How to get a bearing
- bernholm
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How to get a bearing
(P.S. I don't have a 360˚ protractor.)
- Dragon029
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Re: How to get a bearing
So say you want to go from A to B and you've found out that the bearing is 57 degrees, or N57E (57 degrees East of North).
What you want to do is press the L key until you see the words "HEADING BUG" in the top left corner of the screen. Then, use the 7 and 8 keys to rotate the heading bug (you'll see it moving on the compass on the HUD). When the heading bug is pointed to the bearing you want to go, you can then use the autopilot setting 5. Fly Heading Bug. It will then follow that bearing until you turn off autopilot.
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Re: How to get a bearing
Pretty sure you can get one from most stationary/art supply store. For you, try Chungnam (中南) at YauMaTei. That is a 5 story "superstore" that they moved to. They used to be in a smaller shop in Mongkok and I've visited many times when I was in HK.bernholm wrote:(P.S. I don't have a 360˚ protractor.)
http://www.yp.com.hk/chungnamhk/04.html
Re: How to get a bearing
Yeah, if you're headed towards a vor in range this is best. Ysf readme explains the vor.Raven wrote:In game heading indicator? Press L on your keyboard, select destination.
- NavyGator
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Re: How to get a bearing
[shorter distance 'a' divided by longer distance 'b'] = tan of angle, inverse the tangent to find the angle off of the ninety.
Oh No, M - A - T - H
Re: How to get a bearing
Another thing you could do nav wise is to triangulate your own position based on reference distances (probably VOR) by using their x and y values as coordinates in paint which would tell you where you are with a pretty big error (+- 1 mile)NavyGator wrote:If you are using MSPaint you find pixel differences vertical and horizontal and do the calculation using trig functions.
[shorter distance 'a' divided by longer distance 'b'] = tan of angle, inverse the tangent to find the angle off of the ninety.
Oh No, M - A - T - H
- Flake
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Re: How to get a bearing
- Raven
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Re: How to get a bearing
I took advanced algebra, and geometry.Shutter wrote:Another thing you could do nav wise is to triangulate your own position based on reference distances (probably VOR) by using their x and y values as coordinates in paint which would tell you where you are with a pretty big error (+- 1 mile)NavyGator wrote:If you are using MSPaint you find pixel differences vertical and horizontal and do the calculation using trig functions.
[shorter distance 'a' divided by longer distance 'b'] = tan of angle, inverse the tangent to find the angle off of the ninety.
Oh No, M - A - T - H
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