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Old 11-01-16, 06:17 PM   #1
jadervason
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Necropost, I know...


but my "Dirty" method of intercept is simple: start by matching course with the target. turn (toward the bearing rate) so that bearing rate of the target is reduced to zero. apart from certain exceptions, you are now on an intercept course

With practice you will be able to make educated guesses as to how much to turn with trial and error. I usually do it in 10 degree chunks but you can just set the rudder and ease back when you get close also
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Old 11-03-16, 03:34 AM   #2
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I use this: http://www.luizmonteiro.com/RA.aspx

Very handy tools on that website!
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Old 11-03-16, 12:12 PM   #3
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Intercept course in DW is not really needed for playing.

1) your sensors have different "dead zones" so you can't track your target like in SH. more important is maneuvering for good TMA solutions

2) almost all subs can go very fast underwater so math methods for interception target moving with 10 knots when you can drive with 20-35 knots is pointless

3) your weapons can do this automaticly

4) your weapon can be wire-guided

5) your weapon have own radar,sonar active/passive, IR detector etc.

6) going straight for long time with constant speed is not too good for you, because you are easy target for opponents

My advise:
Don't play DW like SH.
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Old 11-03-16, 12:55 PM   #4
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Quote:
Originally Posted by p7p8 View Post
Intercept course in DW is not really needed for playing.

1) your sensors have different "dead zones" so you can't track your target like in SH. more important is maneuvering for good TMA solutions

2) almost all subs can go very fast underwater so math methods for interception target moving with 10 knots when you can drive with 20-35 knots is pointless

3) your weapons can do this automaticly

4) your weapon can be wire-guided

5) your weapon have own radar,sonar active/passive, IR detector etc.

6) going straight for long time with constant speed is not too good for you, because you are easy target for opponents

My advise:
Don't play DW like SH.
I think there are two different concepts being discussed here: 1) intercepting a target's track (i.e., actually reaching it to be able to observe or engage it and not just watching it sail by because your intercept track wasn't correct) and 2) engaging enemies.

I am (quite) sure that what is being discussed in this thread is whether or not it is even mathematically possible to reach a track and, if so, wishing to determine the best way to get to that track. By best I mean the optimal combination of speed and course. I don't think anyone here is talking about setting up straight-running torpedo solutions.
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Old 11-03-16, 01:36 PM   #5
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Quote:
Originally Posted by FPSchazly View Post
I think there are two different concepts being discussed here(...)
I know but first question is:

why you need method for interception?

In my opinion mainly for attack target. in that case, my points about weapon are also important.

I think "interception" isn't good word because in some cases better attack possition is far away from target (for example with SUBROCS). I think "attack possitons" is much better term than "interception".
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Old 11-03-16, 02:10 PM   #6
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That's understandable, semantics can be annoying. I'm just repeating what I've come to learn in my experience: getting close to a target, whether that means tracking it or attacking it, is known as "intercepting the track". Either way, "moving into attack position" or "intercepting the track" is a separate concept from a "firing solution".
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Old 11-03-16, 03:23 PM   #7
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In my experience when player asks for "methods of interceptions" he want to do something familiar to "interception" in SH or Air simulation games.
Problem is in fact, that modern submarines are completly differend than submarines from WWII (or planes). In many cases tracking from long ranges forces manevouring for building TMA data. Main sonar array (good for interception) is TB 16. Main problem for this sonar is blind cone in bow direction. So you can't just go straight to your target. It is not only problem because it is also good oportunity for building TMA situation.
Because of the above, simply methods for "interception course" are pointless.

Other reason lays in abilitties of your and enemy weapons. Modern ASW or ASuW weapon give you very speciffic way to attack. You should take advanteges of your weapon. Ploting course of interception is good for close attack. But in many games, I've launched my rockets or torpedoes even from possitions behind island (to linked or earlier ploted target). This means "old-fashioned" interception is not always good for attack.
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Old 11-03-16, 01:09 PM   #8
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You can estimate an intercept course with just range circles, assuming you know target course and speed. No calculators or outside references needed.

Time to Intercept Method:

1. Pick a desired time to intercept and draw a range circle around the target at a distance of Target Speed x Intercept Time. Draw an X on that circle where the target course intercepts it (cursor bearing from center of circle is displayed while you're drawing the circle). If you want a specific range other than zero at intercept, offset the X from the target course line at the desired distance (on your side of the course line obviously).

2. Draw a range circle from your sub that intersects the X, note the cursor bearing while it is on the X. That is your intercept course.

3. Intercept speed is the new circle radius divided by the Intercept time.

Speed to Intercept Method

Simplest method for this is to try different iterations of the Time to Intercept method, using shorter or longer intercept times, until you like the Intercept Speed calculated in Step 3. Once you do it a few times, you'll get a feel for where to start the iterations to speed up the process.

Admittedly, neither of these methods is likely to give the "exact" intercept course/speed for a given situation, but as others have said, with modern seeking weapons, you don't really need to be exact.

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