Quote:
Originally Posted by jmr
^^^
The old subsim, Fast Attack simulates that nicely. There's no picture of the drawn plot shown in that review but based on your input, Rip, it functions just as you described. What I never understood was how in the hell did you find a good solution on a track. It seems like there could be an infinite number of course/speed solutions you can find using your speed strips.
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The key is changing the speed in the line of sight. The hardest part is determining range. Sonar will usually provide a fairly close speed. There are two techniques that help a lot.
One is by using what is called a lag leg. Which basically means moving in the opposite direction of a contact in the line of sight bearing lines will cross between you and the target. This provides an absolute minimum range.
Next you change directions in the line of sight and if possible overlead him. This will cause bearing lines to cross beyond the target. Bang absolute maximum range. Between that you just try to get a certain target solution to fit the bearing lines as you alter ownship course and speed creating legs that will only allow one solution to match the bearing lines thought your maneuvers. The more legs the better the solution.
The fire control systems really do the same things it just displays the bearing errors as a stack of dots. If you make the dots stack perfect the solution fits all the bearing lines.