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Old 03-31-10, 03:24 AM   #1
gutted
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Default [WIP] Hydrophone Tracker/Quick Plotter

[EDIT] If you want to test it out, read post #17 on page 2... then find the link in post #20.
Next version will have a friendlier UI and allow for you to do it while moving.



Nearing the completing of the latest tool slated for Solution Solver 2.0. I'm working on it as a standalone app, but the guts are contained in a custom control. Once it's done.. i can easily just drop it into Solution Solver 2.0's new tabbed interface.

Anyway, it's still a WIP... but it's cool as hell, provided you can feed it accurately. But then again, this is just a BVR estiamtion tool when you lack active sonar, and should never use it for TDC inputs. I tested it against Moboard's TMA plot, and i get the exact same results for ALOT less work.




Just follow along with the pictures to see how it works. (Timing interval is the minutes you used between readings)


Note: some controls are disabled until you complete the step before.....






Note: Be sure to draw the predicted bearing on your in-game map before you move. You need it for triangulation.



Once you plot your triangulation line on the in-game map (the green one above).. you can see what range he is on the predicted bearing where your two lines intersect. You need that range to calculate his speed. Enter it and the dashed red esitamtion line will turn solid and move to the correct location.... the speed will then show, because now we now the distance he's been travelling between the sighting lines every 15 minutes.

Note: The green line is a photoshop.. it's not part of the program. You should be drawing that one on your in-game map.



Currently you have to be stopped when grabbing the first three readings.. once i get this finished and figure out how to even calculate it while moving, i''ll give it a whack. Still cleaning up some of the code and need to add a special case for when some of your 1st and last sighting lines are on oppostie sides of the 350/000 bearing line.
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Last edited by gutted; 04-02-10 at 02:21 PM.
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Old 03-31-10, 03:32 AM   #2
gutted
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I've also expanded upon the crude position keeper "debug display" i left active in the 1st beta Solution solver 2.0.

It's now a full fledged feature and has it's own display, with auto zooming to keep both ships in view and a decent distance apart.

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Old 03-31-10, 04:09 AM   #3
urfisch
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integrate apps ingame would be the greatest thing done so far!!! i think of a an enigma machine...and small ingame games, like chess, cards, etc. for getting the time passed...
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Old 03-31-10, 08:40 AM   #4
difool2
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TMA for a WWII sim-wow.
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Old 03-31-10, 09:34 AM   #5
kylania
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This looks amazing! I'd just started getting into this hydrophone hunting too. Unfortunately my first attempt was near a harbor so the in harbor patrols kept screwing me up.
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Old 03-31-10, 12:18 PM   #6
gutted
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Quote:
Originally Posted by difool2 View Post
TMA for a WWII sim-wow.
If you are hinting that this is unrealistic, then you sir are wrong.

It's done with alittle vector math, which you can do by hand by drawing with the in-game tools.

If you dont know how... then view this guide posted a long time ago:
http://www.subsim.com/radioroom/show...light=tracking

The program uses roughly the same technique, but spares you from having to draw it out yourself. Think of it as telling your intercept officer the bearings and him plotting it for you.
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Old 03-31-10, 12:36 PM   #7
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Looks great. Another hydro-tracking tool.

If you also allow for an option to set the sub's course while at the first listening position you could make a true-bearing plot instead of the relative plot now. Then you could also require the player to mark the old first listening location and the new listening location on the game map, have them just measure the (average) distance and course inbetween and feed that to your Solver. Then you'll have the full situation in a true bearing plot automatically. I preffer to do everything on the game map, but I guess alot of other users would find it tricky to compare this relative bearing plot against what they need to plot on the map (the little green line). But what you have sure makes things easier for them allready.
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Old 04-02-10, 09:48 AM   #8
Takeda Shingen
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Moved to appropriate forum.

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Old 04-02-10, 09:53 AM   #9
Nico71
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You mean, I don't need to check every hour again to see if it's finally available?

Call me a nerd or whatever, but somehow this TMA stuff got me hooked!
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Old 04-02-10, 10:09 AM   #10
gutted
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Ok you can test it out:
http://www.subsim.com/radioroom/down...o=file&id=1699

Just keep in mind that im working on a more robust version. Both in the computed solution and UI friendliness.


Also: a few things have changed since the screenshots posted. The range scale at the top left is gone, the display is no longer zoomable with the mousewheel. The red line doesn't turn solid and move to its correct range once you input it. Displaying it at the correct range was a useless feature, and only forced you to zoom in and out. Instead the lines will scale to fit the bearing wheel.



kylania:
You might wanna redownload it, i made two small updates to it since your copy.

1. The lines are anti-aliased now.
2. The predicted bearing and estimated course readouts are not rounded anymore.
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Old 04-02-10, 10:10 AM   #11
gutted
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Dude, why the hell did you move the thread here?

It's not a mod.

Now you're going to have all sorts of people jumping in here thinking i made something to drop into their game.
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Old 04-02-10, 10:36 AM   #12
gutted
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One last tidbit.. you can do with the scope as well.

Just use a smaller interval due to the closer ranges.
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