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No doubt understanding the problem both from a graphical and mathematical basis helps with understanding the situation. Many times I'll take a graphical situation and then mathematically calculate my error tolerance to see if it's worthwhile to shoot. I did that with the Mark 1 version of the fictitious course brainstorm, finding that the method sucked but if I could reduce to a range of 500 yards I would hear booms. Of course so would a blind chimpanzee, but you gotta salvage what dignity you can!:har:
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Still brainstorming on CCCM: Link
Geometrical solutions expanded to include:
It is a long read, but give it a try anyway! . |
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hmmm..... I'll take it. I'll read it, implement it, and give you feedback. In the meantime, try overcharging your cranium to more solutions. We could use a twist anytime. :03::rock::salute:
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I continue work on the subject and have formulated a more easy method to implement in situations where the sub can move faster than the target. Please read through the material and comment if you have time to spare.
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I took a look at your method. Nice work. :) |
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The basic problem is "establishing" a collision course, in particular if the target is distant. For example the bearing to the target can remain unchanged, for a specific QwnShip speed but for a "span" of courses. As the target approaches this tends to become less of a problem. But of course as it approaches your ability to remain on the surface becomes ... uhmmm ...."tactically challenging" :D. Now after you submerge your speed limit becomes lower and if you have DDs close enough even more so. Another drawback is that sometimes you need a "fine tunning" of your speed which I can achieve within the game (alrhough Ithink there is a mod that allows you to control speed to 1/10 of a knot). At the moment I'm trying to combine a collision course+bearings only simple target motion analysis method. Looks promising ... but this time I'll do all the testing before posting! :yep: . |
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