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Originally Posted by Kurushio
But the TMA is proving a tough propsition on other platforms.
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TMA is where a lot of the nuance of ASW lies. It's actually not hard to get a pretty good estimate of a target's location once you have a good estimate of the target's speed, but unless you have DEMON on him in the game, you have to make some judgements. I think that's important, though, because you can get a feel for the uncertainty on your estimate of the target's position. That's frequently as valuable as a perfect firing solution. If you can say he's vaguely someplace, then as long as the area of uncertainty isn't huge, you might decide that's worth shooting at all by itself.
There's also some fact that are useful. For example, if a target's bearing is constant then it's either on a collision course or parallel to you.
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Could someone answer me what "bearing" is exactly? In SH3 the bearing given would be relative to your course, I believe? So if I was on a heading of 180 and the contact was at 180, it would be deirectly behind me (north), yes? In Dw if I have a heading of 180 and the contact is at 180, it would be in front of me (south)? Is that correct? The bearing in DW is relative to magnetic north?
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In SH3 I suspect they use what is called the "relative" bearing of a target. The angle is measured from your bow.
In DW they use "true" bearing, relative to North, except on the FFG bridge lookouts and binocular views. In that case they use relative bearings.
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Damn hard learning navy stuff....
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Yeah... it can seem very abstract in the beginning, and it is! It really emphasizes the sorts of calculated gambles in the face of uncertainty that one must make in naval warfare, and the techniques one can use to limit one's uncertainty. DW is fun because it really emphasizes a lot of the "nuts and bolts" kinds of skills of naval warfare, like TMA.