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I Need a math guru
I am trying to develop a formula so that Excel can calculate the range for a
wargame. The game is called Battletech if you know what it is. It is played on a map that has a hex grid measuring ~3/4" a side. The hexes are numbered (4 digit 01 - 15 accross and 01 - 17 up top left is numbered 1001 bottom right 1517 The map is 15x17 ) so I am able to give Excel the position of each unit on the map. and calculate 2 legs of a triangle, but it is not always a right triangle (I struggled with it for 3 days before I realized wy a^2+b^2=c^2 wasn't working.... It has been almost 20 years since I took a geometry class..... Thanks in advance for any help I can get. Adam |
I Need a math guru
Hi Adam,
I don't understand what you have and what you're trying to calculate. If you have two legs, you have three points, haven't you? So you can calculate the third leg the same way. Please explain a bit more and give an example -- Kind regards, Niek Otten "Adam Kroger @hotmail.com" <adam_kroger<nospam wrote in message ... I am trying to develop a formula so that Excel can calculate the range for a wargame. The game is called Battletech if you know what it is. It is played on a map that has a hex grid measuring ~3/4" a side. The hexes are numbered (4 digit 01 - 15 accross and 01 - 17 up top left is numbered 1001 bottom right 1517 The map is 15x17 ) so I am able to give Excel the position of each unit on the map. and calculate 2 legs of a triangle, but it is not always a right triangle (I struggled with it for 3 days before I realized wy a^2+b^2=c^2 wasn't working.... It has been almost 20 years since I took a geometry class..... Thanks in advance for any help I can get. Adam |
I Need a math guru
The problem, I think, comes from the fact that the map is built on a
hexoganal "grid". The map numbering looks like this 0111 0311 0211 0411 0112 0312 0212 0412 0113 0313 0213 0413 0114 0314 0214 0414 So if a unit is in hex 0114, and another is in 0311, the "hand counted" distance is 4, but using =SQRT(ABS(A1-A2)^2+ABS(B1-B2)^2) to calculate it results in 3.61 wich works. However, if I am using map locations 1516 & 0201, the counted distance is 21 but the formula returns 19.85 with does not work. The Hexes on the map are 1 5/16" accross (flat to flat) (3/4" on a side)so if units are 2 hexes away (verticle) their physical distance is just over 2.5" BUT if they are 2 hexes away horizontally the physical distance is only ~2.25" at close ranges, the difference is negligable, but as the range increases..... I can almost see the answer, but it is escaping me. I hope this helps. Adam "Niek Otten" wrote in message ... Hi Adam, I don't understand what you have and what you're trying to calculate. If you have two legs, you have three points, haven't you? So you can calculate the third leg the same way. Please explain a bit more and give an example -- Kind regards, Niek Otten "Adam Kroger @hotmail.com" <adam_kroger<nospam wrote in message ... I am trying to develop a formula so that Excel can calculate the range for a wargame. The game is called Battletech if you know what it is. It is played on a map that has a hex grid measuring ~3/4" a side. The hexes are numbered (4 digit 01 - 15 accross and 01 - 17 up top left is numbered 1001 bottom right 1517 The map is 15x17 ) so I am able to give Excel the position of each unit on the map. and calculate 2 legs of a triangle, but it is not always a right triangle (I struggled with it for 3 days before I realized wy a^2+b^2=c^2 wasn't working.... It has been almost 20 years since I took a geometry class..... Thanks in advance for any help I can get. Adam |
I Need a math guru
I'll take a stab... looks like the question isn't one of geometry, but
rather of layout. Let's have a1,b1 be the location of the starting point (15, 16 in your second example) and a2,b2 the location of the ending point (2,1). It looks to me as if you have to consider which dimension has the furthest to move. In making that move, you have the OPTION to move up to as far in the other dimension. So in c1, calculate the number of steps in the major dimension as =max(abs(a1-a2),abs(b1-b2). In c2, the steps in the minor dimension is =min(abs(a1-a2),abs(b1-b2)). The total steps in c3 is =c1+max(0,c2-int(c1/2)). It seems to work for the examples you offered, but I'd test a little further... If it's not quite right, please provide some counterexamples and the correct results. HTH. --Bruce "Adam Kroger @hotmail.com" wrote: The problem, I think, comes from the fact that the map is built on a hexoganal "grid". The map numbering looks like this 0111 0311 0211 0411 0112 0312 0212 0412 