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Pythagoras

Posted: 2013-02-26 16:48
by Rapid12
Can anyone explain to me what the hint is all about at the start of a map who's name I can't remember? It's while the map loads it mentions using Pythagoras while looking at the map screen.

I simply can't fathom it out.

Re: Pythagoras

Posted: 2013-02-26 16:50
by Mineral
that post made me 5% dumber.

WHAT?

Re: Pythagoras

Posted: 2013-02-26 16:52
by Agemman
It is randomly generated for each map so it appears for all of them. It basically tells you to use the map and Pythagoras to calculate diagonal distance to objects and enemies. You know how far a grid is, and you can use that info to calculate diagonals as well.

You could probably use trignometry and data from the compass and grids to calculate the same thing.

Re: Pythagoras

Posted: 2013-02-26 16:52
by Adriaan
The internet has the answer to most if not all of your questions (if it's the correct answer is another matter).

Pythagorean theorem - Wikipedia, the free encyclopedia

Re: Pythagoras

Posted: 2013-02-26 17:06
by Sgt. Mahi
It's a useless tip in my opinion. Who got the time to make the calculation? Also to use Pythagoras' rule you need to know the length of two of the sides of a triangle, which make the tip even more useless. Sure it sounds cool and elitist but it's actually quite dumb.

BUT nevertheless you should know your Pythagoras. I don't know how old you are but you will encounter it at school otherwise change school now!!! :lol:

Re: Pythagoras

Posted: 2013-02-26 17:19
by Rapid12
I'm 40 & I know what Pythagoras is, I just couldn't work out how it is useful in pr.

Re: Pythagoras

Posted: 2013-02-26 17:23
by Doc.Pock
maybe on the map grid, there could be a approximate diagonal distance of one square too.

Re: Pythagoras

Posted: 2013-02-26 17:28
by WeeD-KilleR
Just use lengthofkeypad * 1,4 and you get roughly the diagonal length. While 1,4 is roughly the sqrroot(2).

Re: Pythagoras

Posted: 2013-02-26 17:30
by Moszeusz6Pl
You need to count grids and multiply it with number in bottom right corner of map. Do the same with second coordinate and use this rule. Although I think that putting marker there and checking value which is under map is faster, although it can be use, to calculate distance between two positions different than yours.

Re: Pythagoras

Posted: 2013-02-26 19:42
by Gracler
"Guestimation" is all you need. No need for fancy calculations.... only a squadleader building stuff really needs to know distances and he can always just use his markers for reference. Unguided HATS and grenadiers would have to have some solid landmarks in order to use the map effectively, and by the time you get it worked out the target probably moved... the general feeling of distance is normally good enough otherwise have a sniper or officer to help out.

Re: Pythagoras

Posted: 2013-02-26 19:53
by Rudd
Rapid12 wrote:I'm 40 & I know what Pythagoras is, I just couldn't work out how it is useful in pr.
then you are not ready to know the tactical importance of triangles.

Re: Pythagoras

Posted: 2013-02-26 19:57
by Doc.Pock
lol rudd i just love how you manage to make every single thing you say be wrapped into some kind of a joke :-P

Re: Pythagoras

Posted: 2013-02-26 20:10
by 40mmrain
Gracler wrote:"Guestimation" is all you need. No need for fancy calculations.... only a squadleader building stuff really needs to know distances and he can always just use his markers for reference. Unguided HATS and grenadiers would have to have some solid landmarks in order to use the map effectively, and by the time you get it worked out the target probably moved... the general feeling of distance is normally good enough otherwise have a sniper or officer to help out.
(300^2 + 600^2)^1/2 isnt all that fancy..

just keep a calculator with you.

Re: Pythagoras

Posted: 2013-02-26 21:48
by Gracler
40mmrain wrote:(300^2 + 600^2)^1/2 isnt all that fancy..

just keep a calculator with you.
It is fancy for an fps .... I don't put a ruler on my screen to see if my wheels are aligned with a bridge either... I jump out and have a visual inspection. Ill be happy to shoot people that study a map closely and take there eyes of the screen to use a calculator though..... easy kills.
Sorry but I just don't see the point as there are many other rather quick ways of getting the numbers.

Re: Pythagoras

Posted: 2013-02-26 22:12
by Tit4Tat
Gracler wrote:It is fancy for an fps .... I don't put a ruler on my screen to see if my wheels are aligned with a bridge either... I jump out and have a visual inspection. Ill be happy to shoot people that study a map closely and take there eyes of the screen to use a calculator though...


lol i like that ;)

Re: Pythagoras

Posted: 2013-02-26 22:49
by SANGUE-RUIM
several tips are useless nowadays
there have been many updates in PR but they didnt change/update the tips

Re: Pythagoras

Posted: 2013-02-26 22:54
by Rudd
___sangue-ruim___ wrote:several tips are useless nowadays
there have been many updates in PR but they didnt change/update the tips
generally when a big new feature was implemented, we did

if there are some you feel is missing post in the thread below...
https://www.realitymod.com/forum/f18-pr ... ad-32.html

Re: Pythagoras

Posted: 2013-02-26 23:44
by Tim270
Rapid12 wrote:I'm 40 & I know what Pythagoras is, I just couldn't work out how it is useful in pr.
For the mortars mostly.

Re: Pythagoras

Posted: 2013-02-26 23:55
by SShadowFox
[R-DEV]Tim270 wrote:For the mortars mostly.
Well, the game already tells you the distance, it's only useful if you want a perfect precision on the strike, and want to check the exact distance for it.

Re: Pythagoras

Posted: 2013-02-27 00:23
by Gracler
SShadowFox wrote:Well, the game already tells you the distance, it's only useful if you want a perfect precision on the strike, and want to check the exact distance for it.
Tip: place yourself next to the mortar-pit and use the binoculars as intended to place the mortar marker on the map using the range that your map-screen says it is. now compare your "move" marker (move marker arrow is easier to pinpoint with) with the "we need mortar here" marker which is at exactly the range that you ordered.

Is your "move" marker closer than the "mortar" marker then you minus up to 25m.... is it further away you add up to 25m. That doesn't require any calculator or 3rd party software and is accurate within few meters.

At ranges of between 1000-1300m you have 100m intervals to chose from so it gets 50m plus/minus and beyond that you just have to experiment with moving the move-marker back and forth until the numbers change. Of-course you could simply use the move-marker for all ranges, but I think its good practice to place a marker where you are about to shoot... instead of in the middle of no-where.