Page 4 of 5
Posted: Fri Sep 26, 2008 9:39 pm
by tllotpfkamvpe
Posted: Fri Sep 26, 2008 10:28 pm
by Why?
X-Ray wrote:X-Ray wrote:This is nonsensical and otherwise futile.
Why? wrote:However, your efforts were futile, as none of this matters at all!
LOL. Thanks for making the very point I tried to make before you spewed vulgar epithets.
Spewing vulgarities? I simply suggested something that your miserable self has contemplated many times. Get it over with already.
You were off base to begin with. You assumed the conversation was seeking something that it wasn't. We all know the game isn't a simulation, and has many flaws. You arrogant cunt. God forbid we have a 'nonsensical' & 'futile' conversation.
Posted: Fri Sep 26, 2008 11:12 pm
by X-Ray
Your posts speak for themselves, irrespective of how you try to spin your overall ignorance and general stupidity.
Tell us again about the speed of sound and the speed of light, Mr. Physics lmao.
Posted: Fri Sep 26, 2008 11:14 pm
by rus|Mike
Calm down, children

Posted: Sat Sep 27, 2008 12:11 am
by Blackbeard
I think I have the answer: The nukes are attached to the end of a series of stiff, hinged (the hinges not being visible to the naked eye) segments, presumibly coiled inside the Silo/bomber, which are then winched to the target, by an extremely thin, but presumibly incredibly strong, red wire.
The 'arc' they describe, must depend on the stiffness of the hinges - but I don't have that information yet

.
Posted: Tue Sep 30, 2008 11:33 pm
by Why?
X-Ray wrote:Your posts speak for themselves, irrespective of how you try to spin your overall ignorance and general stupidity.
Tell us again about the speed of sound and the speed of light, Mr. Physics lmao.
you edited that twice over the course of an hour?
Most valuable poster ever
Posted: Wed Oct 01, 2008 6:46 am
by tllotpfkamvpe
.
Posted: Wed Oct 01, 2008 1:12 pm
by Blackbeard
MOR's nukes are heatseeking, fact

.
Edit: ...but I'm sure they steepen their curve as they get closer to the target (not just MOR's

) - and think of the crazy things they do at the north pole, or when that Pacific-seam-bug strikes, zig zags, and straight lines.
Posted: Mon Oct 06, 2008 1:54 am
by Cnl_Death
he he..... cats
Posted: Fri Nov 28, 2008 7:41 am
by Highestechelon
I know this thread has been dead for quite some time now, but its near the top, so I don't see any harm in posting in it.
As for the trajectory of Nukes, I computed the following trajectory for a nuke fired from a silo in Europe at a target in Russia (The Target and Nuke Location being that from the first section of the tutorial, making this easily replicable. Using a screenshot, I got the following as points the warhead occupied during its flight.
255, 339
330, 395
418, 425
460, 431
551, 417
634m 372
718, 202
Yielding the following Stat Plot
A quadratic regression of these points reveals the expression -0.00299x^2+2.6448x-147.1385
Or, seen visaully as
Though it deviates slightly, as seen, an R^2 value of ~0.988 indicates that for all intents and purposes, the trajectories can be said to be quadratic.
The target and silo, for the record, are ~511.68 pixels apart, and the missile flight lasted a total of 246 ingame seconds, yielding a speed of 2.08 p/s. Curious to note, a similar calculation on a different trajectory yeilded a speed of 1.954 p/s.... Though the difference may be attribituble to human error, it may also indicate distance as a factor of missile speed.
Posted: Fri Nov 28, 2008 10:35 am
by bert_the_turtle
This may be useful if we knew how much a pixel is in degrees latitude/longitude
(But still, it's probably not enough data. Anyone up for using the Bot interface to gather more automatically?)
Posted: Fri Nov 28, 2008 7:46 pm
by Highestechelon
Assuming the approximate launch site to be 51 N, 17 E and the impact site to be ~ 44N, 41 east, the degrees separation as the crow flies is 25. Being 511 pixels in this section, you can find a value of ~20.5 pixels per degree, or in terms of speed of warheads, a value of 0.102 Degrees/In game second....
Testing this, I fired a missile from the above launch site at Gorky, coordinates 56.1 N, 44 E. Doing the math and finding a separation of 27.47 Degrees, I calculate that the missile flight should last about 270 ingame seconds. The actual flight was not far off, at 281 ingame seconds, not exact, but a good approximation. I'll do it a few more times to see if I can pinpoint a more exact value...
Posted: Sun Nov 30, 2008 12:27 pm
by Johnis
nuke close .
nuke ground
Posted: Thu Jun 07, 2012 9:17 pm
by Caiden
What a nice informative article from yours about How to nuke enemy bombers ! I think your post is so important to people but I need a well post about
calculate distances between cities. Are you help me on this subject ? Thanks for your valuable sharing.
Posted: Wed Jul 04, 2012 11:25 pm
by Experiment632
"Bomber" nuking? Now that is a new one and I am surprised I never thought of that before. That could be useful for United States Versus China. After the naval battle is won, it would be a good idea to patrol the various areas of the Pacific with bombers in nuke mode. This would be even easier if the Pacific is totally yours. In that case, using one or two pairs of bombers (1 bomber in each group is in nuke mode while other in each group is in naval attack mode) Spot enemy bombers, nuke them. The results depend obviously on your opponent. Also this is quite useful if both countries navies totally wiped each other out in the primary naval battle. With two human opponents, this could become the potential to have a nuclear "dog fight" between bombers. Too bad I can't practice THAT last one with the extremely dumb AI.