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For you good people, I'm sure the math in the middle of the formula is easy enough to do, but you will need to look up and print out a Trigonometry Table to look up the sine values - and don't worry, these were commonly kept on subs and ships for navigational purposes back in the day, so you don't have to feel dirty for using one
Here's a link to one that will deal with the angles in degrees and radians too
https://www.analyzemath.com/trigonometry/trigonometric_table.html
If you like I could make you a calculation disc for the asin part so you don't have to look up in tables...
(See https://steamcommunity.com/app/490920/discussions/0/1742264309470637269/ )
It's true it doesn't take into account the width of the ship, but that only really affects you when you're shooting at close to 0 or 180, in which you honestly should reposition yourself to a better firing solution. That's a pretty thin slice to be shooting at.
Besides - there's nothing in the recognition manual (in wolfpack) anyways that lists the width of the ships, so I don't know where you would get that data anyways to plug it into your calculations
=DEGREES(ASIN(a*d/b/c))
Not seeing where you added in the missing width that you were complaining about though.
If the formula I proposed can be improved, I'm all for it - but please, propose an improvement and explain why its the better solution.
Without anything in the recognition manual about the width of the ship, I can't think of a better way than treating it as a flat plane
It's the "beam" value?
I tested the asin calculation for 124 length 22 beam and got at least 10 degree error at every angle below 80 (calc range 0-90, step 5)
Edit: My calculations are also off as the shape isn't a square and for most angles only half the beam length is "visible".
Math should be sound, and it matches up fine whenever I use those variables in the TDC Tutorial (That way I can verify the answers I get)
Using the Kingpin is like a magic alignment tool since the closure or widening of those two top parts give the eye everything it needs without some of the optical illusions you can some times get.
I pick out the one with the Kingpin, know immediately how close I am to 90, can reposition to be ahead of the 90 and it literally gives me a countdown to fire. A good 90 has allowed me to shoot at the highest range of torpedos.
I use the exact same procedure (if possible) when doing it by eye as well. Optionally, I will use the front or rear sides of the superstructure
E.g. vertical = 4 and horizontal = 26 gives an error. Is there a way to compensate for that?
Otherwise the formula is working just fine :)
On the other hand, that's actually a plausible measurement for angles between 90 and 80 degrees as in this angle area the effect of the ships width increasing the visible length is higher than the shortening length.
Even with so many games played and so much tonnage sank, I still mostly rely on estimation, because it's far quicker than actual calculation, and by the time you calculated it, the AOB has changed.