How to get a bearing

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bernholm
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How to get a bearing

Post by bernholm »

If I want to fly from A to B in a general direction, how do I get the bearing from A to B? I've seen people get bearings but I want to know how to do it myself.

(P.S. I don't have a 360˚ protractor.)
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Re: How to get a bearing

Post by Dragon029 »

If you're flying on a map such as Hawaii, there are some maps available which show bearings for different airports. Assuming the YS ones are close to the real ones, if you go on Google Earth and use the ruler tool, it will give you a bearing from one place to another.

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

Post by Taskforce 58 »

bernholm wrote:(P.S. I don't have a 360˚ protractor.)
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.

http://www.yp.com.hk/chungnamhk/04.html
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Re: How to get a bearing

Post by Raven »

In game heading indicator? Press L on your keyboard, select destination.
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Re: How to get a bearing

Post by Shutter »

Raven wrote:In game heading indicator? Press L on your keyboard, select destination.
Yeah, if you're headed towards a vor in range this is best. Ysf readme explains the vor.
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Re: How to get a bearing

Post by NavyGator »

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.

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Re: How to get a bearing

Post by Shutter »

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.

:o Oh No, M - A - T - H
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) :)
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Re: How to get a bearing

Post by Flake »

Wow i've thought of VOR triangulation before, but not like that.
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Re: How to get a bearing

Post by Raven »

Shutter wrote:
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.

:o Oh No, M - A - T - H
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) :)
I took advanced algebra, and geometry.
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