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#1 | |||
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![]() Join Date: Oct 2011
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![]() You know that the bearing rate has a very good correlation with the distance of the contact. It's inversely proportional to the range. These tables are born, from a statistical analysis of Bearing rate variation, by varying the range, route target and relative bearing. Quote:
http://www.betasom.it/forum/index.php?showtopic=33792 The direct link is this: http://goo.gl/S7iAUy Page 24. Quote:
About it, I think that speeds between 5 and 7 knots are not very restrictive, for several reasons. |
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#2 | |||
Silent Hunter
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Location: AN9771
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Anyway, I think I'll have pizza tonight and set my teeth in this document. Thanks ![]() |
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#3 | ||
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The standard deviations in that tables shows how much is variation or dispersion of the bearing rate from the average value, for the particular situation fixed by relative bearing, type of los and range. Quote:
If a player is moving at speeds less than 5 knots, means that its towed array will be curved in depth, this will not give him a good solution, and the transducers can be below the layer. I think that an experienced player will never move at speeds less to 4 knots in research or attack phase. Still, if the target has a velocity greater than 8 knots, is very likely that you will hear him with two sensors or you can get information from the demon. In these cases it's easy to proceed with the usual methods, Triangulation, Strip plotting ecc.. I have answered to your doubt? Thank you for your interest ![]() Last edited by NavyUSA; 03-25-14 at 01:26 PM. |
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#4 |
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Pisces, what methods you use to calculate the Br?
I to calculate a history of Br use the method described by Cristian, but if I want to calculate a single value of Br I determine the angle between two lines of bearing directly from the screen of the Tma station (trigonometric). |
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#5 |
Silent Hunter
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I don't in SC or DW really. Back in the beginning I made bearing history charts to plot it. But lost interest in this arduous task. Also, I didn't really know how to use this plot effectively.
Then some years ago I figured out I could used the TMA ruler to estimate the fraction of a bearing to a 10th degree by setting the course of the TMA ruler to the degree before and after the bearing line, and then measuring/eyeballing the ruler-tip distance to the bearing line. This provides much better accuracy than the 1 degree resolution of the bearing readouts. But is still quite arduous, and not very useful in tense combat situations. It takes too much time for me to be comfortable. So, I still just fumble around trying to get the ruler to lineup with the bearings after enough zig-zags. Just like everyone else, with only a faint idea of what I'm supposed to do with the TMA dotstack. I still let the Auto-TMA do most of the work also. In other words, I suck at it. ![]() But this method on that Italian forum (which I still have not found the time to decypher) does make me curious what you can do with it. In SH3 and SH4 though, I rely much more on the graphical methods of determining course and speed based on bearing alone. (search subsim for 3 bearing and 4 bearing method) And my self-created 3-bearing AOB finder sliderule disk. Unfortunately the drawing tools in SC and DW leave much to be desired to be able to do this effectively in the game. (no ability to plot lines on the map, only during mission editing) |
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#6 | |||
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![]() angle = arctan((So*2/60)/(length segment bearing from ownship and the intersection point)) Br= angle/2 [DEG/min] ''always approximated for defect'' Quote:
So, this is a unusual scenery. Method inefficient for target range less then 11 nm (probable scenery). Quote:
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#7 | |||
Silent Hunter
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I know there is MoBo, the electronic manoeuvring-board application. But it is external to the game. Last edited by Pisces; 03-27-14 at 01:40 PM. |
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