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-   -   Isn't the TMA a little too perfect? (https://www.subsim.com/radioroom/showthread.php?t=232471)

xXNightEagleXx 07-11-17 03:40 AM

Isn't the TMA a little too perfect?
 
It seems to me that the TMA is just simply too perfect once you reach high amount of intel. It reacts too much in real time with extreme precision. You can see the aiming point moving with excessive accuracy whenever the target changes course and/or speed. If i'm not mistaken TMA requires an amount of data collected in a lapse of time to elaborate correctly any changes and even more if there are multiple and abrupt changes .


I guess that rather than using directly the actor vectors (eg. velocity), which is probably what devs are doing, they should use others method that relies on known data history to elaborate the aiming circle. That would still be a simplification but closer to TMA behavior which is more liked.

ChaosphereIX 07-11-17 05:39 AM

doesnt really matter in an era of homing torpedoes and wire guided weapons

I never use the blue circle

Steiger 07-11-17 09:59 AM

Blue circle really only matters with the Mk.14, and if the target is maneuvering then that precludes the use of Mk.14 anyhow.

Shadriss 07-11-17 10:11 AM

You'd be amazed at how quickly and accurately a good Sonar division can provide a shooting solution without even using the fire control computer. Granted, we'd never shoot a straight-run torpedo on them. The point I make though is that even in real time, it's possible to be very accurate even when the contact is turning and shifting speeds... at least enough to accurately place a seeking weapon.

It's not too perfect at all - in fact my problem is the opposite. It's not accurate enough when your solution percentages go DOWN. We knew where he was a moment ago, and now the solution is 20 Kyds further out suddenly? Ships don't move like that, and the solutions should reflect that even when the accuracy plummets somewhat.

PL_Harpoon 07-11-17 11:05 AM

Quote:

Originally Posted by Shadriss (Post 2499298)
It's not too perfect at all - in fact my problem is the opposite. It's not accurate enough when your solution percentages go DOWN. We knew where he was a moment ago, and now the solution is 20 Kyds further out suddenly? Ships don't move like that, and the solutions should reflect that even when the accuracy plummets somewhat.

I agree with that. In my opinion the time to first firing solution is about right but if after having a 95% solution the target starts to move around you you may not have a proper course or speed but the range should be pretty accurate for a while.

You may get that feeling from playing Dangerous Waters, but the problem with TMA in that game is that you get bearing updates every 2 minutes (IIRC). A modern sub at flank speed can do a 360 turn in that time, so obviously plotting a new solution might be a bit hard. If somehow you could increase the frequency to a couple of seconds (as I suspect real firing computer can do) it would be much easier.

Destex 07-11-17 12:05 PM

Quote:

Originally Posted by Shadriss (Post 2499298)
It's not too perfect at all - in fact my problem is the opposite. It's not accurate enough when your solution percentages go DOWN. We knew where he was a moment ago, and now the solution is 20 Kyds further out suddenly? Ships don't move like that, and the solutions should reflect that even when the accuracy plummets somewhat.

Exactly. I'll also add that ownship maneuvering should accelerate the solution more than it is now. If you have a good bearing measurement to the target (and you do if you track it by any Sonar array), two legs and you should get a reasonable solution.

shipkiller1 07-11-17 06:13 PM

Quote:

Originally Posted by Shadriss (Post 2499298)
It's not too perfect at all - in fact my problem is the opposite. It's not accurate enough when your solution percentages go DOWN. We knew where he was a moment ago, and now the solution is 20 Kyds further out suddenly? Ships don't move like that, and the solutions should reflect that even when the accuracy plummets somewhat.

THIS ^

I just sent a private message to the devs on this...
Solution generation is NOT accurate enough.. but it does make for an interesting game...

Shadriss 07-11-17 11:28 PM

Quote:

Originally Posted by Destex (Post 2499324)
Exactly. I'll also add that ownship maneuvering should accelerate the solution more than it is now. If you have a good bearing measurement to the target (and you do if you track it by any Sonar array), two legs and you should get a reasonable solution.

Truth. Though depending on the exact geometry and range, not always a given.

Quote:

Originally Posted by shipkiller1 (Post 2499417)
THIS ^

I just sent a private message to the devs on this...
Solution generation is NOT accurate enough.. but it does make for an interesting game...

Thought that might resonate with you, Senior.

Approach Officer : "Skipper! She TURNED! Her range just went from 8 Kyds to 30 Kyds!"

CO: "You are disqualified for life. Somebody get me someone competent up here please?"

