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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
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Hey Guys!
I think I've finally figured out how to make use of the bearing rate indicator on the nav screen for targets. In order to do better TMA, I've started keeping a manual bearing rate. My spread sheet calculates it automatically, I just have to put in times and bearings. It just does a quick least squares fit to a line. I read the correct coefficient, and that's the best estimate of my bearing rate. The thing is... When my firing solution is really close to where my target is, the bearing rate I calculate by hand, equals the bearing rate calculated by DW on the nav map. So... I can use that to have a pretty good estimate of how well I'm doing on the TMA screen. There's actually a geometrical reason for this, because I think I understand how DW calculates the bearing rate it displays. It's just the target's relative speed across the bearing divided by his range, according to what you put in as your firing solution. For those not up to curve fitting, it's probably sufficient to just take a ruler and some graph paper, plot time v. bearing, and read the slope of the line. Last edited by SeaQueen; 09-21-06 at 07:00 AM. |
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#2 |
Planesman
![]() Join Date: Feb 2006
Posts: 185
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There is a formula in there, and it's very fundamental to TMA.
What if it wasn't bearing rate you were trying to figure out, but was something else, like....range? This is the first thing they taught me in the TMA part of my school. It's the inverse relationship between bearing rate and range, and understanding everything else hinges on this. When you combine ekelund ranging or tri-ranging with this formula and a best estimate of speed, you will know speed across the line of sight and course. Who needs a fire control system when you can look at the sonar display and do it all in your head? |
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#3 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
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Well you need good solution if the target is far away. You need great solution if your torpedo is not auto guided (WW2 torpedoes).
But in DW .. if it is far, it will detect the launch and evade. If it's near, just send the fish down the actual bearing. All you need is general distance estimate. With DW there is problem in dense situation. Solutions gets old. You can have solution at 90, when sonar says track is 270 !. This will degrade shooting much more then bad speed estimate or distance estimate. You can of course hop to TMA and build solution manually. But sometimes it works best with no TMA at all. Hm .. with sub launched asroc, THEN you need quite a solution. But I had no chance to use these for a time. You need deep water, and far submerged contact. Submerged contacts have this problem that you usually detect them way too close ![]() |
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#4 | |
Naval Royalty
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Location: Washington, DC
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It's interesting, though, because unless (in the game) you have DEMON, you have to make an assumption about the target speed, and whether you're on a lag or overlead LOS. I'm not sure if that influences the likelihood of making a hit, though, since the torpedoes have an absurdly high search rate. |
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#5 | ||||
Naval Royalty
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Location: Washington, DC
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#6 |
Captain
![]() Join Date: Nov 2002
Location: helensburgh
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the simulation is at fault here a tma crew should by even mediocre standards produce a valid range co and speed in about 5 mins also a real sound room crew can tell you if a contact is close or far and what it actually sounds like mv warship or fishing vessel and an average TPK speed for the contact this also refines the tma effort its just not represented very well in the game
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#7 | |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
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Maybe if I jump to TMA and if I select contact, autocrew will update it right away. Does anybody know how exactly it works ? Last edited by Dr.Sid; 09-22-06 at 04:56 AM. |
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#8 | ||
Captain
![]() Join Date: Nov 2002
Location: helensburgh
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thats how its done in the real world my friend i have two operators with me on the TDHS tactical data handling system one duz the big picture and what we call housekeeping ( making sure the info coming in from sonar is correct) and the other works on the contacts of interest that i and the oow designate |
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#9 | |||
Planesman
![]() Join Date: Feb 2006
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Once you have a good solution on a contact you can pretty much leave it alone, and just reevaluate it every time something changes. There is always a little bit of error, but over time it becomes negligible. I've stood watches where I tracked two contacts the entire time, and then I've been in situations where there were hundreds and the OOD got me some help. Regardless of the situation, everyone initially goes into that system with an updated solution. |
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