Torpedo Simulator

Started by Nobody, June 13, 2012, 04:05:11 PM

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Nobody

With (sort of) approval from Carth, I tried making a program to sim Torpedos. Something which turned out much harder than I thought.

Anyway, here comes version v0.1, which works rather well (within limits*) I think. For now it only does Electric Torpedos. The user interface is rather rudimentary (I would love if someone else could do that, though I doubt it).
Next on my list are Japanese style pure oxygen models.

Your thoughts please!



*) limits I would like to keep 'secret', so they are not exploited too early

Desertfox

Oh shiny! If you tell me the logic behind it I could do an excel version.
"We don't run from the end of the world. We CHARGE!" Schlock

http://www.schlockmercenary.com/d/20090102.html

KWorld

Seems to work OK, from the little bit of testing I just did.  Not sure what the reasoning behind starting with electric and oxygen torps is, though, neither of those is going to be important for probably 2 decades at this point.  Steam torps, that's what we need.....

Nobody

#3
Quote from: KWorld on June 14, 2012, 07:42:40 AM
Seems to work OK, from the little bit of testing I just did.  Not sure what the reasoning behind starting with electric and oxygen torps is, though, neither of those is going to be important for probably 2 decades at this point.  Steam torps, that's what we need.....
I agree, but the data I have doesn't allow me to derive the required variables yet. So it's a sort of testing how to do things before i go towards the difficult stuff. Also there's a quite a chaos of (slightly) different system were I'm not sure if I should or can mix them or need to differentiate them from each other. Plus improvement is(was) so fast it's almost impossible to find suitable samples (because I need at least pairs, better triples of the same 'level').


EDIT:
Version 0.15, now including a 'reverse calculation' (you get the speed for a desired range).