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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
Downloads: 220
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Thanks RADM that adds a further level of unpredictability to the type of testing I have previously run.
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#17 | |
Loader
![]() Join Date: Jan 2002
Posts: 82
Downloads: 3
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![]() Quote:
I was never a programmer but I use excel to rebalance my stock options portfolio. When it comes to TMA & LOS drills, the table may help you for now, otherwise it's too complicated for me. Start the game and do a simulation with just the target (a surface ship) and ownship. Here are some common sense rules for lag LOSs: Targets on the left side of the ship should move left on the sonar screen. Targets on the right side of the ship should move to the right on the sonar screen. In these situations, the target is moving roughly 180 in the opposite direction as own ship. So, if you are going northerly, then he is going southerly & vice versa. Here is the exception: Both vessels may be moving in the same direction but Own Ship (OS) has higher speed. If this is in fact the case, then you have an overlead LOS. This kind of LOS is risky because there is an increased chance of collision. In any event, to eliminate the possibility of an overlead, you turn the ship away from the target in order to reduce the possibility of collision. You also either turn OS or change speed to check the change in bearing rate. When the actual bearing rate matches your solution's bearing rate, then you have a good solution & the dots will continue to stack. Top Torp |
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