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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Seaman
![]() Join Date: Aug 2012
Posts: 36
Downloads: 80
Uploads: 0
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Link doesn't work?
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#32 |
Watch
![]() Join Date: Apr 2009
Location: Spain
Posts: 26
Downloads: 36
Uploads: 0
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Get it from here http://lnpi.net/docs/the_four_bearings_method_v2.pdf
I'm going to update the first post. |
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#33 |
Nub
![]() Join Date: Mar 2012
Posts: 3
Downloads: 21
Uploads: 0
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Question
@KUIKUEG
I've just installed SH4 and I'm studying your method, and it's awesome! there's just one thing, I can't get right! I started out facing north and there was a merchant northeast from me some 15 km away, heading west. this was a training mission I created so I can practice your method in it. Anyway I got my first bearing and started cruising and changing course. In 15 minute intervals I took 3 reading and draw them as b1, b2 and b3. While I took these 3 readings I was always moving a bit towards the merchant(NNE, E, NEE) I calculated the estimated fourth bearing and I turned away from him (I was moving west just like him). What I want to ask: was this a mistake? because when I took the real fourth bearing and calculated his position and course, it was really off! like almost 90 degrees off! I know this because I created the mission! ![]() |
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#34 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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It looks like Kuikueg hasn't been active in a couple months, but until he gets back, welcome to Subsim and have fun!
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"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell. ![]() ![]() ![]() |
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#35 |
Planesman
![]() Join Date: Sep 2008
Posts: 192
Downloads: 54
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Few things about this method... it doesn't work on "moving away" and "constant distance" contact's courses, (or very close to "constant distance")... if you are moving, you should move in opposite direction of a contact, i.e. if he is moving SW you should move NE (you MUST get crossing of bearings) if you are getting parallel bearings it is impossible to get contact's course... time between bearings is also very important, the longer the better! Usually 10 minutes is enough for merchants, 5 - 7 for warships... good luck.
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Come closer... and die. |
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#36 | |
Watch
![]() Join Date: Apr 2009
Location: Spain
Posts: 26
Downloads: 36
Uploads: 0
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#37 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
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Kuikeg's link is dead. I uploaded version 2 to my own website:
version 1 of the method: http://ricojansen.nl/downloads/four_bearings_method.pdf version 2 of his methods: http://ricojansen.nl/downloads/the_f...%20Kuikueg.pdf Last edited by Pisces; 05-30-14 at 05:49 AM. |
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#38 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 834
Downloads: 46
Uploads: 0
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Doing the four bearing method, and having no luck.
The point of failure seems to be at the point when the parallels are moved to intersect Bearing 2. Having had numerous failures in acquiring contact course I decided to try this with map contacts on and was using the TDC historical mission (one ship on a east to west coast, and the U- boat on a northerly heading.) I used the periscope for the bearing info, and found that when I drew out the parallels on bearing 1 and 3, that the course was nearly perpendicular to the actual contact course. Then I looked at how to acquire a predicted course line that would match the contacts East to West course, and honestly I could find none. I have done the tutorial included in Steel Wolves for the four bearings several times, and encountered that although the tutorial is saying "we have acquired a bearing of (place bearing here), that when I clicked on the sonar operator I get "no sound contact". In actual practice I find the sonar bearings useless (even when tracking a single contact, as the operator only reports the closest contact, and in a shipping lane that can be many instances of the closest changing during the course of acquiring four bearings over 20 minutes. I sure wish I could get this method to work, cause if this works this will make this sim really immersive. |
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#39 |
Henke
Join Date: Feb 2012
Location: Mississauga
Posts: 85
Downloads: 197
Uploads: 1
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I've had mixed results as well. I find that you must use the highest magnification when making a plot or too much error will creep into the solution. But I just play on and assume the target changed course or speed or my WO is tired...
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"Water is pointed" |
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#40 |
Engineer
![]() Join Date: Apr 2005
Posts: 210
Downloads: 141
Uploads: 0
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Is there a new download link for the improved fast method? THX!
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#41 |
Count Dracula
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![]() u can train this method in game u need to have TDW's UI or TWos mega mod ....in main menu section tutorials and from there select four bearing
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#42 |
Engineer
![]() Join Date: Apr 2005
Posts: 210
Downloads: 141
Uploads: 0
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WOW didn't know that. This is great!!! THX very much
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#43 |
Growing Old Disgracefully
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This is a useful alternative method.
Pause your game and then use the Alt + Tab Keys. You can enter 1 bearing at a time or best to put 3 bearings in at the same time before moving the sub. Hydrophone Tracker For Four Bearings (Sits On Your Desktop) Peter
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
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#44 |
Mate
![]() Join Date: Jan 2016
Posts: 58
Downloads: 13
Uploads: 0
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One disadvantage of the method taught by TWoS is that you have to be stationary for the first three bearings. Is there a way to apply the method while moving the entire time?
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#45 |
Swabbie
![]() Join Date: Aug 2016
Posts: 9
Downloads: 22
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Here is my quick utility made in geogebra for the 4 bearing method.
Requires geogebra, obviously. http://www.filedropper.com/4bearingsv5 In the near future I'll add an intercept point as well, so that you don't have to draw anything on the in-game map. If you don't use km as an unit of measure, just modify the variable "Speed" and instead of "0.53996", put in whatever is necessary to convert from your preferred unit to knots. 1 km/h is 0.53996 knots. Attention, sometimes the indicated target course is opposite of what it is, so you may need to add or subtract 180°. Last edited by alboverburn; 08-26-16 at 04:20 AM. |
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