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Old 03-30-2014, 03:57 PM   #16
NavyUSA
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For completeness, I list the procedural sequence that should be followed with the tables: (repeat for those who are interested, I can send you by email all tables for all relative bearings ad all LOS type)

Scenario: bearing-only TMA, track target with TA, ownship and target(submerged) in search phase.

i) Measure the Br at time 2 and 4. (target range is decreasing or increasing?)
ii) Recognize LOS type. (LAG, LEAD)
iii) Whit the Br measured at time 4 and relative target bearing measured at time 2 --> choose the corresponding table. (RelativeB+LOS+Br --> Table)
iv) Obtained the probable interval target range, seek a possible alignment of the points in the dotstack in the interval range. (Strip plotting)
v) If the probability is friendly, the target will not be far from the solution found. Otherwise you will fall into the 5% probability that the interval be wrong.
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Old 03-30-2014, 04:49 PM   #17
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Sure, send them. Expect a pm.
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Old 04-07-2014, 06:34 AM   #18
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Quote:
In SH3 and SH4 though, I rely much more on the graphical methods of determining course and speed based on bearing alone. (search subsim for 3 bearing and 4 bearing method) And my self-created 3-bearing AOB finder sliderule disk. Unfortunately the drawing tools in SC and DW leave much to be desired to be able to do this effectively in the game. (no ability to plot lines on the map, only during mission editing)
Please note that "3 bearing and 4 bearing methods" are not usable, not because you can't draw lines but for other obvious reasons.
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Old 12-03-2017, 03:36 AM   #19
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"About formula: (simple trigonometry)
With the law of sines you can calculate the angle § = arcsin( B/L*sin(w)) , w lower angle between B and bearing at time 0.
B/L << 1 therefore § is approximately equal to §* = arctan(B/L) OR §* = arcsin(B/L) [error=<10^-2] ''more easier to calculate''. In the example B is SpeedOwnship/60*2. For obtain L is sufficient bring the cursor on intersection of the bearings when the bearing appear on TMA display."

Can someone explain how i get the angle w?
Is it possibel to get the tabels for relative bearings and los typs?
Regards

Last edited by Seppel; 12-03-2017 at 03:51 AM.
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Old 12-03-2017, 05:31 AM   #20
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A Warm Welcome To The Subsim Community > Seppel
Subsim <> Make A Donation <> See The Benefits <> Support The Community
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Old 12-03-2017, 10:46 AM   #21
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Quote:
Originally Posted by Seppel View Post
"About formula: (simple trigonometry)
With the law of sines you can calculate the angle § = arcsin( B/L*sin(w)) , w lower angle between B and bearing at time 0.
B/L << 1 therefore § is approximately equal to §* = arctan(B/L) OR §* = arcsin(B/L) [error=<10^-2] ''more easier to calculate''. In the example B is SpeedOwnship/60*2. For obtain L is sufficient bring the cursor on intersection of the bearings when the bearing appear on TMA display."

Can someone explain how i get the angle w?
Is it possibel to get the tabels for relative bearings and los typs?
Regards
The part in bold is important (B/L is much less than 1). It's the small angle approximation, so you don't need "w".

What is this formula in reference to? I just skimmed this thread briefly and didn't see anything.
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Old 12-05-2017, 02:13 AM   #22
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If I understand correctly, the formula should determine a more accurate bearing rate. The formula is taken from an Italian tma manual (see link) I am looking for a decent method to get a better beraing rate, but so far without success. all self-determined beraing rates, for example, with the stopwatch are firstly inaccurate and secondly not suitable for a combat situation. other methods such as MoBo, in my opinion, ****. The general problem is the indication of opponent bearing. in all subsimgames I get, this is given as a whole number and not as a number with decimals.
We need a method with which we could determine the bearing rate relatively quickly after the first bearing. Maybe this formula is suitable? but I am still in the process of understanding them.
Best regards
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Old 12-05-2017, 02:53 AM   #23
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Seppel!
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Old 12-05-2017, 09:02 AM   #24
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<s> mate
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