (by counting the ticks in the reticle).
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Old 12-15-07, 09:50 PM   #4
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Is the rec book mentioned new one? I remember someone made printable rec book about a couple of months after the release of SH3. What ships are included in it?

Hey I missed the chance to get the "official" rec book when it was included in the US pre-order of SH3, and I remember Neal gave us as a pirse at some time at subsim.com for some contest or even at SimHQ Teddy Bear gave it us at some occasion when he was the moderator of Naval/SilentHunter forum...

The monstrous package of hyped GWX version 2 has great numbers of new ships (actually I don't remember how many ships in the original except torp-worth merchants) and moreover, aren't we impatiently anticipating iambecomelife's merchant ships
So I guess I anyway need to create one by myself if I want the catalogue of all avail now.

As for range, back then someone made a simple table and I found it in my harddrive. But it's limited to "generic" ships (mast height 10.5m or 25m and C2/C3 cargo). Performing a calculation with some sliderule may be better way for this...

BTW, I excavated this thread: http://www.subsim.com/phpBB/viewtopic.php?t=46693 in my SH3 folder (I seem to saved don1reed's what_is_track.jpg which seems to be missing now, it's a table of AOB and distance)
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Old 12-16-07, 07:55 AM   #5
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Quote:
Originally Posted by jimmie
Is the rec book mentioned new one? I remember someone made printable rec book about a couple of months after the release of SH3. What ships are included in it?
No, it came out not too long after SH3 was released. It does not have all the new units in it that have come out since, but it works for me because I'm still playing mostly stock SH3. You could always print out some extra pages and insert them - realistic too since the Kriegsmarine would be making updates as the war went on.

Quote:
Originally Posted by jimmie
BTW, I excavated this thread: http://www.subsim.com/phpBB/viewtopic.php?t=46693 in my SH3 folder (I seem to saved don1reed's what_is_track.jpg which seems to be missing now, it's a table of AOB and distance)
Thanks for that. It is useful for calculating your best speed to intercept within torpedo range.
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Old 01-27-21, 12:00 PM   #6
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Default file planet is dead

Fileplanet no longer exists, is there anywhere else I can download the attack disk handbook?
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Old 01-27-21, 12:14 PM   #7
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Have you tried the link in the previous message? It's straight from the Subsim Download section.
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Old 01-27-21, 12:50 PM   #8
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Originally Posted by RipTorn View Post
Fileplanet no longer exists, is there anywhere else I can download the attack disk handbook?
https://drive.google.com/file/d/10_Z...w?usp=drivesdk

Along with other goodies:
https://drive.google.com/drive/folde...WwBt-1vjW28JbO
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Old 01-27-21, 08:57 PM   #9
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Thanks for the message. I fixed the original post with the link to subsim downloads.
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Old 01-10-08, 07:50 AM   #10
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Quote:
Originally Posted by klh
Quote:
Originally Posted by jimmie
YES!! Thank you VERY much! I will try this in the game to digest well!

I think you should include this somewhat "advanced" (?) example in the already well-written tutorial to make it yet better!
By the way Jimmie, either formula will work for convergent or divergent courses. Because the sine function is symmetrical around 90 degrees, we don't really have to subtract the angles from 180. It's just easier for me to visualize, and the attack disc calculator only goes up to 90 degrees.
One of the neat things about the American version (SACF/IS-WAS) is that the wheel with the Sine scale on it had 4 of them to cover the entire compass:

006 to 090 degrees
096 to 180 degrees
186 to 270 degrees
276 to 360 degrees.

You don't have to do any conversions in your head or on paper. You just read them off the wheel. That helps quite a bit when using it to find the AOB of a ship that is greater than 90 degrees.
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Old 01-10-08, 08:17 AM   #11
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I have three things to say here:

You want a whiz wheel to hand work out range? - try the very thing available in the U-jagd tools mod or the OLC-GUI which incorporates said tools.

Secondly, the U-jagd tools 1.3, which will be released soon, includes a 3 wheel circular slide rule. I chose to model it on the American one for the reason that Puster Bill mentions.

Thirdly, klh, are you by any chance near completing the updated manual that you mentioned to me you were planning to do? I would like, if I may, to include your manual with the U-jagd 1.3 download. Alternatively, I'll just link to it.

Joe
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Old 01-10-08, 08:34 AM   #12
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Mine is this: http://www.antiquark.com/sliderule/s...lide-rule.html

Well, not virtual, real one. Yes, since its S scale is 6 - 90, I need to perform simple subtraction for anything beyond 90 but that won't hurt much; it's maybe alternative to "Brain Age" on Nintendo DS :p And knot - km conversion is simple... the most fundamental usage of sliderule is multiplication and division, anyway
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Old 01-10-08, 08:04 PM   #13
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Quote:
Originally Posted by jimmie
Mine is this: http://www.antiquark.com/sliderule/s...lide-rule.html

Well, not virtual, real one. Yes, since its S scale is 6 - 90, I need to perform simple subtraction for anything beyond 90 but that won't hurt much; it's maybe alternative to "Brain Age" on Nintendo DS :p And knot - km conversion is simple... the most fundamental usage of sliderule is multiplication and division, anyway
I'd love an N600. I had to settle for an N200 Trig (because the prices for an N600 on Ebay are ridiculous!). It's the same size as the N600, but it doesn't have all the scales. On the back side it has the C, D, S, T, and ST scales, which are the only ones you really need. Well, the S, ST (for small bearing changes less than 6 degrees), and the C and D.
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Old 01-10-08, 10:24 PM   #14
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Just in case you want one,

I got mine at: http://www.houseofsliderulers.com/ for about $30... the one I got from them came with the original box (aged) and very good manual which is old too (seemed printed in some 50s) but the sliderule and the leather case is almost new - I think it is indeed new...

Upon the order placement I didn't get any confirmation email etc from them but they responced my inquiry in a manner and got the thing in a week or two. Not bad for a new famous rule
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Old 01-12-08, 10:59 AM   #15
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Quote:
Originally Posted by jimmie
Just in case you want one,

I got mine at: http://www.houseofsliderulers.com/ for about $30... the one I got from them came with the original box (aged) and very good manual which is old too (seemed printed in some 50s) but the sliderule and the leather case is almost new - I think it is indeed new...

Upon the order placement I didn't get any confirmation email etc from them but they responced my inquiry in a manner and got the thing in a week or two. Not bad for a new famous rule
That's not too bad. Maybe I'll put a bug in my wife's ear about it.

Although, since I have one that is roughly the same size and has all the stuff I need on it, I may just decide to get one of Pickett's circular rules.

By the way, you can make your own, if you want. Just go to http://www.sphere.bc.ca/test/build.html

The circular ones are the easiest to build.
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