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#1 |
Silent Hunter
![]() Join Date: Dec 2004
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Thanks RR, for taking the effort of making it visual.
It certainly does look like the Dick O'kane method, but with one critical flaw. It relies on an assumed target speed. If the target speed is different than the real speed then you could miss ahead of the bow or behind the stern. It all depends on how much leeway the target's length gives you. I'm afraid this technique is in no way more guaranteed than Greyriders 8010 method.
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#2 |
Admirable Mike
Join Date: Mar 2004
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It seems to me that you'd have to fire a spread to have a hope of hitting the target. I like it though.
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#3 | |
Navy Seal
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Haven't you ever done the stadimeter thing and found through the attack map that your range is too short? As long as the impact x is on a straight line between your sub and the target, you have a hit, even though your range is wrong. You do have to reduce the speed proportionally to maintain the alignment if you're using the PK especially. That error was the inspiration for my idea. The only thing the solution has to yield is the correct gyro angle. If the correct angle is the product of an inaccurate speed and range the torpedo still makes a boom. ![]()
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#4 |
Ace of the Deep
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RR
(and everybody else interested) regarding the ficticious course attempt up to now I have this: link Hope it is "understandable"... Fire Away! (going deep now ...) ![]()
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#5 | |
Navy Seal
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Then the question: how does placement of the fictitious course influence solution quality? What kind of error tolerance do we have? I'm thinking at this point that we might have to use a visual AoB estimate to fix a non-right angle position of the fictitious course. Good work! Now you've made me burn some midnight oil. ![]()
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#6 |
Ace of the Deep
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For starters assume that you know target course.
Why? Because there is a bearings only method that allows you to do so. Implementable via passive means (sonar or optical observations no radar required). You won't like it though, as the sub must remain stationary as it collects data (at least three distinct bearing/time observation pairs). But if the target' is a medium or slow "mover" and you detect him early enough you may have time both for proper data collection and maneuvering. { I realy think you must go through this link: http://www.archive.org/details/maneuveringboard00unit } Then you'll have to deal only with target's speed inaccuracies as range probably doesnt matter for small torpedo gyro angles. .
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- Oh God! They're all over the place! CRASH DIVE!!! - Ehm... we can't honey. We're in the car right now. - What?... er right... Doesn't matter! We'll give it a try anyway! Last edited by Diopos; 08-20-10 at 07:34 AM. |
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#7 | |
Navy Seal
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#8 | |
Ace of the Deep
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![]() The "keep it in the game" principle is a very ... mature one indeed. But there can be "legitimate" exceptions such as using a Maneuver Board. After all you can plot in real time (not pausing the game). There are other kinds of solutions that are not as "knowledge intensive" as proper nav work. (And no I don't mean alt-tabing to an Excel spreadsheet). I'm in a brainstorm phase already! ![]() .
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- Oh God! They're all over the place! CRASH DIVE!!! - Ehm... we can't honey. We're in the car right now. - What?... er right... Doesn't matter! We'll give it a try anyway! Last edited by Diopos; 08-20-10 at 03:04 PM. |
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#9 | |
Silent Hunter
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Sigh, I need some R&R ![]() p.s. no pun intended with that.
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