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#1 |
Swabbie
![]() Join Date: Aug 2004
Location: England, United Kingdom
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Hey,
Okay, so I'm sitting in the training mission for torpedo runs, and I'm attempting to develop the skills in trigonometry to manually work out firing solutions on the Cruiser that sails across my bow. I'm using the process put forward in the excellent thread "http://www.subsim.com/radioroom/show...ghlight=manual" by starvingartist507, but I'm running into a snag with my calculations, and being aware of my general poor maths skills I was wondering if someone could show me where I'm going wrong? The problem I am having is when I get to Step 4: "4. Subtract the first total (step 1) from the second total (step 3) 339,860 (8,840,000-8,500,140)" This is subtracting the total of A Squared + B Squared from the total of "2 x (Cos of Bearing Change) x Range 1 (R1) x Range 2 (R2)". The problem I am having when calcuating the solution is that the total of the former is larger than the total of the latter. As an example: On the latest time I've attempted the firing solution, my two readings were Bearing 325 at 1,357 feet, and Bearing 342 at 1,242 feet, timed at 45 seconds with a bearing change of 17. The total of R1 Squared + R2 Squared was 3,384,013. The Cos of 17 turned out to be 0.257, and 2 x 0.257 x 1357 x 1242 = 926,966.7. Subtracting 3,384,013 from 926,966.7 results in -2,457,046, which as a negative number cannot be turned into a square root according to my calculator. What am I doing wrong here? Any help would be appreciated in this, so I can get to sinking. ![]() Good hunting!
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![]() "Submariners are a bunch of intelligent misfits that somehow seem to get along, understand each other and work well together. -- submitted by Red Hanley who overheard a skimmer officer say this while talking to a non-navy type |
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#2 |
Planesman
![]() Join Date: Apr 2007
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What the ... holy ... ???
You don't actually need to calculate this stuff. The mechanical computer on your boat does. You just need three inputs: 1) Range (the system is a bit off, but you can get it by trial and error or installing one of the fix mods) 2) AOB (either estimate it visually, which is often flawed, or by protractor -- it's the angle between the target's course and a straight line to your boat) 3) Speed (the stopwatch method is broken, hopefully will be fixed, so better to do it by marking location, waiting a specific period of time, and then marking a second location, then multiplying up to get the distance in nm you WOULD have gotten if the interval had been one hour). Right now I don't use 100% -- it's really unfair with all the broken range-finding and speed-measurement tools -- I still allow the contacts to appear on the map. If you do this, it's relatively easy to enter a solution then look at your battle map to see how accurate it is (in all three inputs) and make adjustments accordingly. Unless you LIKE doing math ... |
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#3 | |
Swabbie
![]() Join Date: Aug 2004
Location: England, United Kingdom
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__________________
![]() "Submariners are a bunch of intelligent misfits that somehow seem to get along, understand each other and work well together. -- submitted by Red Hanley who overheard a skimmer officer say this while talking to a non-navy type |
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#4 | |
Grey Wolf
![]() Join Date: Oct 2005
Location: Deep Waters
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![]() Quote:
Multiply by -1, then do your little square root thingie..... negatives are so easily taken care of with a well placed inverse..... ![]()
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Guess I should change my sig since SH5 has an offline mode now ![]() |
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#5 | ||
Swabbie
![]() Join Date: Aug 2004
Location: England, United Kingdom
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![]() Good Hunting!
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![]() "Submariners are a bunch of intelligent misfits that somehow seem to get along, understand each other and work well together. -- submitted by Red Hanley who overheard a skimmer officer say this while talking to a non-navy type |
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#6 |
Grey Wolf
![]() Join Date: May 2006
Location: BA8758, or FN33eh for my fellow hams.
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If you really want the realism, just build a SACF/IS-WAS. That will let you calculate the AOB and speed you need to enter into the TDC (you'll alread have range and bearing).
It isn't that hard, it's basically just two circular slide rules back to back, and there are the original instructions on how to use it at the HNSA website.
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#7 |
Rear Admiral
![]() Join Date: Mar 2005
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You may find this thread http://www.subsim.com/radioroom/showthread.php?t=116612 usefull as well.
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#8 | |
Beach Leaf
![]() Join Date: Apr 2007
Location: Seattle, WA
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4. Subtract the second total (step 3) from the first total (step 1) Because of the restrictions on the values of a, b, and C in a triangle, this will always yield a positive number. |
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#9 | |
Grey Wolf
![]() Join Date: May 2006
Location: BA8758, or FN33eh for my fellow hams.
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![]() Quote:
http://www.subsim.com/radioroom/showthread.php?t=112765
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