Can't argue about the interesting game aspect though... I have to wonder how much of what they did was for 'gameplay' purposes, and how much because they didn't or don't understand how it works at the basic levels?

Capt Jack Harkness 07-12-17 11:23 AM

I wouldn't say it was for gameplay reasons or a lack of understanding necessarily. Could be it was the quickest way to code it.

PL_Harpoon 07-12-17 11:35 AM

Quote:

Originally Posted by Capt Jack Harkness (Post 2499623)
I wouldn't say it was for gameplay reasons or a lack of understanding necessarily. Could be it was the quickest way to code it.

You could be right.
Thankfully there's a quick fix for that.
When you loose SOL on a contact that had a good solution the new range can't be further from the previous one than distance that target could travel.

Capt Jack Harkness 07-12-17 12:20 PM

Sure. It adds another layer but shouldn't be a big deal, the game is so light on hardware as it is.

shipkiller1 07-12-17 02:27 PM

Passive TMA can be a hard thing to do, but it is nothing but a geometry problem. Sometimes with very little data.

When you first pick up a contact, the first thing that is determined is the bearing rate and direction of relative motion. If tactically feasible, you change course across the Line of Site (LOS) and you try to drive the bearing rate. The first one or two OS maneuvers nails down the range to a very good 'ball park' figure, to something that will be 'tuned' over time. The next maneuvers nail down the Target Course (Ct) and Target Speed (Dmht). Sonar can help a great deal if they can pickup some specific target parameters. On a surface contact, this is almost always the case. Dmht is easy with a surface contact. Historical operational data helps keep it in the ball park if you do not have the aural clues...

Solution accuracy is determined after each course change. Does the expected incoming bearing match the solution? but more important, does the bearing rate match?? If not, then you have to adjust your solution for a better fit. This is why on a quiet contact, you may take a couple of hours to get a firing solution and put the boat into the proper firing position.

The problem with bearing data accuracy depends on the frequency of the incoming energy. The higher the frequency, the smaller the beam-width (more accurate), conversely, the lower the freq, the larger the beam-width so there is lots of bearing inaccuracies. This has a lot to do with sonar system design and we will not get into this at all.

The 1.05b update incorporated your submerged contacts counter firing... :up: This is more like real life... so, you have to think about your firing position with respect to evading incoming fire. You may have to evade and re-position OS to press the engagement.

I personally like not having to do any hardcore TMA like you did in the 688i game. That game was just not realistic to do. Oh, it was somewhat realistic but 688i was essentially boring... you spent a long time doing TMA and all the other things that had to be performed. In real life, you had 30 people doing all those things but in 688i, it was all you... You got rushed, you missed stuff.

I think Cold Waters is much more enjoyable..

stormrider_sp 07-12-17 04:00 PM

Quote:

Originally Posted by xXNightEagleXx (Post 2499183)
It seems to me that the TMA is just simply too perfect once you reach high amount of intel. It reacts too much in real time with extreme precision. You can see the aiming point moving with excessive accuracy whenever the target changes course and/or speed. If i'm not mistaken TMA requires an amount of data collected in a lapse of time to elaborate correctly any changes and even more if there are multiple and abrupt changes .


I guess that rather than using directly the actor vectors (eg. velocity), which is probably what devs are doing, they should use others method that relies on known data history to elaborate the aiming circle. That would still be a simplification but closer to TMA behavior which is more liked.

Not only data collected, but accurate TMA also require the receptor vessel to manoeuvre several times during the collection process in order to receive the signal from different bearings as stated in Fast Attack's manual:

Quote:

Change your course by at least 60 degrees and attempt to cross the
track’s bearing. When determining firing solutions, you should
change course every 10-12 minutes.
After changing course, your sensors are in a new location and, thus,
detect the track from a different bearing. An accurate firing solution is not
affected by your change in course, as your sensors detect the track from
the anticipated bearing. An inaccurate firing solution, however, causes all
new dots to be out of alignment.
It's in special during these situations that one notice the amount of simplifications and shortcuts that made its way into this game in order to shorten the overall development time.

stormrider_sp 07-12-17 04:06 PM

Quote:

Originally Posted by shipkiller1 (Post 2499667)
Passive TMA can be a hard thing to do, but it is nothing but a geometry problem. Sometimes with very little data.

