Briefing Room

How To Use Torpedoes

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How To Use Torpedoes

#101
what's a delphi program?...... Anyway, I know I was the one how started this thread because I was unable to shoot correctly those torps in my sub, now it's been 5 month I've being playing the game, and I can tell you those formulas in real time action are useless. Still it's a good a approch to learn how to guestimate your firing angle.

enigma!:

How To Use Torpedoes

#102
Real time? Press P for pause and you have all the time you need ;)

Delphi Torpedo Data Computer is finished:

http://tarpoon.gmxhome.de/enigmahomepage/d...ta_computer.exe

(ignore the link next to the copyright, it is there just in case I ever manage to finish the design of my page ;))

I have no idea if it works, hadn't had chance to make any tests yet, though it delivers the same results as I get when using Panzers formulas with my calculator.

-edit-

well, 2 of 2 ingame tests didn't work

I even missed the not moving Wren ;)

However the program still delivers the same angles as the formulas suggest, my guess would be that something in the formulas is wrong ;)

How To Use Torpedoes

#103
Source code:

Code: Select all

procedure TForm1.Button1Click(Sender: TObject);
var a, b:real;
const k = pi/180; g = 180/pi;
begin
a := strtofloat (trg_bearing.text) + strtofloat (your_heading.text);
if a >= 360
then  a := a - 360;

a := a + 180;
if a >= 360
then a := a - 360;

b := a - strtofloat (trg_heading.text);
if b > 180
then b := strtofloat (trg_heading.text) + 360 - a;
if b < -180
then b := a + 360 - strtofloat (trg_heading.text);
if b < 0
then b := b * (-1);

a := g*arcsin(sin(b*k)*strtofloat(trg_speed.text)/strtofloat(trp_speed.text));
gyroangle.text := floattostr(round(a)) + '?';

end;

How To Use Torpedoes

#104
Which program did you use to program your delphi? Because I know my program works only in some particular cases, which are the most commun but still time to time it gives you a wrong angle. And what speed did you use for torps?

BTW what I meant by real time action, I was refering to the futur multiplayer action comming up...;)

How To Use Torpedoes

#108
ok, two questions:

why do we bother with the "if > 360" stuff? it doesn't matter at all because the sin of 90 is the same as the sin of 450 which is also the same as the sin of 810.

second question:

why don't we get the Angle on Bow (Bearing to Sub Relative to Target Heading) in one formula?

angle on bow = A

A = rel. bearing + 180? - target heading

this doesn't solve the not being able to figure out the correct angle problem though ;)

How To Use Torpedoes

#109
Hello guys,

i read this entire post yesterday. I was trying to get a more simple approach and did some transformations, so you don't need the a and b angles but can use more absolute values. My base formula is this one:

sin(e-c) = sin(d-c) * vt / vs

or

e=arcsin( sin(d-c) * vt / vs ) + c

where

c: direction in which you see the target's center (your heading plus any relative turn with the binocs)

d: target heading from tac

e: direction in which to fire the torpedo (your heading plus gyro)

vt: target speed from tac

vs: torpedo speed (I use 38)

Just trying that one now. Got some 2000m hits with it but the torpedos tend to hit at the stern... Still not sure if they really go as fast as 38 as they also tend to need longer than what I computed from the distance (still stuck to the unpatched version).

Tarpoon, if you want to try that in Delphi, don't bother with converting the angles before applying the formula. Adding 360 doesn't change anything. If you want to make double sure that the result is in 0..359 range just do

Result:=(360+Result) mod 360.

Happy hunting,

Uwe

How To Use Torpedoes

#110
Just trying that one now. Got some 2000m hits with it but the torpedos tend to hit at the stern... Still not sure if they really go as fast as 38 as they also tend to need longer than what I computed from the distance (still stuck to the unpatched version).
I just fininshed reading a submariner's book about his time on a variety of subs, and one thing apparently they do is the "speed plus 3" rule, where you always add 3 knots to the target's indicated speed.

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