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Originally Posted by NavyUSA
It is easier to calculate the angle between two bearing (in LAG los)with the pocket calculator  :
angle = arctan((So*2/60)/(length segment bearing from ownship and the intersection point))
Br= angle/2 [DEG/min] ''always approximated for defect''
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Sure, a pocket calculator does make it easier. I didn't find that much math though in that document that you suggested. Or it is hidden in the Italian text. Do you have any other suggestions where I can find how this formula is used and explained? Feel free to make us a tutorial.
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Zig-zags method is useful when target is very far. Allen Schrader in his video show a TMA solution of one target (civil) at range 35 nm. In this situation there is insufficient relative motion between the two platforms and is necessary to move along three/four legs (LAG and LEAD) with 4/5 bearings for leg, exactly Zig-zags.
So, this is a unusual scenery. Method inefficient for target range less then 11 nm (probable scenery).
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Well, speed changes only also helps to change the bearing rate. But not as much as a lag-los. I can't comprehend this method that you suggest in the first message, so I can't really say anyting about it's preference for short range TMA.
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Plotting Procedures in Dangerous waters aren't necessary, but certainly in the Second World War
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Until you frequently patrol close to the bottom and near to the shores. Then you'll like to do a bit more depth contour-plotting by yourself. It's a shame it isn't possible during play really, as the code is obviously built into the engine. If I can plot circles and crosses, why not lines? Time comparison between modern and WW2 eras is just no excuse. I'm sure real life operators would have this function.
I know there is MoBo, the electronic manoeuvring-board application. But it is external to the game.