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Old 08-27-10, 10:18 AM   #16
Rockin Robbins
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No doubt understanding the problem both from a graphical and mathematical basis helps with understanding the situation. Many times I'll take a graphical situation and then mathematically calculate my error tolerance to see if it's worthwhile to shoot. I did that with the Mark 1 version of the fictitious course brainstorm, finding that the method sucked but if I could reduce to a range of 500 yards I would hear booms. Of course so would a blind chimpanzee, but you gotta salvage what dignity you can!
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Old 11-05-10, 05:10 PM   #17
Diopos
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Still brainstorming on CCCM: Link

Geometrical solutions expanded to include:
  1. change in sub's direction,
  2. non "sequential" collision runs
  3. multiple collision runs
  4. "diverging" target situations
Still not formulated as an """official""" method, but you can experiment with it.
It is a long read, but give it a try anyway!

.
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Last edited by Diopos; 11-06-10 at 04:14 AM. Reason: typo
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Old 11-07-10, 06:36 AM   #18
Marko
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Quote:
Originally Posted by Armistead View Post
I'll stick with OKane, Vector or EZplot and my version of quick guesswork sonar shooting in a storm.

I do enough math homework with my son.

lol
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Old 06-10-11, 06:46 PM   #19
commandosolo2009
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hmmm..... I'll take it. I'll read it, implement it, and give you feedback. In the meantime, try overcharging your cranium to more solutions. We could use a twist anytime.
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Old 06-12-11, 05:12 AM   #20
Diopos
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I continue work on the subject and have formulated a more easy method to implement in situations where the sub can move faster than the target. Please read through the material and comment if you have time to spare.

.
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Old 06-14-11, 12:08 AM   #21
TorpX
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I took a look at your method. Nice work.

My only reservation is it seems like it might take too long to obtain the data in many situations. But I would like to try it sometime when circumstances permit. How much have you used it in your game?
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Old 06-14-11, 07:56 PM   #22
Diopos
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Quote:
Originally Posted by TorpX View Post
I took a look at your method. Nice work.

My only reservation is it seems like it might take too long to obtain the data in many situations. But I would like to try it sometime when circumstances permit. How much have you used it in your game?

The basic problem is "establishing" a collision course, in particular if the target is distant. For example the bearing to the target can remain unchanged, for a specific QwnShip speed but for a "span" of courses. As the target approaches this tends to become less of a problem. But of course as it approaches your ability to remain on the surface becomes ... uhmmm ...."tactically challenging" . Now after you submerge your speed limit becomes lower and if you have DDs close enough even more so. Another drawback is that sometimes you need a "fine tunning" of your speed which I can achieve within the game (alrhough Ithink there is a mod that allows you to control speed to 1/10 of a knot).
At the moment I'm trying to combine a collision course+bearings only simple target motion analysis method. Looks promising ... but this time I'll do all the testing before posting!

.
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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!
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