Quote:
Originally Posted by RSColonel_131st
Basically yes, you plot the bearing lines at set time intervals (they will likely fan out, especially if you are stopped), and then you will either need two range/bearing combos or a good speed estimate. You want to find the target course that crosses your bearing lines at appropriate speed (i.e. 500 yards between two bearing lines taken at three minutes means 5 knots, if you know the target makes 9 knots, then you need 900 yards between the lines, which then results in a course and range).
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Just remember... If you're not stopped, you're not plotting true motion either.
If you want to take bearings and keep moving, the relative motion plot/solution has to be converted (with vector addition) to true motion.
You can also predict future bearings to target and then triangulate on the exact target position. Knowing the position you can solve for distance, knowing the distance you can solve for speed. So you don't absolutely need to ping the distance, or try to get range, or a speed guesstimate. It is possible to do it all by analyzing the bearing motion from 50m below.
Now keep in mind, while doing all this there's a good chance your target will be out of firing range by the time you've solved for course, speed, location. At this point you surface a good 8000m away and do a surface run end-around. It's not that easy to keep track of all this without a good attack course plotter to help you manage the data (perhaps like a tracking team would?). But, I s'pose it could be kept track of on the in-game map and with a paper-pencil moboard. You'd probably need to make yourself some sawtooth speed rulers to help with a paper-pencil solution.
Obviously, I prefer to use MoBo.