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#1 |
Swabbie
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Time to plot firing solution
Could someone please tell me the time to plot a firing solution from the initial contact.
1 In the real world 2 In the game Thanks Bill Dickson |
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#2 | |
Naval Royalty
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I think this reflects reality fairly well. There's little things, but you can measure things accurately enough in the game to do pretty good in most cases. There's other things, though that would allow you to achieve a solution faster. In the game there's DEMON, which allows you to figure out the range pretty fast from the bearing rate. You can lock down on someone almost as soon as you have broadband contact with that. DEMON exists in real life too. I'm not sure how reflective of real life the game's DEMON is. In real life, they also can measure range using the Doppler shift. I wish we could do this in the game too. It'd make even a single narrow band tonal vicious. |
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#3 | ||
Samurai Navy
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http://www.fuzzytech.com/e/e_a_kumm.html It appears it's different, line intensity apparently being more important than number of lines to determine blade count. Quote:
A single tonal... Only if you know its frequency exactly. If, for example, they're not running the generators at the exact specified speed, you'd get errors. |
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#4 | |
Frogman
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And yes, I too wish it were modeled. It is an accurate way to determine if a contact is opening or closing, manuevering away/towards, increasing/decreasing speed. ("Conn, Sonar, Possible target zig, Master One!")
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#5 |
Planesman
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Doppler shift is modeled in the game. Look at a circle searching torpedo in NB.
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#6 | |
Loader
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And doppler combined with relvel can give you a good firing solution in two updates (three minutes), and give you a very good appraisal of the situation after one ("TMA update!") - enough to send the helo out into a reasonable AOP and give the sub something to think about. The strip plotting used in the game is not the primary method of doing it - it's a check, and a good one, but it takes too long. And again I'll reiterate what has been said, doppler is modelled in the game, but the displays we are given makes it not worthwhile to use, outside of fast moving/close range contacts like torps circling sonobuoys (up doppler pointer 03, down doppler pointer 07, CPA pointer 12. Whoopeee). That's OK, it wouldn't be useful to too many people and double the size of the manual.
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#7 | |
Naval Royalty
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You know your own speed so you can figure out the target's speed if you know the relative speed. If you have the target's speed and the target's bearing rate, you have a good estimate of the target's range. It's all about putting the pieces together. Knowing the target's speed can give you a pretty good range estimate very quickly. I don't know how much calculus you know, but here's how I think about it.. Pick a reference frame where you are stationary. In a very small instance of time, dt, your target (which is moving relative to you) travels a very small distance, ds. The target's speed v = ds/dt. In that small instance of time the target's bearing changes by a small angle, dw. His bearing rate, BR = dw/dt. Now, by the definition of an angle, ds = R * dw. So, ds/dt = R * dw/dt. Therefore v = R * BR. So... R = v / BR. If you know the bearing rate and you know the speed, you've got his range. You don't NEED to know his speed. You can do it with just bearings (see discussions of Ekelund ranging) but if you do have his speed, it's easy. Ultimately it's all just your highschool geometry class. Last edited by SeaQueen; 06-06-06 at 08:04 PM. |
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#8 |
Commander
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Doppler effect have an impact depending on the course of the target relative to your position.
In simple words : if the target is going away, her frequency spectrum will be a bit higher than if the target is heading perpendicular to your position. On the opposite, if the target is going away from you, her frequency spectrum will be a bit lower than if the target is heading perpendicular to your position. the immediate information a doppler shift could give you for a target, is if this target (after beeing identified) is going toward (higher frequencies), perpendicular (normal frequencies) or away (lower frequencies) from you. But about finding a speed with a doppler shift on target frequency will be MUCH MORE difficult than to use a simple TMA. As said compressioncut, to use calculations based on doppler shift will need to double the size of the manual. Doppler is only used as range finder for distant galaxies, because the expansion factor is already estimated. |
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#9 | |
Loader
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Fr is frequency received, with both platforms' doppler included. Fc is frequency corrected, with our doppler removed. F0 is the frequency of interest with no doppler. Fr < Fc < F0 means we are in an overall opening situation, the target is aft of our beam, we are aft of the target's beam. Fr=F0, CPA And so forth. It doesn't matter much because we can't do anything with it in game.
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#10 | |||
Naval Royalty
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It's up to the ASW geeks like us to write supplements, develop tactics, design scenarios, etc. which will allow the children to learn the real depth of what's provided. But... unfortunately... we have no useful Doppler effect in DW. ![]() Quote:
Last edited by SeaQueen; 06-06-06 at 08:18 PM. |
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