CODINGLISTINGS ★ FOLLOW THE SUN TO THE S. POLE (COMPUTING WITH THE AMSTRAD) ★

Follow the Sun to the S. Pole (Computing with the Amstrad)Coding Listings
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ALEATOIRE looks skyward for an answer to navigation problems

ONE of the great myths of British history is that in January 1912 Captain Scott arrived at the South Pole only to find, to his great surprise, a tent and flag left there by the Norwegian explorer Amundsen.

Furthermore we have the impression that Scott took a few photographs, then almost immediately started on his fatal return journey and only failed to reach safety by a mere 11 miles.

The fact is that in those days any navigation near the Poles was very inaccurate. Amundsen arrived near the Pole by dead reckoning on December 15, 1911, but then wrote: "Of course we are not exactly at the South Pole - but we must be very close", by which he meant he must be within 10 miles of this imaginary point.

Amundsen then set about calculating his position as accurately as possible with the equipment available, a sextant and a chronometer. In good conditions these can fix a position to about one nautical mile or one minute of arc on the earth's surface, which is 6080 feet.

Actually the chronometer was useless for the time being because Amundsen no longer knew which time zone - hence longitude - he was in. He had to observe the sun for a period of 24 hours to find the time and direction of its zenith - highest -position, and reported:

"It is interesting to watch the sun wander round the sky at about the same altitude day and night. I think we are the first to see this strange sight".

Eventually Amundsen found he was at longitude 120 degrees East and latitude 89 degrees 54 minutes South - about six minutes of arc or six nautical miles from the Pole.

The next day he travelled this distance by dead reckoning and then took observations for another 24 hours. He now knew that he must be within about a mile of the Pole so he sent out two men on skis to box the area with flags.

Subsequent analysis by a committee decided that one of these men must have passed within 200 metres of the actual point - a remarkable performance.

Still not absolutely sure of direction Amundsen then retraced his tracks, left a black flag some 15 miles from the Pole on about the 160 East meridian and then picked up his 169
West meridian cairn markers built on the approach.

Now both Amundsen and Scott were aware of each other's presence and purpose on the polar plateau and the black flag, deliberately left in the path of Scott's approach, was there to tell him that Amundsen had won the race.

One month later the flag was found by Lieutenant Henry Bowers R.N. who had been included in Scott's party at the last minute when it was belatedly realised that only he could navigate accurately in this featureless region.

Oddly enough the flag, which might have saved their lives, was almost completely ignored and the British party wasted three precious days in the area trying to make more accurate measurements than Amundsen.

In the course of this exercise they found Amundsen's spare tent and flag but the irony is that, lacking ski expertise and so being unable to box the area, they never actually got closer than one mile to the Pole.

I will now attempt to show that given ideal conditions, instruments and a calculator, sun navigation is not difficult in principle and can even become an interesting puzzle.

The earth is a sphere 360 x 60 = 21,600 nautical miles in circumference. It rotates once every 24 hours and is tilted 23.44 degrees to the plane of its orbit around the sun. On December 21, just after Amundsen's survey, the South Pole is at its maximum tilt towards the sun (see Figure I).

Now consider Amundsen's observations on December 16. If he had been exactly at the Pole he would have observed the sun to be at 23 degrees 23 minutes and still slowly rising.

Figure I: Earth tilt of South Pole towards the sun is maximum about December 21 >>

What he actually observed was a minimum of 23 degrees 17 minutes at 1600 GMT rising to a maximum of 23 degrees 29 minutes 12 hours later -0400 GMT on December 17. Hence his position was six miles from the Pole on longitude 120 East.

To check this enter Program I which, using the SIN function, simulates the changing tilt of the earth as it travels around the sun.

First test it by assuming that the date is December 21 and you are at the South Pole -90. It's a puzzling place, since your longitude can be any number from 0 to 180 degrees East (+) or West (—) and your watch can only give a global time, GMT, or the time of the sun's crossing the Greenwich meridian.

The input is therefore:

Day, Month 21,12
Lat (N + S-),Lng( E+W-) -90,0

and you should get the answer that the sun's zenith is 23 degrees 26 minutes at 1200 noon GMT.

A further test is to put yourself at latitude -23,44 degrees, the Tropic of Capricorn, on the same day and the sun's zenith should be 90 - that is directly overhead. Then try latitude 66,56, the Arctic Circle, and the zenith should be zero, just on the horizon.

Now reverse the program so that you enter a date followed by the latitude N or S and time of the sun's observed zenith, and it calculates where you are on the earth s surface. This exercise will suit anyone who wants to learn how to program.

You can also modify the program to generate random latitude/longitude positions on the earth s surface, inform you of the sun's zenith and time and then check how close you can get — using a hand calculator — to its randomly generated position.
March 21 is a particularly easy date to try this exercise.

For practicing navigation via dead reckoning the best program I have come across is Digital Integration s helicopter flight simulator Tomahawk.

The idea of this game is to learn how to fly a helicopter - takeoff and landing is much easier than convent- • ional aircraft - and then fly around blasting various enemy ground forces and a hostile helicopter.

I found it much more interesting to try to fly by dead reckoning from one radio beacon to another. In this program radio beacons are rather like the South Pole, in that there is nothing to see when you get there.

To play this game you take a reading on a beacon - say it's 10 miles away due South, or a bearing of 180 degrees. You now switch off the

display and try to get as near to it as possible by dead reckoning.

To do this you travel in the right direction for a given time at a given speed - sounds simple, but to begin with I was missing the target by more than three miles.

Another interesting game to play with this simulator is to see how high you can climb. The technical data gives a ceiling for the Tomahawk helicopter of 20,000 feet, but it is possible to climb far higher because the simulator also takes account of the helicopter weight.

By firing off all the ammunition using up all the fuel and fiddling continuously with the controls, I managed to reach a height of 26,132 feet without blacking out from lack of oxygen.

Can you beat that? Better still can you suggest new ways of playing other games.

This month's map and analysis is of the arcade adventure Get Dexter by PSS. The raison d'etre of this French game is to interrogate eight professors via a dose of sodium pentathol, the truth drug. If you drop a syringe in front of them they then reveal part of an eight digit code. Get all eight digits and then go to the code room via the access corridor. First time in I had no idea how to apply the code I had so laboriously uncovered, so I got dropped on by a large weight.

For those who might still be baffled the code consists of the digits 1,2,3 and 4 only. Taken in order these are the directions you must take between the pads in the code room.

My analysis of this game suggests that you should first find out what does what to what - a fairly simple task - and then just go round collecting the correct syringe number - S - for the corresponding professor - P. Note that you have to know where the nearest holophonic cabin -H - is in order to recharge Dexter.

On the whole I found the animated graphics quite impressive, but the puzzles and the rooms, unlike Batman, do get a bit repetitive after a while.

As for the Podocephale - the large foot - I found it more of an hindrance than a help. It always seems to get under your feet, but never under a falling weight, not even in the room with the moveable falling door, which requires nothing more than persistence to get through.

CWTA

★ PUBLISHER: Computing with the Amstrad
★ YEAR: 1986
★ CONFIG: 64K + AMSDOS
★ LANGUAGE:
★ LiCENCE: LISTING
★ COLLECTION: COMPUTING WITH THE AMSTRAD 1986
★ AUTHOR(S): ???
 

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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.