i have no idea how the autocrew figures it. i imagine its just coded into the a.i. lol.
just do it yourself.... assuming the same principles the ai translates the autocrew to do because, frankly, i cant think of any other way it could be done...so...
positively ID a contact using narrowband sonar, designate/assign a track for it, for the purposes of translating it to the demon display...
then flip open the manual, find the make/model of the contact, go to DD, select the correct sensor array. find the designated track, check the contact's TPK and compare it to the DD, adjust the tpk accordingly, now you get their speed.
1 variable out the window. another neat thing is now you wont have to manually ID the contact on the nav map, for the purposes of targeting/assigning tubes to it in the fire control station.
you should now have a decent idea of the range...because...
*if the LOB's width on the TMA plot doesnt match the length of the speed strip (ruler) or the speed in the trial solution field, you know your speed is wrong*
... you need to slide it (depending on if its a lead or lag leg) until its at the correct length to match the LOB's width. (and the contacts speed/ruler length) thus accurately representing the contact's speed in knots, which you should have already "locked in" to the solution.
because of this, you should also have a decent range estimate, which can now also be "locked in" to the target solution.
2 variables out the window.
remember, you can always pause the game @ the TMA station whenever you desire.
if you knew this already, sorry just trying to help because TMA is not the easiest thing to do in the game, and alot depends on your success in manipulating it.
or you can just let the autocrew do it for you.