0113 0313 0213 0413 0114 0314 0214 0414 So if a unit is in hex 0114, and another is in 0311, the "hand counted" distance is 4, but using =SQRT(ABS(A1-A2)^2+ABS(B1-B2)^2) to calculate it results in 3.61 wich works. However, if I am using map locations 1516 & 0201, the counted distance is 21 but the formula returns 19.85 with does not work. The Hexes on the map are 1 5/16" accross (flat to flat) (3/4" on a side)so if units are 2 hexes away (verticle) their physical distance is just over 2.5" BUT if they are 2 hexes away horizontally the physical distance is only ~2.25" at close ranges, the difference is negligable, but as the range increases..... I can almost see the answer, but it is escaping me. I hope this helps. Adam "Niek Otten" wrote in message ... Hi Adam, I don't understand what you have and what you're trying to calculate. If you have two legs, you have three points, haven't you? So you can calculate the third leg the same way. Please explain a bit more and give an example -- Kind regards, Niek Otten "Adam Kroger @hotmail.com" <adam_kroger<nospam wrote in message ... I am trying to develop a formula so that Excel can calculate the range for a wargame. The game is called Battletech if you know what it is. It is played on a map that has a hex grid measuring ~3/4" a side. The hexes are numbered (4 digit 01 - 15 accross and 01 - 17 up top left is numbered 1001 bottom right 1517 The map is 15x17 ) so I am able to give Excel the position of each unit on the map. and calculate 2 legs of a triangle, but it is not always a right triangle (I struggled with it for 3 days before I realized wy a^2+b^2=c^2 wasn't working.... It has been almost 20 years since I took a geometry class..... Thanks in advance for any help I can get. Adam |
I Need a math guru
It works some of the time. I have done further work on using the
Pathagareum (sp?) using half measurements so that it always comes as a right angle. I might be breaking a rule here, if I am I apologize, but I am pasting the side-by-side results of both methods below as a table. The formatting isn't perfect, I hope you aren't using a text only email reader or this will probably be garbage..... I did testing and discovered that there was a pattern I could express as a function to get the rise and run counted by half hexes reliably. I do not understand what the MAX() & MIN() do. I came up with the multiplier by looking at teh hypotonuse of the triange my formulas vreated and the range that was counted by hand. I notice, that when our formulas do not work, the answer lies between them.... 1 2 H V 1 14 A 2 Run 3 3 formula 1 3 11 B 3 Rise 6 2 1.64 Hyp mod Range 4 4.00 4.00 RISE FORMULA run odd 2(x-1)+1 run even 2x 7 11 A 6 Run 9 6 RUN FORMULA 13 13 B 2 Rise 4 2 all 0+1.5x Range 6 6.00 6.00 Range formula ROUND(SQRT(run^2+rise^2)/Hyp mod,0) 15 16 A 13 Run 19.5 15 formula 2 2 1 B 15 Rise 29 13 MAX(run,rise)) Range 21 21.00 21.00 MIN(run,rise) max+MAX(0,mivn-INT(max/2)) 15 16 A 1 Run 1.5 1 14 15 B 1 Rise 1 1 Range 1 1.00 2.00 5 15 A 2 Run 3 2 7 14 B 1 Rise 2 1 Range 2 2.00 2.00 3 16 A 2 Run 3 10 5 6 B 10 Rise 20 2 Range 11 12.00 10.00 3 16 A 9 Run 13.5 9 12 9 B 7 Rise 13 7 Range 11 11.00 12.00 1 17 A 1 Run 1.5 16 2 1 B 16 Rise 31 1 Range 16 19.00 16.00 1 17 A 6 Run 9 16 7 1 B 16 Rise 32 6 Range 19 20.00 16.00 1 17 A 5 Run 7.5 16 6 1 B 16 Rise 31 5 Range 18 19.00 16.00 "bpeltzer" wrote in message ... I'll take a stab... looks like the question isn't one of geometry, but rather of layout. Let's have a1,b1 be the location of the starting point (15, 16 in your second example) and a2,b2 the location of the ending point (2,1). It looks to me as if you have to consider which dimension has the furthest to move. In making that move, you have the OPTION to move up to as far in the other dimension. So in c1, calculate the number of steps in the major dimension as =max(abs(a1-a2),abs(b1-b2). In c2, the steps in the minor dimension is =min(abs(a1-a2),abs(b1-b2)). The total steps in c3 is =c1+max(0,c2-int(c1/2)). It seems to work for the examples you offered, but I'd test a little further... If it's not quite right, please provide some counterexamples and the correct results. HTH. --Bruce "Adam Kroger @hotmail.com" wrote: The problem, I think, comes from the fact that the map is built on a hexoganal "grid". The map numbering looks like this 0111 0311 0211 0411 0112 0312 0212 0412 0113 0313 0213 0413 0114 0314 0214 0414 So if a unit is in hex 0114, and another is in 0311, the "hand counted" distance is 4, but using =SQRT(ABS(A1-A2)^2+ABS(B1-B2)^2) to calculate it results in 3.61 wich works. However, if I am using map locations 1516 & 0201, the counted distance is 21 but the formula returns 