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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Electrician's Mate
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Passive TMA can be a hard thing to do, but it is nothing but a geometry problem. Sometimes with very little data.
When you first pick up a contact, the first thing that is determined is the bearing rate and direction of relative motion. If tactically feasible, you change course across the Line of Site (LOS) and you try to drive the bearing rate. The first one or two OS maneuvers nails down the range to a very good 'ball park' figure, to something that will be 'tuned' over time. The next maneuvers nail down the Target Course (Ct) and Target Speed (Dmht). Sonar can help a great deal if they can pickup some specific target parameters. On a surface contact, this is almost always the case. Dmht is easy with a surface contact. Historical operational data helps keep it in the ball park if you do not have the aural clues... Solution accuracy is determined after each course change. Does the expected incoming bearing match the solution? but more important, does the bearing rate match?? If not, then you have to adjust your solution for a better fit. This is why on a quiet contact, you may take a couple of hours to get a firing solution and put the boat into the proper firing position. The problem with bearing data accuracy depends on the frequency of the incoming energy. The higher the frequency, the smaller the beam-width (more accurate), conversely, the lower the freq, the larger the beam-width so there is lots of bearing inaccuracies. This has a lot to do with sonar system design and we will not get into this at all. The 1.05b update incorporated your submerged contacts counter firing... ![]() I personally like not having to do any hardcore TMA like you did in the 688i game. That game was just not realistic to do. Oh, it was somewhat realistic but 688i was essentially boring... you spent a long time doing TMA and all the other things that had to be performed. In real life, you had 30 people doing all those things but in 688i, it was all you... You got rushed, you missed stuff. I think Cold Waters is much more enjoyable.. |
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#2 | |
Planesman
![]() Join Date: Aug 2005
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#3 | |
Electrician's Mate
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#4 | |
A-ganger
![]() Join Date: May 2009
Location: Hooper, UT
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TMA may be a complex geometry/trigonometry problem, but it's still simple enough that it could be modeled relatively accurately in the game, yet it isn't... not to the degree it should be, anyhow. The ranges jumping all over the place is one example, but another is the way that it gives no idea of relative motion prior to getting the 95% solution (the WHA?!?!). BRGRT is the first and possibly the most important fire control parameter determined (well, second... you know which one I'm talking about, Shipkiller1...), and to not have the vital and valuable information that it presents is just plain silly. We drive off of BRGRT, for heaven's sake... to not have it is almost as much a handcuff as the lack of fine speed control. As an aside, Shipkiller... thanks for using the old school FC terminology - they changed it back around 2000, and I STILL have a hard time using it, even though it SEEMS more intuitive.
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STS1(SS) USN (Ret) : 1997 - 2017 USS MICHIGAN (SSBN-727 BLUE) USS MONTPELIER (SSN-765) IMF PACNORWEST USS ALASKA (SSBN-732 GOLD) USS ALABAMA (SSBN-731 GOLD) NAVAL OCEAN PROCESSING FACILITY, WHIDBEY ISLAND USS TENNESSEE (SSBN-734 GOLD) |
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#5 | |
Electrician's Mate
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BYG-1 TI04 (APB-05) was the big change. |
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#6 | |
A-ganger
![]() Join Date: May 2009
Location: Hooper, UT
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__________________
STS1(SS) USN (Ret) : 1997 - 2017 USS MICHIGAN (SSBN-727 BLUE) USS MONTPELIER (SSN-765) IMF PACNORWEST USS ALASKA (SSBN-732 GOLD) USS ALABAMA (SSBN-731 GOLD) NAVAL OCEAN PROCESSING FACILITY, WHIDBEY ISLAND USS TENNESSEE (SSBN-734 GOLD) |
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