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Old 03-09-11, 01:10 PM   #8
Gargamel
Lucky Sailor
 
Join Date: Oct 2010
Location: Rome
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http://www.subsim.com/radioroom/down...o=file&id=1711

Try this.

While I have not done this in practice, as I usually have music or a movie playing also, and the room is generally too noise to use the hydrophones myself (I know, I'm leaving a lot on the table by not doing this, but it's just not practical, so my SO is one of my first guys to get promo'd and qual'd), in theory this should work.

Again, this is a theory that I have not tried, but should work.

Find an extreme edge of the convoy in your phones. Merchant, not warship. I really wish there was a "closest merchant contact" for this. But if you can find either the Far leading corner, or the near trailing corner, that should suffice. The Near leading corner and Far trailing corners would be buried in the rest of the convoy, so the FLC and NTC are the only contacts you can trust. These would be the first merchants you encounter as you swing the phones onto each side of the convoy. These two corners should allow to you obtain a firm 'point contact' on the convoy, and should be re-obtainable. Depending on the aspect angle of the convoy to you, you'll have to use your best judgment/guess as to which one to choose.



Enter it's bearing into the calculator I linked above. As described above by DR, wait some time, 5-10 minutes per should do. Then find that contact again, and enter it's bearing into the calculator again. Rinse, Repeat.

After 3 entries, it should give you a pretty accurate heading of the convoy.

If you want to get really fancy, you could do this for both corners, just scribble down the bearings as you do it, and plot them both when you have a full set. This should help eliminate any error you might find, and will allow you to plot the travel paths on the map, allowing you to sprint ahead and hunker down along their path. I try to get just inside the first or second column depending on how big it is, so the lead escort will miss me.
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