When you first pick up a contact, the first thing that is determined is the bearing rate and direction of relative motion. If tactically feasible, you change course across the Line of Site (LOS) and you try to drive the bearing rate. The first one or two OS maneuvers nails down the range to a very good 'ball park' figure, to something that will be 'tuned' over time. The next maneuvers nail down the Target Course (Ct) and Target Speed (Dmht). Sonar can help a great deal if they can pickup some specific target parameters. On a surface contact, this is almost always the case. Dmht is easy with a surface contact. Historical operational data helps keep it in the ball park if you do not have the aural clues...

Solution accuracy is determined after each course change. Does the expected incoming bearing match the solution? but more important, does the bearing rate match?? If not, then you have to adjust your solution for a better fit. This is why on a quiet contact, you may take a couple of hours to get a firing solution and put the boat into the proper firing position.

The problem with bearing data accuracy depends on the frequency of the incoming energy. The higher the frequency, the smaller the beam-width (more accurate), conversely, the lower the freq, the larger the beam-width so there is lots of bearing inaccuracies. This has a lot to do with sonar system design and we will not get into this at all.

The 1.05b update incorporated your submerged contacts counter firing... :up: This is more like real life... so, you have to think about your firing position with respect to evading incoming fire. You may have to evade and re-position OS to press the engagement.

I personally like not having to do any hardcore TMA like you did in the 688i game. That game was just not realistic to do. Oh, it was somewhat realistic but 688i was essentially boring... you spent a long time doing TMA and all the other things that had to be performed. In real life, you had 30 people doing all those things but in 688i, it was all you... You got rushed, you missed stuff.

I think Cold Waters is much more enjoyable..

As far as I remember, one could automate some of the stations in 688i and still get along well with it. For me, personally, I enjoyed a lot more doing this trigonometry problems, handling the sonar station and torpedo setup than driving the boat in 3d with WASDQZ and firing and controlling torpedoes visually.

shipkiller1 07-12-17 08:00 PM

Quote:

Change your course by at least 60 degrees and attempt to cross the
track’s bearing. When determining firing solutions, you should
change course every 10-12 minutes.
After changing course, your sensors are in a new location and, thus,
detect the track from a different bearing. An accurate firing solution is not
affected by your change in course, as your sensors detect the track from
the anticipated bearing. An inaccurate firing solution, however, causes all
new dots to be out of alignment.
Shadriss, I hope you got as big a laugh on this proverbial BULL**** has I did... What a load of crap...

Shadriss 07-12-17 09:38 PM

Quote:

Originally Posted by shipkiller1 (Post 2499775)
Shadriss, I hope you got as big a laugh on this proverbial BULL**** has I did... What a load of crap...

Oh, yes. Yes indeed. It's just right enough to deceive the folks who know nothing, and wrong enough to completely screw you over entirely.

TMA may be a complex geometry/trigonometry problem, but it's still simple enough that it could be modeled relatively accurately in the game, yet it isn't... not to the degree it should be, anyhow. The ranges jumping all over the place is one example, but another is the way that it gives no idea of relative motion prior to getting the 95% solution (the WHA?!?!). BRGRT is the first and possibly the most important fire control parameter determined (well, second... you know which one I'm talking about, Shipkiller1...), and to not have the vital and valuable information that it presents is just plain silly.

We drive off of BRGRT, for heaven's sake... to not have it is almost as much a handcuff as the lack of fine speed control.

As an aside, Shipkiller... thanks for using the old school FC terminology - they changed it back around 2000, and I STILL have a hard time using it, even though it SEEMS more intuitive.

shipkiller1 07-13-17 03:26 AM

Quote:

Originally Posted by Shadriss (Post 2499800)
Oh, yes. Yes indeed. It's just right enough to deceive the folks who know nothing, and wrong enough to completely screw you over entirely.

TMA may be a complex geometry/trigonometry problem, but it's still simple enough that it could be modeled relatively accurately in the game, yet it isn't... not to the degree it should be, anyhow. The ranges jumping all over the place is one example, but another is the way that it gives no idea of relative motion prior to getting the 95% solution (the WHA?!?!). BRGRT is the first and possibly the most important fire control parameter determined (well, second... you know which one I'm talking about, Shipkiller1...), and to not have the vital and valuable information that it presents is just plain silly.

We drive off of BRGRT, for heaven's sake... to not have it is almost as much a handcuff as the lack of fine speed control.

As an aside, Shipkiller... thanks for using the old school FC terminology - they changed it back around 2000, and I STILL have a hard time using it, even though it SEEMS more intuitive.

The reason it was changed, I **** you not, was because the newer crop of Officers could not remember the 'old and antiqated' terms. Terms that have been around for 60 years and us 'dumb ass' enlisted men could figure out pretty quickly.

