View Single Post
Old 02-19-15, 08:17 AM   #11
JT1981
Planesman
 
Join Date: Apr 2007
Location: China
Posts: 190
Downloads: 618
Uploads: 0
Default

Quote:
Originally Posted by TorpX View Post
Yes.
Ideally, yes, but any inaccuracy in your solution will tend to increase over time. Let's say you input range, speed, Aob, and bearing into the TDC, and all are accurate except the speed is half a knot low. The TDC will update the solution, but the updated position will fall behind about 50 ft. per minute. If you didn't correct this over the course of several minutes, it could be very significant, but if you only go a couple minutes, it might not matter much.

I know this may be a little too much information, but I think it is worthwhile for people to know how the actual TDC's were operated. As they started tracking a target, estimates of speed, Aob, range, and bearing are fed into the TDC at every observation. Initially, these estimates, based on long range observations, were likely to be inaccurate. As more observations are made, the corrections required would be less, and this would lend confidence that the solution is good. Note that both the target and the boat would likely be altering course as this process unfolds, so it wasn't a quick, cut and dried matter. Once the skipper considered that conditions were favorable, the torpedoes could be launched at any time. It wasn't necessary (or even desirable imo), to alter the set-up to a certain angle/track, nor was it required to launch when the target reached a certain bearing. (Many players become fixated on getting a "perfect" 90 degree, or whatever, track angle.)

I should also point out that the RL TDC had no provision for turning off the position-keeper. In fact, it was somewhat more complicated than the game version we use.
You said half a knot?i thought the speed in the game is all integer,,am i wrong?i have tried in the game,set 8.5knots,but the pk shows 9knots...there is not half a knot can be set...
JT1981 is offline   Reply With Quote