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#16 |
Watch
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For completeness, I list the procedural sequence that should be followed with the tables: (repeat for those who are interested, I can send you by email all tables for all relative bearings ad all LOS type)
Scenario: bearing-only TMA, track target with TA, ownship and target(submerged) in search phase. i) Measure the Br at time 2 and 4. (target range is decreasing or increasing?) ii) Recognize LOS type. (LAG, LEAD) iii) Whit the Br measured at time 4 and relative target bearing measured at time 2 --> choose the corresponding table. (RelativeB+LOS+Br --> Table) iv) Obtained the probable interval target range, seek a possible alignment of the points in the dotstack in the interval range. (Strip plotting) v) If the probability is friendly, the target will not be far from the solution found ![]() ![]() |
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#17 |
Silent Hunter
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Sure, send them. Expect a pm.
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#18 | |
Watch
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#19 |
Nub
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"About formula: (simple trigonometry)
With the law of sines you can calculate the angle § = arcsin( B/L*sin(w)) , w lower angle between B and bearing at time 0. B/L << 1 therefore § is approximately equal to §* = arctan(B/L) OR §* = arcsin(B/L) [error=<10^-2] ''more easier to calculate''. In the example B is SpeedOwnship/60*2. For obtain L is sufficient bring the cursor on intersection of the bearings when the bearing appear on TMA display." Can someone explain how i get the angle w? Is it possibel to get the tabels for relative bearings and los typs? Regards Last edited by Seppel; 12-03-17 at 03:51 AM. |
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#20 |
Growing Old Disgracefully
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A Warm Welcome To The Subsim Community > Seppel
Subsim <> Make A Donation <> See The Benefits <> Support The Community
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#21 | |
Good Hunting!
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What is this formula in reference to? I just skimmed this thread briefly and didn't see anything.
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Your friendly neighborhood modern submarine YouTuber. My videos: **Exclusive Look at Modern Naval Warfare!** Dangerous Waters Liu Doctrine (LwAmi Learn to play Dangerous Waters |
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#22 |
Nub
![]() Join Date: May 2017
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If I understand correctly, the formula should determine a more accurate bearing rate. The formula is taken from an Italian tma manual (see link) I am looking for a decent method to get a better beraing rate, but so far without success. all self-determined beraing rates, for example, with the stopwatch are firstly inaccurate and secondly not suitable for a combat situation. other methods such as MoBo, in my opinion, ****. The general problem is the indication of opponent bearing. in all subsimgames I get, this is given as a whole number and not as a number with decimals.
We need a method with which we could determine the bearing rate relatively quickly after the first bearing. Maybe this formula is suitable? but I am still in the process of understanding them. Best regards |
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#23 |
Gefallen Engel U-666
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Seppel!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#24 |
Nub
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<s> mate
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