BYG-1 TI04 (APB-05) was the big change.

Shadriss 07-13-17 09:52 PM

Quote:

Originally Posted by shipkiller1 (Post 2499835)
The reason it was changed, I **** you not, was because the newer crop of Officers could not remember the 'old and antiqated' terms. Terms that have been around for 60 years and us 'dumb ass' enlisted men could figure out pretty quickly.

BYG-1 TI04 (APB-05) was the big change.

I was close than. I figured some Admiral somewhere was trying to justify his paycheck. Close enough. They made PERFECT sense... you just had to not be a moron or too proud to ASK the professionals... by which I mean the Enlisted. :)

Destex 07-13-17 11:20 PM

Isn't the TMA a little too perfect?
 
Quote:

When determining firing solutions, you should change course every 10-12 minutes.
After changing course, your sensors are in a new location and, thus, detect the track from a different bearing. An accurate firing solution is not affected by your change in course, as your sensors detect the track from the anticipated bearing.
Ahhhhh! My brain hurts! someone mixed TMA with mapping coastal sites. Facepalm moment of the week.

stormrider_sp 07-14-17 05:01 AM

Quote:

Originally Posted by Destex (Post 2500075)
Ahhhhh! My brain hurts! someone mixed TMA with mapping coastal sites. Facepalm moment of the week.

The whole chapter for you:
Quote:

PLOT
The Plot helps you refine the course, speed, and range of the tracks you
are monitoring. To be effective, the Plot should be used with other firing
solution tools, such as the Passive and Active Fire Control and the Periscope.
DETERMINING A FIRING SOLUTION
Every 30 seconds, the Plot receives and plots data from your trackers,
then draws lines indicating the bearing at which your submarine’s trackers
sensed the track. To use the plot, you must
position the blue line upon the track’s
estimated location and align it with the
course that you believe the track to be
following.
• In the upper left corner, click on the
track number for which you desire to
find a firing solution.
• You may zoom in and out of the
display by clicking on the ZOOM
button’s + and - keys. You may scroll
the display up, down, left, or right, by clicking on the arrow keys to
the right of the ZOOM buttons.
• In the blue SPEED RULER section, click on the right or left course
arrows until the dots of the light blue line intersect each of the track’s
detected bearing lines. Zoom in if necessary. Click with the left
mouse button to make minor changes. Click with the right mouse
button to make major changes.
• Your solution will be good when each of the black bearing lines has a
blue dot that falls directly upon it. Click on the RANGE button’s +
and - keys to move the blue line up and down the bearing lines.
Click on the SPEED button’s + and - keys to change the “tightness”
of the dots.
• The most efficient way to refine the track’s estimated location is to
determine a preliminary solution, then dramatically change your
submarine’s current course or speed. If you change course, try to
cross the bearing of the target. Once your boat’s position changes,
your sensors detect the track from a different bearing. If you have an
accurate solution, the new bearing lines will fall directly upon the
entered solution dots. If your solution is inaccurate, the bearing line
50
falls off the solution dots. When your solution proves to be inaccurate,
find a solution that works for your new and old ship course, then
change your course again to test your new solution.
• Once you have a good solution, click on SAVE. If you wish, you may
come back to this solution later.
• After saving, click on SEND. Your submarine’s computers send the
saved information to your weapons.
Note: The Plot assumes that the track travels at a steady course and
speed. This may not always be the case. If a track changes course or
speed, you may not use the bearing lines detected before the change to
determine a solution.
The buttons used to work with the Plot are detailed below.
Button Function
Plots 1234 Correspond to the four tracks you previously
assigned to trackers in Sonar or the Periscope;
selected track buttons highlight
green.
ELAPSED PLOT Tells how much time you spend plotting TIME
tracks.
TRACK ID Displays the designation number of the
currently displayed track.
LAST BEARING Indicates the last detected bearing on the
currently displayed track.
ACTIVE Displays your sub’s firing solution.
SAVE By clicking on RULER or DRAW in the
SAVED section, you may retrieve a solution
you previously saved. DRAW enables you to
work with more than one solution, which may
be helpful if the track changes course or
speed.
SPEED RULER You may change the track’s estimated course,
range, and speed by clicking on the arrow or
+ and - buttons.
ZOOM Increases/decreases magnification of the plot.
Center Centers the plot on your submarine.
Arrow keys around Scroll the plot paper to the left, right, up,
center or down.
51
REDRAW Redraws your solution so that you may
rework it from the beginning.
OWN SHIP Displays your submarine’s course, speed,
and range.
FIRE CONTROL
Fire Control has four modes: Passive, Active, Torpedo, and Harpoon
(UGM 84). In the Passive Mode, Fire Control helps you anticipate the
future location of as many as four tracks
that you previously assigned to trackers.
Fire Control provides the best firing
solution possible given the information that
it has received, then computes the settings
that allow a weapon to be properly aimed
at a track. (On “Easy” difficulty, you will
start with a goal solution. On “Standard”
you will start with an approximate solution.
On “Real,” you start with what you
can set.) The Active Mode helps you
determine a track’s range and bearing and refine your firing solution with
active sonar. The Torpedo Mode allows you to guide a fired MK-48
torpedo to its intended track. The UGM Mode enables you to program the
flight path that a Harpoon missile follows. In each of the modes, you may
zoom or scroll the display using the buttons at the bottom left of the
screen. Weapons status lights in the upper left corner inform you of the
status of any weapons you may have fired upon the track.
FIRE CONTROL PASSIVE MODE
To enable the Fire Control BSY Passive mode, click on an alreadyassigned
track number, and then click the PASS button.
When you assign a target to a tracker, the track is updated every 30
seconds. This bearing information displays as a string of dots. Each new
dot signifies the latest information that Fire Control has received. To
ensure your weapon reaches its intended track, you must align the string of
dots to the center line.
Solution Select Switches
After you have at least five or six bearing dots displaying on Passive
Fire Control, try to align the dots on the center line by clicking on the left
and right arrows of the Solution Select’s RANGE, COURSE, and SPEED
switches. As you click on these buttons, you change the system’s estimated
information on how far the track is from your submarine, the course
it is traveling upon, and how fast it is moving.
52
The surest way to find an accurate solution is to click on COURSE
first, then refine SPEED and RANGE. Click on these switches with the
left mouse button to make small refinements. Click with the right mouse
button to make major changes. When the dots are reasonably aligned to
the center, press ENTR to send your solution to your weapons. If time
permits, you should check the accuracy of your solution by changing the
course of your submarine by 60 degrees or more and seeing if the solution
stays aligned. If not, readjust and check it again.
Zooming In
You may zoom in on your solution to ensure its accuracy by clicking
on the ZOOM field’s + button. Zoom out by clicking on the – button.
When you first begin to work on a solution, zoom out as far as possible.
As your solution becomes more accurate, zoom in to make refinements.
CAN’T GET AN ACCURATE SOLUTION?
If you are having trouble getting an accurate solution, take the following
steps, as appropriate:
Change Course
Determining a track’s range is the most difficult part of the firing
solution. The best way to determine range is to:
• Align the dots as closely as possible to the center line;
• Click on ENTR; then
• Change your course by at least 60 degrees and attempt to cross the
track’s bearing. When determining firing solutions, you should
change course every 10-12 minutes.
After changing course, your sensors are in a new location and, thus,
detect the track from a different bearing. An accurate firing solution is not
affected by your change in course, as your sensors detect the track from
the anticipated bearing. An inaccurate firing solution, however, causes all
new dots to be out of alignment.
Slow Your Boat
When your submarine is traveling quickly, you have a harder time
detecting the tracks that are operating around you. When determining a
firing solution, slow your submarine to approximately five knots. Once
you have a solution you wish to check by changing course, you can
increase your speed as the submarine makes the turn. When your helmsman
reports the submarine steady upon its new course, immediately slow
your submarine again to 5 knots. Do not travel at high speeds on a steady
course for long periods of time or you become an easy target.
53
Click on Enter
Click on ENTR frequently. Each time you click on ENTR, you send
the location where you believe the track to be to your weapons system.
The last bearing dot becomes anchored to the center line. After anchoring
a point, you may work to align subsequent points.
Click on Clear
Tracks may change course or “zig.” If it appears that the track has
changed course, all previous bearing dots are useless. Click on ENTR to
set an anchor point, then erase the previous dots by clicking on CLR. All
dots before the anchor point are erased.
Advance to the Periscope
You may estimate a track’s range and bearing by viewing it through the
Periscope and “marking” it for range. A track that is far from you appears
short, while one that is nearby appears tall.
Advance to the Plot
If the bearing dots are so randomly placed that you cannot get a
solution, exit Fire Control and advance to the Plot Screen. It is often
easier to obtain an initial solution from the Plot, which you can then refine
at Fire Control.


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