19.85 with does not work. The Hexes on the map are 1 5/16" accross (flat to flat) (3/4" on a side)so if units are 2 hexes away (verticle) their physical distance is just over 2.5" BUT if they are 2 hexes away horizontally the physical distance is only ~2.25" at close ranges, the difference is negligable, but as the range increases..... I can almost see the answer, but it is escaping me. I hope this helps. Adam "Niek Otten" wrote in message ... Hi Adam, I don't understand what you have and what you're trying to calculate. If you have two legs, you have three points, haven't you? So you can calculate the third leg the same way. Please explain a bit more and give an example -- Kind regards, Niek Otten "Adam Kroger @hotmail.com" <adam_kroger<nospam wrote in message ... I am trying to develop a formula so that Excel can calculate the range for a wargame. The game is called Battletech if you know what it is. It is played on a map that has a hex grid measuring ~3/4" a side. The hexes are numbered (4 digit 01 - 15 accross and 01 - 17 up top left is numbered 1001 bottom right 1517 The map is 15x17 ) so I am able to give Excel the position of each unit on the map. and calculate 2 legs of a triangle, but it is not always a right triangle (I struggled with it for 3 days before I realized wy a^2+b^2=c^2 wasn't working.... It has been almost 20 years since I took a geometry class..... Thanks in advance for any help I can get. Adam |
I Need a math guru
Well trying to save myself some typing did not work too well. Sorry about
the garbaged earlier post. I won't make that mistake again. Here is where I have gotten with the formula(s): To calculate the rise: If run (actual) is ODD 2(x-1)+1 If run (actual) is even 2x To calculate the run all values 0+1.5x reason: I noticed that the sriangulations were causing non right angles in some instances. So instead of counting full hexes in the calculations I used half hexes. This made them be right triangles (I hope). In the process I made a table and saw that the number of "half-hexes" followed a predictable pattern and was able to create an equation to pridict it at any value. All well and good; however, I think there must be a similar pattern for the hypotonuse of the triangle as I am still not getting the right answer all the time, particularly at larger distances, wich tells me I have a small error somewhere in my formulas that is getting magnified. The problem with the Min and Max (I think) is that you still have to compensate for the nature of a hexoganol grid layout. The hexes don't tun Up-Down, Left-Right They actually run up-down, angle-left-right. If you don't compensate then A^2+B^2=C^2 can't work because it is not a right angle. Without the right angle you need too sides and an angle measurement, and I can't think of a way to define the angle. It works some of the time. I have done further work on using the Pathagareum (sp?) using half measurements so that it always comes as a right angle. I might be breaking a rule here, if I am I apologize, but I am pasting the side-by-side results of both methods below as a table. The formatting isn't perfect, I hope you aren't using a text only email reader or this will probably be garbage..... I did testing and discovered that there was a pattern I could express as a function to get the rise and run counted by half hexes reliably. I do not understand what the MAX() & MIN() do. I came up with the multiplier by looking at teh hypotonuse of the triange my formulas vreated and the range that was counted by hand. I notice, that when our formulas do not work, the answer lies between them.... "bpeltzer" wrote in message ... I'll take a stab... looks like the question isn't one of geometry, but rather of layout. Let's have a1,b1 be the location of the starting point (15, 16 in your second example) and a2,b2 the location of the ending point (2,1). It looks to me as if you have to consider which dimension has th furthest to move. In making that move, you have the OPTION to move up to as far in the other dimension. So in c1, calculate the number of steps in the major dimension as =max(abs(a1-a2),abs(b1-b2). In c2, the steps in the minor dimension is =min(abs(a1-a2),abs(b1-b2)). The total steps in c3 is =c1+max(0,c2-int(c1/2)). It seems to work for the examples you offered, but I'd test a little further... If it's not quite right, please provide some counterexamples and the correct results. HTH. --Bruce "Adam Kroger @hotmail.com" wrote: The problem, I think, comes from the fact that the map is built on a hexoganal "grid". The map numbering looks like this 0111 0311 0211 0411 0112 0312 0212 0412 0113 0313 0213 0413 0114 0314 0214 0414 So if a unit