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Old 06-04-06, 11:30 PM   #3
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
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I think TMA is pretty easy actually.

The problem is that people don't do any of the work required to get TMA. Going to the station and moving the ruler around is the last thing you do.

First, you have to have some kind of educated guess from sonar and situational awareness what the contact is and what it is likely to be doing. Then you have to maneover your ship in such a way as to get a series of good bearing lines (at least two recording legs). Hopefully, you can also run DEMON analysis and get a estimate of the speed of the contact.

With the speed of the contact and a good set of bearing lines, the only thing left is to decide on a lag or a lead course, and then make an initial range estimate and start fiddling with the ruler. Generally speaking, if after that, you don't get a good solution in a minute or two, the contact is either maneovering, or you have made an error.

It is all of this that is the *essence* of submarine contact management and situational awareness... for me to play without this is like having Show Truth on.

That having been said, the new aTMA is bad enough to make the game fun to play in MP even with players who use it, so there is no problem using aTMA in my opinion, other than the game is much less fun for the person using the aTMA feature, but obviously there are many who disagree.

PS One caveat is that the TMA station on the frigate is a bit of a pain, but then again, I still prefer not to use aTMA because TMA is really not often needed on the FFG only contact merging and dropping, which the station works great for. If you urgently need TMA on the FFG, then it's well past the time you've used your active sonar, at least in my experience.
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Last edited by LuftWolf; 06-04-06 at 11:32 PM.
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