cleverusername
12-26-06, 11:54 PM
Season's Greetings Fellow Kaleuns!
First, an introduction. I am a short time lurker, and first time poster. Although I've been a flight simmer for almost half a decade, I started playing SH3 less than two weeks ago, and I've become quite addicted. What drew me into the submarine simulation genre was the mathematics involved in operating a submarine. My first exposure to submarines was the film "The Hunt for Red October". The scene that made the deepest impression on my young mind was when Captain Marko Ramius ordered his navigator to compute the timing of a critical course change:
"Navigator, recompute for 20 knots!"
"Yes sir! ...Turn on my mark... 3... 2... 1..."
The fact that abstract mathematical concepts were used to direct the operation of a physical, although fictional, submarine was more impressive than any of the spectacular action scenes that followed.
It should come as no suprise that I play on full realism, fully embracing the hands-on mathematics that are involved in a successful submarine mission. While initially frustrating, I've learned quickly, and I'm currently sinkng commerce with the best of them. To this end, I've received my virtual submariners education through several community members' contributions; namely Wazoo's Manual Targetting Tutorial, and an intercept tutorial written by a community member whose name I sadly forgot. I'd also like to thank the numerous other members of this forum, whose questions and answers helped me to perceive the subtle complexities of this simulation. Now I'd like to return the favor, and share a little something I worked up myself.
SINGLE OBSERVATION FIRING SOLUTION PROCEDURE
Objective
Using a single periscope observation of a target ship, compute all the variables necessary for an accurate torpedoe firing solution: Range, Speed, and AOB (Angle on the Bow)
Introduction
A target ship's position and behavior can be described using four elements: Bearing, Range, Course, and Velocity. Bearing and Range fix the target's location, and Course and Velocity predict it's future movements. These four elements are required to calculate an accurate torpedo firing solution.
The easiest way to gather this information is to take two successive bearing and range readings at a known time interval. This will create two points on a two-dimensional grid. A line connecting the points reveals course, and the distance between the points can be divided by the time interval to produce speed. This is the method used in Wazoo's Manual Targetting Tutorial.
While simple and effective, this method has two significant drawbacks. First, it is very time consuming. By its nature, this procedure requires the captain to wait some time interval between his readings. In a time critical situation, such as when engaging a target that's rapidly moving out of his optimal firing spot, a captain might not have the time needed to wait the minute or so between plots. Second, this method is very susceptible to user error. In order to get an accurate course and speed, one must acquire at least two accurate bearing and range readings. A single inaccuracy will result in an erroneous range and speed. This effect can of course be mitigated by taking many readings, and averaging the results. However, this also takes up valuable time. In the life of a submariner, the difference between victory and death is often measured in seconds.
This paper will detail a procedure by which a captain can obtain all the necessary information needed for a firing solution with just one target sighting. Since this only depends on one accurate sighting, rather than two, the potential of error is greatly reduced, and the time required to achieve a firing solution is reduced from minutes to seconds.
First, an introduction. I am a short time lurker, and first time poster. Although I've been a flight simmer for almost half a decade, I started playing SH3 less than two weeks ago, and I've become quite addicted. What drew me into the submarine simulation genre was the mathematics involved in operating a submarine. My first exposure to submarines was the film "The Hunt for Red October". The scene that made the deepest impression on my young mind was when Captain Marko Ramius ordered his navigator to compute the timing of a critical course change:
"Navigator, recompute for 20 knots!"
"Yes sir! ...Turn on my mark... 3... 2... 1..."
The fact that abstract mathematical concepts were used to direct the operation of a physical, although fictional, submarine was more impressive than any of the spectacular action scenes that followed.
It should come as no suprise that I play on full realism, fully embracing the hands-on mathematics that are involved in a successful submarine mission. While initially frustrating, I've learned quickly, and I'm currently sinkng commerce with the best of them. To this end, I've received my virtual submariners education through several community members' contributions; namely Wazoo's Manual Targetting Tutorial, and an intercept tutorial written by a community member whose name I sadly forgot. I'd also like to thank the numerous other members of this forum, whose questions and answers helped me to perceive the subtle complexities of this simulation. Now I'd like to return the favor, and share a little something I worked up myself.
SINGLE OBSERVATION FIRING SOLUTION PROCEDURE
Objective
Using a single periscope observation of a target ship, compute all the variables necessary for an accurate torpedoe firing solution: Range, Speed, and AOB (Angle on the Bow)
Introduction
A target ship's position and behavior can be described using four elements: Bearing, Range, Course, and Velocity. Bearing and Range fix the target's location, and Course and Velocity predict it's future movements. These four elements are required to calculate an accurate torpedo firing solution.
The easiest way to gather this information is to take two successive bearing and range readings at a known time interval. This will create two points on a two-dimensional grid. A line connecting the points reveals course, and the distance between the points can be divided by the time interval to produce speed. This is the method used in Wazoo's Manual Targetting Tutorial.
While simple and effective, this method has two significant drawbacks. First, it is very time consuming. By its nature, this procedure requires the captain to wait some time interval between his readings. In a time critical situation, such as when engaging a target that's rapidly moving out of his optimal firing spot, a captain might not have the time needed to wait the minute or so between plots. Second, this method is very susceptible to user error. In order to get an accurate course and speed, one must acquire at least two accurate bearing and range readings. A single inaccuracy will result in an erroneous range and speed. This effect can of course be mitigated by taking many readings, and averaging the results. However, this also takes up valuable time. In the life of a submariner, the difference between victory and death is often measured in seconds.
This paper will detail a procedure by which a captain can obtain all the necessary information needed for a firing solution with just one target sighting. Since this only depends on one accurate sighting, rather than two, the potential of error is greatly reduced, and the time required to achieve a firing solution is reduced from minutes to seconds.