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Old 11-08-07, 01:10 PM   #31
XLjedi
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Quote:
Originally Posted by Dr.Sid
Anyway in most languages the code should work with more or less copying it as it is, it's really that simple.
If it's VB-based that'll work fine.

Lemme know when you think you have something...
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Old 11-08-07, 01:17 PM   #32
Dr.Sid
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Quote:
Originally Posted by aaronblood
Quote:
Originally Posted by Dr.Sid
Anyway in most languages the code should work with more or less copying it as it is, it's really that simple.
If it's VB-based that'll work fine.

Lemme know when you think you have something...
I've sent you the source codes on your work email, so check if it didn't end up in the spam.

Last edited by Dr.Sid; 11-08-07 at 01:43 PM.
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Old 11-08-07, 01:26 PM   #33
XLjedi
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Hasn't made it yet... but I'll keep an eye out for it.
Sometimes our system is a tad slow with outside email.

Hey, what would you like to call your tool?

"DRT TMA""
"Pos/Brg TMA"
"Least Square TMA"
"Dr.Sid's Magic Medicine"

...or do you have some other preference?

This isn't by chance an implementation of "Ekelund Ranging" is it?
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Old 11-08-07, 01:44 PM   #34
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I preffer Least square TMA. While Dr.Sid's magic medicine is not bad at all it does not have that hi-tek sound. :rotfl:
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Old 11-08-07, 02:20 PM   #35
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Quote:
Originally Posted by aaronblood
Now the only question is... Should I continue bothering with this 1.1 beta or just focus my attention on jumping ahead to 2.0? :hmm:

How much was left for 1.1? 2.0 sounds pretty juicy so if you'd rather jump on that then go for it.
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Old 11-08-07, 02:51 PM   #36
XLjedi
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Quote:
Originally Posted by Dr.Sid
In my implementation any times. It can even be more LOBs from same time. Hm .. I should better try this :rotfl:

Edit: tried .. and it works like charm. At each time there are 2 LOBs now. Now this can be used to limit target distance. You simply add 1 fake LOB to cross the actual LOB at the point of correct distance. Speed does not seem to be so easy anyway.

Yeah... but if I have two units taking bearings at the same times I don't need the tool. The crossing LOBs indicate the location, etc. I guess it's good that the logic properly falls on the LOB intersections, but I could've used my Mk1 eyeball to figure that out.

I wanted to see a solution with non-uniform LOB points of origin (ie. variable LOB time intervals). I guess I can test it myself when it arrives...

BTW, I'm not seeing it at work. The system may have blocked it.
Can you send a copy to my home email?
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Old 11-08-07, 04:15 PM   #37
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Here you are. Ownship moves along a circle, times are random (not even in correct order, but that can't be seen). Note that the green circles at computed at times of the LOBs, to check that they fits them. Both ownship and target move at constant speed on this picture.

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Old 11-08-07, 04:28 PM   #38
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Now I tried to add some position error to LOBs. Now it can be seen that near-parallel LOBs gives poor solution. I've also checked that stronger leg (bigger heading change) gives better solution, and with more then 90 degrees turn it gives good solutions even with large artificial errors.
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Old 11-08-07, 06:00 PM   #39
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Looks good!

I think in MoBo this:


Might be implemented like this:


Where we would plot a series of LOBs and then run your gadget to plot the course line and put a contact with motion vector on the last LOB.
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Old 11-08-07, 06:22 PM   #40
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There should be also some kind of dot stack, and possibility to adjust the solution manually and see what dots does. There should also be NUMERIC average error. My method then would only give you a estimate which you could work on manually.
But it looks great ! Have you got my mail ?
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Old 11-09-07, 10:44 AM   #41
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No... I haven't seen any mail come thru.

If you like you can just copy/paste the code to a PM and I can piece it together on my end.

More than likely, I'll encapsulate it as a class.
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Old 11-10-07, 09:35 PM   #42
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How quickly can this be integrated into Mobo? I'm anxious to try it out.
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Old 11-11-07, 09:17 AM   #43
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It's gonna take a little time...

I think maybe before Thanksgiving is possible.
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Old 05-01-08, 01:37 AM   #44
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It has been quite some time... Any progress?
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Old 05-01-08, 06:52 AM   #45
XLjedi
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Yeah, you're right, it has been a while...

I guess I didn't think there was a whole lot of interest so I wasn't exactly in a hurry. The 1.1 beta does have a few new features, including plot save and unit data entry.

Lemme scan through it again and I'll try to see where it stands.
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