is in hex 0114, and another is in 0311, the "hand counted" distance is 4, but using =SQRT(ABS(A1-A2)^2+ABS(B1-B2)^2) to calculate it results in 3.61 wich works. However, if I am using map locations 1516 & 0201, the counted distance is 21 but the formula returns 19.85 with does not work. The Hexes on the map are 1 5/16" accross (flat to flat) (3/4" on a side)so if units are 2 hexes away (verticle) their physical distance is just over 2.5" BUT if they are 2 hexes away horizontally the physical distance is only ~2.25" at close ranges, the difference is negligable, but as the range increases..... I can almost see the answer, but it is escaping me. I hope this helps. Adam "Niek Otten" wrote in message ... Hi Adam, I don't understand what you have and what you're trying to calculate. If you have two legs, you have three points, haven't you? So you can calculate the third leg the same way. Please explain a bit more and give an example -- Kind regards, Niek Otten "Adam Kroger @hotmail.com" <adam_kroger<nospam wrote in message ... I am trying to develop a formula so that Excel can calculate the range for a wargame. The game is called Battletech if you know what it is. It is played on a map that has a hex grid measuring ~3/4" a side. The hexes are numbered (4 digit 01 - 15 accross and 01 - 17 up top left is numbered 1001 bottom right 1517 The map is 15x17 ) so I am able to give Excel the position of each unit on the map. and calculate 2 legs of a triangle, but it is not always a right triangle (I struggled with it for 3 days before I realized wy a^2+b^2=c^2 wasn't working.... It has been almost 20 years since I took a geometry class..... Thanks in advance for any help I can get. Adam |
I Need a math guru
THANK YOU
I made a slight mod to your 3rd formuls (ROUND() instead of INT()) and it works. I still don't understand how, but it does :) Adam "bpeltzer" wrote in message ... I'll take a stab... looks like the question isn't one of geometry, but rather of layout. Let's have a1,b1 be the location of the starting point (15, 16 in your second example) and a2,b2 the location of the ending point (2,1). It looks to me as if you have to consider which dimension has the furthest to move. In making that move, you have the OPTION to move up to as far in the other dimension. So in c1, calculate the number of steps in the major dimension as =max(abs(a1-a2),abs(b1-b2). In c2, the steps in the minor dimension is =min(abs(a1-a2),abs(b1-b2)). The total steps in c3 is =c1+max(0,c2-int(c1/2)). It seems to work for the examples you offered, but I'd test a little further... If it's not quite right, please provide some counterexamples and the correct results. HTH. --Bruce "Adam Kroger @hotmail.com" wrote: The problem, I think, comes from the fact that the map is built on a hexoganal "grid". The map numbering looks like this 0111 0311 0211 0411 0112 0312 0212 0412 0113 0313 0213 0413 0114 0314 0214 0414 So if a unit is in hex 0114, and another is in 0311, the "hand counted" distance is 4, but using =SQRT(ABS(A1-A2)^2+ABS(B1-B2)^2) to calculate it results in 3.61 wich works. However, if I am using map locations 1516 & 0201, the counted distance is 21 but the formula returns 19.85 with does not work. The Hexes on the map are 1 5/16" accross (flat to flat) (3/4" on a side)so if units are 2 hexes away (verticle) their physical distance is just over 2.5" BUT if they are 2 hexes away horizontally the physical distance is only ~2.25" at close ranges, the difference is negligable, but as the range increases..... I can almost see the answer, but it is escaping me. I hope this helps. Adam "Niek Otten" wrote in message ... Hi Adam, I don't understand what you have and what you're trying to calculate. If you have two legs, you have three points, haven't you? So you can calculate the third leg the same way. Please explain a bit more and give an example -- Kind regards, Niek Otten "Adam Kroger @hotmail.com" <adam_kroger<nospam wrote in message ... I am trying to develop a formula so that Excel can calculate the range for a wargame. The game is called Battletech if you know what it is. It is played on a map that has a hex grid measuring ~3/4" a side. The hexes are numbered (4 digit 01 - 15 accross and 01 - 17 up top left is numbered 1001 bottom right 1517 The map is 15x17 ) so I am able to give Excel the position of each unit on the map. and calculate 2 legs of a triangle, but it is not always a right triangle (I struggled with it for 3 days before I realized wy a^2+b^2=c^2 wasn't working.... It has been almost 20 years since I took a geometry class..... Thanks in advance for any help I can get. Adam |
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