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Old 08-31-05, 07:34 AM   #4
ReubenJames
Gunner
 
Join Date: Aug 2005
Location: wishing to live in St Ives, England.
Posts: 92
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Alright seamen, here comes my results. With TMA switched to auto, it makes a hell of difference. Every dot, which now I understand, sits tight on the vertical line of the "T" bar at the upper left of the TMA screen.

I also get more familiar with the operation now. To report a contact, I just click (i.e. "mark") either on the NB or the BB displays. If I encounter an Active emmitting sonar source, mostly from surface vessels, I just "mark" by drifting the triangular pointer to the direction vectored by the display. Whcihever way, a dot will be put on to the "T" bar to represent my reporting. It is not done automatically, I have to manually perform this procedure.

The more reporting of the contact I make, the more accurate the speed is as indicated by the TMA instrument. Thanks to many of you, I now get to the method of classifyig the contact and use the TPK. I suppose the TPK is the number of revolutions the bladers have been through per 1 nautical miles of trip.

I wish there would be a co-op, whereby human players can do at each station. For instance, I manage the sonar, zma manages the TMA, Kaptian gets to the weapons...etc. That would be great fun.

Anyway, I still have 1 big question for discussions here. Probably a bad habit inherited from playing flight simulation over the years. See, the speed of aircrafts is several hundred times that of a boat. So when I go creating a mission, this bad habit makes me placing units 10~20nm away. It takes ages to get to each other.

Q1: What separation do you use normally when you create a mission?

Q2: What is the fundamental technique to look for possible contact? Right now, I make turns in steps of 45 degree at roughly 5 knots. Is that a good method? I can't think of anything otherwise. Would you suggest some other methods?
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