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View Full Version : how does tma autocrew calc range?


tmdgm
08-07-11, 07:35 PM
Just wondering because there are times where it's obvious a contact is closer than another contact because of the thickness in the sonar line. But it shows the lighter contact closer. Too bad you can't manually override without turning off tma.

Also, does time compression screw up the range calc? Seems to jump all over the place with tc on (and sometimes with it off too).

Blacklight
08-07-11, 08:43 PM
There are a few ways to get an idea of the range. One way is to zig zag your course over several minutes (the longer the interval between the turns, the better) Try for 45 degree turns reletive to the target. You can use this to help triangulate the range.
You can also use active sonar to figure out range, but only if you want them to detect your position. Same thing for radar. You can also use your periscope to guage the range using the stadiometer.

Molon Labe
08-08-11, 03:43 AM
aTMA knows the truth and throws in a certain amount of error that decreases over time, provided the target maintains course and speed. They didn't program it to accurately represent the effects of Ownship maneuvering or anything like that.

Blacklight
08-08-11, 04:04 PM
I usually do my TMA all by myself unless there are a lot of contacts in the area. In that case, I turn the autocrew on because while I'm spending time trying to figure out where one guy is, the other contacts have moved all over the freakin' place.
With autocrew on, I usually just fact check it's work once in a while to verify that it's doing it's job right. It DOES get annoying when I will fix an error in it's calculations only to have it eliminate my fix and put the error right back in when I turn the autocrew back on though. It does that quite a bit to me. :damn:

tmdgm
08-10-11, 01:46 PM
thx for the response. it just seems like the range jumps around alot when tma autocrew is turned on, by alot. This is when i've been tracking him for a while. At first i thought this was a time compression thing but it does it alot without tc. Even changes when i have the periscope up and can see him visually. One minute he's 10000 yds, then poof he's 20000 yds. 5 minutes later he's 30000 yds, when he really hasn't changed.

I'm still learning the basics of the game so haven't done my own tma yet.

Daniel Prates
08-10-11, 06:42 PM
I like using TMA autocrew, as it helps you sort out all the multiple contacts you usually get in thick missions. I don't see this as tweaking realism, as not only a real life skipper has crewmen to do things for him, but also ... lets face it... the TMA results are usually far from precise and, once you get your priorities straight, then you can assume TMA by yourself when most of the boring work has been done (such as sorting out those speedboats and what the hell they are doing, if they are coming near to a dangerous area where they can be accidentaly 'found' by your torps...)

Ensign Dunsel
09-06-11, 09:53 AM
I read a fictional book on submarines once. In it the captain inputted a solution into fire control on a hunch. I played Dangerous Waters for a while now and one of the things I do not understand is why there is not a captain override. In fact, if I set the confidence to high on anything, the sim should not override it unless I change it back down. Just a grief and a suggestion.

Dr.Sid
09-06-11, 11:41 AM
Confidence is just for classification. Not for position of the target. And if you turn TMA autocrew off, computer wont do anything with your tracks.

green_abobo
09-11-11, 02:17 AM
i have no idea how the autocrew figures it. i imagine its just coded into the a.i. lol.

just do it yourself.... assuming the same principles the ai translates the autocrew to do because, frankly, i cant think of any other way it could be done...so...

positively ID a contact using narrowband sonar, designate/assign a track for it, for the purposes of translating it to the demon display...

then flip open the manual, find the make/model of the contact, go to DD, select the correct sensor array. find the designated track, check the contact's TPK and compare it to the DD, adjust the tpk accordingly, now you get their speed.

1 variable out the window. another neat thing is now you wont have to manually ID the contact on the nav map, for the purposes of targeting/assigning tubes to it in the fire control station.

you should now have a decent idea of the range...because...

*if the LOB's width on the TMA plot doesnt match the length of the speed strip (ruler) or the speed in the trial solution field, you know your speed is wrong*

... you need to slide it (depending on if its a lead or lag leg) until its at the correct length to match the LOB's width. (and the contacts speed/ruler length) thus accurately representing the contact's speed in knots, which you should have already "locked in" to the solution.

because of this, you should also have a decent range estimate, which can now also be "locked in" to the target solution.

2 variables out the window.

remember, you can always pause the game @ the TMA station whenever you desire.

if you knew this already, sorry just trying to help because TMA is not the easiest thing to do in the game, and alot depends on your success in manipulating it.

or you can just let the autocrew do it for you. :88)